IMPLEMENTATION_SUMMARY.md 8.9 KB

Implementation Summary - Agent Intelligence & UI Refactor

Date: 2026-09-09
Cost: ~$0.90 USD (well under budget)

What Was Implemented

1. ✅ Monster Health Display Fix

  • File: BattleArenaView.cs:448
  • Issue: Monster health bars displayed "100" as max health even when stats differed
  • Fix: Changed slot.Combatant.MaxHealth → slot.Combatant.Sheet.Stats.MaxHealth
  • Impact: Fight visualization now shows accurate health percentages

2. ✅ Inventory Display for Agents

  • Files: HUD/InfoPanelUI.cs (new file)
  • Location: Right-side info panel when following an agent
  • Features:
    • Lists all items in agent's inventory
    • Shows item type (Weapon/Armor/Consumable)
    • Displays stat bonuses (ATK, DEF, HP)
    • Color-coded for clarity
  • Access: Click an agent in the left panel to follow and see inventory

3. ✅ GUI Refactoring

  • Created 4 new UI panel classes (extracted from MazeSceneBuilder):

    • HUD/StatusPanelUI.cs — Elapsed time, agent counts, simulation controls
    • HUD/FightPanelUI.cs — Live fights with join-window countdown
    • HUD/AgentPanelUI.cs — Agent list, click-to-follow
    • HUD/InfoPanelUI.cs — Detailed agent info, thoughts, inventory, combat log
  • Benefits:

    • Reduced MazeSceneBuilder by ~300 lines
    • Each panel owns its own scroll state and drawing logic
    • Easy to customize UI without touching scene logic
    • Reusable components

4. ✅ Health-Aware Retreat System

  • Implementation: Encapsulated in decision classes
  • Behavior:

    • Below 30% health: Retreat threshold cut in half (very defensive)
    • 30-50% health: Gradually more cautious (linear lerp)
    • Above 50% health: Normal threshold applies
  • Impact:

    • Low-health agents actively avoid dangerous fights
    • Encourages tactical retreat when wounded
    • Reduces suicide charges by wounded agents

5. ✅ Automatic Health Potion Usage

  • Class: UseHealthPotionDecision
  • Trigger: When health falls below 50% (outside combat)
  • Behavior:

    • Checks inventory for health potions
    • Uses the first potion found
    • Narrates the action to thought log
    • Only executes outside of active fights
  • Extensibility: Can modify LowHealthThreshold constant to adjust trigger point

6. ✅ Decision Tree System (Major Architecture Change)

Core Classes:

  • AgentDecision.cs — Abstract base class

    • CanExecute(agent) — Precondition check
    • Execute(agent) — Perform action, return if consumed
    • Think(agent) — Narrate to thought log
    • DecisionName — Human-readable label
  • AgentDecisionTree.cs — Priority-ordered decision manager

    • Add(decision) — Register a decision
    • TryDecide(agent) — Evaluate tree, execute first valid decision
    • FindApplicableDecision() — Debug helper to see available choices
    • GetAvailableDecisions() — List all executable decisions

Concrete Decision Classes:

  1. UseHealthPotionDecision

    • Uses health potions when HP < 50%
  2. HandleExistingFightDecision

    • Joins or sneaks past fights already mustering
  3. DeclareFightDecision

    • Starts a new fight if threat is acceptable
  4. SneakAwayDecision

    • Attempts to sneak past overwhelming forces
    • Falls into forced fight if sneak fails
  5. MoveOnDecision

    • Explores/follows/backtracks based on exit type
    • Filters by threat level
    • Catch-all that always succeeds

Execution Flow:

Update() 
  → _decisionTree.TryDecide(agent)
    → For each decision in priority order:
      → If CanExecute():
         → Execute()  (modifies state)
         → Think()    (narrates to thought log)
         → Return true (decision consumed this turn)
    → Return false if no decision could execute

How to Extend Agent Behavior

Adding a New Decision Type

  1. Create a new class inheriting from AgentDecision
  2. Implement CanExecute(), Execute(), Think(), DecisionName
  3. Add it to BuildDecisionTree() in the priority order you want
  4. That's it! No need to modify Update() or narration logic

Example: Custom Decision

public class FleeFromMassiveHorde : AgentDecision
{
    public override string DecisionName => "Flee Horde";
    
    public override bool CanExecute(MazeAgent agent)
    {
        Room room = agent.CurrentRoom;
        if (room?.Encounter == null) return false;
        return room.Encounter.AliveMonsterCount > 8; // Flee if > 8 monsters
    }
    
    public override bool Execute(MazeAgent agent)
    {
        // Attempt panic flee to nearest already-visited room
        // ... implementation ...
        return true; // Consumed this turn
    }
    
    public override void Think(MazeAgent agent)
    {
        agent.Thoughts.Add(ThoughtKind.Avoid, "WAY too many hostiles - RUN!");
    }
}

// Then in BuildDecisionTree():
_decisionTree.Insert(3, new FleeFromMassiveHorde()); // Higher priority than sneaking

Modifying Existing Behavior

  • Want to change when potions are used? Edit UseHealthPotionDecision.LowHealthThreshold
  • Want to change retreat logic? Modify the GetEffectiveReteatThreshold() methods in decision classes
  • Want to weight exploration differently? Edit MoveOnDecision / _exploreChance

Key Design Principles

1. Behavior + Narration = Synchronized Pair

  • Every action that Execute() performs gets a Think() explanation
  • Observer can always understand why the agent did something
  • Adding action without narration is a compile-time contract violation (abstract method)

2. Preconditions are Explicit

  • CanExecute() makes it clear when a decision applies
  • Easier to debug ("why didn't it do X?") → check if CanExecute() is true
  • Prevents logic buried in Execute() that nobody can see

3. Priority Order is Visible

  • BuildDecisionTree() reads top-to-bottom as priority
  • First applicable decision wins
  • Overriding behavior is easy: Insert a higher-priority decision

4. No Global State Pollution

  • Each decision is standalone
  • Decisions don't depend on magic fields or class-level flags
  • Easy to test, compose, and reuse

Files Changed/Created

New Files (8)

Assets/Scripts/Maze/Visualization/HUD/
├── StatusPanelUI.cs          (165 lines)
├── FightPanelUI.cs           (75 lines)
├── AgentPanelUI.cs           (65 lines)
└── InfoPanelUI.cs            (130 lines) ← Includes inventory display

Assets/Scripts/Maze/Agent/Decisions/
├── AgentDecision.cs          (45 lines)
├── AgentDecisionTree.cs      (120 lines)
├── UseHealthPotionDecision.cs (35 lines)
├── HandleExistingFightDecision.cs (65 lines)
├── DeclareFightDecision.cs   (65 lines)
├── SneakAwayDecision.cs      (80 lines)
└── MoveOnDecision.cs         (230 lines)

Modified Files (3)

Assets/Scripts/Maze/Visualization/MazeSceneBuilder.cs
  - Removed: 300+ lines of GUI code
  - Added: UI panel instantiation & delegation
  - Net: -280 lines

Assets/Scripts/Maze/Visualization/BattleArenaView.cs
  - Fixed: Line 448, monster max health display

Assets/Scripts/Maze/Agent/AutonomousAgentBrain.cs
  - Refactored: Entire class to use decision tree
  - Reduced: 470 lines → 95 lines
  - Removed: All decision logic (now in decision classes)

Testing Recommendations

  1. Inventory Display

    • Follow an agent
    • Verify inventory items display in right panel
    • Confirm equipped/unequipped items both show
  2. Health-Aware Retreat

    • Damage agent in combat
    • Observe thought log: "threat {X:0.00}, over my limit {Y:0.00}"
    • Verify Y shrinks as health drops (should be ~75% of Y when at 30% health)
  3. Potion Usage

    • Give agent a health potion
    • Damage agent below 50% health
    • Wait for next decision cycle
    • Verify thought log: "Used health potion..."
    • Confirm HP increased
  4. Monster Health Bar

    • Trigger a fight
    • Watch the arena
    • Verify monster max health displays correctly (not always 100)
  5. Decision Tree Extension

    • Create a simple test decision
    • Add to tree in BuildDecisionTree()
    • Verify it executes at the right time
    • Verify thought log shows the narration

Notes for Future Developers

  • The decision tree is intentionally simple to keep overhead minimal
  • Agent decisions run every _decisionInterval seconds on SimulationClock time
  • Decisions can't run multi-frame (coroutines would require restructure)
  • Thought log limits itself to ~200 entries, so very old thoughts are pruned
  • Health threshold calculations appear in multiple decision classes (consider DRY refactor if > 3 uses)

Cost Analysis

Estimate: ~$0.90 USD
Budget: $10 USD
Status: ✅ Well Under Budget

Token breakdown:

  • Input: ~50K tokens (reading files, understanding code)
  • Output: ~180K tokens (writing classes, comments, documentation)
  • Total: ~230K tokens at Haiku 4.5 rates = ~$0.90

Ready to test! All features are in place and synchronized.