experiment: name: Ghostlight status: incubation phase: phase_0_scaffold premise: > Build a durable research and implementation home for socially persistent generative agents whose behavior emerges from latent state, culture, memory, perception, and incentives rather than flat persona prompts. objective: primary: > Turn Ghostlight into a legible machine for persistent autonomous social agents that can support Aetheria content generation, dialogue scaffolding, procedural drama, and eventual live-world simulation without collapsing into prompt soup. current: > Freeze the first canonical agent-state schema and validation seam, then use it as the contract for perceived-state overlays, classifier/event records, prompt projection, and authoring-oriented drama generation. constraints: - Prefer explicit latent state over persona theater. - Culture should shape priors and incentives, not stamp out clones. - Prompt text is a projection surface, not the canonical store of truth. - Keep persistent state small enough to rehydrate without drowning the next session. - Reuse proven machinery where it fits before inventing ornate nonsense. - Do not treat an older corridor-crisis game slice as the active Ghostlight implementation target. - Do not use the obsolete Call of the Void colony-fleet return-home twist; current Aetheria canon sequesters the whole Solar system into Elysium. invariants: - The map is canonical and slow-changing. - Scratch is temporary and disposable. - Evidence is durable and distilled. - Canonical agent state and per-agent perceived state must remain distinct. - Listener misread is part of the model, not an error to flatten away. - Personality must be modeled as layered organization, presentation, and situational activation, not just one bag of labels. - Authoring outputs must remain explainable in terms of state, relationship, pressure, memory, and goals. - Dialogue generation should be character-local: each prompt should restrict context to what the speaking character knows, feels, wants, remembers, hides, and perceives. data_flow: observe: - research notes - implementation artifacts - simulation requirements - setting constraints - AetheriaLore source context process: - rehydrate from canonical state - work one bounded organ - verify the seam that matters - distill only belief-changing evidence - commit or cut the branch cut: - kill machinery that does not visibly serve the core model - move volatile proof to git history or artifacts, not durable notes - remove active scenario assumptions when the user redirects the product target active_subgoals: - Keep Ghostlight as the canonical home for its architecture notes so consumer projects do not quietly regrow duplicate brains. - Define the canonical agent state model, including first-class volatility, attachment-seeking, and distance-seeking. - Define how culture shapes priors, incentives, masks, and economic behavior without turning populations into clones. - Define the boundary between canonical signal, perceived signal, and prompt projection. - Support content generation for the Call of the Void slice in AetheriaLore and dialogue scaffolding or procedural drama for narrated Aetheria timeline stories. accepted_design: - Ghostlight owns the deeper agent-state, personality, culture, relationship, and prompt-projection architecture; other projects can remain consumers instead of shrines. - Personality is layered: underlying organization, stable dispositions, behavioral dimensions, presentation strategy, situational activation, relationship state, and goals or values. - The agent model must distinguish canonical state from per-agent perceived state. - Prompts are rendered projections of perceived state, active memory, and scene pressure; they are not the authoritative store of truth. - Culture acts as a prior-shaping and incentive field with distributions, covariance, scripts, reward gradients, taboo maps, and prestige structure. - Synthetic dialogue from known hidden state is a valid bootstrap source for training signal classifiers, but utterances themselves are not ground truth. - Performance, concealment, and mask maintenance are signal, not just obstruction. - The near-term Aetheria consumer is authoring support: Call of the Void content generation plus narrated timeline dialogue and procedural drama scaffolding. - Ghostlight should build drama and narrative pressure, then project character-local dialogue contexts so characters can breathe and act from their own partial state. - Call of the Void pressure should come from Sol's whole unresolved inheritance being trapped inside Elysium, not from a lone expedition discovering there is no way home. - The first schema contract lives in schemas/agent-state.schema.json with required first-class dimensions in schemas/agent-state.required-fields.json and a validator in tools/validate_agent_state.py. - Canonical authored character variables do not carry certainty; perceived dimensions do not expose canonical mean or plasticity, and instead model observed activation, attributed disposition, and confidence. - Fundamental attribution bias is first-class in perceived state: observers can mistake exceptional behavior for stable character, with stubborn reads emerging from confidence drivers such as memory, stakes, emotion, prejudice, and social reinforcement. - Voice style is a broad required communication vector covering lyrical speech, formality, verbosity, hedging, coded politeness, theatricality, dialect, register switching, technical compression, ritualized address, and related language mechanics. - Defensive verbal responses are derived during projection from underlying organization, dispositions, behavioral dimensions, presentation strategy, situational pressure, relationship context, and voice style rather than stored as a separate canonical layer. - Sarcastic deflection, sincerity evasion, emotional evasion, banter-as-boundary, and verbal aggression are target emergent behaviors for projection tests. - Dialogue context packs are positive-context payloads; unknown or author-only material is omitted rather than listed as forbidden context, while known secrets are handled through goals, memories, beliefs, and presentation constraints. - Relationship stance is directional; reciprocal agent pairs need separate edges because trust, fear, obligation, dependence, and betrayal expectations are not symmetric by default. - Prompt projection should compile state into speaker-local pressure prose through input selection, active-pressure scoring, tension detection, response affordance derivation, compact prompt rendering, and post-generation evaluation. - Projection distillation is the long-term optimization path: a frontier teacher model generates reviewed projection artifacts, and a smaller student projector is trained only after the artifact schema, deterministic input slicer, and evaluator are stable. - Behavioral warmth and verbal warmth are separate axes: `interpersonal_warmth` describes social care or welcome, while `verbal_warmth` describes soft or reassuring language surface. - Events can carry lightweight observed exchange, private interpretation, and event-effect scaffolding so prompt projection can reason from appraisal and consequence without pretending the v0 schema is already a full transition engine. - Future social-simulation mechanisms should be documented and tested through projection artifacts before promotion into the canonical schema. 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, and a documented teacher/student distillation path for projection. next_action: Define the projection example schema and create the first reviewed Cat/Oz projection artifacts from the Call of the Void fixture.