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# Morrowind Perception/Command Protocol Specification
**Version:** 1.0.0
**Status:** Draft
**Authors:** Timmy Infrastructure Team
**Date:** 2026-03-21
---
## 1. Overview
This document defines the **engine-agnostic Perception/Command protocol** used by Timmy's
heartbeat loop to observe the game world and issue commands. The protocol is designed
around the **Falsework Rule**: TES3MP (Morrowind) is scaffolding. If the engine swaps,
only the bridge and perception script change — the heartbeat, reasoning, and journal
remain sovereign.
### 1.1 Design Principles
- **Engine-agnostic**: Schemas reference abstract concepts (cells, entities, quests), not
Morrowind-specific internals.
- **Versioned**: Every payload carries a `protocol_version` so consumers can negotiate
compatibility.
- **Typed at the boundary**: Pydantic v2 models enforce validation on both the producer
(bridge) and consumer (heartbeat) side.
- **Logged by default**: Every command is persisted to the SQLite command log for
training-data extraction (see Issue #855).
---
## 2. Protocol Version Strategy
| Field | Type | Description |
| ------------------ | ------ | ------------------------------------ |
| `protocol_version` | string | SemVer string (e.g. `"1.0.0"`) |
### Compatibility Rules
- **Patch** bump (1.0.x): additive fields with defaults — fully backward-compatible.
- **Minor** bump (1.x.0): new optional endpoints or enum values — old clients still work.
- **Major** bump (x.0.0): breaking schema change — requires coordinated upgrade of bridge
and heartbeat.
Consumers MUST reject payloads whose major version exceeds their own.
---
## 3. Perception Output Schema
Returned by `GET /perception`. Represents a single snapshot of the game world as observed
by the bridge.
```json
{
"protocol_version": "1.0.0",
"timestamp": "2026-03-21T14:30:00Z",
"agent_id": "timmy",
"location": {
"cell": "Balmora",
"x": 1024.5,
"y": -512.3,
"z": 64.0,
"interior": false
},
"health": {
"current": 85,
"max": 100
},
"nearby_entities": [
{
"entity_id": "npc_001",
"name": "Caius Cosades",
"entity_type": "npc",
"distance": 12.5,
"disposition": 65
}
],
"inventory_summary": {
"gold": 150,
"item_count": 23,
"encumbrance_pct": 0.45
},
"active_quests": [
{
"quest_id": "mq_01",
"name": "Report to Caius Cosades",
"stage": 10
}
],
"environment": {
"time_of_day": "afternoon",
"weather": "clear",
"is_combat": false,
"is_dialogue": false
},
"raw_engine_data": {}
}
```
### 3.1 Field Reference
| Field | Type | Required | Description |
| -------------------- | ----------------- | -------- | ------------------------------------------------------------ |
| `protocol_version` | string | yes | Protocol SemVer |
| `timestamp` | ISO 8601 datetime | yes | When the snapshot was taken |
| `agent_id` | string | yes | Which agent this perception belongs to |
| `location.cell` | string | yes | Current cell/zone name |
| `location.x/y/z` | float | yes | World coordinates |
| `location.interior` | bool | yes | Whether the agent is indoors |
| `health.current` | int (0max) | yes | Current health |
| `health.max` | int (>0) | yes | Maximum health |
| `nearby_entities` | array | yes | Entities within perception radius (may be empty) |
| `inventory_summary` | object | yes | Lightweight inventory overview |
| `active_quests` | array | yes | Currently tracked quests |
| `environment` | object | yes | World-state flags |
| `raw_engine_data` | object | no | Opaque engine-specific blob (not relied upon by heartbeat) |
### 3.2 Entity Types
The `entity_type` field uses a controlled vocabulary:
| Value | Description |
| ---------- | ------------------------ |
| `npc` | Non-player character |
| `creature` | Hostile or neutral mob |
| `item` | Pickup-able world item |
| `door` | Door or transition |
| `container`| Lootable container |
---
## 4. Command Input Schema
Sent via `POST /command`. Represents a single action the agent wants to take in the world.
```json
{
"protocol_version": "1.0.0",
"timestamp": "2026-03-21T14:30:01Z",
"agent_id": "timmy",
"command": "move_to",
"params": {
"target_cell": "Balmora",
"target_x": 1050.0,
"target_y": -500.0
},
"reasoning": "Moving closer to Caius Cosades to begin the main quest dialogue.",
"episode_id": "ep_20260321_001",
"context": {
"perception_timestamp": "2026-03-21T14:30:00Z",
"heartbeat_cycle": 42
}
}
```
### 4.1 Field Reference
| Field | Type | Required | Description |
| ------------------------------ | ----------------- | -------- | ------------------------------------------------------- |
| `protocol_version` | string | yes | Protocol SemVer |
| `timestamp` | ISO 8601 datetime | yes | When the command was issued |
| `agent_id` | string | yes | Which agent is issuing the command |
| `command` | string (enum) | yes | Command type (see §4.2) |
| `params` | object | yes | Command-specific parameters (may be empty `{}`) |
| `reasoning` | string | yes | Natural-language explanation of *why* this command |
| `episode_id` | string | no | Groups commands into training episodes |
| `context` | object | no | Metadata linking command to its triggering perception |
### 4.2 Command Types
| Command | Description | Key Params |
| --------------- | ---------------------------------------- | ---------------------------------- |
| `move_to` | Navigate to coordinates or entity | `target_cell`, `target_x/y/z` |
| `interact` | Interact with entity (talk, activate) | `entity_id`, `interaction_type` |
| `use_item` | Use an inventory item | `item_id`, `target_entity_id?` |
| `wait` | Wait/idle for a duration | `duration_seconds` |
| `combat_action` | Perform a combat action | `action_type`, `target_entity_id` |
| `dialogue` | Choose a dialogue option | `entity_id`, `topic`, `choice_idx` |
| `journal_note` | Write an internal journal observation | `content`, `tags` |
| `noop` | Heartbeat tick with no action | — |
---
## 5. API Contracts
### 5.1 `GET /perception`
Returns the latest perception snapshot.
**Response:** `200 OK` with `PerceptionOutput` JSON body.
**Error Responses:**
| Status | Code | Description |
| ------ | ------------------- | ----------------------------------- |
| 503 | `BRIDGE_UNAVAILABLE`| Game bridge is not connected |
| 504 | `PERCEPTION_TIMEOUT`| Bridge did not respond in time |
| 422 | `SCHEMA_MISMATCH` | Bridge returned incompatible schema |
### 5.2 `POST /command`
Submit a command for the agent to execute.
**Request:** `CommandInput` JSON body.
**Response:** `202 Accepted`
```json
{
"status": "accepted",
"command_id": "cmd_abc123",
"logged": true
}
```
**Error Responses:**
| Status | Code | Description |
| ------ | -------------------- | ----------------------------------- |
| 400 | `INVALID_COMMAND` | Command type not recognized |
| 400 | `VALIDATION_ERROR` | Payload fails Pydantic validation |
| 409 | `COMMAND_CONFLICT` | Agent is busy executing another cmd |
| 503 | `BRIDGE_UNAVAILABLE` | Game bridge is not connected |
### 5.3 `GET /morrowind/status`
Health-check endpoint for the Morrowind bridge.
**Response:** `200 OK`
```json
{
"bridge_connected": true,
"engine": "tes3mp",
"protocol_version": "1.0.0",
"uptime_seconds": 3600,
"last_perception_at": "2026-03-21T14:30:00Z"
}
```
---
## 6. Engine-Swap Documentation (The Falsework Rule)
### What Changes
| Component | Changes on Engine Swap? | Notes |
| ---------------------- | ----------------------- | --------------------------------------------- |
| Bridge process | **YES** — replaced | New bridge speaks same protocol to new engine |
| Perception Lua script | **YES** — replaced | New engine's scripting language/API |
| `PerceptionOutput` | NO | Schema is engine-agnostic |
| `CommandInput` | NO | Schema is engine-agnostic |
| Heartbeat loop | NO | Consumes `PerceptionOutput`, emits `Command` |
| Reasoning/LLM layer | NO | Operates on abstract perception data |
| Journal system | NO | Writes `journal_note` commands |
| Command log + training | NO | Logs all commands regardless of engine |
| Dashboard WebSocket | NO | Separate protocol (`src/infrastructure/protocol.py`) |
### Swap Procedure
1. Implement new bridge that serves `GET /perception` and accepts `POST /command`.
2. Update `raw_engine_data` field documentation for the new engine.
3. Extend `entity_type` enum if the new engine has novel entity categories.
4. Bump `protocol_version` minor (or major if schema changes are required).
5. Run integration tests against the new bridge.
---
## 7. Error Handling Specification
### 7.1 Error Response Format
All error responses follow a consistent structure:
```json
{
"error": {
"code": "BRIDGE_UNAVAILABLE",
"message": "Human-readable error description",
"details": {},
"timestamp": "2026-03-21T14:30:00Z"
}
}
```
### 7.2 Error Codes
| Code | HTTP Status | Retry? | Description |
| -------------------- | ----------- | ------ | ---------------------------------------- |
| `BRIDGE_UNAVAILABLE` | 503 | yes | Bridge process not connected |
| `PERCEPTION_TIMEOUT` | 504 | yes | Bridge did not respond within deadline |
| `SCHEMA_MISMATCH` | 422 | no | Protocol version incompatibility |
| `INVALID_COMMAND` | 400 | no | Unknown command type |
| `VALIDATION_ERROR` | 400 | no | Pydantic validation failed |
| `COMMAND_CONFLICT` | 409 | yes | Agent busy — retry after current command |
| `INTERNAL_ERROR` | 500 | yes | Unexpected server error |
### 7.3 Retry Policy
Clients SHOULD implement exponential backoff for retryable errors:
- Initial delay: 100ms
- Max delay: 5s
- Max retries: 5
- Jitter: ±50ms
---
## 8. Appendix: Pydantic Model Reference
The canonical Pydantic v2 models live in `src/infrastructure/morrowind/schemas.py`.
These models serve as both runtime validation and living documentation of this spec.
Any change to this spec document MUST be reflected in the Pydantic models, and vice versa.