Ghostlight/state/evidence.archive.jsonl
2026-05-02 11:25:10 +01:00

72 lines
28 KiB
JSON

{"ts": "2026-05-01T17:06:46+00:00", "type": "scaffold", "status": "ok", "note": "Initialized Ghostlight with a stripped-down Epiphany-style persistence spine: canonical map, scratch, evidence, handoff, implementation plan, and Python state or compaction helpers."}
{"ts": "2026-05-01T17:24:54+00:00", "type": "migration", "status": "ok", "note": "Migrated Ghostlight-owned research and architecture notes out of VoidBot and into this repo; Ghostlight is now the canonical home for personality, culture, state-projection, and Aetheria persistent-world design notes."}
{"ts": "2026-05-01T17:35:16+00:00", "type": "decision", "status": "rejected", "note": "Rejected the prior corridor-crisis game slice as Ghostlight active direction; current Aetheria consumer target is Call of the Void content generation plus narrated timeline dialogue and procedural drama scaffolding."}
{"ts": "2026-05-01T17:35:57+00:00", "type": "source", "status": "ok", "note": "Imported the scattered Call of the Void Google Doc brainstorm into docs/aetheria/call-of-the-void-brainstorm.md as raw source material; compact canon remains the AetheriaLore Call of the Void design note."}
{"ts": "2026-05-01T17:40:43+00:00", "type": "design", "status": "accepted", "note": "Clarified Ghostlight authoring rationale: the system should build drama and narrative pressure, then render character-local dialogue context packs constrained to what each character knows, feels, wants, remembers, hides, and perceives."}
{"ts": "2026-05-01T17:46:36+00:00", "type": "design", "status": "accepted", "note": "Corrected Call of the Void continuity drift: old colony-fleet no-return twist is obsolete; current pressure should come from the whole Solar system being sequestered into Elysium with its institutions, conflicts, and unresolved machinery intact."}
{"ts": "2026-05-01T17:52:01+00:00", "type": "implementation", "status": "ok", "note": "Added v0 canonical agent-state schema, required first-class dimension list, Call of the Void example fixture, and dependency-free validation script. schema:validate passes on the first fixture."}
{"ts": "2026-05-01T18:10:28+00:00", "type": "design", "status": "accepted", "note": "Split performed self from voice style in the v0 schema: presentation_strategy now includes abrasive_boundary and ironic_distance, while voice_style carries sarcasm, dryness, sincerity evasion, emotional evasion, and banter-as-boundary handles."}
{"ts": "2026-05-01T18:14:18+00:00", "type": "documentation", "status": "ok", "note": "Added agent-state variable glossary defining numeric components, current v0 labels, label-set policy, and why canonical fixtures include full required vectors rather than only strongly applicable labels."}
{"ts": "2026-05-01T18:21:07+00:00", "type": "design", "status": "accepted", "note": "Removed certainty from canonical authored state variables. Canonical character state now stores mean, plasticity, and current_activation; perceived/inferred dimensions use confidence when a read can be wrong."}
{"ts": "2026-05-01T18:26:40+00:00", "type": "design", "status": "accepted", "note": "Reworked perceived dimensions so observer reads do not know canonical mean or plasticity. Perceived state now tracks observed_activation, attributed_disposition, and confidence to model fundamental attribution bias; confidence is driven by evidence, emotion, stakes, memory, prejudice, and social reinforcement."}
{"ts": "2026-05-01T18:35:51+00:00", "type": "design", "status": "accepted", "note": "Expanded voice_style from a narrow quirk set into a broad required communication vector covering register, pace, precision, disclosure, politeness, humor, dominance, responsiveness, and related speech mechanics."}
{"ts": "2026-05-01T18:42:59+00:00", "type": "design", "status": "accepted", "note": "Added explicit voice_style axes for lyricism, coded_politeness, theatricality, and technical_compression so the required vector preserves the intended speech examples rather than folding them into weaker adjacent labels."}
{"ts": "2026-05-01T18:49:11+00:00", "type": "design", "status": "accepted", "note": "Separated verbal_response_strategy from voice_style. Sarcastic deflection, sincerity evasion, emotional evasion, banter-as-boundary, and verbal aggression are pressure-activated speech defenses, not baseline voice texture."}
{"ts": "2026-05-01T18:54:49+00:00", "type": "design", "status": "accepted", "note": "Removed verbal_response_strategy as a canonical layer. Defensive verbal moves should emerge during projection from interactions among underlying organization, dispositions, behavioral dimensions, presentation strategy, situational pressure, relationship context, and voice style."}
{"ts": "2026-05-01T18:55:15+00:00", "type": "design", "status": "accepted", "note": "Kept sarcastic deflection, sincerity evasion, emotional evasion, banter-as-boundary, and verbal aggression as target emergent behaviors for projection tests rather than canonical state fields."}
{"ts": "2026-05-01T19:09:58+00:00", "type": "design", "status": "accepted", "note": "Removed forbidden_context from dialogue context packs. Packs are positive speaker-local payloads; unknown or author-only material is omitted by the projection builder, while known secrets are expressed through goals, beliefs, memories, and presentation constraints."}
{"ts": "2026-05-01T19:13:15+00:00", "type": "design", "status": "accepted", "note": "Relationship stance is directional. Added Oz->Cat alongside Cat->Oz in the Call of the Void fixture and taught the validator to require reciprocal relationship edges for represented agent pairs."}
{"ts": "2026-05-01T19:18:05+00:00", "type": "design", "status": "accepted", "note": "Defined prompt projection as a six-stage contract: select speaker-local inputs, compute active pressure, detect tensions, derive response affordances, render compact prompt sections, then evaluate whether target verbal behaviors emerge from state interactions."}
{"ts": "2026-05-01T19:26:23+00:00", "type": "design", "status": "accepted", "note": "Persisted projection distillation plan: use a frontier teacher to generate reviewed projection artifacts, collect accepted and rejected examples, then train a smaller student projector only after the projection schema, input slicer, and evaluator stabilize."}
{"ts": "2026-05-01T19:57:04+00:00", "type": "design", "status": "accepted", "note": "Evaluation follow-up accepted immediate schema fixes: split interpersonal_warmth from verbal_warmth, add Cat perception of Oz, populate Cat/Oz relationship summaries, enrich event-drone-lie with observed exchange, private interpretations, and event effects, and park broader social-simulation mechanisms in docs/architecture/schema-future-mechanisms.md."}
{"ts": "2026-05-01T20:02:29+00:00", "type": "implementation", "status": "accepted", "note": "Added ghostlight.projection_example.v0 schema, first reviewed Cat/Oz projection JSONL examples for scene-broken-taxi-oz, projection example validator, and package scripts that validate both agent-state and projection seams. Next projection implementation step is deterministic speaker-local input slicing."}
{"ts": "2026-05-01T20:19:04+00:00", "type": "design", "status": "accepted", "note": "Projection prompt_text must be self-sufficient for the dialogue model: include speaker-local setting, historical, cultural, socioeconomic, and embodiment context needed for the turn rather than relying on source refs or the full projection artifact."}
{"ts": "2026-05-01T20:31:43+00:00", "type": "design", "status": "accepted", "note": "Revised Aetheria projection-training architecture: grounded training data should start from authored historical lore flashpoints, while Elysium gameplay-era scenes such as Cat/Oz are procedural branch material unless explicitly promoted. Next step is a lore grounding digest format and first historical flashpoint selection."}
{"ts": "2026-05-01T20:38:47+00:00", "type": "implementation", "status": "accepted", "note": "Added ghostlight.lore_grounding_digest.v0 schema, template, human format guide, and validator. Lore digests now explicitly model cultural pressure fields, factional misread maps, role pressures, speaker lore boundaries, and author-only exclusions. Next step is choosing the first authored historical Aetheria flashpoint and filling a real digest."}
{"ts": "2026-05-01T20:50:46+00:00", "type": "design", "status": "accepted", "note": "Cold Wake Panic is selected as the first historical grounding fixture. Use it as pre-Elysium projection training feedstock via examples/lore-grounding/cold-wake-panic.ganymede-corridor.json, not as the active Ghostlight game target."}
{"ts": "2026-05-01T21:16:24+00:00", "type": "experiment", "status": "mixed", "note": "Cold Wake story-lab first Qwen response confirmed response_turn/action affordances are useful: qwen3.5:9b produced a mixed terminal-blocking plus dialogue beat for Maer. Failure lesson: personhood-pressure wording was too strong and let the model imply the artifact was a person instead of preserving unresolved suspicion."}
{"ts": "2026-05-01T21:22:33+00:00", "type": "experiment", "status": "accepted", "note": "Cold Wake Maer/Veyr projection now has useful rejected v1/v2 captures and accepted v3 Qwen output. Lesson: unresolved personhood pressure needs explicit noun fencing; claimant-status, provenance, and chain-of-custody language preserved ambiguity while still allowing controlled terminal-blocking action."}
{"ts": "2026-05-01T21:32:34+00:00", "type": "experiment", "status": "accepted", "note": "Completed first Cold Wake short story from Ghostlight projection receipts. Architectural lesson: repeated Qwen failures were not just prompt wording issues; projection needs first-class controls for frame ownership, authority boundaries, object custody, required semantics, and forbidden resolutions. Added capture validation so accepted/rejected outputs remain accountable training data."}
{"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."}
{"ts": "2026-05-01T22:40:18+00:00", "type": "design", "status": "accepted", "note": "Clarified that dialogue trees mean branching scene trees, not speech-only menus. Ghostlight should generate plausible protagonist speech or non-speech choices, NPC responses, and branch consequences in world state, memory, and social perception, such as losing trust or opening future hooks."}
{"ts": "2026-05-01T22:51:37+00:00", "type": "design", "status": "accepted", "note": "Adopted Ink as the standard playable branching scene format for Ghostlight interactive fiction. Ghostlight should generate/project Ink scenes and maintain reviewed sidecar annotations for local awareness, action intent, consequence surfaces, and manual state mutation instead of inventing a parallel branching format."}
{"ts": "2026-05-02T01:37:07+00:00", "type": "implementation", "status": "ok", "note": "Built the first local-awareness-to-Qwen-to-Ink branch generation pass. Qwen generated four Cold Wake sanctuary-intake branch candidates from Ghostlight state and projection controls; the reviewed capture was materialized into a playable qwen-draft Ink file plus sidecar annotations. Lesson: semantic training hooks and branch-local object custody need tighter prompting before generated drafts can be promoted beyond training material."}
{"ts": "2026-05-02T01:40:41+00:00", "type": "implementation", "status": "ok", "note": "Ink metadata for Ghostlight/Aetheria must use // comments, not # tags, in writer-facing drafts. Inky exposes # tags in preview, causing state and training handles to leak into readable scene output; validate_ink_examples now rejects Ghostlight/Aetheria metadata tags."}
{"ts": "2026-05-02T01:45:54+00:00", "type": "design", "status": "accepted", "note": "Hardened local-awareness invariant for Ink branching: protagonist choices and NPC responses must be separate generation passes. A responder should see only its own state plus observable protagonist action, not protagonist private intent or full protagonist-local state. The existing Qwen Ink draft is labeled as one-shot bootstrap scaffolding, not target runtime behavior."}
{"ts": "2026-05-02T02:45:44+00:00", "type": "implementation", "status": "ok", "note": "Added ghostlight.projected_local_context.v0 seam and deterministic projector so sequential Qwen prompts consume character-local operating prose instead of raw canonical state variables. v6 projector-routed capture validated as useful-needs-revision due nested response_constraints stringification."}
{"ts": "2026-05-02T02:54:51+00:00", "type": "implementation", "status": "ok", "note": "Tightened projector-routed sequential runner: failed Maer choice calls now write reviewed receipts, parser can repair obvious truncated stringified tool arrays, repair notes are separated from fatal validation notes, and next-action prompts receive appraisal prose instead of raw numeric deltas. v8/v9 captures show Qwen still has tool-call reliability failures, so no projector-routed branch was materialized."}
{"ts": "2026-05-02T03:00:05+00:00", "type": "implementation", "status": "ok", "note": "Disabled thinking by default for strict projector-routed sequential Qwen generation after v9 thinking trace showed schema self-check looping. v10 no-think run completed quickly and validated as accepted_as_draft with no repair or failure notes."}
{"ts": "2026-05-02T03:03:14+00:00", "type": "implementation", "status": "ok", "note": "Materialized accepted v10 no-thinking projector-routed sequential capture into playable Ink, sidecar annotation, reviewed mutation receipt, and mutated Cold Wake fixture. Validation passes; fuzzy state, memory, relationship, and perceived-overlay updates remain manual reviewed training data."}
{"ts": "2026-05-02T03:19:48+00:00", "type": "design", "status": "accepted", "note": "Embodiment/interface affordances are now first-class projected local context. Cetacean Navigator scenes must project habitat-native channels, workstations, displays, rails, acoustic or translation systems, and other Navigator-built infrastructure instead of generic human body assumptions."}
{"ts": "2026-05-02T03:23:47+00:00", "type": "design", "status": "accepted", "note": "Corrected embodiment lesson: Ghostlight should check AetheriaLore faction source before projecting faction-specific action affordances. Navigator lore supports fluid architecture, acoustic signaling, communal orientation chambers, translation/coexistence, and specialized cetacean environments; precise clinic workstation ergonomics remain a source-lore gap."}
{"ts": "2026-05-02T03:29:28+00:00", "type": "design", "status": "accepted", "note": "Formalized Aetheria generation doctrine: source-check factions, movements, institutions, location, time period, species/body affordances, infrastructure, and material constraints before writing or generating; patch blocking AetheriaLore gaps narrowly before treating details as available to projection."}
{"ts": "2026-05-02T03:29:51+00:00", "type": "documentation", "status": "ok", "note": "Added source-first Aetheria generation doctrine and patched AetheriaLore Cetacean Navigators with habitat/interface ergonomics so Navigator action affordances can be projected from source rather than local improvisation."}
{"ts": "2026-05-02T03:46:05+00:00", "type": "experiment", "status": "mixed", "note": "Source-checked Navigator projection improved Maer action proposals: v13-v17 route packets through shared clinic displays and wet/dry interface affordances instead of human body defaults. No capture was materialized; failures exposed object-custody drift, invented mutation paths, Qwen appraisal tool dropouts, and prompt-constraint leakage into Sella prose."}
{"ts": "2026-05-02T07:55:40+00:00", "type": "architecture", "status": "ok", "note": "Soft judgments that cannot be deterministic code are now explicit training-artifact targets: projector, character agent/responder, participant appraiser, state mutator, relationship/perception classifier, lore-tone adapter, and later institution/faction/consumer decision models should all emit reviewed accepted/rejected receipts before fine-tuning or distillation."}
{"ts": "2026-05-02T07:58:01+00:00", "type": "architecture", "status": "ok", "note": "Clarified Aetheria lore/tone training: the responder itself should be fine-tuned on strong source-grounded responses across the timeline so setting assumptions become native priors, rather than treating lore/tone as a separate adapter layer."}
{"ts": "2026-05-02T08:01:25+00:00", "type": "architecture", "status": "ok", "note": "Added the coordinator/story runtime as a trainable soft organ: the current authoring agent glues scenes together, selects next beats and acting agents, invokes machinery, carries unresolved hooks, emits glue prose, and proposes game-engine-shaped world-state changes while deterministic gates retain authority."}
{"ts": "2026-05-02T08:04:36+00:00", "type": "architecture", "status": "ok", "note": "Added a concrete Ghostlight training plan enumerating trainable stages, inputs, outputs, likely model families, artifact families, corpus gates, and deterministic boundaries. Next implementation should define the coordinator artifact schema before more story-generation passes so glue prose and world-state coordination become trainable data."}
{"ts": "2026-05-02T08:12:30+00:00", "type": "architecture", "status": "ok", "note": "Extended Aetheria timeline training plan with a future_branch lane: Ghostlight should generate reviewed possible post-Rupture Elysium futures so responder/coordinator/appraiser/decision models learn concepts like Aether, pseudospace, temporal nonlinearity, spirits, necrotech, mutable bodies, and altered substrates while keeping generated branch assumptions separate from promoted canon."}
{"ts": "2026-05-02T08:14:44+00:00", "type": "architecture", "status": "ok", "note": "Corrected Elysium future-branch metaphysics: Sol timeline is a single-history artifact, while every possible Elysium future is canon inside its own branch lineage. Training artifacts must preserve branch lineage, prior conditions, and sibling-branch exclusion boundaries instead of treating generated futures as non-canon or merely provisional."}
{"ts": "2026-05-02T08:21:41+00:00", "type": "architecture", "status": "ok", "note": "Added Elysium branch event constraints: future branches can mark events as branch_attractor, fated_event, tech_order_constraint, quest_injection, or branch_local_event so likely faction births, authored rails, technology discovery order, and quest injection are explicit runtime/training signals rather than hidden prose."}
{"ts": "2026-05-02T08:31:00+00:00", "type": "architecture", "status": "ok", "note": "Added technology/item manifest plan: coordinator-led Aetheria exploration must emit game-usable item families, variants, assemblies, subassemblies, components, faction tech bases, prerequisites, bottlenecks, compatibility rules, supply-chain consequences, upgrade paths, and quest hooks for both pre-Elysium starting tech and branch-local post-Rupture innovations."}
{"ts": "2026-05-02T08:33:46+00:00", "type": "architecture", "status": "ok", "note": "Extended technology/item manifest plan to explicitly elaborate existing nebulous Aetheria timeline technologies into blueprint candidates. Manifest candidates must separate source facts, inferred engineering, and open lore gaps while decomposing tech into assemblies, subassemblies, components, materials, processes, tooling, facilities, quality tiers, failure modes, supply chains, and gameplay hooks."}
{"ts": "2026-05-02T08:42:58+00:00", "type": "research", "status": "ok", "note": "Aetheria-Economy already provides the concrete item schema target: CultCache-backed ItemData subclasses are technological blueprints (SimpleCommodityData, CompoundCommodityData, ConsumableItemData, GearData/EquippableItemData), while ItemInstance subclasses represent realized runtime artifacts carrying quality/provenance/branding/world state. Ghostlight item manifests should map onto that model, with assembly trees, recipes, compatibility, tooling, facilities, process requirements, and supply-chain dependencies recorded as blueprint metadata or engine-schema gaps until the economy code exposes explicit storage."}
{"ts": "2026-05-02T08:51:57+00:00", "type": "architecture", "status": "ok", "note": "Documented the player-facing gear fantasy and content-refinery framing: ultimate items should be provenance hunts through blueprint, assembly quality, manufacturer practice, supply-chain lineage, repair history, counterfeit substitution, and operating conditions; Ghostlight should convert lore-grounded ideas into reviewed database-shaped Aetheria-Economy candidates rather than another manual spreadsheet bottleneck."}
{"ts": "2026-05-02T09:04:24+00:00", "type": "architecture", "status": "ok", "note": "Accepted sandboxed responder-data doctrine: coordinator may be omniscient, but gold responder examples must be generated from only the exact projected local packet, visible event, allowed actions, and explicitly included source excerpts. Artifacts must preserve raw output, reviewed output, hidden-context refs, leakage audit, isolation method, and coordinator intervention labels so repaired prose is not laundered as raw responder behavior."}
{"ts": "2026-05-02T09:08:43+00:00", "type": "architecture", "status": "ok", "note": "Clarified training corpus scale: the existing per-stage sample counts are pilot schema-shakedown gates for exposing schema, boundary, leakage, validator, and workflow problems, not robust training targets. Review-assistant and runtime targets require much larger corpora, held-out evaluation, negative coverage, and failure audits; pilot data may be invalidated by schema fixes."}
{"ts": "2026-05-02T09:14:24+00:00", "type": "implementation", "status": "ok", "note": "Added the v0 coordinator artifact seam: schemas/coordinator-artifact.schema.json, examples/coordinator/cold-wake-sanctuary-intake.v0.json, tools/validate_coordinator_artifacts.py, and npm run coordinator:validate. The schema captures scene setup, next-beat choice, machinery invocations, sandboxed responder handoffs, world-state refs, proposed deltas, branch constraints, item-manifest deltas, unresolved hooks, glue prose, and review status."}
{"ts": "2026-05-02T09:19:50+00:00", "type": "implementation", "status": "ok", "note": "Added the v0 responder packet seam: schemas/responder-packet.schema.json, docs/architecture/sandboxed-responder-packets.md, tools/build_responder_packet.py, tools/validate_responder_packets.py, and examples/responder-packets/scene-02-sanctuary-intake.sella_ren.packet.v0.json. The packet captures the exact responder-visible prompt surface, observed event, allowed action labels, source excerpts, output contract, hidden-context audit, and isolation requirements for future sandboxed gold responder data."}
{"ts": "2026-05-02T09:25:24+00:00", "type": "implementation", "status": "ok", "note": "Generated and preserved the first no-fork sandboxed responder output from the Sella responder packet. Added schemas/responder-output.schema.json, tools/validate_responder_outputs.py, and experiments/responder-packets/cold-wake-sanctuary-intake-sella-v0.capture.json. The capture records raw output, exact parsed output, packet-only isolation, hidden-context refs, leakage audit, coordinator interventions, and review status."}
{"ts": "2026-05-02T09:43:23+00:00", "type": "design", "status": "ok", "note": "Split responder data into explicit packet_only and research_augmented lanes. packet_only uses curated source excerpts for runtime parity; research_augmented allows scoped AetheriaLore search with consulted refs for lore absorption. Added v1 Sella packet with absent hidden context removed from responder-visible prose and curated Cold Wake, Ganymede Compact, Navigator rescue ledger, and Lightsail source excerpts."}
{"ts": "2026-05-02T09:50:08+00:00", "type": "implementation", "status": "ok", "note": "Completed both responder lanes for the Sella sanctuary beat. Materialized the packet-only Sella capture into a reviewed mutation receipt and mutated fixture, then generated a research_augmented Sella capture with scoped AetheriaLore refs and a lane comparison showing packet-only proves runtime parity while research_augmented adds heat-debt, rescue-ledger, dockfall, and Aya sanctuary capacity texture for retrieval/projector requirements."}
{"ts": "2026-05-02T09:59:37+00:00", "type": "design", "status": "accepted", "note": "Corrected responder lane terminology: the prior research_augmented Sella capture was coordinator-retrieved lore, not autonomous responder research, so the lane is now retrieval_augmented with lore_access.mode coordinator_scoped_retrieval. The comparison now records that retrieval improved institutional texture but underused Sella Ren's packet-visible sanctuary-collapse scar; future projector/retrieval review must preserve character-local scars as well as lore grounding."}
{"ts": "2026-05-02T10:02:28+00:00", "type": "design", "status": "accepted", "note": "Refined character-pressure retention doctrine: packet-visible backstory such as Sella Ren's sanctuary-collapse scar should be available to shape responder behavior, but review must not reward unnecessary trauma-dumping or require the scar to surface in mission-critical speech."}
{"ts": "2026-05-02T10:08:14+00:00", "type": "implementation", "status": "ok", "note": "Implemented runtime retrieval/projector requirements. Projected local contexts now emit source-backed runtime_retrieval_requirements and latent_pressure_requirements; prompt text renders retrieved lore and latent pressure handling; responder packets copy active retrieval requirements into source_excerpts so packet-only contexts receive compact Cold Wake heat-debt, Navigator rescue-ledger, Aya sanctuary-capacity, and Ganymede/Lightsail route-obligation facts without granting repo access or forcing character backstory into speech."}
{"ts": "2026-05-02T10:11:38+00:00", "type": "design", "status": "accepted", "note": "Added explicit research-enabled responder instructions. `responder_scoped_repository_search` now means the responder may inspect only the declared lore scope, must consult it before answering, and must ground behavior in retrieved lore docs; packet validation requires visible research instructions and output validation requires consulted refs plus a research summary."}
{"ts": "2026-05-02T10:17:55+00:00", "type": "implementation", "status": "ok", "note": "Generated the first concrete research-enabled Sella responder packet. build_responder_packet.py now supports responder_scoped_repository_search, sets repo access open only for that lane, renders Required Lore Research, and requires consulted_refs plus research_summary."}
{"ts": "2026-05-02T10:21:51+00:00", "type": "maintenance", "status": "ok", "note": "Demoted Qwen/local-model prototype material in rehydrate surfaces. Canonical map and handoff now treat those runs as archived receipts, not active gold-data direction; next action stays on sandboxed research-enabled responder packets."}