Preserve open-world training ambitions
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6 changed files with 59 additions and 18 deletions
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@ -4,10 +4,14 @@ Ghostlight's near-term target is not a general-purpose life simulator.
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The near-term product target is procedural interactive dialogue: set up a scene,
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let characters choose believable responses, expose player-facing choices, and
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propagate consequences into state, memory, and social perception. Later, the
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same machinery can help generate longer storylines, but that is not license to
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build an everything-simulator right now. The little goblin will ask for a crown.
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Do not give it one.
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propagate consequences into state, memory, and social perception.
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The long-term target is broader. The same classifiers, appraisers, and
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projection models should eventually operate inside a simulated game world with
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open-world contexts, iterated decisions, economic behavior, and major-faction
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decision-making. Do not train a tiny dialogue-only creature that panics the
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first time someone buys medicine, defects from a faction, or reacts to a
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shortage. Also do not build the whole economy today. Both cliffs are stupid.
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The runtime target for now is scene-local: choose which character is acting,
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give that character local awareness, let them act, apply consequences, mutate
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@ -42,7 +46,10 @@ For game use, the loop should be able to emit:
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- unresolved hooks for later scenes
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If a feature does not help produce those artifacts, it belongs in the parking
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lot until the smaller machine works.
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lot until the smaller machine works. If a field or label preserves information
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needed for later open-world behavior, consumer choice, faction pressure, or
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iterated decisions, keep it visible in the training artifact even if the first
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prototype does not simulate it.
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## Local Awareness
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@ -195,7 +202,8 @@ already learned human interpretation from twelve examples and a strong coffee.
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## Scope Boundary
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Build only what interactive dialogue generation needs first.
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Build interactive dialogue generation first, but shape the data for later
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open-world use.
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In scope now:
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@ -206,18 +214,35 @@ In scope now:
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- manual reviewed appraisals
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- memory, belief, relationship, and activation deltas
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- branch consequences that can be carried into later scenes
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- action intent and listener interpretation labels
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- resource, price, scarcity, obligation, reputation, and faction-pressure tags
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when they affect the decision
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- reviewed examples of consumer-like choices and institution/faction pressure,
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even when the prototype only records them as scene state
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Out of scope for now:
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Training-data obligations now:
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- Preserve why an agent chose, bought, refused, hoarded, traded, complied,
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defected, concealed, punished, or helped.
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- Preserve what the agent believed the cost, risk, status effect, and social
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consequence would be.
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- Preserve faction and institution pressures as perceived by the agent, not
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only as objective setting lore.
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- Preserve iterated-decision context: promises, debts, prior betrayals,
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reputation, memory, scarcity, and expected future contact.
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Out of implementation scope for now:
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- full autonomous world simulation
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- economy simulation
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- economy simulation loops
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- city-scale scheduling
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- long-horizon plot invention without author scaffolding
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- autonomous factions moving offscreen
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- autonomous factions moving offscreen as full actors
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- physical simulation beyond scene affordances
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- automatic social appraisal rules pretending to be trained classifiers
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The eventual storyline generator should grow out of reliable scene machinery,
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The eventual storyline generator, economic behavior model, and faction decision
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model should grow out of reliable scene machinery and reviewed decision data,
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not the other way around.
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## Projection's Narrower Job
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@ -141,8 +141,13 @@ Remaining projection path:
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awareness, produce branchable dialogue or action, and mutate only the state it
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has authority to affect
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- keep the near-term product target to interactive dialogue trees and
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scene-local consequences; defer world-scale simulation and autonomous
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long-horizon plot machinery
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scene-local consequences
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- preserve training-data hooks for future open-world behavior, iterated
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decisions, psychologically grounded consumer choices, scarcity/reputation
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pressure, and major faction or institution decision-making
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- defer implementing world-scale simulation loops, autonomous offscreen
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factions, economy loops, and long-horizon plot machinery until the scene-local
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machine works
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- use a frontier teacher model to generate/audit projection artifacts
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- train a smaller student projector only after the artifact schema, input
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slicer, and evaluator stabilize
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@ -48,7 +48,8 @@ state and re-entry discipline.
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- `docs/architecture/sequential-agent-runtime.md`
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- scene-local dialogue/runtime loop where agents act from local awareness,
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generated actions become event proposals, and bounded state mutation drives
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branchable dialogue consequences
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branchable dialogue consequences while preserving training hooks for later
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open-world, economic, and faction decision models
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- `docs/experiments/cold-wake-story-lab.md`
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- four-scene Cold Wake writing experiment using Ghostlight projection as a
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story-generation crutch and training-data source
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@ -41,6 +41,9 @@
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- Keep the product target narrow: procedural interactive dialogue trees for
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games first, then scene-local character action with consequence
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propagation, then longer procedural storyline generation later.
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- Do not make the training data dialogue-only. Preserve labels and state
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hooks for open-world contexts, iterated decisions, consumer behavior,
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scarcity, reputation, faction pressure, and institution decision-making.
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- Build local awareness from scene state, agent state, relationships,
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memories, resources, affordances, and known constraints.
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- Keep action primitives concrete: speech, silence, movement, gesture,
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@ -62,9 +65,13 @@
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- Emit game-useful artifacts: scene transcript, candidate player choices,
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NPC response branches, state/memory/social-perception deltas, and
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unresolved hooks.
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- Keep out of scope for now: world-scale simulation, economy, city-scale
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scheduling, autonomous offscreen factions, and long-horizon plot invention
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without author scaffolding.
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- Keep out of implementation scope for now: world-scale simulation loops,
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economy simulation loops, city-scale scheduling, autonomous offscreen
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factions as full actors, and long-horizon plot invention without author
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scaffolding.
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- Still record why agents buy, refuse, trade, hoard, comply, defect, conceal,
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punish, or help when those decisions appear in scenes; those reviewed
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decisions are seed data for later consumer-behavior and faction models.
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- First prototype: rerun one Cold Wake story-lab beat through a deterministic
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local-awareness/projection-control renderer, then apply one conservative
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state mutation and validate the resulting fixture.
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@ -31,3 +31,4 @@
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{"ts": "2026-05-01T21:59:49+00:00", "type": "design", "status": "accepted", "note": "Reframed Ghostlight target from specific dialogue projection toward sequential character agents: each acting agent gets local awareness, options, objectives, and mutation authority; generated action becomes an event proposal resolved into bounded state changes. Single-turn projection remains a debug/training seam, not the procedural-generation endpoint."}
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{"ts": "2026-05-01T22:18:59+00:00", "type": "design", "status": "accepted", "note": "Sequential runtime prototype should keep fuzzy interpretation manual at first. Action tools should be concrete primitives; ask/refuse/offer/reveal/conceal/request are intended communicative functions on actions, while listener appraisal may misread them. Manual appraisal and mutation review becomes training data for future classifiers."}
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{"ts": "2026-05-01T22:31:04+00:00", "type": "design", "status": "accepted", "note": "Tightened Ghostlight runtime scope: near-term goal is procedural interactive dialogue trees and scene-local consequence propagation into state, memory, and social perception. Sequential agent machinery should serve branchable game dialogue first; world-scale simulation, autonomous offscreen factions, economy, and long-horizon plot generation stay deferred."}
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{"ts": "2026-05-01T22:36:38+00:00", "type": "design", "status": "accepted", "note": "Adjusted scope boundary: implement scene-local interactive dialogue first, but shape training data for later open-world agents, iterated decisions, psychologically grounded consumer behavior, scarcity/reputation pressure, and major faction or institution decision-making. Defer full simulation loops, not the labels and state hooks those future models will need."}
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@ -12,7 +12,8 @@ objective:
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Turn Ghostlight into a legible machine for persistent socially aware
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characters that can generate interactive dialogue trees for games, propagate
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scene consequences into state and memory, and eventually support procedural
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storyline generation without collapsing into prompt soup.
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storyline generation, psychologically grounded consumer behavior, and major
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faction decision-making without collapsing into prompt soup.
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current: >
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Move from hand-authored single-turn projection artifacts toward the first
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scene-local sequential dialogue tick: local awareness, action or dialogue
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@ -103,7 +104,8 @@ accepted_design:
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- Generated action should become an event proposal resolved by mutation authority, not direct unrestricted edits to world or other-agent private state.
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- Sequential runtime action primitives should stay concrete; ask, refuse, offer, reveal, conceal, and request are communicative intentions carried by actions, while listener interpretation remains separate and may be wrong.
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- Early fuzzy social updates should be manual reviewed training data, not brittle rule-based appraisals pretending to understand relationships before the corpus exists.
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- Scope boundary: generate interactive dialogue trees and scene-local consequences first; defer world-scale simulation, autonomous offscreen factions, economy, and long-horizon plot invention until the smaller machine works.
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- Scope boundary: implement interactive dialogue trees and scene-local consequences first, but preserve training data hooks for open-world contexts, iterated decisions, economic behavior, scarcity, reputation, faction pressure, and institution decision-making.
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- Do not train dialogue-only models that will be useless for later game-world simulation; reviewed scene data should preserve why agents buy, refuse, trade, hoard, comply, defect, conceal, punish, or help when those decisions appear.
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current_status:
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summary: Ghostlight now has the Epiphany-style persistence spine, the first architecture payload, the v0 canonical agent-state schema seam, prompt projection docs, immediate schema fixes from evaluation, first reviewed Cat/Oz projection examples, a revised Aetheria lore-grounding architecture, a lore grounding digest schema, the first draft Cold Wake historical grounding digest, a Cold Wake story-lab fixture, projection controls, validated Qwen capture receipts, and a complete Cold Wake short story assembled from accepted projection outputs.
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