- 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.
- Phase 4 (Decision Engine): ActionQueue with 7 priority tiers,
4 behavior states (Idle/Explore/Combat/Loot), CombatAI with skill
rotation and flee logic, GoalManager with survival override,
DecisionEngine state machine integrated into the main game loop
- Phase 3 (Automapper): Complete hybrid SQLite/Memvid architecture
with WorldMapper orchestrator, room fingerprinting (SHA-256),
bidirectional exit linking, exploration queue, A* pathfinding,
HistoricalStorage with JSON fallback, SemanticSearch with keyword
fallback, SyncManager with configurable triggers
- Character Creator: State machine for automated character creation
with stat rolling/optimization per class weights, race/class/gender
selection, reroll logic with configurable thresholds
- Quest System: Quest lifecycle tracking (discover->accept->complete),
NLP-based objective extraction (kill/fetch/talk/explore), EXP/time
prioritization, pending kill target tracking
- Progression Optimizer: Grinding spot finder (EXP/hour), equipment
comparison by weighted stats, skill rotation optimizer (DPS vs
mana efficiency), session summary statistics
- LLM Integration (hybrid): Async Ollama client with retry/backoff,
LLMBrain coordinator for quest parsing, social AI, decision advice,
and ambiguous text parsing fallback. SocialAI for detecting and
responding to player messages (say/tell/shout/group/trade).
Graceful degradation when Ollama is unavailable.
All 214 tests passing.
Phase 0 (housekeeping):
- Add .gitignore to protect credentials and runtime files
- Track all project source code, docs, and config
Phase 1 (perception loop):
- Implement pluggable parser architecture (BaseMudParser ABC + ParserFactory)
- Add DeadSoulsParser with regex for HP/MP/SP prompt, room descriptions,
exits (multiple formats), NPC/item detection, and combat events
- Add OutputBuffer for accumulating text between prompts
- Update GameState with SP support and update_from_prompt/room/combat methods
- Rewire main loop to use parser + buffer for real-time game state updates
- Add reconnection logic to TelnetClient (retry with backoff)
- Remove old TextParser (replaced by pluggable system)
- Add mud_type config field for selecting parser at runtime
- Add comprehensive test suite (50 tests, all passing)