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enhancementNew feature or requestNew feature or requestgodotGodot/C++ codebaseGodot/C++ codebasescenesGodot benchmark scenesGodot benchmark scenestoolsAgent toolsAgent tools
Description
Summary
Enrich the observation payload with environmental information that requires the LLM to interpret ambiguous signals and make inferences.
Motivation
Current observations are purely factual: exact positions of visible resources and hazards. Real-world foraging requires interpreting partial information. Adding environmental observations tests the LLM's ability to reason under uncertainty.
Implementation Details
Terrain Types
- Mud zones: Slow agent movement to 50% speed. Visible in observations as terrain type.
- Hills: Block line-of-sight but allow movement. Agent on a hill gets extended perception range.
- Water: Impassable. Forces routing decisions.
- Implementation: Add terrain layer to the scene (could use Area3D zones or a grid-based terrain map)
Sensory Cues (Directional Hints)
- "You hear running water to the north" — hints at water boundary (impassable)
- "You see smoke rising to the east" — could be fire hazard OR a useful campfire
- "You smell something sweet to the south" — hints at apple cluster
- Implementation: Add
sensory_cuesarray to observation payload. Generate cues based on distance/direction to off-screen objects.
Weather System
- Rain: Extinguishes fire hazards but creates mud zones. Reduces perception radius slightly.
- Night cycle: Reduces perception radius by 50%. Makes exploration tools even more critical.
- Wind: Affects fire spread direction
- Implementation: Weather state machine in scene controller, affects perception_radius and hazard behavior per tick.
Stamina System
- Agent has stamina that depletes with movement (proportional to distance traveled)
- Running out of stamina forces the agent to rest (idle for N ticks)
- Moving through mud costs double stamina
- Forces the agent to plan efficient routes instead of wandering randomly
- Implementation: Add
staminaandmax_staminato agent state,stamina_cost_per_meterconstant
Observation Payload Additions
{
"terrain_at_position": "grass|mud|hill",
"sensory_cues": ["You smell something sweet to the south"],
"weather": "clear|rain|night",
"stamina": 75,
"max_stamina": 100
}Impact on RAG Memory
- "Mud zone between (3,0,2) and (7,0,5) — costs double stamina, avoid unless necessary"
- "When it rains, fire at (1,0,1) goes out — safe window to cross"
- "Sweet smell from south usually means apples near (-5,0,8)"
- Interpreting and remembering sensory cues across episodes is a compelling use of semantic memory
Acceptance Criteria
- At least 2 terrain types implemented and placed in scene
- Sensory cues generated based on nearby off-screen objects
- Weather system with at least 2 states that affect gameplay
- Stamina system limits unlimited wandering
- Observation payload includes all new fields
- Decision prompt updated to explain environmental signals to the LLM
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enhancementNew feature or requestNew feature or requestgodotGodot/C++ codebaseGodot/C++ codebasescenesGodot benchmark scenesGodot benchmark scenestoolsAgent toolsAgent tools
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