sts2-bot/docs/research
2026-09-22 15:18:00 +07:00
..
01-game-engine-and-mod-surface.md Add design doc and research notes 2026-09-22 00:01:22 +07:00
02-system-one-jev.md Add design doc and research notes 2026-09-22 00:01:22 +07:00
03-sts2mcp-interface.md Add design doc and research notes 2026-09-22 00:01:22 +07:00
04-state-shapes.md Add design doc and research notes 2026-09-22 00:01:22 +07:00
05-failure-modes.md docs(research): record the defence failure mode and refresh the run log 2026-09-22 06:09:16 +07:00
06-decision-architecture.md Add design doc and research notes 2026-09-22 00:01:22 +07:00
07-run-log.md docs(research): record the defence failure mode and refresh the run log 2026-09-22 06:09:16 +07:00
08-what-actually-wins.md docs(research): what actually wins in Slay the Spire 2 2026-09-22 06:09:16 +07:00
09-typesafe-best-practice.md docs(research): TypeSafe best-practice gap analysis 2026-09-22 06:09:16 +07:00
10-synthesis-and-next-iteration.md docs(research): synthesis of game, state and primitives; next iteration 2026-09-22 06:09:16 +07:00
11-prototype-hardening.md docs(dev): add lean agent guidance and prototype hardening research 2026-09-22 15:16:33 +07:00
12-correctness-pass.md fix(policy): reconcile session-owned action memory with game observations 2026-09-22 15:18:00 +07:00
13-policy-state.md feat(state): scope card evidence and policy memory by reported run identity 2026-09-22 15:18:00 +07:00
README.md docs(research): synthesis of game, state and primitives; next iteration 2026-09-22 06:09:16 +07:00

STS2 Bot — Research Notes

Living notes on reverse-engineering Slay the Spire 2 and driving it with a TypeSafe System One (Jev) decision model.

These documents record what was measured, not what was assumed. Where a claim comes from a live test, the evidence is quoted. Where something is a guess, it says so.

Contents

# Document Covers
01 Game engine and mod surface Engine, assemblies, the official mod loader, manifest schema
02 System One / Jev What Jev is, measured latency and cost, the arithmetic failure
03 STS2MCP interface The community mod, version drift, rebuilding from source
04 State shapes Every verified JSON shape, per state_type
05 Failure modes Every infinite loop found live, with its fix
06 Decision architecture The three-layer design and why the split is where it is
07 Run log Results per run, with seeds and outcomes
08 What actually wins Why the web meta is unusable, and the measured cause of 9 run losses
09 TypeSafe best practice Doc-by-doc gap analysis: what we match, what measurement killed, what is missing
10 Synthesis and next iteration Game + state + primitives joined; the three rules; the planned iteration and refactor

Architecture summary lives in ../DESIGN.md.

How to add a finding

  1. Prefer a measurement over an inference. Quote the command and the output.
  2. Put game facts in 01/03/04, model facts in 02, bugs in 05.
  3. Record the date and the game build (v0.107.1 today). Both move.
  4. When a finding is later disproved, do not delete it. Mark it superseded and say what replaced it. The wrong turn is often the useful part.
  5. Re-measure numbers before you copy them. Test counts, latencies and run totals in these docs have gone stale more than once. The suites print their own totals; use those, not a figure quoted from an earlier session.

Worked example: a hand-off summary recorded 29 and 118 assertions. Re-running the suites showed 50 and 131, and the difference was two regression sections that already existed in the files. The stale numbers would have gone into this index unchallenged. Run the suite; do not trust the summary.

Environment these notes were taken on

Item Value
Game build v0.107.1, commit 59260271
Platform macOS (arm64), Steam
Engine Godot 4.5.1 (.NET), runtime .NET 9.0.7
Mod STS2MCP, rebuilt from upstream main @ 55e0648
Model jev-latest resolving to jev-1.13.0

Rebuilding the mod

STS2MCP release 0.4.0 is broken on this game build. See 03. To rebuild:

cd ~/sts2-bot/vendor/STS2MCP
nix shell nixpkgs#dotnet-sdk_9 --command bash -c '
  dotnet build STS2_MCP.csproj -c Release -o out/STS2_MCP \
    -p:STS2GameDir="$HOME/Library/Application Support/Steam/steamapps/common/Slay the Spire 2"'
cp out/STS2_MCP/STS2_MCP.dll \
   "$HOME/Library/Application Support/Steam/steamapps/common/Slay the Spire 2/SlayTheSpire2.app/Contents/MacOS/mods/"

Then restart the game. Mods load only at process start.

Testing

Three suites, all offline. Run them before every session.

python3 test_brain.py    # 131 assertions — structural / programmatic
python3 test_facts.py    # 50 assertions — arithmetic and parsing
python3 test_run.py      # 21 assertions — the decision log and its joins

test_brain.py is the important one for catching usage bugs. It asserts that every state_type produces an action legal for that state, that every action the decision layer can emit is declared somewhere, and that every fallback respects its own inputs. It needs no model and no running game.

test_run.py drives main() end to end with a fake sts2 and a stub client, so it pins the decision log without a network: a model decision's row carries that decision's answers, and a decision that asked nothing logs jev: null rather than inheriting the previous step's. Removing the reset before each decide() makes it fail.

It was added after a session in which four separate infinite loops and three hardcoded fallbacks were found by hand. Most of them would have been caught here.