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>
This commit is contained in:
Seth
2026-03-22 20:22:50 -04:00
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#!/usr/bin/env python3
"""
minecraft_env.py — Gymnasium environment wrapping a mineflayer bot.
The bot runs in a Node.js subprocess, communicating via stdin/stdout JSON.
The Python Gym env sends actions and receives observations at ~600ms ticks.
Usage:
from minecraft_env import MinecraftCombatEnv
env = MinecraftCombatEnv()
obs, info = env.reset()
while True:
action = env.action_space.sample() # or policy(obs)
obs, reward, terminated, truncated, info = env.step(action)
"""
import json
import subprocess
import time
import os
import signal
import numpy as np
import gymnasium as gym
from gymnasium import spaces
from pathlib import Path
INGAME_DIR = Path(__file__).resolve().parent.parent.parent / "ingame"
class MinecraftCombatEnv(gym.Env):
"""Minecraft combat survival environment via mineflayer bot."""
metadata = {"render_modes": ["human"], "render_fps": 2}
# Discrete actions
ACTIONS = ["forward", "fight", "flee", "eat", "sprint", "idle"]
# Hostile mob types for reward calculation
HOSTILE = {
"zombie", "husk", "skeleton", "creeper", "spider", "cave_spider",
"witch", "enderman", "drowned", "stray", "phantom", "parched",
"camel_husk", "slime", "magma_cube",
}
def __init__(
self,
host="192.168.0.244",
port=25568,
username="RLBot",
max_steps=600, # 600 ticks × 0.6s = 6 minutes per episode
tick_rate=0.6, # seconds per tick (sword cooldown rate)
render_mode=None,
):
super().__init__()
self.host = host
self.port = port
self.username = username
self.max_steps = max_steps
self.tick_rate = tick_rate
self.render_mode = render_mode
# Observation space: 13 floats normalized to [0, 1]
# [hp, food, nearest_mob_dist, nearest_mob_angle, mob_count,
# has_sword, has_armor, has_food, is_day, on_water,
# y_level_norm, damage_taken_this_tick, is_fleeing]
self.observation_space = spaces.Box(
low=0.0, high=1.0, shape=(13,), dtype=np.float32
)
# Action space: 6 discrete actions
self.action_space = spaces.Discrete(len(self.ACTIONS))
# Internal state
self.proc = None
self.step_count = 0
self.total_reward = 0
self.kills = 0
self.prev_hp = 20.0
self.prev_food = 20
self.alive = False
self.last_obs = None
def _start_bot(self):
"""Start the mineflayer bot subprocess."""
if self.proc and self.proc.poll() is None:
self._stop_bot()
bot_script = INGAME_DIR / "rl_bot.js"
self.proc = subprocess.Popen(
["node", str(bot_script), self.host, str(self.port), self.username],
stdin=subprocess.PIPE,
stdout=subprocess.PIPE,
stderr=subprocess.DEVNULL,
text=True,
bufsize=1, # line buffered
)
def _stop_bot(self):
"""Stop the bot subprocess."""
if self.proc:
try:
self.proc.stdin.write("quit\n")
self.proc.stdin.flush()
self.proc.wait(timeout=3)
except Exception:
try:
self.proc.kill()
except Exception:
pass
self.proc = None
def _send(self, cmd):
"""Send a command to the bot and read the JSON response."""
try:
self.proc.stdin.write(cmd + "\n")
self.proc.stdin.flush()
# Read lines until we get a valid JSON observation
deadline = time.time() + 5.0
while time.time() < deadline:
line = self.proc.stdout.readline().strip()
if not line:
continue
try:
data = json.loads(line)
return data
except json.JSONDecodeError:
continue
return None
except (BrokenPipeError, OSError):
return None
def _parse_observation(self, data):
"""Convert JSON bot state to numpy observation vector."""
if not data or "hp" not in data:
return np.zeros(13, dtype=np.float32)
hp = (data.get("hp") or 0) / 20.0 # normalize to [0, 1]
food = (data.get("food") or 0) / 20.0
mobs = data.get("mobs", [])
# Nearest hostile mob
hostile_mobs = [m for m in mobs if m.get("hostile", False)]
if hostile_mobs:
nearest = min(hostile_mobs, key=lambda m: m["dist"])
nearest_dist = min(nearest["dist"] / 24.0, 1.0) # normalize
# Angle: approximate from relative position if available
nearest_angle = 0.5 # default forward
else:
nearest_dist = 1.0 # no mob = max distance
nearest_angle = 0.5
mob_count = min(len(hostile_mobs) / 10.0, 1.0)
# Inventory flags
inv = data.get("inv", "")
has_sword = 1.0 if "sword" in inv else 0.0
has_armor = 1.0 if data.get("armor", "none") != "none" else 0.0
has_food = 1.0 if any(f in inv for f in ["beef", "bread", "pork", "chicken", "apple", "potato", "cod"]) else 0.0
# World state
is_day = 1.0 if data.get("day", True) else 0.0
on_water = 1.0 if data.get("below", "") == "water" else 0.0
# Y level (normalize: 0=bedrock, 320=max → 0-1)
y = (data.get("pos") or {}).get("y", 64) or 64
y_norm = min(max(y, 0), 320) / 320.0
# Damage taken this tick
current_hp = float(data.get("hp") or 20)
prev = float(self.prev_hp or 20)
damage = max(0, prev - current_hp) / 20.0
# Is currently fleeing (HP < 5)
is_fleeing = 1.0 if current_hp < 5 else 0.0
obs = np.array([
hp, food, nearest_dist, nearest_angle, mob_count,
has_sword, has_armor, has_food, is_day, on_water,
y_norm, damage, is_fleeing,
], dtype=np.float32)
return obs
def _calc_reward(self, data, action):
"""Calculate reward from state transition."""
if not data or "hp" not in data:
return -100.0 # lost connection = death equivalent
reward = 0.0
hp = float(data.get("hp") or 0)
food = int(data.get("food") or 20)
# Survival reward: +1 per tick alive
reward += 1.0
# Damage penalty
damage = max(0, float(self.prev_hp or 20) - hp)
if damage > 0:
reward -= damage * 2.0 # -2 per HP lost
# Death penalty
if hp <= 0 or data.get("died", False):
reward -= 100.0
# Kill reward
new_kills = data.get("kills", 0)
kills_this_tick = new_kills - self.kills
if kills_this_tick > 0:
reward += kills_this_tick * 10.0
self.kills = new_kills
# Eating when hungry: good
prev_food = int(self.prev_food or 20)
if action == 3 and prev_food < 14 and food > prev_food:
reward += 5.0
# Eating when full: wasted action
if action == 3 and prev_food >= 18:
reward -= 1.0
# Fighting when no mobs nearby: wasted
mobs = data.get("mobs", [])
hostile_nearby = [m for m in mobs if m.get("hostile") and m["dist"] < 6]
if action == 1 and not hostile_nearby:
reward -= 0.5
# Fleeing when HP is low and mobs nearby: good decision
if action == 2 and hp < 8 and hostile_nearby:
reward += 3.0
# Idle penalty (doing nothing when threats exist)
if action == 5 and hostile_nearby:
reward -= 2.0
# Update state
self.prev_hp = hp
self.prev_food = food
return reward
def reset(self, seed=None, options=None):
"""Reset the environment — reconnect bot and start new episode."""
super().reset(seed=seed)
self._start_bot()
# Wait for bot to spawn
deadline = time.time() + 30.0
data = None
while time.time() < deadline:
line = self.proc.stdout.readline().strip()
if not line:
continue
try:
d = json.loads(line)
if d.get("event") == "ready":
data = d
break
if "hp" in d:
data = d
break
except json.JSONDecodeError:
continue
if not data:
# Fallback: send observe
time.sleep(3)
data = self._send("observe")
self.step_count = 0
self.total_reward = 0
self.kills = data.get("kills", 0) if data else 0
self.prev_hp = data.get("hp", 20) if data else 20
self.prev_food = data.get("food", 20) if data else 20
self.alive = True
obs = self._parse_observation(data)
self.last_obs = obs
info = {"raw": data}
return obs, info
def step(self, action):
"""Execute one action and return (obs, reward, terminated, truncated, info)."""
self.step_count += 1
action_name = self.ACTIONS[action]
# Send action to bot
data = self._send(action_name)
# Wait for game tick
time.sleep(self.tick_rate)
# Get observation after action
if data is None or "hp" not in data:
obs_data = self._send("observe")
else:
obs_data = data
obs = self._parse_observation(obs_data)
reward = self._calc_reward(obs_data, action)
self.total_reward += reward
# Check termination
terminated = False
if obs_data and (obs_data.get("hp", 0) <= 0 or obs_data.get("died", False)):
terminated = True
self.alive = False
# Check truncation (max steps)
truncated = self.step_count >= self.max_steps
info = {
"raw": obs_data,
"step": self.step_count,
"total_reward": self.total_reward,
"kills": self.kills,
"alive": self.alive,
}
self.last_obs = obs
if self.render_mode == "human":
self.render()
return obs, reward, terminated, truncated, info
def render(self):
"""Print current state."""
if self.last_obs is not None:
hp = self.last_obs[0] * 20
food = self.last_obs[1] * 20
mob_dist = self.last_obs[2] * 24
mob_count = int(self.last_obs[4] * 10)
print(f" Step {self.step_count}: HP={hp:.0f} Food={food:.0f} "
f"Mobs={mob_count}@{mob_dist:.0f}b Kills={self.kills} "
f"R={self.total_reward:.1f}")
def close(self):
"""Clean up."""
self._stop_bot()