Files
Mortdecai/ingame/survival_bot.js
T
Seth 5b28002001 0.6.0 training session: Oracle Bot, RL combat, Mind's Eye, multilingual pipeline
Major changes from this session:

Training:
- 0.6.0 training running: 9B on steel141 3090 Ti, 27B on rented H100 NVL
- 7,256 merged training examples (up from 3,183)
- New training data: failure modes (85), midloop messaging (27),
  prompt injection defense (29), personality (32), gold from quarantine
  bank (232), new tool examples (30), claude's own experience (10)
- All training data RCON-validated at 100% pass rate
- Bake-off: gemma3:27b 66%, qwen3.5:27b 61%, translategemma:27b 56%

Oracle Bot (Mind's Eye):
- Invisible spectator bot (mineflayer) streams world state via WebSocket
- HTML5 Canvas frontend at mind.mortdec.ai
- Real-time tool trace visualization with expandable entries
- Streaming model tokens during inference
- Gateway integration: fire-and-forget POST /trace on every tool call

Reinforcement Learning:
- Gymnasium environment wrapping mineflayer bot (minecraft_env.py)
- PPO training via Stable Baselines3 (10K param policy network)
- Behavioral cloning pretraining (97.5% accuracy on expert policy)
- Infinite training loop with auto-restart and checkpoint resume
- Bot learns combat, survival, navigation from raw experience

Bot Army:
- 8-soldier marching formation with autonomous combat
- Combat bots using mineflayer-pvp, pathfinder, armor-manager
- Multilingual prayer bots via translategemma:27b (18 languages)
- Frame-based AI architecture: LLM planner + reactive micro-scripts

Infrastructure:
- Fixed mattpc.sethpc.xyz billing gateway (API key + player list parser)
- Billing gateway now tracks all LAN traffic (LAN auto-auth)
- Gateway fallback for empty god-mode responses
- Updated mortdec.ai landing page

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-22 20:22:50 -04:00

283 lines
8.6 KiB
JavaScript

/**
* survival_bot.js — Frame-based AI with reactive micro-scripts between frames.
*
* The bot runs continuous survival behaviors autonomously:
* - Attack nearby hostiles (sword swing every 600ms)
* - Eat when hungry or low HP
* - Flee when overwhelmed
* - Shield when taking ranged damage
*
* AI frames come via stdin commands that set the HIGH-LEVEL policy.
* Between frames, the bot executes the policy autonomously.
*/
const mineflayer = require('mineflayer');
const readline = require('readline');
const host = process.argv[2] || '192.168.0.244';
const port = parseInt(process.argv[3] || '25567', 10);
const bot = mineflayer.createBot({
host, port,
username: 'ClaudeBot',
auth: 'offline',
version: '1.21.11',
});
// ── Policy state (set by AI frames, executed by tick loop) ──
let policy = {
mode: 'survive', // 'survive' | 'explore' | 'flee' | 'idle'
fleeHp: 5, // flee threshold
fightRange: 5, // engage hostiles within this range
exploreDir: null, // {x, z} direction to walk
waypoint: null, // {x, y, z} target position
};
let alive = false;
let deaths = 0;
let tickCount = 0;
const HOSTILE = new Set([
'zombie', 'husk', 'skeleton', 'creeper', 'spider', 'cave_spider',
'witch', 'enderman', 'pillager', 'vindicator', 'ravager', 'phantom',
'drowned', 'stray', 'blaze', 'ghast', 'slime', 'magma_cube',
'parched', 'camel_husk',
]);
// ── Core tick loop (runs every 600ms — sword cooldown rate) ──
setInterval(() => {
if (!alive || !bot.entity) return;
tickCount++;
const pos = bot.entity.position;
const hp = bot.health;
const food = bot.food;
// Find nearest hostile
let nearestHostile = null;
let nearestDist = Infinity;
let hostileCount = 0;
for (const e of Object.values(bot.entities)) {
if (e === bot.entity) continue;
const name = (e.name || e.type || '').toLowerCase();
if (!HOSTILE.has(name)) continue;
const d = e.position.distanceTo(pos);
if (d > 24) continue;
hostileCount++;
if (d < nearestDist) {
nearestDist = d;
nearestHostile = e;
}
}
// ── REACTIVE BEHAVIORS (priority order) ──
// 1. CRITICAL: Eat if low HP and have food
if (hp < 10 && food < 20 && !bot.food >= 20) {
tryEat();
}
// 2. FLEE if HP critical or overwhelmed
if (hp < policy.fleeHp || (hostileCount >= 3 && hp < 12)) {
fleeFrom(nearestHostile);
return;
}
// 3. FIGHT if hostile in range
if (nearestHostile && nearestDist < policy.fightRange) {
// Equip sword if not already
equipWeapon();
// Face and attack
bot.lookAt(nearestHostile.position.offset(0, 1, 0));
bot.attack(nearestHostile);
// Strafe sideways while fighting (dodge)
if (tickCount % 4 < 2) {
bot.setControlState('left', true);
bot.setControlState('right', false);
} else {
bot.setControlState('left', false);
bot.setControlState('right', true);
}
return;
}
// 4. APPROACH if hostile nearby but out of melee range
if (nearestHostile && nearestDist < 12 && nearestDist > policy.fightRange && policy.mode === 'survive') {
bot.lookAt(nearestHostile.position.offset(0, 1, 0));
bot.setControlState('forward', true);
bot.setControlState('sprint', nearestDist > 8);
return;
}
// 5. Stop strafing when not fighting
bot.setControlState('left', false);
bot.setControlState('right', false);
// 6. EXPLORE if no threats
if (policy.mode === 'explore' && policy.waypoint) {
const dist = pos.distanceTo(new (require('vec3'))(policy.waypoint.x, policy.waypoint.y, policy.waypoint.z));
if (dist > 3) {
bot.lookAt(new (require('vec3'))(policy.waypoint.x, pos.y, policy.waypoint.z));
bot.setControlState('forward', true);
bot.setControlState('sprint', dist > 10);
} else {
bot.setControlState('forward', false);
bot.setControlState('sprint', false);
out({ event: 'arrived', waypoint: policy.waypoint });
policy.waypoint = null;
}
} else if (policy.mode !== 'idle') {
bot.setControlState('forward', false);
bot.setControlState('sprint', false);
}
// 7. EAT if food is low (passive)
if (food < 14 && hp < 18) {
tryEat();
}
// 8. Report status every 10 ticks (~6 seconds)
if (tickCount % 10 === 0) {
out(observe());
}
}, 600);
// ── Helper functions ──
function equipWeapon() {
const sword = bot.inventory.items().find(i => i.name.includes('sword'));
if (sword && bot.heldItem?.name !== sword.name) {
bot.equip(sword, 'hand').catch(() => {});
}
}
function tryEat() {
const food = bot.inventory.items().find(i =>
['cooked_beef', 'bread', 'cooked_porkchop', 'golden_apple', 'baked_potato',
'cooked_chicken', 'apple', 'cooked_cod', 'carrot'].includes(i.name)
);
if (food) {
bot.equip(food, 'hand').then(() => {
bot.activateItem();
setTimeout(() => bot.deactivateItem(), 1800);
}).catch(() => {});
}
}
function fleeFrom(entity) {
if (!entity) {
// Random direction
bot.setControlState('forward', true);
bot.setControlState('sprint', true);
return;
}
const pos = bot.entity.position;
const dx = pos.x - entity.position.x;
const dz = pos.z - entity.position.z;
const len = Math.sqrt(dx * dx + dz * dz) || 1;
const target = pos.offset((dx / len) * 20, 0, (dz / len) * 20);
bot.lookAt(target);
bot.setControlState('forward', true);
bot.setControlState('sprint', true);
bot.setControlState('jump', true);
setTimeout(() => bot.setControlState('jump', false), 400);
}
function observe() {
if (!bot.entity) return { alive: false };
const pos = bot.entity.position;
const mobs = [];
for (const e of Object.values(bot.entities)) {
if (e === bot.entity) continue;
const d = Math.round(e.position.distanceTo(pos));
if (d > 24) continue;
const name = e.name || e.type;
if (e.type === 'player') {
mobs.push({ type: 'player', name: e.username, dist: d });
} else {
mobs.push({ type: name, dist: d, hostile: HOSTILE.has((name || '').toLowerCase()) });
}
}
// Compact terrain
const ground = {};
for (let dx = -2; dx <= 2; dx++) {
for (let dz = -2; dz <= 2; dz++) {
const b = bot.blockAt(pos.offset(dx, -1, dz));
if (b) ground[b.name] = (ground[b.name] || 0) + 1;
}
}
return {
frame: tickCount,
pos: { x: Math.floor(pos.x), y: Math.floor(pos.y), z: Math.floor(pos.z) },
hp: Math.round(bot.health * 10) / 10,
food: bot.food,
day: (bot.time?.timeOfDay || 0) < 13000,
below: bot.blockAt(pos.offset(0, -1, 0))?.name || '?',
inv: bot.inventory.items().map(i => `${i.name}x${i.count}`).join(', ') || 'empty',
armor: [5, 6, 7, 8].map(s => bot.inventory.slots[s]?.name).filter(Boolean).join(', ') || 'none',
mobs: mobs.sort((a, b) => a.dist - b.dist).slice(0, 8),
ground,
policy: policy.mode,
deaths,
};
}
function out(obj) {
console.log(JSON.stringify(obj));
}
// ── Events ──
bot.on('login', () => out({ event: 'login' }));
bot.on('spawn', () => {
alive = true;
deaths++;
setTimeout(() => out({ event: deaths === 1 ? 'first_spawn' : 'respawn', ...observe() }), 3000);
});
bot.on('death', () => {
alive = false;
out({ event: 'death', deaths, msg: 'I died.' });
setTimeout(() => { try { bot.respawn(); } catch (e) {} }, 2000);
});
bot.on('chat', (username, message) => {
if (username === bot.username) return;
out({ event: 'chat', from: username, msg: message });
});
bot.on('kicked', (reason) => {
out({ event: 'kicked', reason: typeof reason === 'object' ? JSON.stringify(reason) : String(reason) });
process.exit(1);
});
// ── AI Frame commands (stdin) ──
const rl = readline.createInterface({ input: process.stdin });
rl.on('line', (line) => {
const cmd = line.trim();
if (cmd === 'look') out(observe());
else if (cmd === 'survive') { policy.mode = 'survive'; out({ policy: 'survive' }); }
else if (cmd === 'idle') { policy.mode = 'idle'; stopMoving(); out({ policy: 'idle' }); }
else if (cmd === 'flee') { policy.mode = 'survive'; policy.fleeHp = 15; out({ policy: 'flee_mode' }); }
else if (cmd.startsWith('goto ')) {
const [, x, y, z] = cmd.split(' ').map(Number);
policy.mode = 'explore';
policy.waypoint = { x, y, z };
out({ policy: 'explore', waypoint: policy.waypoint });
}
else if (cmd.startsWith('pray ')) { bot.chat(cmd); out({ action: 'pray', msg: cmd.slice(5) }); }
else if (cmd.startsWith('sudo ')) { bot.chat(cmd); out({ action: 'sudo', msg: cmd.slice(5) }); }
else if (cmd.startsWith('say ')) { bot.chat(cmd.slice(4)); }
else if (cmd === 'quit') { bot.end(); process.exit(0); }
});
function stopMoving() {
['forward', 'back', 'left', 'right', 'sprint', 'jump'].forEach(s => bot.setControlState(s, false));
}