# Session: 2026-03-10 05:37:26 UTC

- **Session Key**: agent:main:main
- **Session ID**: ef965b83-e013-4bbc-95d1-27ab8a8d8379
- **Source**: telegram

## Conversation Summary

assistant: **Seeker scoring fixed** 🔍

**The problem:** Seekers only got points when they could SEE a hider (+0.5/tick). On the hide & seek map with all those walls, they could rarely get line-of-sight, so they'd end at 0 while hiders racked up 50+ just from hiding.

**Now seekers earn from:**
- **Exploration** (+0.05/tick for moving) — encourages searching, not standing still
- **Visibility** (+0.5/tick when seeing a hider) — unchanged
- **Discovery bonus** (+5.0 first time spotting each hider) — big reward for finding someone
- **Proximity** (up to +0.05/tick when within 100 units) — reward for getting warm
- **Food** (+0.5 for eating, same as everyone)

**Hiders nerfed slightly:** +0.05/tick for staying hidden (was 0.1) — games should be more balanced now.

**Events:** When a seeker spots a hider: `🔍 predator-3 FOUND animal-2!` shows in the event log.

The balance is intentionally asymmetric — hide & seek SHOULD favor hiders since the map has cover. But now seekers can compete through active searching instead of being stuck at 0.
assistant: NO_REPLY
assistant: The seeker logic looks correct — +0.5 for each visible hider. But wait, let me check `visible_agents`:
assistant: The vision code looks right. The raycast checks line-of-sight. The seeker gets +0.5 when it can SEE a hider. But the problem could be:

1. Seekers can't see hiders because hiders are behind walls/objects
2. The reward is `+= 0.5` per tick when visible — that should accumulate fast

Let me run a quick test:
assistant: Interesting — seekers have very low scores. Explorer has 0.5 (probably from food). No one can see anyone! The hide_and_seek map has walls that block vision. That's actually working as intended — hiders are hiding well.

But the real issue: seekers ONLY get points from seeing hiders. If they can't find anyone, they get 0. They should also get points for movement/exploration to encourage them to actually search. And the seeker reward for spotting (+0.5 per tick visible) means they need sustained visibility, which is hard when agents are constantly moving.

Let me fix:
1. Seekers get exploration reward for moving (encourage searching)
2. Seekers get a bigger bonus when they FIRST spot a hider (discovery bonus)
3. Proximity reward — getting closer to a hider even without seeing them
assistant: Also reset `_found_hiders` and `_last_pos` on episode restart:
assistant: Seekers are getting points now! Predator-3 has 1.2 (from exploration reward + proximity). But hiders are still way ahead at 19.8 each (they get 0.1 per tick just for being hidden). Let me check at more ticks:
assistant: Episode 2 now. Seekers getting small points from exploration. The key issue is that on this map the walls are very effective at blocking line-of-sight so seekers rarely find hiders. That's actually how hide and seek works — but the balance needs tuning. Let me increase seeker exploration reward and make the hider reward smaller so it's more balanced:
user: System: [2026-03-10 00:17:10 EDT] Exec completed (marine-c, code 0) :: 🐺 predator-3 [seeker]: score=1.2 energy=112 actions=198 visible=0 🏗️ builder-1 [hider]: score=19.8 energy=105 actions=198 visible=0 🐕 animal-2 [hider]: score=19.8 energy=76 act…
System: [2026-03-10 00:17:29 EDT] Exec completed (quick-la, code 0) :: 🐺 predator-3 [seeker]: score=0.1 energy=118 🏗️ builder-1 [hider]: score=7.5 energy=108 🐕 animal-2 [hider]: score=7.5 energy=78 🔭 explorer-4 [seeker]: score=0.0 energy=88 Tick:…

Conversation info (untrusted metadata):
```json
{
  "message_id": "5621",
  "sender_id": "7827979987",
  "sender": "P M",
  "timestamp": "Tue 2026-03-10 00:32 EDT"
}
```

Sender (untrusted metadata):
```json
{
  "label": "P M (7827979987)",
  "id": "7827979987",
  "name": "P M"
}
```

It won’t use the world I built so clarify and clean up the selecting of things and want to start in Whats running. It’s really confusing because I also need to be able to delete pass run things if it’s just not right so please clean this up. I select my world and at the bottom right corner the one I created is called PM one and then it won’t allow me to like reset everything I need like a really clean star like organize how this works.
user: Conversation info (untrusted metadata):
```json
{
  "message_id": "5625",
  "sender_id": "7827979987",
  "sender": "P M",
  "timestamp": "Tue 2026-03-10 00:36 EDT"
}
```

Sender (untrusted metadata):
```json
{
  "label": "P M (7827979987)",
  "id": "7827979987",
  "name": "P M"
}
```

Prepare for context cleaning
user: Conversation info (untrusted metadata):
```json
{
  "message_id": "5627",
  "sender_id": "7827979987",
  "sender": "P M",
  "timestamp": "Tue 2026-03-10 00:43 EDT"
}
```

Sender (untrusted metadata):
```json
{
  "label": "P M (7827979987)",
  "id": "7827979987",
  "name": "P M"
}
```

Hi
user: Conversation info (untrusted metadata):
```json
{
  "message_id": "5629",
  "sender_id": "7827979987",
  "sender": "P M",
  "timestamp": "Tue 2026-03-10 01:34 EDT"
}
```

Sender (untrusted metadata):
```json
{
  "label": "P M (7827979987)",
  "id": "7827979987",
  "name": "P M"
}
```

Hi
assistant: Hey Pat! I'm back and caught up from RESUME.md and today's notes.

**What I was in the middle of when context cleared:**

You were frustrated with the world selection / start flow in the Sim tab. Specifically:
1. **Saved world "PM1" wouldn't load properly** when selected from the bottom-right save/load buttons
2. **Can't reset everything cleanly** — no clear "new game" flow
3. **Can't delete old saved worlds** that aren't right
4. **The whole select → start flow is confusing** — environment dropdown vs saved worlds vs what's currently running

I had just started looking at the world save/load endpoints and the JS flow but hadn't made the fixes yet.

**Also pending from before the clear:**
- Full UX polish was applied (tabbed bottom panel, compact controls, smooth lerping)
- Seeker scoring was fixed (exploration + discovery bonus + proximity)
- Object collisions fixed, food works in all modes

Want me to go ahead and fix that world selection/start flow now? The plan would be:
1. **One clear flow**: Pick world OR environment → see preview → add agents (or use preset) → Start
2. **World manager**: list saved worlds with delete buttons, rename, thumbnail
3. **Clean reset**: one button that stops sim, clears agents, clears world — fresh slate
4. **"Load & Go"**: selecting a saved world instantly loads it into the viewport so you can see it before starting
user: Conversation info (untrusted metadata):
```json
{
  "message_id": "5631",
  "sender_id": "7827979987",
  "sender": "P M",
  "timestamp": "Tue 2026-03-10 01:35 EDT"
}
```

Sender (untrusted metadata):
```json
{
  "label": "P M (7827979987)",
  "id": "7827979987",
  "name": "P M"
}
```

Clean up your context so prep for context clear
assistant: All prepped. RESUME.md has the exact next task (fix world selection flow), memory/2026-03-10.md has everything from tonight, git committed and backed up to GitHub. Ready for context clear. 👍