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enhancementNew feature or requestNew feature or requestgodotGodot/C++ codebaseGodot/C++ codebasememoryMemory systemsMemory systemsscenesGodot benchmark scenesGodot benchmark scenes
Description
Summary
Reduce the agent's perception_radius from 50.0 (covers entire 50x50m map) to 8-12 units to force meaningful exploration decisions.
Motivation
Currently in scripts/base_scene_controller.gd, perception_radius = 50.0 allows the agent to see the entire map at once. This trivializes navigation — the agent always knows where every resource and hazard is. Reducing it forces the agent to:
- Decide where to explore rather than just what to collect
- Use
plan_path,explore_direction, andget_exploration_statustools (currently unused) - Remember previously seen resource/hazard locations (drives RAG memory integration)
Implementation Details
- Change
perception_radiusfrom50.0to10.0(adjustable via export var) inscripts/base_scene_controller.gd - Verify line-of-sight raycasting still works at reduced range
- Update the starter agent to use exploration tools (
plan_path,explore_direction,get_exploration_status) - Update system/decision prompts to instruct the LLM about limited visibility
- Consider adding a
perception_radiusfield to observation payload so the LLM knows its range
Impact on RAG Memory
This is the #1 driver for making long-term memory essential. With limited perception, the agent needs to remember:
- Where it previously saw resources
- Which areas it has already explored
- Where hazards were located
Acceptance Criteria
-
perception_radiusreduced to ~10.0 (configurable) - Agent cannot see resources/hazards beyond the radius
- Starter agent updated to use exploration tools
- Decision prompt updated to reflect limited visibility
- Observation payload includes perception range info
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enhancementNew feature or requestNew feature or requestgodotGodot/C++ codebaseGodot/C++ codebasememoryMemory systemsMemory systemsscenesGodot benchmark scenesGodot benchmark scenes
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