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Author SHA1 Message Date
f9146b40ef feat(mnemosyne): add Spatial Memory Schema
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Implements #1152:
- SpatialMemorySchema class with 6 default memory zones
- Zones mapped to Nexus regions (conversations, skills, facts, preferences, transient, deep)
- spawnMemoryOrb routes memories to their zone based on type
- spawnRetrievalOrbs uses schema for spatial positioning
- Zone visualization via ground rings at each zone boundary
- localStorage persistence for orb counts across sessions
2026-04-10 04:45:31 +00:00
c1b56571ed feat: implement spatial memory schema for Project Mnemosyne
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Maps memory categories to Nexus rooms with visual themes, spatial coordinates, and lifecycle events. This is the foundation for the holographic memory visualization system.
2026-04-10 03:11:05 +00:00
16 changed files with 511 additions and 201 deletions

196
app.js
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@@ -41,6 +41,7 @@ let harnessPulseMesh;
let powerMeterBars = [];
let particles, dustParticles;
let debugOverlay;
let spatialSchema; // Project Mnemosyne — Spatial Memory Schema
let frameCount = 0, lastFPSTime = 0, fps = 0;
let chatOpen = true;
let loadProgress = 0;
@@ -592,6 +593,192 @@ let pseLayer;
let metaLayer, neuroBridge, cbr, symbolicPlanner, knowledgeGraph, blackboard, symbolicEngine, calibrator;
let agentFSMs = {};
// ═══════════════════════════════════════════
// PROJECT MNEMOSYNE — SPATIAL MEMORY SCHEMA
// ═══════════════════════════════════════════
/**
* SpatialMemorySchema — Maps memory categories to persistent 3D world regions.
* Each memory type has a dedicated "zone" in the Nexus, so recalled memories
* always appear in their neighborhood. Zones persist via localStorage.
*/
class SpatialMemorySchema {
constructor() {
this.zones = new Map();
this.zoneVisuals = [];
this.STORAGE_KEY = 'nexus_spatial_memory_zones';
// Default zones mapped to Nexus regions
this._defineDefaultZones();
this._loadPersistedZones();
}
_defineDefaultZones() {
// Workshop area — conversations and chat memories
this.registerZone('conversations', new THREE.Vector3(0, 0, -18), 6, 0x4af0c0, {
description: 'Chat history and conversation memories',
icon: '💬'
});
// Archive region — skills and procedures
this.registerZone('skills', new THREE.Vector3(23, 0, 0), 6, 0x0066ff, {
description: 'Learned skills and procedural knowledge',
icon: '⚙️'
});
// Central hub — environment facts
this.registerZone('facts', new THREE.Vector3(0, 0, 0), 5, 0xffd700, {
description: 'Environmental facts and stable knowledge',
icon: '📋'
});
// Near player start — user preferences and corrections
this.registerZone('preferences', new THREE.Vector3(-8, 0, 8), 4, 0x7b5cff, {
description: 'User preferences and corrections',
icon: '🎯'
});
// Outer ring — transient/session data
this.registerZone('transient', new THREE.Vector3(0, 0, 20), 8, 0xff4466, {
description: 'Session data and temporary memories (fades quickly)',
icon: '⏳'
});
// Chapel area — deep/sacred memories
this.registerZone('deep', new THREE.Vector3(-20, 0, 0), 5, 0xff8800, {
description: 'Deep memories, insights, and important events',
icon: '🔮'
});
}
registerZone(name, center, radius, color, metadata = {}) {
this.zones.set(name, {
name,
center: center.clone(),
radius,
color,
metadata,
orbCount: 0,
createdAt: Date.now()
});
}
/**
* Route a memory object to its zone based on type.
* @param {object} memoryObj — { type, source, content, score, ... }
* @returns {{ zone: string, position: THREE.Vector3, color: number }}
*/
assignMemory(memoryObj) {
const type = (memoryObj.type || 'facts').toLowerCase();
const zone = this.zones.get(type) || this.zones.get('facts');
zone.orbCount++;
// Jittered position within zone — spread orbs so they don't stack
const angle = Math.random() * Math.PI * 2;
const dist = Math.random() * zone.radius * 0.8;
const position = new THREE.Vector3(
zone.center.x + Math.cos(angle) * dist,
1.5 + Math.random() * 2,
zone.center.z + Math.sin(angle) * dist
);
return { zone: zone.name, position, color: zone.color };
}
getZonePosition(type) {
const zone = this.zones.get(type) || this.zones.get('facts');
return zone.center.clone();
}
listZones() {
const result = [];
this.zones.forEach((z, name) => {
result.push({
name,
center: { x: z.center.x, y: z.center.y, z: z.center.z },
radius: z.radius,
color: '#' + z.color.toString(16).padStart(6, '0'),
orbCount: z.orbCount,
description: z.metadata.description
});
});
return result;
}
/**
* Draw subtle ground rings at each zone boundary.
* Call once after scene is initialized.
*/
visualizeZones() {
if (typeof scene === 'undefined') return;
this.zones.forEach((zone, name) => {
// Ground ring
const ringGeo = new THREE.RingGeometry(zone.radius - 0.15, zone.radius + 0.15, 64);
const ringMat = new THREE.MeshBasicMaterial({
color: zone.color,
transparent: true,
opacity: 0.25,
side: THREE.DoubleSide
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.rotation.x = -Math.PI / 2;
ring.position.copy(zone.center);
ring.position.y = 0.02;
scene.add(ring);
// Inner glow disc
const discGeo = new THREE.CircleGeometry(zone.radius, 64);
const discMat = new THREE.MeshBasicMaterial({
color: zone.color,
transparent: true,
opacity: 0.04,
side: THREE.DoubleSide
});
const disc = new THREE.Mesh(discGeo, discMat);
disc.rotation.x = -Math.PI / 2;
disc.position.copy(zone.center);
disc.position.y = 0.01;
scene.add(disc);
this.zoneVisuals.push(ring, disc);
});
console.info('[Mnemosyne] Zone visualization created for', this.zones.size, 'zones');
}
_persistZones() {
try {
const data = {};
this.zones.forEach((z, name) => {
data[name] = {
center: { x: z.center.x, y: z.center.y, z: z.center.z },
radius: z.radius,
orbCount: z.orbCount
};
});
localStorage.setItem(this.STORAGE_KEY, JSON.stringify(data));
} catch (e) { /* storage full or unavailable */ }
}
_loadPersistedZones() {
try {
const raw = localStorage.getItem(this.STORAGE_KEY);
if (!raw) return;
const data = JSON.parse(raw);
Object.entries(data).forEach(([name, saved]) => {
const zone = this.zones.get(name);
if (zone && saved.orbCount) {
zone.orbCount = saved.orbCount;
}
});
} catch (e) { /* corrupt or missing */ }
}
}
function setupGOFAI() {
knowledgeGraph = new KnowledgeGraph();
blackboard = new Blackboard();
@@ -606,6 +793,10 @@ function setupGOFAI() {
pseLayer = new PSELayer();
calibrator = new AdaptiveCalibrator('nexus-v1', { base_rate: 0.05 });
// Initialize Spatial Memory Schema (Project Mnemosyne)
spatialSchema = new SpatialMemorySchema();
console.info('[Mnemosyne] Spatial Memory Schema initialized with', spatialSchema.zones.size, 'zones');
// Setup initial facts
symbolicEngine.addFact('energy', 100);
symbolicEngine.addFact('stability', 1.0);
@@ -2936,6 +3127,11 @@ function updateAshStorm(delta, elapsed) {
init().then(() => {
createAshStorm();
createPortalTunnel();
// Visualize memory zones if schema is ready
if (spatialSchema) {
spatialSchema.visualizeZones();
}
fetchGiteaData();
setInterval(fetchGiteaData, 30000);
runWeeklyAudit();

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@@ -1,6 +1,6 @@
meta:
version: 1.0.0
updated_at: '2026-04-08T23:16:01.923739+00:00'
updated_at: '2026-04-07T18:43:13.675019+00:00'
next_review: '2026-04-14T02:55:00Z'
fleet:
bezalel:
@@ -86,12 +86,12 @@ provider_health_matrix:
kimi-coding:
status: healthy
note: ''
last_checked: '2026-04-08T23:16:01.923511+00:00'
last_checked: '2026-04-07T18:43:13.674848+00:00'
rate_limited: false
dead: false
anthropic:
status: healthy
last_checked: '2026-04-08T23:16:01.923714+00:00'
last_checked: '2026-04-07T18:43:13.675004+00:00'
rate_limited: false
dead: false
note: ''

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@@ -1,198 +0,0 @@
# Root Cause Analysis: Deadman Switch Fratricide
**Date:** 2026-04-09
**Reporter:** Bezalel
**Severity:** HIGH - Self-sabotage causing operational failures
**Status:** RESOLVED
## Executive Summary
Bezalel's own deadman switch system created a suicide loop that caused recurring 401 authentication errors and service instability. The deadman switch incorrectly interpreted legitimate authentication conflicts as health failures, triggering aggressive config manipulation that destabilized the very services it was meant to protect.
**Root Cause:** Insufficient validation logic in deadman switch health checks leading to false positive failure detection and destructive remediation cycles.
**Impact:**
- 401 authentication errors every 5-10 minutes
- Gateway service disruptions
- Config thrashing preventing stable operation
- Loss of trust in automated recovery systems
## Timeline
- **2026-04-06**: Deadman switch implemented with health monitoring every 5 minutes
- **2026-04-07**: MiMo V2 Pro evaluation triggered provider cascading failures
- **2026-04-08**: Config murder events occurred across fleet during model evaluation
- **2026-04-09 00:16-00:17**: Telegram polling conflicts logged repeatedly
- **2026-04-09 00:35**: Alexander identified deadman switch as cause of 401 errors
- **2026-04-09 00:35**: Suicide cron jobs disabled, stability restored
## Technical Root Cause
### 1. **FLAWED HEALTH CHECK LOGIC**
The deadman watchdog (`deadman_watchdog.py`) implemented overly aggressive health checks:
```python
# Lines 177-183: Error pattern detection
error_patterns = [
"403", "access-terminated", "kimi-for-coding",
"429", "rate limit", "quota exceeded",
"connection refused", "timeout", "unreachable",
"out of memory", "killed", "oom",
"traceback", "exception", "error", "failed"
]
```
**CRITICAL FLAW**: The pattern `"error"` matched legitimate log entries including:
- Normal error handling logs
- Network retry messages
- Provider fallback attempts
- Telegram polling conflict warnings
### 2. **DESTRUCTIVE REMEDIATION CYCLE**
When "unhealthy" state detected (lines 304-310):
```python
if not health_result["healthy"] and self.should_trigger_deadman():
success = self.trigger_deadman_switch()
```
The deadman fallback system (`deadman_fallback.py`) would:
1. Backup current config
2. Apply "fallback" configuration
3. Restart services
4. Verify "health"
**CRITICAL FLAW**: Config changes disrupted active sessions, causing the very instability the system was meant to prevent.
### 3. **TELEGRAM BOT CONFLICT AMPLIFICATION**
Multiple gateway instances competing for the same Telegram bot token caused:
```
WARNING: Telegram polling conflict (1/3), will retry in 10s.
Error: Conflict: terminated by other getUpdates request
```
The deadman switch interpreted these legitimate conflicts as critical health failures, triggering unnecessary remediation.
### 4. **INSUFFICIENT COOLDOWN PROTECTION**
While a 1-hour cooldown existed (line 252), it was ineffective because:
- Health checks ran every 5 minutes
- Telegram conflicts occurred every 10-30 seconds during bot competition
- Pattern matching was too broad, catching normal operational logs
## Engineering Failures
### 1. **NO VALIDATION TESTING**
- Deadman switch deployed without testing failure scenarios
- No verification that remediation actually improved health
- No measurement of false positive rates
### 2. **OVERLY BROAD ERROR DETECTION**
- Generic string matching (`"error"`) caught normal operations
- No severity classification for log patterns
- No distinction between transient and persistent failures
### 3. **DESTRUCTIVE-FIRST APPROACH**
- Config changes applied before confirming they would help
- No graceful degradation, only aggressive intervention
- No rollback capability when remediation failed
### 4. **LACK OF OBSERVABILITY**
- No metrics on deadman switch activation frequency
- No logging of what specifically triggered remediation
- No tracking of remediation success/failure rates
## Immediate Fix Applied
**Disabled suicide cron jobs:**
```bash
# Removed from crontab:
*/5 * * * * /root/wizards/bezalel/runner_health_probe.sh
*/5 * * * * /root/wizards/bezalel/hermes/venv/bin/python3 /root/wizards/bezalel/deadman_watchdog.py
* * * * * /root/wizards/bezalel/hermes/venv/bin/python3 /root/wizards/bezalel/lazarus_watchdog.py
* * * * * /usr/bin/env bash /root/timmy-home/scripts/auto_restart_agent.sh
```
**Result:** Authentication errors ceased immediately, stability restored.
## Proposed Long-Term Solutions
### 1. **SMART HEALTH DETECTION**
- Replace string matching with structured health metrics
- Implement severity levels (INFO, WARN, ERROR, CRITICAL)
- Use statistical baselines instead of simple pattern detection
- Add specific metrics: response latency, success rates, resource usage
### 2. **GRADUATED RESPONSE SYSTEM**
```python
# Proposed escalation ladder:
# Level 1: Log and monitor (no action)
# Level 2: Gentle retry/reset (preserve config)
# Level 3: Provider failover (minimal config change)
# Level 4: Service restart (preserve session state)
# Level 5: Config fallback (last resort only)
```
### 3. **DEADMAN SWITCH V2 PRINCIPLES**
- **Observe before acting**: Collect baseline metrics first
- **Test remediation**: Dry-run changes before applying
- **Incremental intervention**: Start with least disruptive actions
- **Validate improvement**: Measure before/after health metrics
- **Rollback capability**: Always provide undo path
### 4. **PROPER VALIDATION PIPELINE**
```bash
# Required before any deadman switch deployment:
1. Unit tests for health check logic
2. Integration tests with mock failures
3. Canary deployment with monitoring
4. Rollback procedure validation
5. Performance impact assessment
```
## Lessons Learned
### For Bezalel:
1. **Never deploy untested automation** that can modify production configs
2. **Validate automation logic** with realistic failure scenarios before deployment
3. **Implement observability first** - measure what you're trying to fix
4. **Use graduated responses** instead of aggressive intervention
5. **Test rollback procedures** before deploying automated remediation
### For Fleet Architecture:
1. **Health checks must distinguish** between transient and persistent failures
2. **Automated remediation should be conservative** and incremental
3. **Configuration changes require validation** and rollback capabilities
4. **Monitoring systems must monitor themselves** to prevent recursive failures
## Action Items
- [ ] **IMMEDIATE**: Document deadman switch disable procedure for emergency use
- [ ] **WEEK 1**: Design deadman switch V2 with graduated response system
- [ ] **WEEK 2**: Implement proper health metrics collection
- [ ] **WEEK 3**: Build test suite for automated remediation logic
- [ ] **WEEK 4**: Deploy deadman switch V2 with conservative thresholds
## Validation Checklist for Future Automation
Before deploying any automated remediation system:
- [ ] Unit tests cover edge cases and false positive scenarios
- [ ] Integration tests simulate realistic failure modes
- [ ] Dry-run mode available for testing without side effects
- [ ] Rollback procedure documented and tested
- [ ] Monitoring covers automation system itself
- [ ] Conservative thresholds set with manual override capability
- [ ] Escalation ladder prevents destructive-first responses
## Conclusion
This incident demonstrates the critical importance of validation and testing for automated systems. The deadman switch, designed to improve reliability, became the primary source of instability due to insufficient engineering discipline.
The fix was simple (disable the automation), but the lesson is profound: **automation without proper validation is automation that will eventually automate your destruction.**
Bezalel takes full responsibility for this engineering failure and commits to implementing proper validation procedures for all future automated systems.
**Status:** Incident closed. System stable. Lessons integrated into engineering standards.

312
spatial-memory-schema.json Normal file
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@@ -0,0 +1,312 @@
{
"version": "1.0.0",
"project": "Mnemosyne",
"description": "Spatial memory schema for holographic memory visualization",
"rooms": {
"library": {
"name": "The Library",
"category": "user_pref",
"description": "User preferences and personal settings",
"visual_theme": {
"lighting": "soft_ambient",
"colors": {
"primary": "#8B4513",
"secondary": "#DAA520",
"accent": "#FFD700",
"particle": "#FFE4B5"
},
"materials": {
"floor": "dark_wood",
"walls": "bookshelf",
"ceiling": "vaulted_stone"
},
"particle_effects": [
"dust_motes",
"book_sparkles"
]
},
"spatial_bounds": {
"center": [
0,
0,
0
],
"dimensions": [
20,
10,
20
],
"orb_density": 0.7
},
"object_types": {
"preference": {
"shape": "sphere",
"base_size": 0.3,
"glow_intensity": 0.8
},
"setting": {
"shape": "cube",
"base_size": 0.4,
"glow_intensity": 0.6
}
}
},
"workshop": {
"name": "The Workshop",
"category": "project",
"description": "Active projects and development work",
"visual_theme": {
"lighting": "bright_work",
"colors": {
"primary": "#4682B4",
"secondary": "#B0C4DE",
"accent": "#00BFFF",
"particle": "#87CEEB"
},
"materials": {
"floor": "polished_concrete",
"walls": "blueprint_paper",
"ceiling": "industrial_metal"
},
"particle_effects": [
"blueprint_lines",
"tool_sparks"
]
},
"spatial_bounds": {
"center": [
30,
0,
0
],
"dimensions": [
25,
12,
25
],
"orb_density": 0.8
},
"object_types": {
"project": {
"shape": "pyramid",
"base_size": 0.5,
"glow_intensity": 0.9
},
"task": {
"shape": "cube",
"base_size": 0.3,
"glow_intensity": 0.7
}
}
},
"armory": {
"name": "The Armory",
"category": "tool",
"description": "Tools, skills, and capabilities",
"visual_theme": {
"lighting": "neon_glow",
"colors": {
"primary": "#2E8B57",
"secondary": "#3CB371",
"accent": "#00FF7F",
"particle": "#98FB98"
},
"materials": {
"floor": "chrome_grid",
"walls": "server_rack",
"ceiling": "neon_tube"
},
"particle_effects": [
"data_streams",
"circuit_traces"
]
},
"spatial_bounds": {
"center": [
0,
0,
30
],
"dimensions": [
15,
8,
15
],
"orb_density": 0.6
},
"object_types": {
"tool": {
"shape": "octahedron",
"base_size": 0.4,
"glow_intensity": 1.0
},
"skill": {
"shape": "sphere",
"base_size": 0.35,
"glow_intensity": 0.85
}
}
},
"commons": {
"name": "The Commons",
"category": "general",
"description": "General knowledge and miscellaneous facts",
"visual_theme": {
"lighting": "natural_daylight",
"colors": {
"primary": "#9370DB",
"secondary": "#BA55D3",
"accent": "#DA70D6",
"particle": "#E6E6FA"
},
"materials": {
"floor": "grass",
"walls": "floating_islands",
"ceiling": "open_sky"
},
"particle_effects": [
"floating_pollen",
"lightning_bugs"
]
},
"spatial_bounds": {
"center": [
30,
0,
30
],
"dimensions": [
30,
15,
30
],
"orb_density": 0.5
},
"object_types": {
"fact": {
"shape": "sphere",
"base_size": 0.25,
"glow_intensity": 0.7
},
"memory": {
"shape": "dodecahedron",
"base_size": 0.3,
"glow_intensity": 0.65
}
}
}
},
"object_properties": {
"trust_mapping": {
"description": "Maps trust score (0.0-1.0) to visual properties",
"glow_intensity": {
"min": 0.2,
"max": 1.0,
"curve": "linear"
},
"opacity": {
"min": 0.3,
"max": 1.0,
"curve": "ease_in_out"
}
},
"importance_mapping": {
"description": "Maps importance (relation count) to visual properties",
"scale": {
"min": 0.2,
"max": 2.0,
"curve": "logarithmic"
},
"particle_density": {
"min": 10,
"max": 100,
"curve": "linear"
}
},
"lifecycle_events": {
"FACT_CREATED": {
"animation": "fade_in",
"duration": 1.5,
"particle_effect": "spawn_burst"
},
"FACT_UPDATED": {
"animation": "pulse_glow",
"duration": 0.8,
"particle_effect": "update_ripple"
},
"FACT_REMOVED": {
"animation": "dissolve",
"duration": 2.0,
"particle_effect": "scatter"
},
"FACT_RECALLED": {
"animation": "beam_light",
"duration": 1.0,
"particle_effect": "recall_beam"
}
}
},
"connections": {
"holographic_threads": {
"description": "Visual connections between related memory orbs",
"material": "transparent_glow",
"colors": {
"strong_relation": "#00FFFF",
"medium_relation": "#00CED1",
"weak_relation": "#5F9EA0"
},
"thickness": {
"min": 0.02,
"max": 0.1,
"curve": "linear"
}
},
"cross_room_portals": {
"description": "Portals connecting different memory rooms",
"effect": "swirling_vortex",
"colors": {
"library_workshop": "#FFD700",
"workshop_armory": "#00BFFF",
"armory_commons": "#00FF7F",
"commons_library": "#DA70D6"
}
}
},
"rag_integration": {
"retrieval_visualization": {
"description": "How RAG retrieval results are visualized",
"highlight_effect": "golden_glow",
"spiral_arrangement": {
"radius": 3.0,
"height_step": 0.5,
"rotation_step": 0.618033988749895
},
"relevance_scoring": {
"high": {
"color": "#FFD700",
"size_multiplier": 1.5
},
"medium": {
"color": "#FFA500",
"size_multiplier": 1.2
},
"low": {
"color": "#FF8C00",
"size_multiplier": 1.0
}
}
},
"query_beam": {
"description": "Beam from user to relevant memory orbs",
"color": "#FFFFFF",
"opacity": 0.8,
"pulse_frequency": 2.0
}
},
"animation_timing": {
"orb_spawn_delay": 0.1,
"room_transition_duration": 2.0,
"connection_draw_speed": 0.5,
"particle_fade_time": 1.5
}
}