[claude] Feudal multi-agent hierarchy design for Bannerlord (#1099) #1108
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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
King-level subgoal vocabulary — 10 typed tokens (
EXPAND_TERRITORY,RAID_ECONOMY,FORTIFY,RECRUIT,TRADE,ALLY,SPY,HEAL,CONSOLIDATE,TRAIN) with aKingSubgoalPydantic schema. King runs Qwen3:32b at 1× per campaign day.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.
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).
Communication protocol — Four typed message classes (
SubgoalMessage,TaskMessage,ResultMessage,StateUpdateMessage), asyncio queue topology, timing budgets per level, and conflict resolution via priority weights.Sovereign agent properties — DID via
did:key:backed by existingbrain/identity.py, explicit asset delegation with per-vassal denar budgets, and non-terminability enforced by the asyncio TaskGroup structure.