Define branching scene tree target

This commit is contained in:
Meta Vens 2026-05-01 23:40:32 +01:00
commit ef0dff4e9d
6 changed files with 79 additions and 28 deletions

View file

@ -137,9 +137,9 @@ Remaining projection path:
- build a deterministic speaker-local input slicer
- build a renderer that emits projection controls before prompt prose
- build the first scene-local dialogue tick so an agent can act from local
awareness, produce branchable dialogue or action, and mutate only the state it
has authority to affect
- build the first scene-local branching tick so an agent can act from local
awareness, produce branchable speech or non-speech action, trigger NPC
responses, and mutate only the state it has authority to affect
- keep the near-term product target to interactive dialogue trees and
scene-local consequences
- preserve training-data hooks for future open-world behavior, iterated

View file

@ -48,8 +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 while preserving training hooks for later
open-world, economic, and faction decision models
branchable speech or non-speech scene 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

View file

@ -38,9 +38,9 @@
4. Build the scene-local sequential dialogue loop. New target.
- Use `docs/architecture/sequential-agent-runtime.md` as the first runtime
contract.
- 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.
- Keep the product target narrow: procedural branching scene trees for games
first. "Dialogue tree" means speech and non-speech actions, not only
spoken lines.
- 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.
@ -63,8 +63,12 @@
- Keep author control at stage-setting and high-level constraints; do not
require the author to script every beat.
- Emit game-useful artifacts: scene transcript, candidate player choices,
NPC response branches, state/memory/social-perception deltas, and
unresolved hooks.
including non-speech actions, NPC response branches,
state/memory/social-perception deltas, and unresolved hooks.
- For protagonist scenes, generate several plausible things the protagonist
could do from state and affordances, then generate NPC responses and branch
consequences such as trust loss, suspicion, obligation, debt, resource
cost, information exposure, or future scene hooks.
- 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