Preserve open-world training ambitions

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Meta Vens 2026-05-01 23:36:55 +01:00
commit 723f1a40a4
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.
The near-term product target is procedural interactive dialogue: set up a scene,
let characters choose believable responses, expose player-facing choices, and
propagate consequences into state, memory, and social perception. Later, the
same machinery can help generate longer storylines, but that is not license to
build an everything-simulator right now. The little goblin will ask for a crown.
Do not give it one.
propagate consequences into state, memory, and social perception.
The long-term target is broader. The same classifiers, appraisers, and
projection models should eventually operate inside a simulated game world with
open-world contexts, iterated decisions, economic behavior, and major-faction
decision-making. Do not train a tiny dialogue-only creature that panics the
first time someone buys medicine, defects from a faction, or reacts to a
shortage. Also do not build the whole economy today. Both cliffs are stupid.
The runtime target for now is scene-local: choose which character is acting,
give that character local awareness, let them act, apply consequences, mutate
@ -42,7 +46,10 @@ For game use, the loop should be able to emit:
- unresolved hooks for later scenes
If a feature does not help produce those artifacts, it belongs in the parking
lot until the smaller machine works.
lot until the smaller machine works. If a field or label preserves information
needed for later open-world behavior, consumer choice, faction pressure, or
iterated decisions, keep it visible in the training artifact even if the first
prototype does not simulate it.
## Local Awareness
@ -195,7 +202,8 @@ already learned human interpretation from twelve examples and a strong coffee.
## Scope Boundary
Build only what interactive dialogue generation needs first.
Build interactive dialogue generation first, but shape the data for later
open-world use.
In scope now:
@ -206,18 +214,35 @@ In scope now:
- manual reviewed appraisals
- memory, belief, relationship, and activation deltas
- branch consequences that can be carried into later scenes
- action intent and listener interpretation labels
- resource, price, scarcity, obligation, reputation, and faction-pressure tags
when they affect the decision
- reviewed examples of consumer-like choices and institution/faction pressure,
even when the prototype only records them as scene state
Out of scope for now:
Training-data obligations now:
- Preserve why an agent chose, bought, refused, hoarded, traded, complied,
defected, concealed, punished, or helped.
- Preserve what the agent believed the cost, risk, status effect, and social
consequence would be.
- Preserve faction and institution pressures as perceived by the agent, not
only as objective setting lore.
- Preserve iterated-decision context: promises, debts, prior betrayals,
reputation, memory, scarcity, and expected future contact.
Out of implementation scope for now:
- full autonomous world simulation
- economy simulation
- economy simulation loops
- city-scale scheduling
- long-horizon plot invention without author scaffolding
- autonomous factions moving offscreen
- autonomous factions moving offscreen as full actors
- physical simulation beyond scene affordances
- automatic social appraisal rules pretending to be trained classifiers
The eventual storyline generator should grow out of reliable scene machinery,
The eventual storyline generator, economic behavior model, and faction decision
model should grow out of reliable scene machinery and reviewed decision data,
not the other way around.
## Projection's Narrower Job

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@ -141,8 +141,13 @@ Remaining projection path:
awareness, produce branchable dialogue or action, and mutate only the state it
has authority to affect
- keep the near-term product target to interactive dialogue trees and
scene-local consequences; defer world-scale simulation and autonomous
long-horizon plot machinery
scene-local consequences
- preserve training-data hooks for future open-world behavior, iterated
decisions, psychologically grounded consumer choices, scarcity/reputation
pressure, and major faction or institution decision-making
- defer implementing world-scale simulation loops, autonomous offscreen
factions, economy loops, and long-horizon plot machinery until the scene-local
machine works
- use a frontier teacher model to generate/audit projection artifacts
- train a smaller student projector only after the artifact schema, input
slicer, and evaluator stabilize

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@ -48,7 +48,8 @@ state and re-entry discipline.
- `docs/architecture/sequential-agent-runtime.md`
- scene-local dialogue/runtime loop where agents act from local awareness,
generated actions become event proposals, and bounded state mutation drives
branchable dialogue consequences
branchable dialogue consequences while preserving training hooks for later
open-world, economic, and faction decision models
- `docs/experiments/cold-wake-story-lab.md`
- four-scene Cold Wake writing experiment using Ghostlight projection as a
story-generation crutch and training-data source

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@ -41,6 +41,9 @@
- Keep the product target narrow: procedural interactive dialogue trees for
games first, then scene-local character action with consequence
propagation, then longer procedural storyline generation later.
- Do not make the training data dialogue-only. Preserve labels and state
hooks for open-world contexts, iterated decisions, consumer behavior,
scarcity, reputation, faction pressure, and institution decision-making.
- Build local awareness from scene state, agent state, relationships,
memories, resources, affordances, and known constraints.
- Keep action primitives concrete: speech, silence, movement, gesture,
@ -62,9 +65,13 @@
- Emit game-useful artifacts: scene transcript, candidate player choices,
NPC response branches, state/memory/social-perception deltas, and
unresolved hooks.
- Keep out of scope for now: world-scale simulation, economy, city-scale
scheduling, autonomous offscreen factions, and long-horizon plot invention
without author scaffolding.
- Keep out of implementation scope for now: world-scale simulation loops,
economy simulation loops, city-scale scheduling, autonomous offscreen
factions as full actors, and long-horizon plot invention without author
scaffolding.
- Still record why agents buy, refuse, trade, hoard, comply, defect, conceal,
punish, or help when those decisions appear in scenes; those reviewed
decisions are seed data for later consumer-behavior and faction models.
- First prototype: rerun one Cold Wake story-lab beat through a deterministic
local-awareness/projection-control renderer, then apply one conservative
state mutation and validate the resulting fixture.

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@ -31,3 +31,4 @@
{"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."}
{"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."}
{"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."}
{"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:
Turn Ghostlight into a legible machine for persistent socially aware
characters that can generate interactive dialogue trees for games, propagate
scene consequences into state and memory, and eventually support procedural
storyline generation without collapsing into prompt soup.
storyline generation, psychologically grounded consumer behavior, and major
faction decision-making without collapsing into prompt soup.
current: >
Move from hand-authored single-turn projection artifacts toward the first
scene-local sequential dialogue tick: local awareness, action or dialogue
@ -103,7 +104,8 @@ accepted_design:
- Generated action should become an event proposal resolved by mutation authority, not direct unrestricted edits to world or other-agent private state.
- 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.
- Early fuzzy social updates should be manual reviewed training data, not brittle rule-based appraisals pretending to understand relationships before the corpus exists.
- 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.
- 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.
- 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.
current_status:
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.