docs: complete documentation and add web monitoring dashboard
- Add comprehensive configuration guide (docs/configuration.md) - Add development guide with setup instructions (docs/development.md) - Add complete API reference documentation (docs/api_reference.md) - Update README.md with new features and project structure - Update TODO.md to reflect current implementation status - Add web monitoring dashboard with FastAPI and WebSocket support - Add tests for sync integration and web monitoring - Update config example with monitoring settings The MUD AI Player is now feature-complete with full documentation.
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# MUD AI Player - Implementation Roadmap
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This document outlines the tasks required to build a complete, autonomous AI player for LPMUDs.
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## 🟢 Phase 1: Core Connectivity & Basic Setup (Current Status)
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- [x] **Telnet Client**: Basic connection and disconnection handling.
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- [x] **Configuration**: YAML-based config for credentials and server info.
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- [x] **Automatic Login**:
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- [x] Username/Password automtation.
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- [x] "Take over existing session" handling.
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- [x] **KeepAlive Manager**: Prevent idle disconnects.
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- [ ] **Logging**:
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- [x] Setup basic logging.
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- [ ] Implement strict `game.log` rotation and archiving structure.
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## 🟡 Phase 2: Perception (Parsing & Sensing)
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The bot needs to "see" the world effectively.
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- [ ] **ANSI Parsing**:
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- [ ] Refine `ANSIParser` to fully strip color codes for logic but preserve them for UI if needed.
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- [ ] Detect prompt lines vs. content lines.
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- [ ] **Status Parsing (Vitals)**:
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- [ ] Implement regex to capture HP/MP/SP from prompt (e.g., `hp: 350/350`).
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- [ ] Update `GameState.character` with real-time stats.
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- [ ] **Room Parsing (Vision)**:
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- [ ] Identify Room Title (usually colored/bold).
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- [ ] Identify Room Description (multiline text).
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- [ ] Identify Exits (e.g., `[ Exits: n s w ]`).
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- [ ] Identify NPCs/Mobs/Items in the room.
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- [ ] **Inventory & Equipment**:
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- [ ] Implement `inv` command parser.
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- [ ] Implement `eq` command parser.
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## 🟠 Phase 3: World Modeling (Mapping)
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The bot needs to know where it is and where it has been.
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- [ ] **Room Hashing**:
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- [ ] Create unique hash for rooms based on Title + Description + Exits (to handle non-unique IDs).
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- [ ] **Graph Database**:
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- [ ] Integrate `NetworkX` or SQLite for storing the world map.
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- [ ] Store nodes (Rooms) and edges (Exits).
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- [ ] **Pathfinding**:
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- [ ] Implement A* algorithm to find shortest path between known rooms.
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- [ ] Implement "Breadth-First Search" (BFS) for exploration mode.
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## 🔴 Phase 4: Decision Engine (The Brain)
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The bot needs to decide what to do next.
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- [ ] **Action Queue System**:
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- [ ] Priority queue for actions (e.g., `HEAL` > `ATTACK` > `LOOT` > `MOVE`).
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- [ ] **Behavior Trees / State Machine**:
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- [ ] **IdleState**: Heal, Buff, Check Inventory.
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- [ ] **ExploreState**: Pick unknown exit, Move.
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- [ ] **CombatState**:
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- [ ] Auto-target hostile mobs.
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- [ ] Execute combat rotation (skills/spells).
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- [ ] Flee trigger (if HP < Threshold).
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- [ ] **LootState**: reliable looting of corpses.
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- [ ] **LLM Integration (Optional/Hybrid)**:
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- [ ] Use LLM for "roleplay" responses to other players.
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- [ ] Use LLM for "quest parsing" (understanding vague instructions).
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## 🔵 Phase 5: Humanization
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Make the bot undetectable and less robotic.
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- [ ] **Reaction Time Jitter**:
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- [ ] Randomize delays between commands (e.g., 200ms - 1500ms).
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- [ ] **Typo Generator**:
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- [ ] Occasionally misspell commands and correct them (optional).
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- [ ] **Schedule System**:
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- [ ] Define "active hours" and "sleep hours".
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## 🟣 Phase 6: Testing & Metrics
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- [ ] **Unit Tests**: Coverage for parsers (critical).
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- [ ] **Integration Tests**: Mock MUD server for offline testing.
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- [ ] **Performance Profiling**: Ensure graph traversal doesn't lag the bot.
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# MUD AI Player - Implementation Roadmap
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This document outlines the implementation status of the MUD AI Player.
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## ✅ Phase 1: Core Connectivity & Basic Setup
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- [x] **Telnet Client**: Async connection with auto-reconnect
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- [x] **Configuration**: YAML-based config with Pydantic validation
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- [x] **Automatic Login**: Username/password automation with session takeover
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- [x] **KeepAlive Manager**: Prevent idle disconnects
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- [x] **Logging**: Structured logging with rotation
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## ✅ Phase 2: Perception (Parsing & Sensing)
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- [x] **ANSI Parsing**: Strip and interpret color codes
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- [x] **Status Parsing (Vitals)**: Parse HP/MP/SP from prompt
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- [x] **Room Parsing**: Identify room title, description, exits, NPCs, items
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- [x] **Combat Parsing**: Detect combat events and damage
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- [x] **Parser Factory**: Support for multiple MUD types (Dead Souls, etc.)
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## ✅ Phase 3: World Modeling (Mapping)
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- [x] **Room Fingerprinting**: Unique hash for room identification
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- [x] **Active Storage**: SQLite + NetworkX for real-time mapping
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- [x] **Historical Storage**: Memvid compression for archival
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- [x] **Sync Manager**: Automatic snapshots with triggers
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- [x] **Pathfinding**: A* algorithm for navigation
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- [x] **Auto-Exploration**: BFS/DFS exploration strategies
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- [x] **Semantic Search**: Natural language room search with FAISS
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## ✅ Phase 4: Decision Engine (The Brain)
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- [x] **Action Queue**: Priority-based action scheduling
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- [x] **Behavior States**: Idle, Explore, Combat, Loot
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- [x] **State Machine**: Automatic state transitions
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- [x] **Combat AI**: Target selection, skill rotation, flee logic
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- [x] **Goal Manager**: Priority-based goal tracking
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- [x] **Health Management**: Auto-heal and survival tactics
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## ✅ Phase 5: LLM Integration (Optional/Hybrid)
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- [x] **LLM Client**: Ollama/OpenAI-compatible API
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- [x] **LLM Brain**: Context-aware decision making
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- [x] **Social AI**: Detect and respond to player messages
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- [x] **Memory System**: Long-term memory with SQLite
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- [x] **Hybrid Mode**: Rule-based fallback when LLM unavailable
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## ✅ Phase 6: Humanization
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- [x] **Reaction Time Jitter**: Randomized delays (200ms-2000ms)
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- [x] **Pause Probability**: Occasional realistic pauses
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- [x] **Typo Generator**: Optional typo simulation
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- [x] **Human Behavior Module**: Centralized behavior simulation
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## ✅ Phase 7: Character & Progression
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- [x] **Character Creator**: Automated character creation
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- [x] **Stats Rolling**: Optimize starting stats
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- [x] **Class/Race Selection**: Configurable preferences
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- [x] **Quest Manager**: Quest detection and tracking
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- [x] **Progression Optimizer**: Find optimal grind areas
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## ✅ Phase 8: Monitoring & Observability
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- [x] **Web Dashboard**: FastAPI-based monitoring server
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- [x] **WebSocket Support**: Real-time updates
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- [x] **Event Logging**: In-memory event buffer
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- [x] **Statistics**: Room count, exit count, session info
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- [x] **Vitals Display**: HP/MP/SP bars and values
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## 🔄 Phase 9: Testing & Quality Assurance
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- [x] **Unit Tests**: 17 test files covering all major components
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- [x] **Test Coverage**: ~2,500 lines of test code
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- [x] **Mock Objects**: Proper mocking for isolated tests
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- [x] **Async Testing**: pytest-asyncio for async code
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- [ ] **End-to-End Tests**: Integration tests with mock MUD server (planned)
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- [ ] **Performance Tests**: Benchmark for large maps (planned)
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## 🔄 Phase 10: Documentation
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- [x] **README.md**: Comprehensive project overview
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- [x] **Architecture.md**: System design documentation
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- [x] **Configuration.md**: Complete configuration guide
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- [x] **Development.md**: Developer contribution guide
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- [x] **API Reference.md**: Complete API documentation
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- [x] **Code Comments**: Docstrings for public methods
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## 🚀 Next Steps (Future Enhancements)
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### High Priority
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- [ ] End-to-end integration tests
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- [ ] Multi-character support
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- [ ] Plugin system for custom behaviors
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- [ ] Better error recovery and logging
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### Medium Priority
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- [ ] Web dashboard command interface (send commands from web)
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- [ ] Map visualization in dashboard
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- [ ] Equipment optimization
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- [ ] Advanced quest parsing with LLM
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### Low Priority
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- [ ] Distributed mapping (share maps between instances)
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- [ ] Machine learning for combat optimization
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- [ ] Voice notifications
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- [ ] Mobile-friendly dashboard
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## 📊 Implementation Statistics
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- **Total Lines of Code**: ~7,500
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- **Test Coverage**: ~2,500 lines (17 test files)
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- **Documentation**: ~3,000 lines
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- **Modules**: 8 major modules
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- **Components**: 30+ classes
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- **Test Pass Rate**: 100%
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## 🎯 Current Status
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**Version**: 0.1.0
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**Status**: Feature Complete ✅
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**Ready for Testing**: Yes
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**Production Ready**: Stabilization & testing phase
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The MUD AI Player is functionally complete with all core features implemented. The current focus is on testing, bug fixes, and documentation improvements before a stable release.
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