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Author SHA1 Message Date
Alexander Whitestone
eb41220ae4 fix(fleet-progression): regenerate phase-1 doc and fix backup pipeline
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- Regenerate docs/FLEET_PHASE_1_SURVIVAL.md from fleet_phase_status.py
  to fix stale content mismatch (missing ## Current Buildings,
  ## Next Phase Trigger sections).

- Fix scripts/backup_pipeline.sh to satisfy self-healing infra tests:
  * Add OFFSITE_TARGET env var
  * Add send_telegram function with completion notification
  * Add upload_to_offsite with rsync -az --delete
  * Add 7-day retention find line

Refs #547
2026-04-22 02:29:12 -04:00
3 changed files with 143 additions and 334 deletions

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

View File

@@ -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}"