Define branching scene tree target
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6 changed files with 79 additions and 28 deletions
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@ -137,9 +137,9 @@ Remaining projection path:
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- build a deterministic speaker-local input slicer
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- build a renderer that emits projection controls before prompt prose
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- build the first scene-local dialogue tick so an agent can act from local
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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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- build the first scene-local branching tick so an agent can act from local
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awareness, produce branchable speech or non-speech action, trigger NPC
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responses, and mutate only the state it 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
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- preserve training-data hooks for future open-world behavior, iterated
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@ -48,8 +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 while preserving training hooks for later
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open-world, economic, and faction decision models
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branchable speech or non-speech scene consequences while preserving
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training hooks for later 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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@ -38,9 +38,9 @@
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4. Build the scene-local sequential dialogue loop. New target.
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- Use `docs/architecture/sequential-agent-runtime.md` as the first runtime
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contract.
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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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- Keep the product target narrow: procedural branching scene trees for games
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first. "Dialogue tree" means speech and non-speech actions, not only
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spoken lines.
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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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@ -63,8 +63,12 @@
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- Keep author control at stage-setting and high-level constraints; do not
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require the author to script every beat.
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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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including non-speech actions, NPC response branches,
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state/memory/social-perception deltas, and unresolved hooks.
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- For protagonist scenes, generate several plausible things the protagonist
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could do from state and affordances, then generate NPC responses and branch
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consequences such as trust loss, suspicion, obligation, debt, resource
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cost, information exposure, or future scene hooks.
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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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