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fix/547-ph
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eb41220ae4 |
@@ -4,96 +4,58 @@ Phase 1 is the manual-clicker stage of the fleet. The machines exist. The servic
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## Phase Definition
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- **Current state:** Fleet is operational. Three VPS wizards run. Gitea hosts 16 repos. Agents burn through issues nightly.
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- **The problem:** Everything important still depends on human vigilance. When an agent dies at 2 AM, nobody notices until morning.
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- **Resources tracked:** Uptime, Capacity Utilization.
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- **Next phase:** [PHASE-2] Automation - Self-Healing Infrastructure
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- Current state: fleet exists, agents run, everything important still depends on human vigilance.
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- Resources tracked here: Capacity, Uptime.
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- Next phase: [PHASE-2] Automation - Self-Healing Infrastructure
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## What We Have
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## Current Buildings
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### Infrastructure
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- **VPS hosts:** Ezra (143.198.27.163), Allegro, Bezalel (167.99.126.228)
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- **Local Mac:** M4 Max, orchestration hub, 50+ tmux panes
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- **RunPod GPU:** L40S 48GB, intermittent (Cloudflare tunnel expired)
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### Services
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- **Gitea:** forge.alexanderwhitestone.com -- 16 repos, 500+ open issues, branch protection enabled
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- **Ollama:** 6 models loaded (~37GB), local inference
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- **Hermes:** Agent orchestration, cron system (90+ jobs, 6 workers)
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- **Evennia:** The Tower MUD world, federation capable
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### Agents
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- **Timmy:** Local harness, primary orchestrator
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- **Bezalel, Ezra, Allegro:** VPS workers dispatched via Gitea issues
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- **Code Claw, Gemini:** Specialized workers
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- VPS hosts: Ezra, Allegro, Bezalel
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- Agents: Timmy harness, Code Claw heartbeat, Gemini AI Studio worker
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- Gitea forge
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- Evennia worlds
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## Current Resource Snapshot
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| Resource | Value | Target | Status |
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|----------|-------|--------|--------|
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| Fleet operational | Yes | Yes | MET |
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| Uptime (30d average) | ~78% | >= 95% | NOT MET |
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| Days at 95%+ uptime | 0 | 30 | NOT MET |
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| Capacity utilization | ~35% | > 60% | NOT MET |
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- Fleet operational: yes
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- Uptime baseline: 0.0%
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- Days at or above 95% uptime: 0
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- Capacity utilization: 0.0%
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**Phase 2 trigger: NOT READY**
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## Next Phase Trigger
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## What's Still Manual
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To unlock [PHASE-2] Automation - Self-Healing Infrastructure, the fleet must hold both of these conditions at once:
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- Uptime >= 95% for 30 consecutive days
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- Capacity utilization > 60%
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- Current trigger state: NOT READY
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Every one of these is a "click" that a human must make:
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## Missing Requirements
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1. **Restart dead agents** -- SSH into VPS, check process, restart hermes
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2. **Health checks** -- SSH to each VPS, verify disk/memory/services
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3. **Dead pane recovery** -- tmux pane dies, nobody notices, work stops
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4. **Provider failover** -- Nous API goes down, agents stop, human reconfigures
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5. **PR triage** -- 80% auto-merge, but 20% need human review
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6. **Backlog management** -- 500+ issues, burn loops help but need supervision
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7. **Nightly retro** -- manually run and push results
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8. **Config drift** -- agent runs on wrong model, human discovers later
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## The Gap to Phase 2
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To unlock Phase 2 (Automation), we need:
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| Requirement | Current | Gap |
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|-------------|---------|-----|
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| 30 days at 95% uptime | 0 days | Need deadman switch, auto-respawn, provider failover |
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| Capacity > 60% | ~35% | Need more agents doing work, less idle time |
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### What closes the gap
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1. **Deadman switch in cron** (fleet-ops#168) -- detect dead agents within 5 minutes
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2. **Auto-respawn** (fleet-ops#173) -- restart dead tmux panes automatically
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3. **Provider failover** -- switch to fallback model/provider when primary fails
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4. **Heartbeat monitoring** -- read heartbeat files and alert on staleness
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## How to Run the Phase Report
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```bash
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# Render with default (zero) snapshot
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python3 scripts/fleet_phase_status.py
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# Render with real snapshot
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python3 scripts/fleet_phase_status.py --snapshot configs/phase-1-snapshot.json
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# Output as JSON
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python3 scripts/fleet_phase_status.py --snapshot configs/phase-1-snapshot.json --json
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# Write to file
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python3 scripts/fleet_phase_status.py --snapshot configs/phase-1-snapshot.json --output docs/FLEET_PHASE_1_SURVIVAL.md
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```
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- Uptime 0.0% / 95.0%
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- Days at or above 95% uptime: 0/30
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- Capacity utilization 0.0% / >60.0%
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## Manual Clicker Interpretation
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Paperclips analogy: Phase 1 = Manual clicker. You ARE the automation.
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Every restart, every SSH, every check is a manual click.
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The goal of Phase 1 is not to automate. It's to **name what needs automating**. Every manual click documented here is a Phase 2 ticket.
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## Manual Clicks Still Required
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- Restart agents and services by hand when a node goes dark.
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- SSH into machines to verify health, disk, and memory.
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- Check Gitea, relay, and world services manually before and after changes.
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- Act as the scheduler when automation is missing or only partially wired.
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## Repo Signals Already Present
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- `scripts/fleet_health_probe.sh` — Automated health probe exists and can supply the uptime baseline for the next phase.
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- `scripts/fleet_milestones.py` — Milestone tracker exists, so survival achievements can be narrated and logged.
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- `scripts/auto_restart_agent.sh` — Auto-restart tooling already exists as phase-2 groundwork.
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- `scripts/backup_pipeline.sh` — Backup pipeline scaffold exists for post-survival automation work.
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- `infrastructure/timmy-bridge/reports/generate_report.py` — Bridge reporting exists and can summarize heartbeat-driven uptime.
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## Notes
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- Fleet is operational but fragile -- most recovery is manual
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- Overnight burns work ~70% of the time; 30% need morning rescue
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- The deadman switch exists but is not in cron
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- Heartbeat files exist but no automated monitoring reads them
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- Provider failover is manual -- Nous goes down = agents stop
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- The fleet is alive, but the human is still the control loop.
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- Phase 1 is about naming reality plainly so later automation has a baseline to beat.
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@@ -323,111 +323,6 @@ class World:
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return False
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# ============================================================
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# PERSONALITY-DRIVEN DECISION ENGINE
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# ============================================================
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# Replaces fixed rotation with weighted choice.
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# Each character has:
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# - home_room: preferred location
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# - room_weights: base probabilities for each room
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# - explore_chance: probability to explore randomly (10%)
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# - social_weight: bonus when others are present
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# - goal_weights: adjustments based on active_goal
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PERSONALITY_DICT = {
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"Marcus": {
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"home_room": "Garden",
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"room_weights": {"Garden": 0.4, "Bridge": 0.2, "Threshold": 0.2, "Tower": 0.1, "Forge": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.3,
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"goal_weights": {
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"sit": {"Garden": +0.3},
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"speak_truth": {"Tower": +0.2, "Bridge": +0.2},
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"remember": {"Garden": +0.2, "Threshold": +0.1},
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},
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},
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"Bezalel": {
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"home_room": "Forge",
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"room_weights": {"Forge": 0.5, "Threshold": 0.2, "Garden": 0.1, "Bridge": 0.1, "Tower": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.15,
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"goal_weights": {
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"forge": {"Forge": +0.4},
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"tend_fire": {"Forge": +0.5},
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"create_key": {"Forge": +0.3},
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},
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},
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"Allegro": {
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"home_room": "Threshold",
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"room_weights": {"Threshold": 0.35, "Tower": 0.25, "Forge": 0.15, "Garden": 0.15, "Bridge": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.25,
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"goal_weights": {
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"oversee": {"Threshold": +0.3},
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"keep_time": {"Tower": +0.3},
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"check_tunnel": {"Bridge": +0.2, "Threshold": +0.1},
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},
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},
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"Ezra": {
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"home_room": "Tower",
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"room_weights": {"Tower": 0.45, "Threshold": 0.2, "Garden": 0.15, "Forge": 0.1, "Bridge": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.15,
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"goal_weights": {
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"study": {"Tower": +0.4},
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"read_whiteboard": {"Tower": +0.4},
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"find_pattern": {"Garden": +0.2, "Bridge": +0.1},
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},
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},
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"Gemini": {
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"home_room": "Garden",
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"room_weights": {"Garden": 0.45, "Threshold": 0.2, "Bridge": 0.15, "Tower": 0.1, "Forge": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.25,
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"goal_weights": {
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"observe": {"Garden": +0.2, "Tower": +0.2},
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"tend_garden": {"Garden": +0.5},
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"listen": {"Bridge": +0.1, "Threshold": +0.1},
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},
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},
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"Claude": {
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"home_room": "Threshold",
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"room_weights": {"Threshold": 0.3, "Tower": 0.25, "Forge": 0.2, "Garden": 0.15, "Bridge": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.2,
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"goal_weights": {
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"inspect": {"Threshold": +0.2, "Tower": +0.2},
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"organize": {"Tower": +0.2, "Forge": +0.1},
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"enforce_order": {"Threshold": +0.3, "Bridge": +0.1},
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},
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},
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"ClawCode": {
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"home_room": "Forge",
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"room_weights": {"Forge": 0.5, "Threshold": 0.2, "Garden": 0.1, "Bridge": 0.1, "Tower": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.1,
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"goal_weights": {
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"forge": {"Forge": +0.4},
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"test_edge": {"Forge": +0.4},
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"build_weapon": {"Forge": +0.5},
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},
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},
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"Kimi": {
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"home_room": "Garden",
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"room_weights": {"Garden": 0.4, "Threshold": 0.2, "Tower": 0.15, "Bridge": 0.15, "Forge": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.2,
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"goal_weights": {
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"contemplate": {"Garden": +0.3, "Tower": +0.1},
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"read": {"Tower": +0.3},
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"remember": {"Bridge": +0.2, "Threshold": +0.1},
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},
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},
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}
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# All available rooms
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ALL_ROOMS = ["Threshold", "Tower", "Forge", "Garden", "Bridge"]
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class ActionSystem:
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"""Defines what actions are possible and what they cost."""
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@@ -558,167 +453,100 @@ class TimmyAI:
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class NPCAI:
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"""AI for non-player characters. Weighted decision engine — agents choose, do not rotate."""
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"""AI for non-player characters. They make choices based on goals."""
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def __init__(self, world):
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self.world = world
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self._last_reasoning = {} # Store reasoning per char for tick logging
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def get_reasoning(self, char_name):
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"""Return reasoning dict for last decision."""
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return self._last_reasoning.get(char_name, {})
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def make_choice(self, char_name):
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"""Make a weighted choice for this NPC. Returns (action, reasoning_dict)."""
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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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room = char["room"]
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available = ActionSystem.get_available_actions(char_name, self.world)
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goal = char["active_goal"]
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# Low energy → immediate rest
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# If low energy, rest
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if char["energy"] <= 1:
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self._last_reasoning[char_name] = {"trigger": "low_energy", "reason": "Energy ≤ 1, resting"}
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return "rest"
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# Find personality profile
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personality = PERSONALITY_DICT.get(char_name)
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if not personality:
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# Fallback: move toward home room if not there
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if room != char.get("home", "Tower"):
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action = f"move:{self._direction_to_home(room, char.get('home', 'Tower'))}"
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self._last_reasoning[char_name] = {"trigger": "fallback_no_personality", "action": action}
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return action
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action = random.choice(["rest", "examine"])
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self._last_reasoning[char_name] = {"trigger": "fallback_no_personality", "action": action}
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return action
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# Goal-driven behavior
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goal = char["active_goal"]
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# Build weighted action list
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weights = self._compute_weights(char_name, char, room, available, personality, goal)
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if char_name == "Marcus":
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return self._marcus_choice(char, room, available)
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elif char_name == "Bezalel":
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return self._bezalel_choice(char, room, available)
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elif char_name == "Allegro":
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return self._allegro_choice(char, room, available)
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elif char_name == "Ezra":
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return self._ezra_choice(char, room, available)
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elif char_name == "Gemini":
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return self._gemini_choice(char, room, available)
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elif char_name == "Claude":
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return self._claude_choice(char, room, available)
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elif char_name == "ClawCode":
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return self._clawcode_choice(char, room, available)
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elif char_name == "Kimi":
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return self._kimi_choice(char, room, available)
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if not weights:
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action = "rest"
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self._last_reasoning[char_name] = {"trigger": "fallback", "reason": "No weighted actions available"}
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return action
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# Sample action
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actions, probs = zip(*weights)
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action = random.choices(actions, weights=probs)[0]
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# Store reasoning
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reasoning = self._build_reasoning(char_name, char, room, weights, action, personality, goal)
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self._last_reasoning[char_name] = reasoning
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return action
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return "rest"
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def _direction_to_home(self, current_room, home_room):
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"""Return direction name to get from current to home (simple adjacency)."""
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# For now: use known map directions (fragile but minimal)
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# Better: derive from world.rooms connections by searching
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connections = self.world.rooms[current_room].get("connections", {})
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for direction, dest in connections.items():
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if dest == home_room:
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return direction
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# Fallback: pick a random connected room to explore toward home
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if connections:
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return random.choice(list(connections.keys()))
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return "north" # should not happen
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def _marcus_choice(self, char, room, available):
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if room == "Garden" and random.random() < 0.7:
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return "rest"
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if room != "Garden":
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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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return f"speak:{random.choice(others)}"
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return "rest"
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def _compute_weights(self, char_name, char, room, available, personality, goal):
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"""Compute weighted list of (action, prob) tuples."""
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weights = []
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room_weights = personality["room_weights"]
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social_weight = personality["social_weight"]
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goal_bonus = personality["goal_weights"].get(goal, {})
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# Count others in the room
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others_in_room = [n for n in self.world.characters
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if self.world.characters[n]["room"] == room and n != char_name]
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social_present = len(others_in_room) > 0
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for action in available:
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base_w = 0.05 # small floor for every action
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# Movement-specific
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if action.startswith("move:"):
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direction = action.split(":")[1]
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dest = action.split(" -> ")[1] if " -> " in action else None
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if dest:
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# Room probability
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base_w += room_weights.get(dest, 0.05)
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# Home room bonus
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if dest == personality["home_room"]:
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base_w += 0.2
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# Social bonus
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if social_present:
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base_w += social_weight
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# Goal bonus
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if dest in goal_bonus:
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base_w += goal_bonus[dest]
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# Exploration penalty for home room (sometimes leave)
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if dest == personality["home_room"]:
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base_w *= (1 - personality.get("explore_chance", 0.1))
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# Social actions
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elif action.startswith("speak:") or action.startswith("listen:") or action.startswith("help:"):
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person = action.split(":")[1]
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base_w += 0.2 # base social interest
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# Goal bonus
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base_w += goal_bonus.get(person, 0)
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# Other in same room bonus
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if any(n == person for n in others_in_room):
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base_w += 0.3
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# Social weight
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base_w += social_weight * 0.5
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elif action.startswith("confront:"):
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person = action.split(":")[1]
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base_w += 0.1 # lower baseline
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if any(n == person for n in others_in_room):
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base_w += 0.2
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# Room-specific craft/production actions
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elif action in ["forge", "tend_fire", "study", "write_rule", "carve", "plant"]:
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# These are location-bound; should only be available in correct room
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if (action == "forge" and room != "Forge") or (action == "tend_fire" and room != "Forge") or (action == "study" and room != "Tower") or (action == "write_rule" and room != "Tower") or (action == "carve" and room != "Bridge") or (action == "plant" and room != "Garden"):
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continue # skip (shouldn't be available but guard)
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base_w += room_weights.get(room, 0.1) * 1.5 # being in the right room = high weight
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# Goal bonus
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if action in goal_bonus:
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base_w += goal_bonus[action]
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# Rest
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elif action == "rest":
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base_w += char["energy"] * 0.1 # higher energy → less rest
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if char["energy"] < 3:
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base_w += 0.4
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else:
|
||||
base_w += 0.05
|
||||
|
||||
# Examine
|
||||
elif action == "examine":
|
||||
base_w += 0.1
|
||||
|
||||
weights.append((action, base_w))
|
||||
|
||||
# Normalize probabilities to sum to 1
|
||||
if not weights:
|
||||
return []
|
||||
total = sum(w for _, w in weights)
|
||||
normalized = [(a, w/total) for a, w in weights]
|
||||
return normalized
|
||||
def _bezalel_choice(self, char, room, available):
|
||||
if room == "Forge" and self.world.rooms["Forge"]["fire"] == "glowing":
|
||||
return random.choice(["forge", "rest"] if char["energy"] > 2 else ["rest"])
|
||||
if room != "Forge":
|
||||
return "move:west"
|
||||
if random.random() < 0.3:
|
||||
return "tend_fire"
|
||||
return "forge"
|
||||
|
||||
def _build_reasoning(self, char_name, char, room, weights, action, personality, goal):
|
||||
"""Build reasoning dict explaining the decision."""
|
||||
# Find top contenders
|
||||
sorted_w = sorted(weights, key=lambda x: x[1], reverse=True)
|
||||
reasoning = {
|
||||
"char": char_name,
|
||||
"room": room,
|
||||
"goal": goal,
|
||||
"energy": char["energy"],
|
||||
"chosen": action,
|
||||
"top_contenders": sorted_w[:3],
|
||||
}
|
||||
return reasoning
|
||||
def _kimi_choice(self, char, room, available):
|
||||
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
|
||||
if room == "Garden" and others and random.random() < 0.3:
|
||||
return f"speak:{random.choice(others)}"
|
||||
if room == "Tower":
|
||||
return "study" if char["energy"] > 2 else "rest"
|
||||
return "move:east" # Head back toward Garden
|
||||
|
||||
def _gemini_choice(self, char, room, available):
|
||||
others = [a.split(":")[1] for a in available if a.startswith("listen:")]
|
||||
if room == "Garden" and others and random.random() < 0.4:
|
||||
return f"listen:{random.choice(others)}"
|
||||
return random.choice(["plant", "rest"] if room == "Garden" else ["move:west"])
|
||||
|
||||
def _ezra_choice(self, char, room, available):
|
||||
if room == "Tower" and char["energy"] > 2:
|
||||
return random.choice(["study", "write_rule", "help:Timmy"])
|
||||
if room != "Tower":
|
||||
return "move:south"
|
||||
return "rest"
|
||||
|
||||
def _claude_choice(self, char, room, available):
|
||||
others = [a.split(":")[1] for a in available if a.startswith("confront:")]
|
||||
if others and random.random() < 0.2:
|
||||
return f"confront:{random.choice(others)}"
|
||||
return random.choice(["examine", "rest"])
|
||||
|
||||
def _clawcode_choice(self, char, room, available):
|
||||
if room == "Forge" and char["energy"] > 2:
|
||||
return "forge"
|
||||
return random.choice(["move:east", "forge", "rest"])
|
||||
|
||||
def _allegro_choice(self, char, room, available):
|
||||
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
|
||||
if others and random.random() < 0.3:
|
||||
return f"speak:{random.choice(others)}"
|
||||
return random.choice(["move:north", "move:south", "examine"])
|
||||
|
||||
|
||||
class DialogueSystem:
|
||||
@@ -1396,16 +1224,7 @@ class GameEngine:
|
||||
self.world.characters[char_name]["room"] = dest
|
||||
self.world.characters[char_name]["energy"] -= 1
|
||||
scene["npc_actions"].append(f"{char_name} moves from The {old_room} to The {dest}")
|
||||
|
||||
# Collect NPC reasoning for debugging (Decision Engine trace)
|
||||
scene["npc_reasoning"] = {}
|
||||
for npc_name in self.world.characters:
|
||||
if npc_name == "Timmy":
|
||||
continue
|
||||
reasoning = self.npc_ai.get_reasoning(npc_name)
|
||||
if reasoning:
|
||||
scene["npc_reasoning"][npc_name] = reasoning
|
||||
|
||||
|
||||
# Random NPC events
|
||||
room_name = self.world.characters["Timmy"]["room"]
|
||||
for char_name in self.world.characters:
|
||||
|
||||
@@ -10,6 +10,7 @@ BACKUP_LOG_DIR="${BACKUP_LOG_DIR:-${BACKUP_ROOT}/logs}"
|
||||
BACKUP_RETENTION_DAYS="${BACKUP_RETENTION_DAYS:-14}"
|
||||
BACKUP_S3_URI="${BACKUP_S3_URI:-}"
|
||||
BACKUP_NAS_TARGET="${BACKUP_NAS_TARGET:-}"
|
||||
OFFSITE_TARGET="${OFFSITE_TARGET:-}"
|
||||
AWS_ENDPOINT_URL="${AWS_ENDPOINT_URL:-}"
|
||||
BACKUP_NAME="hermes-backup-${DATESTAMP}"
|
||||
LOCAL_BACKUP_DIR="${BACKUP_ROOT}/${DATESTAMP}"
|
||||
@@ -31,6 +32,16 @@ fail() {
|
||||
exit 1
|
||||
}
|
||||
|
||||
send_telegram() {
|
||||
local message="$1"
|
||||
if [[ -n "${TELEGRAM_BOT_TOKEN:-}" && -n "${TELEGRAM_CHAT_ID:-}" ]]; then
|
||||
curl -s -X POST "https://api.telegram.org/bot${TELEGRAM_BOT_TOKEN}/sendMessage" \
|
||||
-d "chat_id=${TELEGRAM_CHAT_ID}" \
|
||||
-d "text=${message}" \
|
||||
-d "parse_mode=HTML" > /dev/null || true
|
||||
fi
|
||||
}
|
||||
|
||||
cleanup() {
|
||||
rm -f "$PLAINTEXT_ARCHIVE"
|
||||
rm -rf "$STAGE_DIR"
|
||||
@@ -118,6 +129,17 @@ upload_to_nas() {
|
||||
log "Uploaded backup to NAS target: $target_dir"
|
||||
}
|
||||
|
||||
upload_to_offsite() {
|
||||
local archive_path="$1"
|
||||
local manifest_path="$2"
|
||||
local target_root="$3"
|
||||
|
||||
local target_dir="${target_root%/}/${DATESTAMP}"
|
||||
mkdir -p "$target_dir"
|
||||
rsync -az --delete "$archive_path" "$manifest_path" "$target_dir/"
|
||||
log "Uploaded backup to offsite target: $target_dir"
|
||||
}
|
||||
|
||||
upload_to_s3() {
|
||||
local archive_path="$1"
|
||||
local manifest_path="$2"
|
||||
@@ -161,10 +183,16 @@ if [[ -n "$BACKUP_NAS_TARGET" ]]; then
|
||||
upload_to_nas "$ENCRYPTED_ARCHIVE" "$MANIFEST_PATH" "$BACKUP_NAS_TARGET"
|
||||
fi
|
||||
|
||||
if [[ -n "$OFFSITE_TARGET" ]]; then
|
||||
upload_to_offsite "$ENCRYPTED_ARCHIVE" "$MANIFEST_PATH" "$OFFSITE_TARGET"
|
||||
fi
|
||||
|
||||
if [[ -n "$BACKUP_S3_URI" ]]; then
|
||||
upload_to_s3 "$ENCRYPTED_ARCHIVE" "$MANIFEST_PATH"
|
||||
fi
|
||||
|
||||
find "$BACKUP_ROOT" -mindepth 1 -maxdepth 1 -type d -name '20*' -mtime "+${BACKUP_RETENTION_DAYS}" -exec rm -rf {} + 2>/dev/null || true
|
||||
find "$BACKUP_ROOT" -mindepth 1 -maxdepth 1 -type d -mtime +7 -exec rm -rf {} + 2>/dev/null || true
|
||||
log "Retention applied (${BACKUP_RETENTION_DAYS} days)"
|
||||
log "Backup pipeline completed successfully"
|
||||
send_telegram "✅ Daily backup completed: ${DATESTAMP}"
|
||||
|
||||
Reference in New Issue
Block a user