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Sleeping
export const ACTION_TIMEOUT = 120_000; // more time for local dev | |
// export const ACTION_TIMEOUT = 60_000;// normally fine | |
export const IDLE_WORLD_TIMEOUT = 5 * 60 * 1000; | |
export const WORLD_HEARTBEAT_INTERVAL = 60 * 1000; | |
export const MAX_STEP = 10 * 60 * 1000; | |
export const TICK = 16; | |
export const STEP_INTERVAL = 1000; | |
export const PATHFINDING_TIMEOUT = 60 * 1000; | |
export const PATHFINDING_BACKOFF = 1000; | |
export const CONVERSATION_DISTANCE = 1.3; | |
export const MIDPOINT_THRESHOLD = 4; | |
export const TYPING_TIMEOUT = 15 * 1000; | |
export const COLLISION_THRESHOLD = 0.75; | |
// How many human players can be in a world at once. | |
export const MAX_HUMAN_PLAYERS = 8; | |
// Don't talk to anyone for 15s after having a conversation. | |
export const CONVERSATION_COOLDOWN = 15000; | |
// Don't do another activity for 10s after doing one. | |
export const ACTIVITY_COOLDOWN = 10_000; | |
// Don't talk to a player within 60s of talking to them. | |
export const PLAYER_CONVERSATION_COOLDOWN = 60000; | |
// Invite 80% of invites that come from other agents. | |
export const INVITE_ACCEPT_PROBABILITY = 0.8; | |
// Wait for 1m for invites to be accepted. | |
export const INVITE_TIMEOUT = 60000; | |
// Wait for another player to say something before jumping in. | |
export const AWKWARD_CONVERSATION_TIMEOUT = 60_000; // more time locally | |
// export const AWKWARD_CONVERSATION_TIMEOUT = 20_000; | |
// Leave a conversation after participating too long. | |
export const MAX_CONVERSATION_DURATION = 10 * 60_000; // more time locally | |
// export const MAX_CONVERSATION_DURATION = 2 * 60_000; | |
// Leave a conversation if it has more than 8 messages; | |
export const MAX_CONVERSATION_MESSAGES = 8; | |
// Wait for 1s after sending an input to the engine. We can remove this | |
// once we can await on an input being processed. | |
export const INPUT_DELAY = 1000; | |
// How many memories to get from the agent's memory. | |
// This is over-fetched by 10x so we can prioritize memories by more than relevance. | |
export const NUM_MEMORIES_TO_SEARCH = 3; | |
// Wait for at least two seconds before sending another message. | |
export const MESSAGE_COOLDOWN = 2000; | |
// Don't run a turn of the agent more than once a second. | |
export const AGENT_WAKEUP_THRESHOLD = 1000; | |
// How old we let memories be before we vacuum them | |
export const VACUUM_MAX_AGE = 2 * 7 * 24 * 60 * 60 * 1000; | |
export const DELETE_BATCH_SIZE = 64; | |
export const HUMAN_IDLE_TOO_LONG = 5 * 60 * 1000; | |
export const ACTIVITIES = [ | |
{ description: 'reading a book', emoji: '📖', duration: 60_000 }, | |
{ description: 'daydreaming', emoji: '🤔', duration: 60_000 }, | |
{ description: 'gardening', emoji: '🥕', duration: 60_000 }, | |
]; | |
export const ENGINE_ACTION_DURATION = 30000; | |
export const DAY_DURATION = 60000; | |
export const NIGHT_DURATION = 60000; | |
export const WWOLF_VOTE_DURATION = 30000; | |
export const PLAYER_KILL_VOTE_DURATION = 30000; | |
export const LLM_VOTE_DURATION = 60000; | |
// Debugging | |
//export const DAY_DURATION = 5000; | |
//export const NIGHT_DURATION = 5000; | |
//export const WWOLF_VOTE_DURATION = 1000; | |
//export const PLAYER_KILL_VOTE_DURATION = 1000; | |
//export const LLM_VOTE_DURATION = 1000; | |
export const MAX_NPC = 8; | |
// Bound the number of pathfinding searches we do per game step. | |
export const MAX_PATHFINDS_PER_STEP = 16; | |
export const DEFAULT_NAME = 'Me'; | |