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authorSomhairle H. Marisol <[email protected]>2026-09-19 02:37:20 +0800
committerSomhairle H. Marisol <[email protected]>2026-09-19 02:37:20 +0800
commit2f46d1789088eb165271bd915844376aa5a84768 (patch)
treefeeb8acc35333660652d9fe1052d6ea536d43bbf /src/LivingVillage.Kernel
parent4627a29302aa780ba8de1e537a869650601debc3 (diff)
downloadliving-village-2f46d1789088eb165271bd915844376aa5a84768.tar.gz
feat: M2b NPC 记忆与行为稳定化 — 环形记忆(≤64: tick/kind/valence) + 行动粘性(最小600tick, urgent<20豁免) + 夜间(22-6)sleep权重x3 + Desktop蓝色NPC与标题行动名 + headless摘要(mem_count/last_valence/行动平均持续/昼夜sleep占比) + 粘性与valence测试
Diffstat (limited to 'src/LivingVillage.Kernel')
-rw-r--r--src/LivingVillage.Kernel/Sim.fs143
1 files changed, 124 insertions, 19 deletions
diff --git a/src/LivingVillage.Kernel/Sim.fs b/src/LivingVillage.Kernel/Sim.fs
index fac9c58..6ba48e2 100644
--- a/src/LivingVillage.Kernel/Sim.fs
+++ b/src/LivingVillage.Kernel/Sim.fs
@@ -47,12 +47,27 @@ module Sim =
| Wander
| Work
+ type MemoryKind =
+ | Meal
+ | Rest
+ | Pay
+ | Hungry
+
+ type MemoryEvent =
+ { Tick: int64
+ Kind: MemoryKind
+ Valence: float32 }
+
[<Struct>]
type Mind =
{ Needs: Needs
Personality: Personality
Action: NpcActionKind
- Target: Vec2 }
+ Target: Vec2
+ ActionAge: int64
+ EffectDone: bool
+ HungerFlagged: bool
+ Memory: MemoryEvent list }
[<Struct>]
type Npc =
@@ -83,6 +98,11 @@ module Sim =
let npcSpeed = 80.0f
let arriveEpsilon = 2.0f
+ let memoryCapacity = 64
+ let minActionTicks = 600L
+ let urgentThreshold = 20.0f
+ let nightSleepMultiplier = 3.0f
+
let clamp v lo hi = if v < lo then lo elif v > hi then hi else v
let hungerDecayPerTick = 0.0012f
@@ -106,6 +126,29 @@ module Sim =
| Wander -> plazaPoint
| Work -> worksitePoint
+ let isNightTick (tick: int64) : bool =
+ let hourTicks = ticksPerDay / 24L
+ let tod = tick % ticksPerDay
+ tod >= 22L * hourTicks || tod < 6L * hourTicks
+
+ let valenceOfKind (kind: MemoryKind) : float32 =
+ match kind with
+ | Meal -> 0.5f
+ | Rest -> 0.4f
+ | Pay -> 0.2f
+ | Hungry -> -0.4f
+
+ let recordMemory (tick: int64) (kind: MemoryKind) (mem: MemoryEvent list) : MemoryEvent list =
+ { Tick = tick; Kind = kind; Valence = valenceOfKind kind } :: mem
+ |> List.truncate memoryCapacity
+
+ let actionMemoryKind (kind: NpcActionKind) : MemoryKind option =
+ match kind with
+ | Eat -> Some Meal
+ | Sleep -> Some Rest
+ | Work -> Some Pay
+ | Wander -> None
+
let personalityOfSeed (seed: uint64) : Personality =
let a, r1 = Rng.nextFloat32 (Rng.ofSeed seed)
let b, r2 = Rng.nextFloat32 r1
@@ -124,16 +167,24 @@ module Sim =
Social = clamp n.Social 0.0f 100.0f
Money = clamp n.Money 0.0f 100.0f }
- let scoreAction (needs: Needs) (p: Personality) (kind: NpcActionKind) : float32 =
- match kind with
- | Eat -> (100.0f - needs.Hunger) * (0.25f + 2.0f * p.Drive)
- | Sleep -> (100.0f - needs.Energy) * (0.25f + 2.0f * (1.0f - p.Drive))
- | Wander -> (100.0f - needs.Social) * (0.25f + 2.0f * p.Extraversion)
- | Work -> (100.0f - needs.Money) * (0.25f + 2.0f * p.Greed)
+ let scoreAction (night: bool) (needs: Needs) (p: Personality) (kind: NpcActionKind) : float32 =
+ let raw =
+ match kind with
+ | Eat -> (100.0f - needs.Hunger) * (0.25f + 2.0f * p.Drive)
+ | Sleep -> (100.0f - needs.Energy) * (0.25f + 2.0f * (1.0f - p.Drive))
+ | Wander -> (100.0f - needs.Social) * (0.25f + 2.0f * p.Extraversion)
+ | Work -> (100.0f - needs.Money) * (0.25f + 2.0f * p.Greed)
+ if kind = Sleep && night then raw * nightSleepMultiplier else raw
- let decideAction (needs: Needs) (p: Personality) : NpcActionKind =
+ let decideAction (night: bool) (needs: Needs) (p: Personality) : NpcActionKind =
let candidates = [ Eat; Sleep; Wander; Work ]
- candidates |> List.maxBy (scoreAction needs p)
+ candidates |> List.maxBy (scoreAction night needs p)
+
+ let needsUrgent (n: Needs) : bool =
+ n.Hunger < urgentThreshold
+ || n.Energy < urgentThreshold
+ || n.Social < urgentThreshold
+ || n.Money < urgentThreshold
let applyActionEffect (kind: NpcActionKind) (n: Needs) : Needs =
match kind with
@@ -157,11 +208,19 @@ module Sim =
let centerY = float32 (mapHeightTiles * tilePixels / 2 - tilePixels / 2)
let personality = personalityOfSeed seed
let needs = { Hunger = 100.0f; Energy = 100.0f; Social = 100.0f; Money = 50.0f }
- let startAction = decideAction needs personality
+ let startAction = decideAction (isNightTick 0L) needs personality
let npc =
{ Id = NpcId 0
Pos = { X = centerX; Y = centerY }
- Mind = { Needs = needs; Personality = personality; Action = startAction; Target = actionTarget startAction } }
+ Mind =
+ { Needs = needs
+ Personality = personality
+ Action = startAction
+ Target = actionTarget startAction
+ ActionAge = 0L
+ EffectDone = false
+ HungerFlagged = false
+ Memory = [] } }
{ Tick = 0L
Time = 0.0
Rng = Rng.ofSeed seed
@@ -169,22 +228,68 @@ module Sim =
NoHost = { Reserved = 0UL }
Npcs = [ npc ] }
- let private stepNpc (npc: Npc) : Npc =
+ let private stepNpc (tick: int64) (npc: Npc) : Npc =
let decayed =
needsClamp
{ Hunger = npc.Mind.Needs.Hunger - hungerDecayPerTick
Energy = npc.Mind.Needs.Energy - energyDecayPerTick
Social = npc.Mind.Needs.Social - socialDecayPerTick
Money = npc.Mind.Needs.Money - moneyDecayPerTick }
- let mind0 = { npc.Mind with Needs = decayed }
- let target = actionTarget mind0.Action
+ let night = isNightTick tick
+ let age = npc.Mind.ActionAge + 1L
+ let urgent = needsUrgent decayed
+ let target = actionTarget npc.Mind.Action
let nextPos, arrived = moveToward npc.Pos target (npcSpeed * dtSecondsF)
+ let mind0 =
+ { npc.Mind with
+ Needs = decayed
+ ActionAge = age
+ HungerFlagged =
+ if decayed.Hunger < urgentThreshold then npc.Mind.HungerFlagged else false }
+ let mind1 =
+ if decayed.Hunger < urgentThreshold && not npc.Mind.HungerFlagged then
+ { mind0 with Memory = recordMemory tick Hungry mind0.Memory; HungerFlagged = true }
+ else mind0
if arrived then
- let needs = applyActionEffect mind0.Action mind0.Needs
- let action = decideAction needs mind0.Personality
- { npc with Pos = target; Mind = { Needs = needs; Personality = mind0.Personality; Action = action; Target = actionTarget action } }
+ let needs2, mem2 =
+ if mind1.EffectDone then mind1.Needs, mind1.Memory
+ else
+ let mem =
+ match actionMemoryKind mind1.Action with
+ | Some k -> recordMemory tick k mind1.Memory
+ | None -> mind1.Memory
+ applyActionEffect mind1.Action mind1.Needs, mem
+ let mind2 = { mind1 with Needs = needs2; Memory = mem2; EffectDone = true }
+ if age >= minActionTicks || urgent then
+ let action = decideAction night needs2 mind2.Personality
+ if action = mind2.Action then
+ { npc with Pos = nextPos; Mind = { mind2 with ActionAge = 0L; EffectDone = false } }
+ else
+ { npc with
+ Pos = nextPos
+ Mind =
+ { mind2 with
+ Action = action
+ Target = actionTarget action
+ ActionAge = 0L
+ EffectDone = false } }
+ else
+ { npc with Pos = nextPos; Mind = mind2 }
+ elif urgent && age < minActionTicks then
+ let action = decideAction night decayed mind1.Personality
+ if action = mind1.Action then
+ { npc with Pos = nextPos; Mind = mind1 }
+ else
+ { npc with
+ Pos = nextPos
+ Mind =
+ { mind1 with
+ Action = action
+ Target = actionTarget action
+ ActionAge = 0L
+ EffectDone = false } }
else
- { npc with Pos = nextPos; Mind = mind0 }
+ { npc with Pos = nextPos; Mind = mind1 }
let step (ts: TimeStep) (world: World) : World =
let tick = world.Tick + 1L
@@ -202,4 +307,4 @@ module Sim =
{ X = clamp (world.Avatar.Pos.X + dx) 0.0f maxX
Y = clamp (world.Avatar.Pos.Y + dy) 0.0f maxY } }
NoHost = world.NoHost
- Npcs = world.Npcs |> List.map stepNpc }
+ Npcs = world.Npcs |> List.map (stepNpc tick) }