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| author | Somhairle H. Marisol <[email protected]> | 2026-09-19 02:37:20 +0800 |
|---|---|---|
| committer | Somhairle H. Marisol <[email protected]> | 2026-09-19 02:37:20 +0800 |
| commit | 2f46d1789088eb165271bd915844376aa5a84768 (patch) | |
| tree | feeb8acc35333660652d9fe1052d6ea536d43bbf /src/LivingVillage.Kernel | |
| parent | 4627a29302aa780ba8de1e537a869650601debc3 (diff) | |
| download | living-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.fs | 143 |
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) } |
