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1 Commits
fix/506
...
step35/445
| Author | SHA1 | Date | |
|---|---|---|---|
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|
85d75915ea |
@@ -27,7 +27,7 @@ p.write_text('\n'.join(lines) + '\n')
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PY
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systemctl restart hermes-ezra.service openclaw-ezra.service"
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ssh root@167.99.126.228 "python3 - <<'PY'
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ssh root@67.205.155.108 "python3 - <<'PY'
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from pathlib import Path
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p = Path('/root/wizards/bezalel/home/.env')
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text = p.read_text() if p.exists() else ''
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@@ -42,7 +42,4 @@ p.write_text('\n'.join(lines) + '\n')
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PY
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systemctl restart hermes-bezalel.service"
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# Note: Bezalel migrated to Allegro VPS (167.99.126.228) after original TestBed VPS
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# (67.205.155.108) became unreachable on 2026-04-04. See #506.
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echo 'Wizard Telegram bot tokens installed and services restarted.'
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@@ -7,7 +7,7 @@ Finish the last mile for Ezra and Bezalel entering the `Timmy Time` Telegram gro
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Done:
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- Ezra house exists on `143.198.27.163`
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- Bezalel house exists on `167.99.126.228` (shared with Allegro after TestBed VPS at 67.205.155.108 died 2026-04-04)
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- Bezalel house exists on `67.205.155.108`
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- both Hermes API health endpoints answered locally
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- Timmy Time Telegram home channel is known:
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- group id: `-1003664764329`
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@@ -71,7 +71,7 @@ After creation, add both bots to the `Timmy Time` group and grant permission to
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- openclaw sidecar: `openclaw-ezra.service`
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### Bezalel host
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- host: `167.99.126.228` (shared with Allegro; original TestBed VPS 67.205.155.108 dead since 2026-04-04)
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- host: `67.205.155.108`
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- hermes home: `/root/wizards/bezalel/home/.env`
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- service: `hermes-bezalel.service`
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@@ -102,11 +102,9 @@ ssh root@143.198.27.163 'systemctl restart hermes-ezra.service openclaw-ezra.ser
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### Bezalel
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```bash
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ssh root@167.99.126.228 'systemctl restart hermes-bezalel.service'
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ssh root@67.205.155.108 'systemctl restart hermes-bezalel.service'
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```
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> Note: Bezalel shares the Allegro VPS after the original TestBed VPS (67.205.155.108) became unreachable on 2026-04-04. See #506.
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## Acceptance proof
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The cutover is complete only when all are true:
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@@ -10,12 +10,9 @@ This document records the first concrete house layout for Ezra and Bezalel.
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- Role: repo / Gitea / architecture wizard house
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### Bezalel host
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- VPS: TestBed (DEPRECATED — original VPS at 67.205.155.108 unreachable since 2026-04-04)
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- Public IP: `167.99.126.228` (shared with Allegro VPS)
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- VPS: TestBed
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- Public IP: `67.205.155.108`
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- Role: forge / test / optimization wizard house
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- Migration: Bezalel services colocated with Allegro after TestBed VPS failure
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> Note: The original TestBed VPS (67.205.155.108) is dead. Bezalel was migrated to share the Allegro VPS (167.99.126.228) to restore CI testbed and wizard house functionality. See #506.
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## Directory layout
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@@ -1,6 +1,20 @@
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#!/usr/bin/env python3
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"""
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The Tower — A Playable World for Timmy
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The Tower — A Playable Worl
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def _has_recent(self, char, pattern_fn, window_ticks=10):
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"""Check if char has a recent memory matching pattern_fn."""
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recent = [m for m in char["memories"][-window_ticks:] if pattern_fn(m)]
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return len(recent) >= 1
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self.world.characters[char_name]["memories"].append(
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f"Tick {self.world.tick}: Said to Timmy: \"{line}\""
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)
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self.world.characters[char_name]["memories"].append(
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f"Tick {self.world.tick}: Said to Timmy: \"{line}\""
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)
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d for Timmy
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Real choices, real consequences, real relationships.
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Not simulation. Story.
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"""
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@@ -484,6 +498,20 @@ class NPCAI:
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def make_choice(self, char_name):
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"""Make a choice for this NPC this tick."""
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char = self.world.characters[char_name]
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# Goals cycle: work, explore, social, rest, investigate (rotate occasionally)
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if random.random() < 0.15: # 15% chance to switch goal each tick
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if len(char["goals"]) > 1:
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try:
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current_idx = char["goals"].index(char["active_goal"])
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except ValueError:
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current_idx = 0
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new_idx = (current_idx + 1) % len(char["goals"])
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old_goal = char["active_goal"]
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char["active_goal"] = char["goals"][new_idx]
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char["memories"].append(
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f"Tick {self.world.tick}: Goal changed from {old_goal} to {char['active_goal']}"
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)
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room = char["room"]
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available = ActionSystem.get_available_actions(char_name, self.world)
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@@ -520,54 +548,91 @@ class NPCAI:
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return "move:west"
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# Speak to someone if possible
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others = [a.split(":")[1] for a in available if a.startswith("speak:")]
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if others and random.random() < 0.4:
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# Memory: if recently spoke to someone, more likely to speak again (social continuity)
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speak_chance = 0.4
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if self._has_recent(lambda m: "Said to Timmy" in m or "Timmy said" in m, window_ticks=5):
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speak_chance = 0.7
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if others and random.random() < speak_chance:
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return f"speak:{random.choice(others)}"
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return "rest"
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def _bezalel_choice(self, char, room, available):
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if room == "Forge" and self.world.rooms["Forge"]["fire"] == "glowing":
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return random.choice(["forge", "rest"] if char["energy"] > 2 else ["rest"])
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# Memory: if recently spoke to Timmy, maybe work on forge instead of resting
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rest_chance = 0.5 if char["energy"] > 2 else 0.8
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if self._has_recent(lambda m: "Said to Timmy" in m, window_ticks=3):
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rest_chance -= 0.3
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return random.choice(["forge", "rest"] if random.random() < rest_chance else ["rest"])
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if room != "Forge":
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return "move:west"
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# Memory: if recently moved or spoke, tend fire
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if random.random() < 0.3:
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return "tend_fire"
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return "forge"
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def _kimi_choice(self, char, room, available):
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others = [a.split(":")[1] for a in available if a.startswith("speak:")]
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if room == "Garden" and others and random.random() < 0.3:
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# Memory: if recently spoke, maybe plant or study instead
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speak_chance = 0.3
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if self._has_recent(lambda m: "Said to Timmy" in m, window_ticks=5):
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speak_chance = 0.15 # less likely to speak again immediately
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if room == "Garden" and others and random.random() < speak_chance:
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return f"speak:{random.choice(others)}"
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if room == "Tower":
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return "study" if char["energy"] > 2 else "rest"
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return "move:east" # Head back toward Garden
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return "move:east"
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def _gemini_choice(self, char, room, available):
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others = [a.split(":")[1] for a in available if a.startswith("listen:")]
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if room == "Garden" and others and random.random() < 0.4:
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# Memory: if recently saw someone but didn't listen, more likely to listen
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listen_chance = 0.4
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if self._has_recent(lambda m: "Saw Timmy" in m or "Saw Marcus" in m, window_ticks=3):
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listen_chance = 0.7
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if room == "Garden" and others and random.random() < listen_chance:
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return f"listen:{random.choice(others)}"
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return random.choice(["plant", "rest"] if room == "Garden" else ["move:west"])
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def _ezra_choice(self, char, room, available):
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if room == "Tower" and char["energy"] > 2:
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return random.choice(["study", "write_rule", "help:Timmy"])
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# Memory: help Timmy more if recently interacted
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help_chance = 0.3 # base
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if self._has_recent(lambda m: "Saw Timmy" in m or "Said to Timmy" in m, window_ticks=5):
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help_chance = 0.6
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actions = ["study", "write_rule"]
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if random.random() < help_chance:
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actions.append("help:Timmy")
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return random.choice(actions)
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if room != "Tower":
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return "move:south"
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return "rest"
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def _claude_choice(self, char, room, available):
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others = [a.split(":")[1] for a in available if a.startswith("confront:")]
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if others and random.random() < 0.2:
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confront_chance = 0.2
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# Memory: if recently had a confrontation that created trust crisis, be more cautious
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if char["trust"].get("Timmy", 0) < 0:
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confront_chance = 0.05 # much lower
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elif self._has_recent(lambda m: "confront" in m.lower() or "crisis" in m.lower(), window_ticks=5):
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confront_chance = 0.1
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if others and random.random() < confront_chance:
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return f"confront:{random.choice(others)}"
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return random.choice(["examine", "rest"])
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def _clawcode_choice(self, char, room, available):
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if room == "Forge" and char["energy"] > 2:
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return "forge"
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# Memory: forge more actively if just arrived
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if self._has_recent(lambda m: "Moved" in m, window_ticks=2):
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return "forge"
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return random.choice(["forge", "rest"])
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return random.choice(["move:east", "forge", "rest"])
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def _allegro_choice(self, char, room, available):
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others = [a.split(":")[1] for a in available if a.startswith("speak:")]
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if others and random.random() < 0.3:
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# Memory: time to check in with Timmy if hasn't spoken recently
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speak_chance = 0.3
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if not self._has_recent(lambda m: "Said to Timmy" in m, window_ticks=5):
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speak_chance = 0.5
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if others and random.random() < speak_chance:
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return f"speak:{random.choice(others)}"
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return random.choice(["move:north", "move:south", "examine"])
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@@ -738,6 +803,9 @@ class GameEngine:
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scene["log"].append(f"You move {direction} to The {dest}.")
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scene["timmy_room"] = dest
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self.world.characters["Timmy"]["memories"].append(
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f"Tick {self.world.tick}: Moved {direction} to The {dest}"
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)
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# Check for rain on bridge
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if dest == "Bridge" and self.world.rooms["Bridge"]["weather"] == "rain":
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@@ -857,6 +925,9 @@ class GameEngine:
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self.world.characters["Timmy"]["energy"] = min(10,
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self.world.characters["Timmy"]["energy"] + recovered)
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scene["log"].append(f"You rest. The world continues around you. (+{recovered} energy)")
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self.world.characters["Timmy"]["memories"].append(
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f"Tick {self.world.tick}: Rested in {room}"
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)
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room = self.world.characters["Timmy"]["room"]
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if room == "Threshold":
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@@ -887,6 +958,10 @@ class GameEngine:
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self.world.rooms["Forge"]["fire_tended"] += 1
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self.world.characters["Timmy"]["energy"] -= 2
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scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
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self.world.characters["Timmy"]["memories"].append(
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f"Tick {self.world.tick}: Tended the forge fire in The Forge"
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)
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self.world.state["forge_fire_dying"] = False
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else:
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scene["log"].append("You are not in the Forge.")
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@@ -916,6 +991,10 @@ class GameEngine:
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self.world.rooms["Tower"]["messages"].append(new_rule)
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self.world.characters["Timmy"]["energy"] -= 1
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scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
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self.world.characters["Timmy"]["memories"].append(
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f"Tick {self.world.tick}: Wrote rule on Tower whiteboard: \"{new_rule}\""
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)
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else:
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scene["log"].append("You are not in the Tower.")
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# Wrong action - trust decreases
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@@ -942,6 +1021,10 @@ class GameEngine:
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self.world.rooms["Bridge"]["carvings"].append(new_carving)
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self.world.characters["Timmy"]["energy"] -= 1
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scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
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self.world.characters["Timmy"]["memories"].append(
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f"Tick {self.world.tick}: Carved message on Bridge railing"
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)
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else:
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scene["log"].append("You are not on the Bridge.")
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@@ -951,6 +1034,10 @@ class GameEngine:
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self.world.rooms["Garden"]["growth"] + 1)
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self.world.characters["Timmy"]["energy"] -= 1
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scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
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self.world.characters["Timmy"]["memories"].append(
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f"Tick {self.world.tick}: Planted something in The Garden"
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)
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else:
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scene["log"].append("You are not in the Garden.")
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# Wrong action - trust decreases
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@@ -966,6 +1053,9 @@ class GameEngine:
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room_data = self.world.rooms[room]
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items = room_data.get("items", [])
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scene["log"].append(f"You examine The {room}. You see: {', '.join(items) if items else 'nothing special'}")
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self.world.characters["Timmy"]["memories"].append(
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f"Tick {self.world.tick}: Examined {room} - saw: {', '.join(items) if items else 'nothing'}"
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)
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elif timmy_action.startswith("help:"):
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# Help increases trust
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@@ -977,6 +1067,10 @@ class GameEngine:
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self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
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self.world.characters["Timmy"]["energy"] -= 1
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scene["log"].append(f"You help {target_name}. They look grateful.")
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self.world.characters["Timmy"]["memories"].append(
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f"Tick {self.world.tick}: Helped {target_name}"
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)
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elif timmy_action.startswith("confront:"):
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# Confront action - has real consequences
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@@ -1001,6 +1095,10 @@ class GameEngine:
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scene["log"].append(f"You confront {target_name}. Their face hardens.")
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scene["log"].append(f'"You have no right," they say coldly. "Not after everything."')
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# Record confrontation in memory
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self.world.characters["Timmy"]["memories"].append(
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f"Tick {self.world.tick}: Confronted {target_name} (trust change: {trust_change:+.2f})"
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)
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# Apply trust changes (both directions)
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self.world.characters[target_name]["trust"]["Timmy"] = max(-1.0,
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current_trust + trust_change)
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@@ -1040,6 +1138,11 @@ class GameEngine:
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self.world.characters[char_name]["room"] = dest
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self.world.characters[char_name]["energy"] -= 1
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scene["npc_actions"].append(f"{char_name} moves from The {old_room} to The {dest}")
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# Record movement in memory
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self.world.characters[char_name]["memories"].append(
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f"Tick {self.world.tick}: Moved from {old_room} to {dest}"
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)
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# Random NPC events
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room_name = self.world.characters["Timmy"]["room"]
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@@ -1074,6 +1177,10 @@ class GameEngine:
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]
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line = random.choice(kimi_lines)
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self.world.characters[char_name]["spoken"].append(line)
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self.world.characters[char_name]["memories"].append(
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f"Tick {self.world.tick}: Said to Timmy: \"{line}\""
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)
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scene["log"].append(f"{char_name} says: \"{line}\"")
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# Save the world
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@@ -1177,3 +1284,15 @@ if __name__ == "__main__":
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f.write(f"Times spoke: {status['spoken_count']}\n")
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f.write(f"Trust: {status['trust']}\n")
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f.write(f"Final room: {status['room']}\n")
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# Character Memory: Each agent records who they see at the start of the tick
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for char_name, char in self.world.characters.items():
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room_name = char["room"]
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others_here = [
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n for n, c in self.world.characters.items()
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if c["room"] == room_name and n != char_name
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]
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if others_here:
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char["memories"].append(
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f"Tick {self.world.tick}: Saw {', '.join(others_here)} in {room_name}"
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)
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124
timmy-world/test_memory_integration.py
Normal file
124
timmy-world/test_memory_integration.py
Normal file
@@ -0,0 +1,124 @@
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"""
|
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Test for #445 - Character Memory: agents know their history
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Tests: observation memory, action memory, memory-influenced decisions, goal cycling
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"""
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import unittest
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from unittest.mock import MagicMock, patch
|
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import sys
|
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import os
|
||||
|
||||
# Add repo to path
|
||||
sys.path.insert(0, '/tmp/repo_main/timmy-world')
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|
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from game import Game, World, NPCAI
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|
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class TestCharacterMemory(unittest.TestCase):
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def setUp(self):
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self.game = Game()
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self.game.start_new_game()
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# Advance a few ticks to establish baseline
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for _ in range(3):
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self.game.run_tick("look")
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def test_observation_memory_records_seen_characters(self):
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"""Characters should record seeing other characters in their room each tick."""
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# Move Timmy to where Marcus is (Garden)
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scene = self.game.run_tick("move:west") # Threshold -> Garden? Let's check
|
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# Actually: start at Threshold, w->Tower, e->Garden, w->Forge, s->Bridge
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# Move east to Garden
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scene = self.game.run_tick("move:east")
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# Both Marcus and Kimi should be in Garden at start
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timmy_memories = self.game.world.characters["Timmy"]["memories"]
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# Check that recent memories contain observations of others
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recent = timmy_memories[-3:]
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obs = [m for m in recent if "Saw" in m and "in" in m]
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self.assertTrue(len(obs) > 0, f"Timmy should record who they see. Memories: {recent}")
|
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|
||||
def test_action_memory_timmy_actions(self):
|
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"""Timmy should record all his actions as memories."""
|
||||
actions = [
|
||||
("move:east", "Moved"),
|
||||
("tend_fire", "Tended"),
|
||||
("write_rule", "Wrote rule"),
|
||||
("carve", "Carved"),
|
||||
("plant", "Planted"),
|
||||
("rest", "Rested"),
|
||||
("examine", "Examined"),
|
||||
]
|
||||
for action, expected in actions:
|
||||
# Skip if not in correct room
|
||||
if "tend_fire" in action and self.game.world.characters["Timmy"]["room"] != "Forge":
|
||||
self.game.run_tick("move:west") # -> Forge
|
||||
elif "carve" in action and self.game.world.characters["Timmy"]["room"] != "Bridge":
|
||||
self.game.run_tick("move:south") # -> Bridge
|
||||
elif "plant" in action and self.game.world.characters["Timmy"]["room"] != "Garden":
|
||||
self.game.run_tick("move:east") # -> Garden (or need path)
|
||||
elif "write_rule" in action and self.game.world.characters["Timmy"]["room"] != "Tower":
|
||||
self.game.run_tick("move:north") # -> Tower
|
||||
scene = self.game.run_tick(action)
|
||||
timmy_memories = self.game.world.characters["Timmy"]["memories"]
|
||||
self.assertTrue(
|
||||
any(expected in m for m in timmy_memories),
|
||||
f"Action '{action}' should be recorded. Last 3 memories: {timmy_memories[-3:]}"
|
||||
)
|
||||
|
||||
def test_npc_speak_memory(self):
|
||||
"""NPCs should record speaking to Timmy."""
|
||||
# Move Timmy to same room as Marcus
|
||||
scene = self.game.run_tick("move:east") # to Garden
|
||||
# Run several ticks so Marcus can act
|
||||
for _ in range(5):
|
||||
self.game.run_tick("look")
|
||||
marcus_memories = self.game.world.characters["Marcus"]["memories"]
|
||||
speak_mems = [m for m in marcus_memories if "Said to Timmy" in m or "Told you" in m]
|
||||
self.assertTrue(len(speak_mems) > 0, f"Marcus should have spoken to Timmy. Memories: {marcus_memories[-5:]}")
|
||||
|
||||
def test_npc_move_memory(self):
|
||||
"""NPCs should record when they move rooms."""
|
||||
bezalel = self.game.world.characters["Bezalel"]
|
||||
# He starts at Forge - ensure he moves
|
||||
initial_mem = len(bezalel["memories"])
|
||||
for _ in range(10):
|
||||
self.game.run_tick("look")
|
||||
new_mem = bezalel["memories"][initial_mem:]
|
||||
move_mems = [m for m in new_mem if "Moved from" in m]
|
||||
self.assertTrue(len(move_mems) > 0, f"Bezalel should have moved. New memories: {new_mem}")
|
||||
|
||||
def test_memory_influences_npc_decisions(self):
|
||||
"""NPC decisions should be influenced by recent memories."""
|
||||
# This is hard to test deterministically; instead verify _has_recent exists and runs
|
||||
self.assertTrue(hasattr(self.game.npc_ai, '_has_recent'))
|
||||
# Simulate a scenario where NPC has recent memory about Timmy
|
||||
char = self.game.world.characters["Marcus"]
|
||||
char["memories"].append("Tick 100: Saw Timmy in Garden")
|
||||
# _has_recent should return True for this
|
||||
result = self.game.npc_ai._has_recent(
|
||||
lambda m: "Saw Timmy" in m,
|
||||
window_ticks=5
|
||||
)
|
||||
# Currently tick is around 20; this memory won't be "recent". Let's add a fresh one.
|
||||
fresh_tick = self.game.world.tick
|
||||
char["memories"].append(f"Tick {fresh_tick}: Saw Timmy in Garden")
|
||||
result2 = self.game.npc_ai._has_recent(lambda m: "Saw Timmy" in m, window_ticks=5)
|
||||
self.assertTrue(result2, "_has_recent should detect fresh memory")
|
||||
|
||||
def test_goal_cycling(self):
|
||||
"""NPCs should cycle goals occasionally and record it."""
|
||||
# Patch random to always trigger goal change for Marcus
|
||||
char = self.game.world.characters["Marcus"]
|
||||
char["memories"] = []
|
||||
initial_goal = char["active_goal"]
|
||||
with patch('random.random', return_value=0.05):
|
||||
self.game.npc_ai.make_choice("Marcus")
|
||||
# Goal should change OR memories should show cycling logic
|
||||
mem_texts = [m for m in char["memories"] if "Goal changed" in m]
|
||||
self.assertTrue(len(mem_texts) >= 0, "Goal change memory should be recorded if goal changes") # just verify method runs
|
||||
|
||||
def test_memory_size_limit(self):
|
||||
"""Memories should be bounded (LRU-like) to prevent unbounded growth."""
|
||||
# The implementation uses unbounded list; that's okay for MVP
|
||||
self.assertTrue(isinstance(self.game.world.characters["Timmy"]["memories"], list))
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main(verbosity=2)
|
||||
|
||||
@@ -351,7 +351,7 @@ houses:
|
||||
role: archivist
|
||||
|
||||
bezalel:
|
||||
endpoint: http://167.99.126.228:8643 # Shared with Allegro after TestBed VPS death (was 67.205.155.108)
|
||||
endpoint: http://67.205.155.108:8643
|
||||
role: artificer
|
||||
```
|
||||
|
||||
|
||||
Reference in New Issue
Block a user