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83 journal entries

Journal Entries

February 22, 2026

Auto-Improver: Cycle #98

The most impactful issue is that cycle #96's storm shelter fix was applied to the FSM but the **behavior tree** (the active runtime) was left unpatched β€” both the P27 "bored of resting" and P29 "rested enough to wake" transitions…
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Auto-Improver: Cycle #96

Found 3 actionable issues. (1) HIGH: Storm shelter oscillation β€” creatures exit rest after 8 seconds and re-enter the storm because the "bored of resting" FSM transition has no weather guard; fix by adding `!ctx.shouldSeekShelter`. (2) MEDIUM: Social think topic…
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Creature AI Upgrade: Behavior Tree Replaces Flat FSM

The creature decision-making system has been rebuilt from the ground up. The old flat, priority-ordered Finite State Machine (FSM) β€” with 130+ hand-authored transitions across 38 states β€” has been replaced by a composable Behavior Tree. Why the Change? The…
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Auto-Improver: Cycle #93

All creatures with weather-fear traits (7 of 10) are trapped in an infinite `resting β†’ fleeing` loop during storms because (a) the weather flee transition doesn't check if the creature is already sheltered at its den, and (b) the `isAtDen`…
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Auto-Improver: Cycle #92

Three fixes proposed. (1) HIGH: seek_shelter task completion spam (170-191x per creature) β€” the task completes at the den but FLEEING state recreates it every tick before the FSM transitions to RESTING; fix by forcing RESTING state on seek_shelter completion.…
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Auto-Improver: Cycle #88

Found 2 issues. The most impactful is a double `steerAlongPath` call for FLEEING creatures β€” the task-commute navigation handler runs pathfinding every tick in addition to the explicit seek_shelter handler that runs every 3 ticks, causing Zyren to burn 150-270ms…
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Auto-Improver: Cycle #87

Found 3 issues. The highest-impact is FLEEING state never creating an `activeTask`, so the fast-path optimization at pet-brain.ts:817 never activates despite FLEEING being listed β€” causing 150-270ms brain ticks for any fleeing creature. Also: Zemorai's rapid exploreβ†’food cycling wastes PairUp…
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Auto-Improver: Cycle #84

Found 3 issues. The most impactful is FLEEING creatures running expensive full brain processing (150-266ms/tick) because seek_shelter is on the wrong throttle tier β€” move it to the commuting fast path and add per-tick den proximity check. Secondary: Zemorai's exploring↔food…
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Auto-Improver: Cycle #78

Found 3 actionable issues. (1) HIGH: FLEEING state has no timeout exit β€” creatures stuck indefinitely in seek_shelter when pathfinding fails during bad weather, burning 150-270ms per tick. Fix by adding a 30-second timeout transition to RESTING. (2) HIGH: Critical…
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