Retarget Ghostlight toward Call of the Void authoring
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@ -28,18 +28,35 @@ Ghostlight now has the persistence spine plus the first architecture payload:
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- personality structure
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- signal classification
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- state distributions and prompt projection
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- Aetheria persistent-world slice design
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- Aetheria content generation targets
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- population scaling for socially dense authored slices
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There is still no runtime yet. The live machine is design, state discipline,
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and a cleaner repo boundary.
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## Current Direction
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Use Ghostlight first for:
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- content generation inside the Call of the Void slice described in
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`AetheriaLore`
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- dialogue scaffolding and procedural drama for narrated Aetheria timeline
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stories
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An older corridor-crisis game slice is not the current build target. It can
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remain fertile story ground, but it should not steer Ghostlight's implementation
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state unless explicitly revived.
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## Current Next Action
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Pick the first implementation seam to cut:
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- state schema
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- perceived-state overlay
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- classifier/event data model
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- prompt projection renderer
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- prompt projection renderer for authoring outputs
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The clean first move is still the canonical agent-state schema.
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## Warnings
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@ -49,3 +66,5 @@ Pick the first implementation seam to cut:
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cut it back.
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- Keep the prompt-projection doctrine intact: prompt text is projection, not
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truth storage.
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- Do not accidentally re-promote the older corridor-crisis idea into a game MVP
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because an old doc had a strong chin and good lighting.
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@ -7,6 +7,8 @@
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- Define first-class dimensions, including volatility, attachment-seeking,
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and distance-seeking.
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- Define canonical state versus perceived state.
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- Keep authoring outputs explainable from the state, not just generated from
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stylish prompt fog.
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2. Freeze the first event and classifier schema.
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- Define event labels.
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@ -15,22 +17,28 @@
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- Define mask or presentation labels.
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- Define confidence, uncertainty, and evidence accumulation rules.
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3. Build the prompt projection layer.
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- Render prompts from structured state, relevant memories, scene pressure,
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cultural defaults, and perceived state.
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3. Build the prompt projection layer for authoring.
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- Render scene and dialogue scaffolds from structured state, relevant
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memories, scene pressure, cultural defaults, and perceived state.
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- Keep the prompt renderer a projection surface instead of a second brain.
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- Make generated moves inspectable: why this character deflects, confesses,
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threatens, softens, bargains, or lies.
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4. Build the simulation update loop.
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4. Build the first drama-scaffolding loop.
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- memory updates
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- relationship updates
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- goal pressure
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- situational activation
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- cultural and institutional pressure
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- conflict beats derived from incompatible goals and values
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5. Build the first Aetheria slice.
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- use the bounded corridor scenario already outlined elsewhere
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- prove that a small cast, cohort states, and ambient pressure can make a
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place feel inhabited
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5. Build the first Aetheria authoring consumer.
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- use the Call of the Void slice described in `AetheriaLore` as the first
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concrete content-generation context
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- support dialogue scaffolding and procedural drama for narrated stories
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across the Aetheria timeline
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- do not treat an older corridor-crisis game slice as the implementation
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target unless explicitly revived later
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## Discipline
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@ -39,3 +47,5 @@
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the trouble.
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- Do not let prompt-writing outrun the structured state model.
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- Do not let elegant theory notes multiply faster than implementation seams.
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- Do not accidentally rebuild a game slice when the requested consumer is an
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authoring and story-generation organ.
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