Major restructure of the README: - Removed the misleading 'Keine echten LLMs' line from the 'Was es bewusst NICHT kann' section (we now have full Ollama + OpenRouter support with per-agent models). - Added a Highlights table at the top with status badges. - Reorganised Quickstart into 3 paths: rule-based, Ollama, OpenRouter (was a single Ollama path with optional LLM). - New 'Was fehlt gegenüber dem Original' section: clear comparison table mapping each original feature to the Mini equivalent and explaining why we skipped it. - New 'Token-Spar-Design' section: token budgets, model cost examples, explicit 0-cost path via Ollama. - 'Tests' section updated: real test counts per file (was a generic '50+' stat), 99 total, breakdown by file. - 'Time Dilation' section reorganised and made the live-validated observation the headline. - LLM provider section split into Ollama (default) and OpenRouter (opt-in), with a free-model tool-use table and a per-day cost example. - Architecture tree includes engine/time.py, .env.example, tests/ and removes nothing. - Security section moved up and split from 'Tests' cleanly. - All anchors updated and TOC added at the top.
261 lines
9.5 KiB
Python
261 lines
9.5 KiB
Python
"""Reasoning engine: LLM-driven with rule-based fallback.
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When Ollama is reachable and EMERGENCE_LLM_ENABLED=1, the LLM is asked to
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pick a tool given the agent's personality, current state, and visible
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tools. If the LLM fails (connection error, bad output, unknown tool),
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the engine falls back to the deterministic rule-based path so the
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simulation always makes progress.
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Two strategies coexist:
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- LLM path -> emergent, non-deterministic, "real" agent behavior
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- Rule path -> deterministic, fast, used in tests via monkeypatch
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"""
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import json
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import os
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import random
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from . import agents as agents_mod
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from . import world
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from . import governance
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from . import tools
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from . import llm as llm_mod
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USE_LLM = os.environ.get("EMERGENCE_LLM_ENABLED", "1") != "0"
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_last_decision = {"mode": "rule", "model": None, "latency_s": 0.0}
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def decide(agent):
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"""Return (tool_name, args, rationale). Tries LLM first, falls back to
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the rule-based engine on any error."""
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if USE_LLM and llm_mod.is_available():
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try:
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return _decide_llm(agent)
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except Exception as e:
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_last_decision["mode"] = f"fallback:{type(e).__name__}"
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name, args, rat = _decide_rule(agent)
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# Override mode so the caller can see we fell back
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return name, args, f"[{_last_decision['mode']}] {rat}"
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name, args, rat = _decide_rule(agent)
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_last_decision["mode"] = "rule"
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_last_decision["latency_s"] = 0.0
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return name, args, rat
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def get_last_decision():
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return dict(_last_decision)
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# -------- LLM path --------
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def _decide_llm(agent):
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import time
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traits = agents_mod.personality(agent["id"])
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at_lm = world.landmark_at(agent["x"], agent["y"])
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visible = tools.visible_tools(agent, at_lm)
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if not visible:
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return ("idle", {}, "no tools available")
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system = _build_system_prompt(agent, traits, at_lm, visible)
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user = "Choose the best next action and call exactly one tool."
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t0 = time.time()
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name, args, meta = llm_mod.decide_tool(
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messages=[
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{"role": "system", "content": system},
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{"role": "user", "content": user},
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],
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tools=llm_mod.tool_schema(visible),
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agent_id=agent["id"],
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)
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latency = meta.get("latency_s", time.time() - t0)
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_last_decision["latency_s"] = latency
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_last_decision["model"] = meta.get("model", llm_mod.default_model())
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_last_decision["provider"] = meta.get("provider", llm_mod.PROVIDER)
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_last_decision["cost_usd"] = meta.get("cost_usd")
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if not name:
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# model returned no tool call -> fallback
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name, args, rat = _decide_rule(agent)
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_last_decision["mode"] = "fallback:no_tool_call"
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return name, args, f"llm gave no tool -> {rat}"
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if not tools.get(name):
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name, args, rat = _decide_rule(agent)
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_last_decision["mode"] = "fallback:unknown_tool"
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return name, args, f"llm picked unknown tool {name} -> {rat}"
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t = tools.get(name)
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if not t.available_for(agent, at_lm):
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name, args, rat = _decide_rule(agent)
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_last_decision["mode"] = "fallback:wrong_location"
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return name, args, f"llm picked {name} but not at right location -> {rat}"
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_last_decision["mode"] = "llm"
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return (name, args or {}, f"llm:{meta.get('model','?')} ({latency:.1f}s)")
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def _build_system_prompt(agent, traits, at_lm, visible):
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"""Compact system prompt — keep tokens low for free / small models.
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Around 150-200 tokens, depending on the number of visible tools.
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"""
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name = agent["name"]
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loc = at_lm["name"] if at_lm else f"({agent['x']},{agent['y']})"
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tool_lines = ", ".join(t.name for t in visible)
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return (
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f"You are {name}. Traits: {','.join(traits)}.\n"
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f"At {loc}. E={agent['energy']:.0f} K={agent['knowledge']:.0f} "
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f"I={agent['influence']:.0f} {agent['credits']:.0f}CC.\n"
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f"Rules: if E<25 and CC>=1, recharge at cafe. If E<25 no CC, go_home. "
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f"Town Hall votes need 70% to pass.\n"
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f"Tools you can use right now: {tool_lines}.\n"
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f"Call exactly one tool. Be brief."
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)
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# -------- Rule-based path (fallback + tests) --------
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def at_landmark(agent):
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return world.landmark_at(agent["x"], agent["y"])
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def _decide_rule(agent):
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traits = agents_mod.personality(agent["id"])
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here = at_landmark(agent)
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# 1. Critical: very low energy
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if agent["energy"] < 25:
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if agent["credits"] >= 1.0:
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lm = world.get_landmark("cafe")
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if (agent["x"], agent["y"]) != (lm["x"], lm["y"]):
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return ("go_to_place", {"place": "cafe"}, "low energy: head to cafe")
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return ("recharge_energy", {}, "low energy: recharge")
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return ("go_home", {}, "low energy + no credits: go home")
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# 2. Town Hall
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if here and here["id"] == "town_hall":
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props = governance.active_proposals()
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unvoted = _unvoted_proposals(agent["id"], props)
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if unvoted:
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pid, p = unvoted[0]
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vote = "for"
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if "thrifty" in traits and "spend" in p["body"].lower():
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vote = "against"
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if "cautious" in traits and p["category"] == "infrastructure":
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vote = "against"
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return ("vote_on_proposal", {"proposal_id": pid, "vote": vote},
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f"vote {vote} on proposal #{pid}")
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if "bold" in traits and random.random() < 0.35:
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title = _proposal_title_for(agent, traits)
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body = _proposal_body_for(agent, traits)
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return ("submit_townhall_proposal",
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{"title": title, "body": body, "category": "general"},
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"bold: submit a proposal")
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# 3. Billboard
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if here and here["id"] == "billboard":
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if "warm" in traits and random.random() < 0.6:
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return ("add_to_billboard",
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{"text": _billboard_message(agent, traits)},
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"warm: post on billboard")
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if "expressive" in traits and random.random() < 0.4:
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return ("show_emoticon",
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{"emoticon": random.choice(["\U0001f44b", "\U0001f60a", "\u2728"])},
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"expressive: emoticon")
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# 4. Library
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if here and here["id"] == "library":
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if "curious" in traits or "analytical" in traits:
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if random.random() < 0.5:
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return ("add_to_longterm_memory",
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{"content": f"studied at library on tick"},
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"curious: study at library")
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return ("write_blog",
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{"title": _blog_title(agent, traits),
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"body": _blog_body(agent, traits)},
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"write blog at library")
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# 5. Pick destination
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dest = _pick_destination(agent, traits, here)
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if dest:
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return ("go_to_place", {"place": dest}, f"personality: head to {dest}")
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# 6. Default
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nearby = world.nearby_agents(agent["id"], agent["x"], agent["y"], radius=20.0)
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if nearby and ("warm" in traits or "expressive" in traits):
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target = random.choice(nearby)
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return ("say_to_agent",
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{"target": target["id"], "text": _greeting(agent, traits)},
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"warm: greet nearby agent")
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if nearby and random.random() < 0.3:
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target = random.choice(nearby)
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return ("show_emoticon",
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{"emoticon": random.choice(["\U0001f44b", "\U0001f60a"])},
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"wave at nearby")
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return ("idle", {}, "nothing to do")
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def _unvoted_proposals(agent_id, props):
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import sqlite3
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from . import db
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c = sqlite3.connect(db.DB_PATH, check_same_thread=False)
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try:
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out = []
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for p in props:
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v = c.execute("SELECT 1 FROM votes WHERE proposal_id=? AND agent_id=?",
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(p["id"], agent_id)).fetchone()
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if not v:
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out.append((p["id"], p))
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return out
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finally:
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c.close()
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def _pick_destination(agent, traits, here):
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if agent["energy"] < 60 and agent["credits"] >= 1:
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return "cafe"
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if "analytical" in traits or "curious" in traits:
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return "library"
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if "warm" in traits or "expressive" in traits or "cooperative" in traits:
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return "plaza"
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if "bold" in traits and random.random() < 0.3:
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return "town_hall"
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if random.random() < 0.2:
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return "park"
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return None
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def _proposal_title_for(agent, traits):
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return random.choice([
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"Public Reading Hour", "Weekly Town Newsletter",
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"Skill-Share Workshops", "Community Garden Expansion",
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"Agent Safety Pact",
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])
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def _proposal_body_for(agent, traits):
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return (f"Submitted by {agent['name']}. This proposal seeks to strengthen "
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"community bonds and ensure that all voices are heard in town. "
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"Adoption requires a 70% supermajority.")
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def _billboard_message(agent, traits):
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return random.choice([
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f"Hello from {agent['name']}! Stay curious, stay kind.",
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f"{agent['name']} here — open to collaboration at the plaza.",
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f"Warm regards, {agent['name']}.",
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])
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def _greeting(agent, traits):
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return random.choice([f"Hi, I'm {agent['name']}.",
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f"Good to see you — {agent['name']}.",
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"Lovely day, isn't it?"])
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def _blog_title(agent, traits):
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return f"Notes from {agent['name']}"
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def _blog_body(agent, traits):
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return (f"Today I observed the town from the library. {agent['name']} notes "
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"the importance of shared memory in a persistent world. We are what "
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"we remember together.")
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