airi/services/minecraft/README.md
Rin fdeb9561bc
feat(minecraft,stage-*): airi integration, isolated-vm plus misc updates (#1371)
* feat(minecraft): contextflow integration

Add AiriBridge to cognitive engine to enable communication with Airi system. Expose `notifyAiri` and `updateAiriContext` functions in JS planner runtime globals for sending notifications and context updates from agent code.

* refactor(minecraft): remove redundant destinations field from airi-bridge

Remove hardcoded `destinations: ['minecraft']` from spark:command, spark:notify, and context:update events as the destination is already implied by the bridge context.

* feat(minecraft): complete AIRI context flow integration

Wire up bidirectional AIRI ↔ Minecraft communication via dedicated
signal channels instead of reusing signal:chat_message.

- Add airi_command and airi_context to PerceptionSignalType
- Route spark:command intents: action/plan/proposal/reroute emit
  signal:airi_command; context intent emits signal:airi_context
- Add inbound context:update listener so AIRI can push context to
  the Minecraft agent
- airi_context signals are injected into conversation history directly
  without triggering a full cognitive cycle
- airi_command events reset the no-action budget (like player chat)
- enterContext/exitContext auto-emit context:update back to AIRI for
  task lifecycle visibility
- Add sendEmit() helper for queued/working/done progress reporting

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* feat(minecraft): report bot startup state to AIRI

Send initial context update to AIRI when brain comes online, including
bot username, server address, position, health, game mode, and list of
other online players. Tagged with 'startup' and bot username for
filtering.

* feat(minecraft): manage bot config through airi

* feat(stage-ui): add minecraft service shell

* fix(stage-ui): use applied minecraft config for chat context

* fix(minecraft): fall back on invalid env port

* fix(minecraft): support quoted env values

* fix(minecraft): ignore empty env overrides

* fix(stage-ui): keep minecraft draft during apply

* fix(stage-ui): simplify minecraft heartbeat label

* feat(stage-ui): simplify minecraft settings shell

* fix(minecraft): use registry heartbeat for stage liveness

* chore(minecraft): remove annoying detector decision logging

* fix(minecraft): limit context flow to bot pushes

* fix(minecraft): use workspace server sdk

* fix(stage-ui): replay registry snapshots for late listeners

* chore(minecraft): add todo for explicit stage deregistration

* feat: improve context flow observability

* fix(stage-ui): remove redundant header and callout from settings and context flow pages

* feat(stage-ui): enhance context flow prompt projection UI with readiness indicator

* docs(stage-ui): clarify context flow prompt projection terminology

* fix(stage-ui): add test for clone-safe context snapshots with nested fields

* todo

* fix(minecraft): avoid blocking startup on airi connection

* Remove LLM timeouts from the Minecraft brain

* Remove context boundary system from Minecraft brain

* feat(minecraft): use isolated-vm for JS planner sandbox

* refactor(minecraft): harden planner sandbox defaults

* Remove LLM attempt timeout guard

* [autofix.ci] apply automated fixes

* Fix server runtime shutdown signal handling

* Remove misleading Minecraft integration toggle

* contextflow destination to stage-*

* chore(deps): updated

* Add settings layout route for web devtools

* chore: default to expand context panels

* fix(server-*): should export more types, and for module:announced should ignore self

* refactor(minecraft): better context orchestration, handle module announce, context sync, and more

* feat(stage-ui): not spark command ready

* [autofix.ci] apply automated fixes

* clean up

* refactor: use :class arrays per AGENTS.md styling guidelines

* cleanup bloated tests

* rm more tests

* use errorMessageFrom

* hardcode to reduce bloat

* update setup instructions

* timeout for brain

* remove more bloat

* fix

---------

Co-authored-by-agent: Claude Sonnet 4.6 <noreply@anthropic.com>
Co-authored-by-agent: Codex
Co-authored-by: autofix-ci[bot] <114827586+autofix-ci[bot]@users.noreply.github.com>
Co-authored-by: Neko Ayaka <neko@ayaka.moe>
2026-04-01 23:33:59 +08:00

8.9 KiB

AIRI Minecraft Service

This workspace runs AIRI's dedicated Minecraft bot. It connects a Mineflayer runtime to a Minecraft server, loads the cognitive stack in src/cognitive, and bridges status, context, and command traffic back to AIRI so the Stage settings shell can observe the service.

Deprecation Notice

This service is on a deprecation path. The current Mineflayer-based bot is expected to be replaced by a Fabric mod based runtime, which will become the primary Minecraft integration surface going forward.

Use this service for current local development and maintenance, but avoid building new long-term features around the Mineflayer runtime unless they are also part of the migration plan.

Safety Notice

Do not connect this bot to public servers you do not trust.

The runtime can execute JavaScript-generated action plans to control the bot. Those scripts run in an isolated environment, but they still drive a real local process with access to your Minecraft session, local network reachability, and other machine-side resources. A malicious or hostile server can still cause unwanted actions, or damage to your system.

Treat this service as a local-development and trusted-server tool only.

Setup

  1. Install workspace dependencies from the repo root:

    pnpm i
    
  2. Copy the template:

    cp services/minecraft/.env services/minecraft/.env.local
    
  3. Edit services/minecraft/.env.local.

  4. Start the service:

    pnpm -F @proj-airi/minecraft-bot dev
    

    Or, from services/minecraft/:

    pnpm dev
    
  5. The bot should automatically connect to both AIRI and the Minecraft server.

Cognitive Architecture

AIRI's Minecraft agent is built on a four-layered cognitive architecture inspired by cognitive science, enabling reactive, conscious, and physically grounded behaviors.

Architecture Overview

graph TB
    subgraph "Layer A: Perception"
        Events[Raw Events]
        EM[Event Manager]
        Events --> EM
    end

    subgraph "Layer B: Reflex (Subconscious)"
        RM[Reflex Manager]
        FSM[State Machine]
        RM --> FSM
    end

    subgraph "Layer C: Conscious (Reasoning)"
        ORC[Orchestrator]
        Planner[Planning Agent (LLM)]
        Chat[Chat Agent (LLM)]
        ORC --> Planner
        ORC --> Chat
    end

    subgraph "Layer D: Action (Execution)"
        TE[Task Executor]
        AA[Action Agent]
        Planner -->|Plan| TE
        TE -->|Action Steps| AA
    end

    EM -->|High Priority| RM
    EM -->|All Events| ORC
    RM -.->|Inhibition Signal| ORC
    ORC -->|Execution Request| TE

    style EM fill:#e1f5ff
    style RM fill:#fff4e1
    style ORC fill:#ffe1f5
    style TE fill:#dcedc8

Layer A: Perception

Location: src/cognitive/perception/

The perception layer acts as the sensory input hub, collecting raw Mineflayer signals and translating them into typed events/signals through an event registry + rule engine pipeline.

Pipeline:

  • Event definitions in events/definitions/* bind Mineflayer events to normalized raw events.
  • EventRegistry emits raw:<modality>:<kind> events to the cognitive event bus.
  • RuleEngine evaluates YAML rules and emits derived signal:* events consumed by Reflex/Conscious layers.

Key files:

  • events/index.ts
  • events/definitions/*
  • rules/engine.ts
  • rules/*.yaml
  • pipeline.ts

Layer B: Reflex

Location: src/cognitive/reflex/

The reflex layer handles immediate, instinctive reactions. It operates on a finite state machine (FSM) pattern for predictable, fast responses.

Components:

  • Reflex Manager (reflex-manager.ts): Coordinates reflex behaviors
  • Inhibition: Reflexes can inhibit Conscious layer processing to prevent redundant responses.

Layer C: Conscious

Location: src/cognitive/conscious/

The conscious layer handles complex reasoning, planning, and high-level decision-making. No physical execution happens here anymore.

Components:

  • Brain (brain.ts): Event queue orchestration, LLM turn lifecycle, safety/budget guards, debug REPL integration.
  • JavaScript Planner (js-planner.ts): Sandboxed planning/runtime execution against exposed tools/globals.
  • Query Runtime (query-dsl.ts): Read-only world/inventory/entity query helpers for planner scripts.
  • Task State (task-state.ts): Cancellation token and task lifecycle primitives used by action execution.

Layer D: Action

Location: src/cognitive/action/

The action layer is responsible for the actual execution of tasks in the world. It isolates "Doing" from "Thinking".

Components:

  • Task Executor (task-executor.ts): Runs normalized action instructions and emits action lifecycle events.
  • Action Registry (action-registry.ts): Validates params and dispatches tool calls.
  • Tool Catalog (llm-actions.ts): Action/tool definitions and schemas bound to mineflayer skills.

Event Flow Example

Scenario: "Build a house"

Player: "build a house"
  ↓
[Perception] Event detected
  ↓
[Conscious] Architect plans the structure
  ↓
[Action] Executor takes the plan and manages the construction loop:
    - Step 1: Collect wood (calls ActionRegistry tool)
    - Step 2: Craft planks
    - Step 3: Build walls
  ↓
[Conscious] Brain confirms completion: "House is ready!"

Project Structure

src/
├── airi/                      # AIRI bridge, module shell, status publishing
├── cognitive/                  # 🧠 Perception → Reflex → Conscious → Action
│   ├── perception/            # Event definitions + rule evaluation
│   │   ├── events/
│   │   │   ├── index.ts
│   │   │   └── definitions/*
│   │   ├── rules/
│   │   │   ├── *.yaml
│   │   │   ├── engine.ts
│   │   │   ├── loader.ts
│   │   │   └── matcher.ts
│   │   └── pipeline.ts
│   ├── reflex/                # Fast, rule-based reactions
│   │   ├── reflex-manager.ts
│   │   ├── runtime.ts
│   │   ├── context.ts
│   │   └── behaviors/idle-gaze.ts
│   ├── conscious/             # LLM-powered reasoning
│   │   ├── brain.ts           # Core reasoning loop/orchestration
│   │   ├── js-planner.ts      # JS planning sandbox
│   │   ├── query-dsl.ts       # Read-only query runtime
│   │   ├── llm-log.ts         # Turn/log query helpers
│   │   ├── task-state.ts      # Task lifecycle enums/helpers
│   │   └── prompts/           # Prompt definitions (e.g., brain-prompt.ts)
│   ├── action/                # Task execution layer
│   │   ├── task-executor.ts   # Executes actions and emits lifecycle events
│   │   ├── action-registry.ts # Tool dispatch + schema validation
│   │   ├── llm-actions.ts     # Tool catalog
│   │   └── types.ts
│   ├── event-bus.ts           # Event bus core
│   ├── container.ts           # Dependency injection wiring
│   ├── index.ts               # Cognitive system entrypoint
│   └── types.ts               # Shared cognitive types
├── composables/
│   ├── config.ts              # Environment schema + defaults
│   ├── runtime-config.ts      # Persisted local runtime config
│   └── bot.ts
├── debug/                     # Debug dashboard, MCP REPL, viewer integration
├── libs/
│   └── mineflayer/           # Mineflayer bot wrapper/adapters
├── skills/                   # Atomic bot capabilities
├── plugins/                  # Mineflayer/bot plugins
├── utils/                    # Helpers
├── minecraft-bot-runtime.ts  # Bot lifecycle wrapper for reconnect/reconfigure
└── main.ts                   # Bot entrypoint

Design Principles

  1. Separation of Concerns: Each layer has a distinct responsibility
  2. Event-Driven: Loose coupling via centralized event system
  3. Inhibition Control: Reflexes prevent unnecessary LLM calls
  4. Extensibility: Easy to add new reflexes or conscious behaviors
  5. Cognitive Realism: Mimics human-like perception → reaction → deliberation

Future Enhancements

  • Perception Layer:

    • ⏱️ Temporal context window (remember recent events)
    • 🎯 Salience detection (filter noise, prioritize important events)
  • Reflex Layer:

    • 🏃 Dodge hostile mobs
    • 🛡️ Emergency combat responses
  • Conscious Layer:

    • 💭 Emotional state management
    • 🧠 Long-term memory integration
    • 🎭 Personality-driven responses

🛠️ Development

Commands

  • pnpm dev - Start the bot in development mode
  • pnpm lint - Run ESLint
  • pnpm typecheck - Run TypeScript type checking
  • pnpm test - Run tests

🙏 Acknowledgements

🤝 Contributing

Contributions are welcome! Please feel free to submit a Pull Request.