sica-fondt/docs/plans/A2-energy.md
Claude 09a16987b2
docs/plans A2: tool_min is a per-tool skill threshold, independent of cost
Correct the earlier 'derived from cost' framing. Equal-cost tools can
carry different minimums: the better skill demands the higher minimum
(Playwright vs manual fetch ~ same cost, but Playwright needs more), so
under depletion the refined tool locks out first and the agent falls back
to the cruder equal-cost one. Lockout now defined as E < tool_min(tool),
no longer a function of cost.

https://claude.ai/code/session_015hmgREHNsxYCuim33yUF2c
2026-06-17 04:04:32 +00:00

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# A2 — Energy (E) driver
## 1. Component
Driver 1: the master constraint — an **in-the-moment activation / rest budget** (not "finitude" anymore;
with depletion-unto-death dropped, it isn't finitude). Gates tool use and prices actions.
## 2. Status / certainty
Structure WORKING (`driver_energy.R`, 79 L) but **numbers DISOWNED** (body §5) **and RECONCEIVED**
(body §4): drop *depletion-unto-death*; no unrecoverable state.
## 3. Language & location
R · `src/endocrine/driver_energy.R` (+ `test_energy.R`).
## 4. Does / does-not
- **Does:** report E level; price each tool (**per-tool cost + per-tool lockout scale**, §5); gate when a
tool's lockout trips; consume on the chosen action; restore.
- **Does-not:** die. The old `is_alive()==0` hard-death is removed — E is the **rest** counterpart to
ETR's **relief**; floor is rest, not death.
## 5. Interface contract
- `init_energy_state(current=100, max=100) -> e`.
- **Per-tool economy (Anja):** each tool carries **its own energy cost** — an arbitrary per-tool function,
e.g. one tool `c×2`, another `((c²³)×3)/π`. So `tool_cost(e, tool) -> num` and
`tool_locked(e, tool) -> bool`, **per tool***not* one global `tool_lock_threshold`. **Lockout trips at
the tool's `tool_min`** (next bullet), so `tool_locked := E < tool_min(tool)`.
- **Per-tool minimum + locked rendering (Anja; A1-L4).** Each tool has a **minimum to consider it**,
`tool_min(tool)`**per-tool, a skill/capability threshold, NOT a pure function of cost** (Anja). Two
tools of ~equal *cost* can have different minimums: the **better skill demands the higher minimum**
(e.g. Playwright vs a manual site-fetch cost about the same to run, but Playwright needs more minimum
energy). So under depletion the refined tool **locks out first** and the agent falls back to the cruder
equal-cost one. A valid tool shows its cost; a **locked** tool's name is **replaced in-band** (the agent
can't see colour) by `[====L⍉¢K€D ϟ ∅ΩΤ====] 《E≠<minimumfortool>》` ("energy below this tool's
`tool_min`"). Lockout is a **breaker, not a sentence** (L3).
- `consume(e, amt) -> e'` · `recharge(e, amt) -> e'`.
## 6. Dependencies & stubs
Per-tool cost/lockout tables — *stub:* a small fixed table of tools → (cost fn, lockout fn).
Restoration hooks tie to ETR-Z migration (A8) + tarot reshuffle (B3) — *stub:* call `recharge` directly.
**(Restoration model reassessed — Anja.)**
## 7. Invariants / laws (numbers C1 until tested)
- **L1 (C4):** an **in-the-moment activation/rest budget** — a bound on what can be afforded *now*
(**not "finitude"** — nothing depletes unto death).
- **L2 (C4):** **no unrecoverable state** — every low-E condition has a restoration path
(meditation = rest-in-place; migration = rest-as-integration; tarot reshuffle = rest-as-reframe).
- **L3 (C4):** lockout is **per-tool** and a **breaker, not a sentence** — internal processing continues under lock.
- **L4 (C1):** the per-tool cost/lockout functions — fit invariants-first, no carried `k`.
## 8. Build steps
1. Rewrite laws → tests in `test_energy.R` (replace death tests with rest/restore; add per-tool cost/lockout tests).
2. Strip depletion-unto-death; add restoration paths.
3. Define the per-tool cost/lockout table; fit functions invariants-first.
## 9. Tests
`Rscript src/endocrine/test_energy.R` (from repo root) — encodes L1L3 + per-tool economy; fails on unfitted constants.
## 10. Open items
- The per-tool cost/lockout **functions per tool** (C1), **and `tool_min` per tool** — its own
skill/capability threshold (C1), independent of cost (better skill → higher minimum). Restoration
*rates* (C1).