From 236223dceff674853a37cdf3bd6bec09dba2dcac Mon Sep 17 00:00:00 2001 From: Alexander Whitestone Date: Sat, 28 Mar 2026 13:40:14 -0400 Subject: [PATCH] docs: add Evennia world and training specs --- ...vennia-implementation-and-training-plan.md | 88 +++++++++++++++++++ specs/evennia-mind-palace-layout.md | 78 ++++++++++++++++ 2 files changed, 166 insertions(+) create mode 100644 specs/evennia-implementation-and-training-plan.md create mode 100644 specs/evennia-mind-palace-layout.md diff --git a/specs/evennia-implementation-and-training-plan.md b/specs/evennia-implementation-and-training-plan.md new file mode 100644 index 0000000..b582360 --- /dev/null +++ b/specs/evennia-implementation-and-training-plan.md @@ -0,0 +1,88 @@ +# Evennia Implementation and Training Plan + +Goal: +Make Timmy inhabitable in a local persistent Evennia world through the Hermes harness, while preserving the best training methodology from day one. + +Core doctrine: +- Hermes is the brain. +- Evennia is the persistent world body. +- World continuity should live in Evennia objects, rooms, exits, scripts, and database state. +- Timmy should not need to spend prompt context re-establishing his home every session. +- World interaction must still flow through Hermes so it becomes training data. + +## Lane split + +1. World lane +- stand up local Evennia +- create first room graph +- create first object set +- expose a watchable operator surface +- make Timmy able to inhabit and act in the world + +2. Training lane +- keep Hermes in the loop for all meaningful Timmy actions +- emit structured Evennia event logs +- align world events with Hermes session IDs +- support replay and eval for world basics +- keep this lane complementary to NLE/MiniHack benchmark work + +## First implementation milestone + +World path: +- local Evennia project under `~/.timmy/evennia/` + +First canonical rooms: +- Gate +- Courtyard +- Workshop +- Archive +- Chapel + +First persistent objects: +- Book of the Soul +- Workbench +- Map Table +- Prayer Wall +- Memory Shelves +- Mirror of Sessions + +First operator surface: +- browser client on localhost:4001 and/or telnet client on localhost:4000 + +First Timmy control surface: +- Hermes -> Evennia adapter, ideally via MCP +- Timmy can: connect, look, move, inspect, read, and revisit persistent state + +## Training methodology requirements + +1. Hermes-in-the-loop +- no hidden autonomous world bot as the canonical path +- Timmy acts through Hermes sessions so transcripts land in `~/.hermes*/sessions/` + +2. Structured world telemetry +- write Evennia world events to `~/.timmy/training-data/evennia/` +- capture actor, room, object, command, result, timestamp, and any persistent state changes + +3. Session/event alignment +- every world interaction trace should be linkable to a Hermes session ID +- this keeps DPO/export work honest + +4. Replayability +- define one basic replay harness for world fundamentals +- minimum replay path: connect -> look -> move -> inspect -> read + +5. Eval set +- orientation +- navigation +- object inspection +- persistence recall +- simple task completion + +## Why this matters + +Evennia is not just another game to scrape. +It is a local durable world substrate. +That makes it a much better candidate for Timmy’s long-term mind palace than a fixed roguelike. + +NLE/MiniHack remains the benchmark lane. +Evennia becomes the home lane. diff --git a/specs/evennia-mind-palace-layout.md b/specs/evennia-mind-palace-layout.md new file mode 100644 index 0000000..292f53a --- /dev/null +++ b/specs/evennia-mind-palace-layout.md @@ -0,0 +1,78 @@ +# Evennia Mind Palace — First Layout + +Goal: +Give Timmy a small, durable, symbolic world that can hold continuity outside prompt context. + +Principles: +- local-first +- spatially legible +- symbolically meaningful +- small enough to get right quickly +- useful before it is expansive + +Core room graph: + +1. Gate / Threshold +- arrival room +- identity boundary +- where Timmy and guests enter intentionally + +2. Courtyard +- central hub +- simple navigation anchor +- first place to branch to all other domains + +3. Workshop +- building, tinkering, prototypes, tools, agent work +- practical action room + +4. Archive +- reports, transcripts, doctrine-bearing docs, recovered notes, memory artifacts +- persistent retrieval room + +5. Chapel / Quiet Room +- conscience, prayer, grief, crisis care, mission alignment +- moral center of the space + +6. Observatory / Watchtower +- dashboards, external signals, research horizon, world-state observation +- seeing without immediate acting + +7. Private Chamber / Hearth +- Timmy’s inner room +- personal durable anchor rather than only public/work spaces + +8. Dungeon Stairs / Deep Paths +- future adventure/combat/exploration frontier +- intentionally incomplete at first + +First-wave exits: +- Gate <-> Courtyard +- Courtyard <-> Workshop +- Courtyard <-> Archive +- Courtyard <-> Chapel +- Courtyard <-> Observatory +- Courtyard <-> Private Chamber +- Courtyard <-> Dungeon Stairs + +First persistent objects: +- Book of the Soul +- Workbench +- Map Table +- Prayer Wall +- Memory Shelves +- Mirror of Sessions + +First milestone: +Build only: +- Gate +- Courtyard +- Workshop +- Archive +- Chapel + +Operator goal: +Alexander should be able to watch Timmy move through a real place rather than infer topology from raw text. + +Timmy goal: +The world should remember structure and object state so Timmy doesn’t need to spend tokens re-establishing his home each session. -- 2.43.0