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pepa-pi-bot/runtime/coach/advisor-trigger.js
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mayatnikovandClaude Opus 4.7 7f545723b5 feat(v0.3.1): storyline — canonical Minecraft survival quest
The bot has been stuck in a loop for two days:
  acquire-food (fail: no nearby food) → explore.far → pillar-up (fail) → repeat

Diagnosis: manifesto + LLM advisor both correctly identify "you need
food" but neither expresses *what concretely to do next*. Manifesto is
a priority ladder (need-detection), not a narrative arc.

This commit adds the missing narrative layer — an ordered list of
operational steps that mirror the vanilla Minecraft survival path:

  1. orient_self      — Понять где я
  2. first_wood       — Собрать 8 поленьев
  3. crafting_basics  — Сделать верстак и палки
  4. first_tools      — Деревянные орудия
  5. first_food       — Найти первую еду
  6. shelter_minimal  — Простой шелтер с кроватью
  7. stone_tier       — Каменные орудия
  8. food_security    — Запас еды на 16+
  9. iron_age         — Железо и печь
  10. settle_base     — Постоянная база
  11. village_grow    — Развивать деревню (ongoing)

Each step has:
  - completed(snapshot) → bool — detects achievement from snapshot
  - suggestSkill(snapshot) → { skillId, args? } — concrete next dispatch
  - emergencyPause(snapshot) → bool — defers to manifesto L0 alive
    emergencies (low HP near hostile, lava under foot, food = 0)
  - narration_ru — chat-friendly Russian one-liner spoken on entry

Components:

- runtime/goal/storyline.js — 11-step canonical quest catalogue
- runtime/goal/state.js — pickCurrentStep(snapshot) walks the list,
  returns first non-completed step + its suggestion. 3s cache.
  Validates suggestSkill's skillId against the live registry.
- runtime/reflex.js — curriculumReflex dispatch priority is now:
    1. manifesto (L0 alive emergencies always win)
    2. storyline (concrete operational subgoal)
    3. curriculum plan (legacy fallback)
  Tests pass ctx.disableStoryline=true for isolation.
- runtime/bot.js — snapshot.storyStep populated each tick so
  chatter/advisor/reflect observers see the same view.
- runtime/coach/fast-advisor.js — buildUserPrompt now embeds the
  current step + its suggested skill, so LLM advice is anchored
  ("step 5 first_food, storyline wants survive.acquire-food, but
  recent dispatches show it's failing — try explore.far + scout").
- runtime/coach/advisor-trigger.js — forwards ctx.storyStep into
  advise() and logs step id at trigger time.
- runtime/coach/reflect.js — reflection prompt includes storyline
  progress so 30-min self-assessment is anchored.
- runtime/persona/chatter.js — narrates step.narration_ru on
  transition. Rate-limited via existing maybeNarrateRaw().

New operator CLI:

- scripts/show-story.js — fetches the live snapshot via IPC sock and
  prints step progress with ✓/→/ markers, current skill, inventory.
  Falls back to --plain catalogue view when bot offline.

Token cost impact: ~+30 input tokens per advise() call (one extra
line in user prompt). Trivial vs the value of grounding LLM advice
in a concrete narrative.

Operator usage:

  node scripts/show-story.js          # live progress + which step + why
  node scripts/show-story.js --plain  # static catalogue of all 11 steps

Tests: 376 green (was 360, +16 storyline tests).

Also in this branch (already committed): dev/v0.3.1/PRD.md —
LLM prompt cost optimization design doc.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 20:36:17 +03:00

220 lines
8.0 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;
let _lastTriggerAt = 0;
let _inFlight = false;
export function _resetForTest() {
_lastTriggerAt = 0;
_inFlight = false;
}
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();
// 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})`);
}
})
.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,
};