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pepa-pi-bot/runtime/coach/advisor-trigger.js
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mayatnikovandClaude Opus 4.7 08ac2e1bc1 feat(v0.3.1): real survival patterns — biome-aware scout, wedge-relocate, escape-pit-safe
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>
2026-05-27 23:01:39 +03:00

246 lines
9.0 KiB
JavaScript

// Auto-trigger policy for the fast tactical advisor.
//
// The advisor is too slow for synchronous use inside a reflex tick
// (5-15s via TimeWeb's hosted agent endpoint). The strategy here is
// asynchronous: when conditions warrant tactical advice, fire-and-forget
// an advise() call; when the result eventually arrives, cache it on
// ctx.advisorRecommendation. The next reflex tick reads that cache and
// can substitute the recommended skill before dispatching.
//
// Triggers (any one, AND-ed with the not-recently-asked cooldown):
//
// 1. Wedged > 60s — bot's position hasn't shifted ≥16 blocks in over
// a minute (already tracked by reflex.js as lastSignificantMoveAt)
// 2. Last 4+ dispatches were the same skill — clear loop signal
// 3. Last awareness preempt was very recent AND followed by same
// skill being dispatched again — env-shock-blind retry
//
// The recommendation has a TTL (60s). After that it's stale and the
// reflex falls back to manifesto / curriculum. This keeps the system
// reactive — advice ages out, fresh data drives fresh advice.
import { advise, isAvailable as advisorAvailable } from "./fast-advisor.js";
import { isRegistered } from "../skill-registry.js";
import { insertRecommendation } from "../knowledge/index.js";
import { info, warn } from "../log.js";
const TRIGGER_COOLDOWN_MS = 90_000;
const RECOMMENDATION_TTL_MS = 60_000;
const WEDGED_THRESHOLD_MS = 60_000;
const REPEAT_THRESHOLD = 4;
const PREEMPT_WINDOW_MS = 30_000;
// Emergency triggers — bypass cooldown because waiting another 90s
// when the bot is about to die is not useful.
const EMERGENCY_HP = 6;
const EMERGENCY_HOSTILE_DIST = 8;
const EMERGENCY_COOLDOWN_MS = 20_000;
// LLM outage backoff — if 3 consecutive advise() calls return
// http_400 / network_error, suppress further calls for 10 minutes.
const PROVIDER_OUTAGE_FAILS = 3;
const PROVIDER_OUTAGE_BACKOFF_MS = 10 * 60 * 1000;
let _lastTriggerAt = 0;
let _inFlight = false;
let _consecutiveFails = 0;
let _providerOutageUntil = 0;
export function _resetForTest() {
_lastTriggerAt = 0;
_inFlight = false;
_consecutiveFails = 0;
_providerOutageUntil = 0;
}
function isProviderError(code) {
return code === "network_error"
|| code === "timeout"
|| (typeof code === "string" && code.startsWith("http_"));
}
export function getTriggerState() {
return {
lastTriggerAt: _lastTriggerAt,
inFlight: _inFlight,
};
}
/**
* tickAdvisor(ctx) → maybe-fires advise() in background.
*
* Called from reflex AFTER it has chosen a plannedSkillId but BEFORE
* dispatching. Does NOT block — the in-flight call resolves later and
* writes ctx.advisorRecommendation. The caller decides whether to
* consume a fresh recommendation on this tick or wait for the next.
*/
export function tickAdvisor(ctx, { plannedSkillId } = {}) {
if (!advisorAvailable()) return { fired: false, reason: "disabled" };
if (_inFlight) return { fired: false, reason: "in_flight" };
const now = Date.now();
if (_providerOutageUntil > now) {
return { fired: false, reason: "provider_outage", retryAt: _providerOutageUntil };
}
// Drop a recommendation that's already aged out.
if (ctx.advisorRecommendation && now - ctx.advisorRecommendation.at > RECOMMENDATION_TTL_MS) {
ctx.advisorRecommendation = null;
}
const reason = detectTrigger(ctx, now, plannedSkillId);
if (!reason) return { fired: false, reason: "no_trigger" };
// Emergency triggers use a much shorter cooldown — waiting 90s with
// HP=4 and a creeper at 3 blocks is exactly when we MUST hit the LLM.
const isEmergency = reason.startsWith("emergency_");
const cooldownMs = isEmergency ? EMERGENCY_COOLDOWN_MS : TRIGGER_COOLDOWN_MS;
if (now - _lastTriggerAt < cooldownMs) {
return { fired: false, reason: "cooldown" };
}
_lastTriggerAt = now;
_inFlight = true;
const snapshot = ctx.snapshot ?? null;
const recentSkillIds = (ctx.recentSkillIds ?? []).slice(-8);
const activeNeed = ctx.activeNeed ?? null;
const storyStep = ctx.storyStep ?? null;
info("advisor-trigger", `firing because ${reason} (planned=${plannedSkillId ?? "?"}, need=${activeNeed?.need?.id ?? "?"}, step=${storyStep?.step?.id ?? "?"})`);
// Fire-and-forget. The promise's resolution writes ctx.advisorRecommendation.
advise({ snapshot, reason, recentSkillIds, lessonsTail: ctx.recentLessons ?? [], activeNeed, storyStep, force: true })
.then((result) => {
_inFlight = false;
const needLabel = activeNeed
? `L${activeNeed.need.level} ${activeNeed.need.id}`
: null;
if (result.ok && result.action === "switch_skill" && isRegistered(result.skillId)) {
const recId = insertRecommendation({
triggerReason: reason,
plannedSkill: plannedSkillId ?? null,
recommendedSkill: result.skillId,
action: "switch_skill",
rationale: result.rationale,
activeNeed: needLabel,
tokensIn: result.usage?.in,
tokensOut: result.usage?.out,
latencyMs: result.latencyMs,
});
ctx.advisorRecommendation = {
id: recId,
at: Date.now(),
skillId: result.skillId,
action: "switch_skill",
rationale: result.rationale,
triggerReason: reason,
latencyMs: result.latencyMs,
usage: result.usage ?? null,
};
info("advisor-trigger", `recommendation cached: ${result.skillId} (${result.latencyMs}ms, in=${result.usage?.in ?? "?"}t/out=${result.usage?.out ?? "?"}t, db=${recId ?? "-"})`);
} else if (result.ok && (result.action === "wait" || result.action === "continue")) {
const recId = insertRecommendation({
triggerReason: reason,
plannedSkill: plannedSkillId ?? null,
recommendedSkill: null,
action: result.action,
rationale: result.rationale,
activeNeed: needLabel,
tokensIn: result.usage?.in,
tokensOut: result.usage?.out,
latencyMs: result.latencyMs,
});
ctx.advisorRecommendation = {
id: recId,
at: Date.now(),
action: result.action,
rationale: result.rationale,
triggerReason: reason,
latencyMs: result.latencyMs,
usage: result.usage ?? null,
};
info("advisor-trigger", `recommendation: ${result.action} (${result.latencyMs}ms)`);
} else if (!result.ok) {
warn("advisor-trigger", `advise failed: ${result.code} (${result.detail})`);
if (isProviderError(result.code)) {
_consecutiveFails += 1;
if (_consecutiveFails >= PROVIDER_OUTAGE_FAILS) {
_providerOutageUntil = Date.now() + PROVIDER_OUTAGE_BACKOFF_MS;
warn("advisor-trigger", `LLM provider outage (${_consecutiveFails} fails in a row); backing off ${Math.round(PROVIDER_OUTAGE_BACKOFF_MS / 60000)}min`);
}
}
} else {
_consecutiveFails = 0;
}
})
.catch((e) => {
_inFlight = false;
warn("advisor-trigger", `advise threw: ${e?.message ?? e}`);
});
return { fired: true, reason };
}
function detectTrigger(ctx, now, plannedSkillId) {
const snap = ctx.snapshot ?? {};
// 0. EMERGENCY: low HP + hostile near — call BEFORE the bot dies.
// Checked first so reason string starts with "emergency_" → bypasses
// the long trigger cooldown via the caller's isEmergency check.
const hp = snap.health ?? 20;
const hostile = snap.closestHostile;
if (hp <= EMERGENCY_HP && hostile && (hostile.distance ?? Infinity) <= EMERGENCY_HOSTILE_DIST) {
return `emergency_hp${Math.round(hp)}_${hostile.name ?? "hostile"}@${Math.round(hostile.distance)}`;
}
// 0b. EMERGENCY: drowning / lava / lethal fluid
if (snap.hazards?.footBlock === "lava") {
return "emergency_lava";
}
// 1. Wedged > threshold
if (ctx.lastSignificantMoveAt && (now - ctx.lastSignificantMoveAt) > WEDGED_THRESHOLD_MS) {
return `wedged_${Math.round((now - ctx.lastSignificantMoveAt) / 1000)}s`;
}
// 2. Repeat-skill loop
const recent = ctx.recentSkillIds ?? [];
if (recent.length >= REPEAT_THRESHOLD) {
const tail = recent.slice(-REPEAT_THRESHOLD);
const allSame = tail.every((id) => id === tail[0]);
if (allSame && plannedSkillId === tail[0]) {
return `repeat_${REPEAT_THRESHOLD}_${tail[0]}`;
}
}
// 3. Recent preempt followed by same skill again
if (ctx.lastPreempt && now - ctx.lastPreempt.at < PREEMPT_WINDOW_MS) {
const lastDispatched = recent[recent.length - 1];
if (lastDispatched && lastDispatched === plannedSkillId) {
return `preempt_retry_${ctx.lastPreempt.reason}`;
}
}
return null;
}
/**
* consumeFreshRecommendation(ctx) → { skillId, action, rationale } | null
*
* Returns a recommendation if one is currently cached and fresh, and
* clears it so subsequent ticks don't re-apply the same advice.
*/
export function consumeFreshRecommendation(ctx) {
const rec = ctx.advisorRecommendation;
if (!rec) return null;
if (Date.now() - rec.at > RECOMMENDATION_TTL_MS) {
ctx.advisorRecommendation = null;
return null;
}
if (rec.action !== "switch_skill" || !rec.skillId) {
// 'continue' / 'wait' don't replace dispatch; surface for telemetry only
return null;
}
ctx.advisorRecommendation = null;
return rec;
}
// Test exports
export const __testing = {
TRIGGER_COOLDOWN_MS, RECOMMENDATION_TTL_MS, WEDGED_THRESHOLD_MS,
REPEAT_THRESHOLD, PREEMPT_WINDOW_MS, detectTrigger,
};