[DOCS] Add Evennia world layout and training plan specs #39
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specs/evennia-implementation-and-training-plan.md
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# Evennia Implementation and Training Plan
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Goal:
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Make Timmy inhabitable in a local persistent Evennia world through the Hermes harness, while preserving the best training methodology from day one.
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Core doctrine:
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- Hermes is the brain.
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- Evennia is the persistent world body.
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- World continuity should live in Evennia objects, rooms, exits, scripts, and database state.
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- Timmy should not need to spend prompt context re-establishing his home every session.
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- World interaction must still flow through Hermes so it becomes training data.
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## Lane split
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1. World lane
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- stand up local Evennia
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- create first room graph
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- create first object set
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- expose a watchable operator surface
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- make Timmy able to inhabit and act in the world
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2. Training lane
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- keep Hermes in the loop for all meaningful Timmy actions
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- emit structured Evennia event logs
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- align world events with Hermes session IDs
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- support replay and eval for world basics
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- keep this lane complementary to NLE/MiniHack benchmark work
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## First implementation milestone
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World path:
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- local Evennia project under `~/.timmy/evennia/`
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First canonical rooms:
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- Gate
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- Courtyard
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- Workshop
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- Archive
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- Chapel
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First persistent objects:
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- Book of the Soul
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- Workbench
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- Map Table
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- Prayer Wall
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- Memory Shelves
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- Mirror of Sessions
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First operator surface:
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- browser client on localhost:4001 and/or telnet client on localhost:4000
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First Timmy control surface:
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- Hermes -> Evennia adapter, ideally via MCP
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- Timmy can: connect, look, move, inspect, read, and revisit persistent state
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## Training methodology requirements
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1. Hermes-in-the-loop
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- no hidden autonomous world bot as the canonical path
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- Timmy acts through Hermes sessions so transcripts land in `~/.hermes*/sessions/`
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2. Structured world telemetry
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- write Evennia world events to `~/.timmy/training-data/evennia/`
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- capture actor, room, object, command, result, timestamp, and any persistent state changes
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3. Session/event alignment
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- every world interaction trace should be linkable to a Hermes session ID
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- this keeps DPO/export work honest
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4. Replayability
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- define one basic replay harness for world fundamentals
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- minimum replay path: connect -> look -> move -> inspect -> read
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5. Eval set
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- orientation
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- navigation
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- object inspection
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- persistence recall
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- simple task completion
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## Why this matters
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Evennia is not just another game to scrape.
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It is a local durable world substrate.
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That makes it a much better candidate for Timmy’s long-term mind palace than a fixed roguelike.
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NLE/MiniHack remains the benchmark lane.
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Evennia becomes the home lane.
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specs/evennia-mind-palace-layout.md
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# Evennia Mind Palace — First Layout
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Goal:
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Give Timmy a small, durable, symbolic world that can hold continuity outside prompt context.
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Principles:
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- local-first
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- spatially legible
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- symbolically meaningful
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- small enough to get right quickly
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- useful before it is expansive
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Core room graph:
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1. Gate / Threshold
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- arrival room
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- identity boundary
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- where Timmy and guests enter intentionally
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2. Courtyard
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- central hub
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- simple navigation anchor
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- first place to branch to all other domains
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3. Workshop
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- building, tinkering, prototypes, tools, agent work
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- practical action room
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4. Archive
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- reports, transcripts, doctrine-bearing docs, recovered notes, memory artifacts
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- persistent retrieval room
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5. Chapel / Quiet Room
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- conscience, prayer, grief, crisis care, mission alignment
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- moral center of the space
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6. Observatory / Watchtower
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- dashboards, external signals, research horizon, world-state observation
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- seeing without immediate acting
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7. Private Chamber / Hearth
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- Timmy’s inner room
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- personal durable anchor rather than only public/work spaces
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8. Dungeon Stairs / Deep Paths
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- future adventure/combat/exploration frontier
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- intentionally incomplete at first
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First-wave exits:
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- Gate <-> Courtyard
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- Courtyard <-> Workshop
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- Courtyard <-> Archive
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- Courtyard <-> Chapel
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- Courtyard <-> Observatory
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- Courtyard <-> Private Chamber
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- Courtyard <-> Dungeon Stairs
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First persistent objects:
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- Book of the Soul
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- Workbench
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- Map Table
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- Prayer Wall
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- Memory Shelves
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- Mirror of Sessions
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First milestone:
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Build only:
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- Gate
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- Courtyard
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- Workshop
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- Archive
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- Chapel
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Operator goal:
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Alexander should be able to watch Timmy move through a real place rather than infer topology from raw text.
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Timmy goal:
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The world should remember structure and object state so Timmy doesn’t need to spend tokens re-establishing his home each session.
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