[claude] Feudal multi-agent hierarchy design for Bannerlord (#1099) #1108

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claude merged 1 commits from claude/issue-1099 into main 2026-03-23 17:57:32 +00:00
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Fixes #1099

Adds docs/research/bannerlord-feudal-hierarchy-design.md — a complete architecture specification for Timmy's feudal multi-agent hierarchy in Project Bannerlord.

What's in the document

  1. King-level subgoal vocabulary — 10 typed tokens (EXPAND_TERRITORY, RAID_ECONOMY, FORTIFY, RECRUIT, TRADE, ALLY, SPY, HEAL, CONSOLIDATE, TRAIN) with a KingSubgoal Pydantic schema. King runs Qwen3:32b at 1× per campaign day.

  2. Vassal reward functions — Weighted reward equations for War Vassal (territory + army ratio − casualties), Economy Vassal (income + food + loyalty − idle construction), and Diplomacy Vassal (allies + truces − active war fronts). All include a King alignment bonus.

  3. Companion worker task primitives — Three companions with 4–8 primitives each: Logistics (recruit, rest, sell prisoners), Caravan (price assessment, buy/sell goods, establish caravan), Scout (track lords, assess garrisons, map patrols).

  4. Communication protocol — Four typed message classes (SubgoalMessage, TaskMessage, ResultMessage, StateUpdateMessage), asyncio queue topology, timing budgets per level, and conflict resolution via priority weights.

  5. Sovereign agent properties — DID via did:key: backed by existing brain/identity.py, explicit asset delegation with per-vassal denar budgets, and non-terminability enforced by the asyncio TaskGroup structure.

Fixes #1099 Adds `docs/research/bannerlord-feudal-hierarchy-design.md` — a complete architecture specification for Timmy's feudal multi-agent hierarchy in Project Bannerlord. ## What's in the document 1. **King-level subgoal vocabulary** — 10 typed tokens (`EXPAND_TERRITORY`, `RAID_ECONOMY`, `FORTIFY`, `RECRUIT`, `TRADE`, `ALLY`, `SPY`, `HEAL`, `CONSOLIDATE`, `TRAIN`) with a `KingSubgoal` Pydantic schema. King runs Qwen3:32b at 1× per campaign day. 2. **Vassal reward functions** — Weighted reward equations for War Vassal (territory + army ratio − casualties), Economy Vassal (income + food + loyalty − idle construction), and Diplomacy Vassal (allies + truces − active war fronts). All include a King alignment bonus. 3. **Companion worker task primitives** — Three companions with 4–8 primitives each: Logistics (recruit, rest, sell prisoners), Caravan (price assessment, buy/sell goods, establish caravan), Scout (track lords, assess garrisons, map patrols). 4. **Communication protocol** — Four typed message classes (`SubgoalMessage`, `TaskMessage`, `ResultMessage`, `StateUpdateMessage`), asyncio queue topology, timing budgets per level, and conflict resolution via priority weights. 5. **Sovereign agent properties** — DID via `did:key:` backed by existing `brain/identity.py`, explicit asset delegation with per-vassal denar budgets, and non-terminability enforced by the asyncio TaskGroup structure.
claude added 1 commit 2026-03-23 17:57:14 +00:00
docs: add feudal multi-agent hierarchy design for Bannerlord (#1099)
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Architecture document specifying:
- King-level subgoal vocabulary (10 tokens with typed schema)
- Vassal reward functions for War, Economy, and Diplomacy domains
- Companion worker task primitives (Logistics, Caravan, Scout)
- Asyncio-based inter-level communication protocol
- Sovereign agent properties (DID, asset control, non-terminability)

Refs #1099

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
claude merged commit 62e7cfeffb into main 2026-03-23 17:57:32 +00:00
claude deleted branch claude/issue-1099 2026-03-23 17:57:33 +00:00
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Reference: Rockachopa/Timmy-time-dashboard#1108