Fetching metadata from the HF Docker repository...
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All characters on nemotron-4b; one cold-load per fork
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@GPU (duration=120) + DECISIONS_PER_DRAIN=2 for tighter drains
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Timestamped logs via game.log.tlog; explains visible drain pauses
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Add Cyra hero (saboteur); sharpen saboteur shell-as-weapon line
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Fix Pause to halt drain; Spawn click feedback; Info modal with The Dot
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Drop Flux 2; 4 starting chars; pin Ada=engineer Bram=diplomat
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interpreter: per-fork interpreter so shell output reaches the UI (pid-mismatch detection)
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interpreter: stop spurious 'mass death' flag (is_alive() unreliable across @spaces.GPU fork)
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Named-place movement: atomic move_to, drop coord reasoning, 10/gather, per-archetype reward, default llama-3b, smart-mock updated
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actions: strip surrounding quotes from move_to target (fixes "'cave'" loop)
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actions: mine_coal/draw_water yield 10 units per action (was 1); tool descriptions updated so agent knows
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actions: move_to short-circuits when already at destination so agent can mine/draw/post in the same decision
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stream: strip <think> blocks + broaden meta-leak filter for Nemotron reasoning output
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scheduler: idle drift skips characters at named places (fixes mine_coal not at cave) + strip <think> blocks from agent thought
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stream: stop SoC meta-leak (few-shot exemplars + leak filter)
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Recording prep: JS mutex, mixed models (Ada/Bram=Nemotron, rest=SmolLM2), drain=3, init=3, duration=90s, idle-drift, mock latency profile
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Sync latest local snapshot
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Default model: always Nemotron 3 Nano 4B, regardless of env
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Trace: strip smolagents </code> marker from displayed thought
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SoC: include in character's own next-decision perception prompt
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SoC: hook into _decide + load/save with state.json
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SoC: new game/stream.py — refresh every 10 decisions per char
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SoC: stream_of_consciousness + decisions_since_soc on Character
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Trace: record each _decide via tool monkey-patch + smolagents memory
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Trace: TraceEntry + ring buffer (1000) on Character
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Fix: shell lock release no longer gated on exact shell_queue tile
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Roster: add SmolLM2 360M for local-friendly testing
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The Dot: embed full game mechanics (resources, locker, shell semaphore)
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Filesystem state persistence with flock to survive @spaces.GPU fork
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Log PID + TID at endpoint entry to diagnose multi-worker isolation
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Architectural fix: kill bg tick thread, tick synchronously inside @spaces.GPU and snapshot calls
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Diagnostic: log every _advance_move call
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Diagnostics: heartbeat with Townlet id; tick try/except
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Diagnostics: log pending size + action params
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MAX_AGENT_STEPS 1 -> 2 for parse-error retry
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Fix: ensure smol_adapter.py is the GBNF-off version
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Fix: restore scheduler.py contents (was overwritten by smol_adapter on previous push)
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Drop GBNF default; log per-decision outcomes
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Townlet: initial private upload with Zero-GPU fixes