[DOCS] Add Evennia world layout and training plan specs #39

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Timmy merged 1 commits from codex/evennia-specs into main 2026-03-28 19:06:29 +00:00
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# 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 Timmys long-term mind palace than a fixed roguelike.
NLE/MiniHack remains the benchmark lane.
Evennia becomes the home lane.

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# 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
- Timmys 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 doesnt need to spend tokens re-establishing his home each session.