Operator reported the bot wandered the same 50×50 patch for 2 hours
without making any progress toward food. Diagnosis showed three root
causes; this commit addresses all five open improvement_requests
the LLM (postmortem + tuner) flagged automatically.
Research basis (`Voyager`, `Plan4MC`, `GITM`, `Mindcraft`):
- Coverage / commit-to-cardinal exploration when local scan fails
- Biome-aware strategy switching using a static affordance table
- Wedge detector above the skill layer that triggers RELOCATE not
RETRY (per-skill stuck checks reset on re-entry — useless)
- Time-in-region bbox heuristic + need-duration AND skill-cycle gate
Concrete changes:
1. `runtime/goal/storyline.js`
- orient_self.completed: added timeout fallback (HP=full + session
>120s → done) so barren biomes don't block the bot on step 1.
Closes improvement #2 'Нет навыка оценки когда сменить район'.
- first_food.suggestSkill: now picks survive.scout-food (new) when
no passive mob is nearby; falls back to survive.acquire-food only
when something is in immediate range.
2. `runtime/biome-affordances.js` (new)
- Static table: 40+ biomes → {has_passive_mobs, has_trees,
has_water, has_crops, livable}.
- Unknown biomes return optimistic defaults to avoid regressions.
- Closes improvement #1 'Нет навыка целевого поиска еды по биому'.
3. `runtime/skills/scout-food.js` (new — survive.scout-food)
- Tiered strategy: biome check → scan 32 → scan 64 → commit a
cardinal for 200 blocks rescanning every 16. On cardinal
exhaustion, returns code:"exhausted" so the curriculum can
escalate to village.relocate.
- In barren biomes (desert/ocean/snowy_plains) the scan is
SKIPPED — bot walks straight toward the nearest neighbour
biome that affords passive mobs (8-direction biome probe at
radius 64).
4. `runtime/awareness/wedge-detector.js` (new)
- Rolling 10-min position bbox tracker. observe() called every
tick; isWedged() returns true when bbox<50 AND active need
unmet >5min AND skill cycles ≥3.
- markRelocationStarted() suppresses further wedge firings
until the bot has displaced ≥200b — prevents stack overflow
of relocate calls.
- Lives ABOVE the skill layer (in runtime/reflex.js), because
any per-skill stuck check resets on re-entry.
5. `runtime/skills/relocate.js` (new — village.relocate)
- 300-block walk in least-recently-used cardinal (per-incident
memory in ctx.recentRelocations).
- Re-paths every 32 blocks, soft-tolerates pathfinder failures
(3 consecutive throws → exit with code:"stuck_in_place").
- Closes improvement #2 + #4 ('low success rate trigger').
6. `runtime/skills/escape-pit-safe.js` (new — recovery.escape-pit-safe)
- Surveys 4 cardinals AND ceiling height before committing.
Picks the direction with most open blocks (≥3, no lava).
Falls through to pillar-up only if ceiling clear ≥4b. Returns
code:"no_strategy" if both blocked so curriculum can escalate
to relocate.
- Closes improvement #3 'Нет навыка для безопасного выхода'.
7. `runtime/reflex.js`
- Wedge detector wired before manifesto/storyline. If wedge.wedged
is true, dispatches village.relocate directly and returns —
bypasses every other branch.
- ctx.disableWedge flag for tests.
8. `runtime/coach/advisor-trigger.js`
- LLM provider outage backoff: 3 consecutive http_400 / timeout /
network_error → suppress advisor for 10 min. Today's TimeWeb
gpt-5.4-mini was 400'ing for an hour straight; we were spending
trigger budget on dead calls. Closes improvement implicit gap
in #5.
9. `runtime/bot.js`
- Tracks botSpawnedAt; snapshot._sessionMs exposed for storyline
orient_self timeout fallback.
Tests: 396 green (was 378, +18):
- runtime/biome-affordances.test.js — 8 tests
- runtime/awareness/wedge-detector.test.js — 9 tests
- runtime/goal/storyline.test.js — 1 new test (orient_self timeout)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
136 lines
5.0 KiB
JavaScript
136 lines
5.0 KiB
JavaScript
// Wedge detector — rolling-10min position bounding box.
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//
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// Sits above the skill layer (per the v0.3.1 design research). The
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// reflex calls observe() with the latest position once per tick; on
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// every call we evict older entries and recompute the bbox over the
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// trailing window. If the bbox stays small for long enough AND a need
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// has been unmet for long enough AND the same skill cycled enough
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// times, isWedged() returns true and the reflex injects a `relocate`
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// task that supersedes the current need until the bot has displaced
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// ≥200 blocks from the wedge centre.
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//
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// This is intentionally NOT inside any single skill — every skill
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// resets its own counters when re-entered, so per-skill stuck checks
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// can't break a multi-skill cycle.
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const WINDOW_MS = 10 * 60 * 1000; // 10 minutes
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const MIN_BBOX_FOR_WEDGE = 50; // <50 blocks max-dim → wedge
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const MIN_UNMET_NEED_MS = 5 * 60 * 1000; // need unsatisfied for 5+ min
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const MIN_SKILL_CYCLES = 3; // same need's skill restarted ≥3x
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let _samples = []; // { t, x, z }
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let _activeRelocation = null; // { startedAt, fromCenter:{x,z}, headingName }
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let _needStartedAt = new Map(); // needId → t when first detected
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let _lastNeedId = null;
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export function _resetForTest() {
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_samples = [];
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_activeRelocation = null;
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_needStartedAt = new Map();
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_lastNeedId = null;
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}
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/**
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* observe({ x, z, now, activeNeedId, recentSkillIds })
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*
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* Lightweight: called every reflex tick (~1-2s). Updates sliding
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* window and need-duration accounting.
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*/
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export function observe({ x, z, now = Date.now(), activeNeedId = null, recentSkillIds = [] } = {}) {
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if (typeof x !== "number" || typeof z !== "number") return;
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_samples.push({ t: now, x, z });
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// evict
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const cutoff = now - WINDOW_MS;
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while (_samples.length && _samples[0].t < cutoff) _samples.shift();
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// Track need duration
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if (activeNeedId !== _lastNeedId) {
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_lastNeedId = activeNeedId;
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if (activeNeedId && !_needStartedAt.has(activeNeedId)) {
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_needStartedAt.set(activeNeedId, now);
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}
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}
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if (activeNeedId && !_needStartedAt.has(activeNeedId)) {
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_needStartedAt.set(activeNeedId, now);
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}
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// If a relocation is in progress, check whether we've travelled
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// far enough to clear it.
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if (_activeRelocation && typeof _activeRelocation.fromCenter?.x === "number") {
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const dx = x - _activeRelocation.fromCenter.x;
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const dz = z - _activeRelocation.fromCenter.z;
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if (Math.hypot(dx, dz) >= 200) {
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_activeRelocation = null;
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// Reset all need-duration timers so the post-relocation env
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// gets a fair shot at being labelled satisfied / unsatisfied.
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_needStartedAt = new Map();
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}
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}
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}
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/**
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* isWedged({ activeNeedId, recentSkillIds, now })
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* → { wedged: true, bboxDim, needAgeMs, skillCycles, centerX, centerZ } | { wedged: false }
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*/
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export function isWedged({ activeNeedId, recentSkillIds = [], now = Date.now() } = {}) {
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if (_activeRelocation) return { wedged: false, reason: "relocating" };
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if (_samples.length < 8) return { wedged: false, reason: "insufficient_samples" };
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let xs = Infinity, xb = -Infinity, zs = Infinity, zb = -Infinity, cx = 0, cz = 0;
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for (const s of _samples) {
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if (s.x < xs) xs = s.x;
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if (s.x > xb) xb = s.x;
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if (s.z < zs) zs = s.z;
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if (s.z > zb) zb = s.z;
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cx += s.x; cz += s.z;
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}
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cx /= _samples.length; cz /= _samples.length;
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const bboxDim = Math.max(xb - xs, zb - zs);
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if (bboxDim >= MIN_BBOX_FOR_WEDGE) return { wedged: false, reason: "bbox_ok", bboxDim };
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const needAgeMs = (activeNeedId && _needStartedAt.has(activeNeedId))
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? now - _needStartedAt.get(activeNeedId)
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: 0;
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if (needAgeMs < MIN_UNMET_NEED_MS) return { wedged: false, reason: "need_recent", needAgeMs, bboxDim };
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// Skill cycle count: how many distinct dispatches of the same skill
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// appear in the recent rolling window.
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const skillCycles = countCycles(recentSkillIds);
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if (skillCycles < MIN_SKILL_CYCLES) return { wedged: false, reason: "few_cycles", skillCycles, bboxDim };
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return { wedged: true, bboxDim, needAgeMs, skillCycles, centerX: cx, centerZ: cz };
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}
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/**
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* markRelocationStarted({ x, z, heading })
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* The reflex calls this when it dispatches village.relocate. While
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* a relocation is in flight, isWedged() returns false (relocating)
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* so we don't fire a SECOND relocation on top.
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*/
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export function markRelocationStarted({ x, z, heading } = {}) {
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_activeRelocation = {
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startedAt: Date.now(),
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fromCenter: { x, z },
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headingName: heading?.name ?? "?",
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};
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}
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export function activeRelocation() { return _activeRelocation; }
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function countCycles(ids) {
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if (!Array.isArray(ids) || ids.length === 0) return 0;
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// A "cycle" = a transition like A → B → A. Count those.
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let cycles = 0;
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for (let i = 2; i < ids.length; i++) {
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if (ids[i] === ids[i - 2] && ids[i] !== ids[i - 1]) cycles++;
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if (ids[i] === ids[i - 1] && ids[i - 1] === ids[i - 2]) cycles++;
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}
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return cycles;
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}
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// Test exports
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export const __testing = {
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WINDOW_MS, MIN_BBOX_FOR_WEDGE, MIN_UNMET_NEED_MS, MIN_SKILL_CYCLES,
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countCycles,
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};
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