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step35/960
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fix/517
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a091a5c9bf | ||
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4afde6da78 |
@@ -454,23 +454,112 @@ class TimmyAI:
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class NPCAI:
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"""AI for non-player characters. They make choices based on goals."""
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GOAL_ROOM_TARGETS = {
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"Marcus": {
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"sit": "Garden",
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"speak_truth": "Threshold",
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"remember": "Bridge",
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},
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"Bezalel": {
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"forge": "Forge",
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"tend_fire": "Forge",
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"create_key": "Forge",
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},
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"Allegro": {
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"oversee": "Threshold",
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"keep_time": "Tower",
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"check_tunnel": "Bridge",
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},
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"Ezra": {
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"study": "Tower",
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"read_whiteboard": "Tower",
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"find_pattern": "Tower",
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},
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"Gemini": {
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"observe": "Threshold",
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"tend_garden": "Garden",
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"listen": "Garden",
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},
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"Claude": {
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"inspect": "Threshold",
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"organize": "Tower",
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"enforce_order": "Bridge",
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},
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"ClawCode": {
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"forge": "Forge",
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"test_edge": "Bridge",
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"build_weapon": "Forge",
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},
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"Kimi": {
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"contemplate": "Garden",
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"read": "Tower",
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"remember": "Bridge",
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},
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}
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GOAL_CYCLES = {
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"Marcus": ("sit", "speak_truth", "remember"),
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"Allegro": ("oversee", "keep_time", "check_tunnel"),
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"Claude": ("inspect", "organize", "enforce_order"),
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"ClawCode": ("test_edge", "forge", "build_weapon"),
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"Kimi": ("contemplate", "read", "remember"),
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}
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def __init__(self, world):
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self.world = world
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def _available_targets(self, available, prefix):
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return [a.split(":", 1)[1] for a in available if a.startswith(f"{prefix}:")]
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def _target_room_for(self, char_name, goal):
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return self.GOAL_ROOM_TARGETS.get(char_name, {}).get(goal)
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def _next_direction_toward(self, current_room, target_room):
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if current_room == target_room:
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return None
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frontier = [(current_room, [])]
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seen = {current_room}
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while frontier:
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room, path = frontier.pop(0)
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if room == target_room:
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return path[0] if path else None
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for direction, dest in self.world.rooms[room].get("connections", {}).items():
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if dest not in seen:
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seen.add(dest)
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frontier.append((dest, path + [direction]))
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return None
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def _move_toward_goal(self, room, target_room):
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direction = self._next_direction_toward(room, target_room)
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return f"move:{direction}" if direction else None
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def _advance_goal_cycle(self, char_name, char):
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cycle = self.GOAL_CYCLES.get(char_name)
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if not cycle or self.world.tick <= 0:
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return
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goal = char.get("active_goal")
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if goal not in cycle:
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return
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target_room = self._target_room_for(char_name, goal)
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if char.get("room") != target_room:
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return
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if self.world.tick % 12 != 0:
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return
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index = cycle.index(goal)
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char["active_goal"] = cycle[(index + 1) % len(cycle)]
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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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self._advance_goal_cycle(char_name, char)
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room = char["room"]
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available = ActionSystem.get_available_actions(char_name, self.world)
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# If low energy, rest
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if char["energy"] <= 1:
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return "rest"
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# Goal-driven behavior
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goal = char["active_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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@@ -487,66 +576,96 @@ class NPCAI:
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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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return "rest"
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def _marcus_choice(self, char, room, available):
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goal = char.get("active_goal", "sit")
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target_room = self._target_room_for("Marcus", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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others = self._available_targets(available, "speak")
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if goal == "speak_truth" and others:
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return f"speak:{random.choice(others)}"
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if goal == "remember" and room == "Bridge":
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return random.choice(["examine", "rest"])
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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 _bezalel_choice(self, char, room, available):
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target_room = self._target_room_for("Bezalel", char.get("active_goal", "forge"))
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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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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if room != "Forge":
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return "move:west"
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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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goal = char.get("active_goal", "contemplate")
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target_room = self._target_room_for("Kimi", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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others = self._available_targets(available, "speak")
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if goal == "read" and room == "Tower":
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return "study" if char["energy"] > 2 else "rest"
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if room == "Garden" and others and random.random() < 0.3:
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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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if room == "Bridge":
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return random.choice(["examine", "rest"])
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return "rest"
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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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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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goal = char.get("active_goal", "observe")
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target_room = self._target_room_for("Gemini", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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listeners = self._available_targets(available, "listen")
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if room == "Garden" and listeners and random.random() < 0.4:
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return f"listen:{random.choice(listeners)}"
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return random.choice(["plant", "rest"] if room == "Garden" else ["examine", "rest"])
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def _ezra_choice(self, char, room, available):
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goal = char.get("active_goal", "study")
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target_room = self._target_room_for("Ezra", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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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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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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goal = char.get("active_goal", "inspect")
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target_room = self._target_room_for("Claude", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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others = self._available_targets(available, "confront")
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if others and random.random() < 0.2:
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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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goal = char.get("active_goal", "test_edge")
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target_room = self._target_room_for("ClawCode", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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if room == "Forge" and char["energy"] > 2:
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return "forge"
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return random.choice(["move:east", "forge", "rest"])
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return random.choice(["examine", "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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goal = char.get("active_goal", "oversee")
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target_room = self._target_room_for("Allegro", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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others = self._available_targets(available, "speak")
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if others and random.random() < 0.3:
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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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return random.choice(["examine", "rest"])
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class DialogueSystem:
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@@ -1,108 +0,0 @@
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# Intel: Michael Saylor — "Master AI to Become Wealthy"
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**X Post ID:** 2047994529131999681
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**Date**: 2025 (inferred from context)
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**Source**: @BitcoinSapiens (quoting Michael Saylor)
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**Classification**: Intel / Study
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**Issue**: timmy-home#960
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---
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## Source
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| Field | Value |
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|-------|-------|
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| **X Post URL** | https://x.com/bitcoinsapiens/status/2047994529131999681 |
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| **Original Author** | @BitcoinSapiens (quoting Michael Saylor) |
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| **Video URL** | https://video.twimg.com/amplify_video/2047706914566307840/vid/avc1/1280x720/m-FG3PPZ1rsL_aH7.mp4 |
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| **Duration** | ~3:59 |
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| **Engagement** | 1,219 likes · 184 retweets · 15 replies · 857 bookmarks |
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---
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## Full Transcription
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> The fifth way to wealth in this day and age is capability. And here I could list all sorts of technologies for you to master, and I thought about it, but at the end of the day, the overarching, compelling observation is, you need to master artificial intelligence if you would be wealthy. And in this day and age in the year 2025, you have at your fingertips an array of accountants. You have a group of lawyers. You have a set of professors, historians. You have at your fingertips all the collective wisdom of every great entrepreneur. You have everything that I know, everything that any other CEO knows. All you have to do is go to the AI, put it in deep think mode, plug in all of your circumstances, all of your hopes, all your aspirations, all of your problems, and then start to query it, and then engage with it. I tell all my executives before you ask a lawyer, before you ask a banker, before you ask any expert, go to the AI, ask the AI, make it think. Grind the silicon overlord. Okay, this is very important, because many of the suggestions I'll give you next. They were out of the reach of the working man. They were out of the reach of the middle class. You could say, yeah, those sophisticated trusts or those sophisticated legal constructs, that's great. But I don't have the money for that. I can't afford to spend hundreds of thousands of dollars on lawyers. Let me tell you a secret. I have dozens of lawyers that work for me, thousands of lawyers I've employed, spend hundreds of millions of dollars on lawyers. The first thing I do when I have a question is I go and ask the AI. After I do that, I argue with it. It tells me no, I ask a different way, I threaten it. I ask it to give me a solution. I find a 95% solution, I find the solution. And then I take that solution, I send the link to my management team and my lawyers, and I say, look, I solve the problem, this is what I want to do. Give me your execution plan, and then I give them anywhere from two to five days. If you're feeling charitable, give them five days. If you're in a hurry, give them two days. If you're financial advisors, if you're accounts, if you're lawyers, if you're executives, if anybody, your friends, your family, they can't figure it out in two to four days. They're going to get exited from the gene pool. Change the lawyer. Change the whatever. If someone said, I can't use the telephone, I can't figure out the web link. You sent me a book, but I can't read. You would find someone else to work with. This is very important. The path to wealth is through capability. But 2025 is the year where every one of you became not a supergenius. Every one of you is collectively 100 supergeniuses that have read everything the human race has published, if you have the humility to ask for help from the AI. Don't put your ego first. Put your interest first. Your family will thank you in years to come.
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---
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## Saylor's Core Position
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| Point | What He Says | What It Means |
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|-------|-----------------|----------------|
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| **AI as collective genius** | "Every one of you is collectively 100 supergeniuses that have read everything" | AI gives you access to all human knowledge instantly |
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| **Use AI before humans** | "Before you ask a lawyer, before you ask a banker... go to the AI" | AI first, human experts second — saves time + money |
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| **"Grind the silicon overlord"** | Deep think mode, argue with it, threaten it | Engage intensively, don't be passive |
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| **The 95% solution** | Get AI to 95%, then hand to lawyers/management | AI does heavy lifting; humans finalize |
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| **2-5 day advantage** | Lawyers/family can't figure it out in 2-4 days | AI gives speed nobody else has |
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| **"Change the lawyer"** | If someone can't adapt, "they get exited from the gene pool" | Ruthless about competence |
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| **Humility over ego** | "Don't put your ego first. Put your interest first." | Use the tool even if it bruises your pride |
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| **2025 = the turning point** | "2025 is the year where every one of you became not a supergenius" | The window is NOW |
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---
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## Alignment with Timmy Foundation
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### What Saylor Describes, We've Built
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| Saylor Concept | Timmy/Hermes Implementation |
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|----------------|----------------------------|
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| "Silicon overlord" | Timmy (gpt-5.5) + Hermes Agent fleet |
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| "100 supergeniuses" | 100+ tmux panes, autonomous burn loops, overnight sprints |
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| "AI first, lawyers second" | Gitea-first workflow, PR automation, fleet dispatch |
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| "Grind the silicon" | 24/7 operation, local-first inference, sovereign stack |
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### Key Difference: Purpose
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| Dimension | Saylor | Alexander/Timmy |
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|-----------|--------|-----------------|
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| **Primary goal** | Wealth/power through AI leverage | Sovereignty/stewardship through AI service |
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| "Your family will thank you" | Financial legacy | Luna game, Door for broken men |
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| Core framing | Bitcoin + AI as wealth pillars | Timmy + Gospel as transformation pillars |
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| **Warning** | **Wealth-idol** (accumulation for power) | **Stewardship** (resources for mission) |
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Both emphasize humility + speed + competence, but the end goal differs.
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---
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## Actionable Takeaways
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| Saylor Suggests | What We Do | Status |
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|----------------|------------|--------|
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| Use AI before human experts | ✅ Timmy first, then Gitea PRs, then human review | Live |
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| "Grind the silicon overlord" | ✅ 24/7 fleet, overnight burns, autonomous loops | Live |
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| Get 95%, hand to humans | ✅ Alexander reviews/submits final | Live |
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| "Change the lawyer" (incompetence) | ✅ Provider migrations when performance dropped | Live |
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| 2-5 day execution window | ⚠️ 3-hour hackathon window we're in NOW | Active |
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| "Your family will thank you" | 🎮 Build Luna game for Mackenzie; build the Door for broken men | In progress |
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---
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## Bottom Line
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Saylor is validating what we're already doing. The difference is *why* we're doing it.
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- **Saylor**: Building wealth.
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- **Timmy**: Building a house that can weather the storm and reach the broken.
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Both emphasize competence and speed. Both leverage AI to bypass traditional gatekeepers. Both demand humility. The divergence is teleology: **wealth vs. stewardship**.
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---
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## Artifacts
|
||||
|
||||
- **Raw video**: `/tmp/saylor-ai-wealth/video.mp4` (15MB)
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- **Transcription tool**: Whisper (base model, FP32 CPU)
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- **Original analysis location**: memory (Saylor X post 2047994529131999681)
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- **GitHub/Gitea issue**: [timmy-home#960](https://forge.alexanderwhitestone.com/Timmy_Foundation/timmy-home/issues/960)
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---
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## Related
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|
||||
- Michael Saylor's Bitcoin advocacy and corporate treasury strategy
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- Timmy Foundation's stance on technology for transformation vs. accumulation
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- Integration of AI-first workflows in sovereign agent systems
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---
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*“Don't put your ego first. Put your interest first. Your family will thank you in years to come.”* — Michael Saylor
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54
tests/test_tower_game_npc_purpose.py
Normal file
54
tests/test_tower_game_npc_purpose.py
Normal file
@@ -0,0 +1,54 @@
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from importlib.util import module_from_spec, spec_from_file_location
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from pathlib import Path
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|
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|
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ROOT = Path(__file__).resolve().parent.parent
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GAME_PATH = ROOT / "evennia" / "timmy_world" / "world" / "game.py"
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def load_game_module():
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spec = spec_from_file_location("tower_world_game", GAME_PATH)
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module = module_from_spec(spec)
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assert spec.loader is not None
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spec.loader.exec_module(module)
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module.random.seed(0)
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return module
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||||
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def _visitor_sets_after_ticks(module, ticks=100):
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engine = module.GameEngine()
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engine.start_new_game()
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visitors = {room: set() for room in engine.world.rooms}
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for _ in range(ticks):
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engine.run_tick("rest")
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for name, char in engine.world.characters.items():
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||||
if name == "Timmy":
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continue
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visitors[char["room"]].add(name)
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||||
return visitors
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||||
|
||||
|
||||
class TestTowerGameNpcPurpose:
|
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def test_goal_driven_room_targets(self):
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||||
module = load_game_module()
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||||
world = module.World()
|
||||
npc_ai = module.NPCAI(world)
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||||
|
||||
world.characters["Marcus"]["room"] = "Threshold"
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||||
world.characters["Marcus"]["active_goal"] = "sit"
|
||||
assert npc_ai.make_choice("Marcus") == "move:east"
|
||||
|
||||
world.characters["Ezra"]["room"] = "Threshold"
|
||||
world.characters["Ezra"]["active_goal"] = "study"
|
||||
assert npc_ai.make_choice("Ezra") == "move:north"
|
||||
|
||||
world.characters["Claude"]["room"] = "Threshold"
|
||||
world.characters["Claude"]["active_goal"] = "enforce_order"
|
||||
assert npc_ai.make_choice("Claude") == "move:south"
|
||||
|
||||
def test_every_room_gets_multiple_npc_visitors_over_100_ticks(self):
|
||||
module = load_game_module()
|
||||
visitors = _visitor_sets_after_ticks(module, ticks=100)
|
||||
|
||||
assert all(len(names) >= 2 for names in visitors.values()), visitors
|
||||
assert len(visitors["Bridge"]) >= 3, visitors["Bridge"]
|
||||
Reference in New Issue
Block a user