112 lines
12 KiB
YAML
112 lines
12 KiB
YAML
experiment:
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name: Ghostlight
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status: incubation
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phase: phase_0_scaffold
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premise: >
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Build a durable research and implementation home for socially persistent
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generative agents whose behavior emerges from latent state, culture,
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memory, perception, and incentives rather than flat persona prompts.
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objective:
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primary: >
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Turn Ghostlight into a legible machine for persistent socially aware
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characters that can generate interactive dialogue trees for games, propagate
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scene consequences into state and memory, and eventually support procedural
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storyline generation, psychologically grounded consumer behavior, and major
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faction decision-making without collapsing into prompt soup.
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current: >
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Move from hand-authored single-turn projection artifacts toward the first
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scene-local sequential dialogue tick: local awareness, action or dialogue
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choice, event proposal, conservative state mutation, and validation.
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constraints:
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- Prefer explicit latent state over persona theater.
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- Culture should shape priors and incentives, not stamp out clones.
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- Prompt text is a projection surface, not the canonical store of truth.
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- Keep persistent state small enough to rehydrate without drowning the next session.
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- Reuse proven machinery where it fits before inventing ornate nonsense.
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- Do not treat an older corridor-crisis game slice as the active Ghostlight implementation target.
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- Cold Wake may be used as a pre-Elysium historical grounding fixture, but not as the active product target unless explicitly revived.
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- Do not use the obsolete Call of the Void colony-fleet return-home twist; current Aetheria canon sequesters the whole Solar system into Elysium.
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- Do not treat malleable Elysium gameplay-era outcomes as fixed lore for grounded training data unless a branch outcome is explicitly promoted.
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invariants:
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- The map is canonical and slow-changing.
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- Scratch is temporary and disposable.
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- Evidence is durable and distilled.
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- Canonical agent state and per-agent perceived state must remain distinct.
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- Listener misread is part of the model, not an error to flatten away.
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- Personality must be modeled as layered organization, presentation, and situational activation, not just one bag of labels.
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- Authoring outputs must remain explainable in terms of state, relationship, pressure, memory, and goals.
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- Character generation should be agent-local: each acting turn should restrict context to what the character knows, feels, wants, remembers, hides, perceives, can attempt, and has authority to affect.
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- Aetheria grounded training data should come from authored historical lore; procedural Elysium scenes are branch material until reviewed or promoted.
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data_flow:
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observe:
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- research notes
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- implementation artifacts
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- simulation requirements
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- setting constraints
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- AetheriaLore source context
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process:
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- rehydrate from canonical state
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- work one bounded organ
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- verify the seam that matters
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- distill only belief-changing evidence
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- commit or cut the branch
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cut:
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- kill machinery that does not visibly serve the core model
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- move volatile proof to git history or artifacts, not durable notes
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- remove active scenario assumptions when the user redirects the product target
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active_subgoals:
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- Keep Ghostlight as the canonical home for its architecture notes so consumer projects do not quietly regrow duplicate brains.
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- Define the canonical agent state model, including first-class volatility, attachment-seeking, and distance-seeking.
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- Define how culture shapes priors, incentives, masks, and economic behavior without turning populations into clones.
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- Define the boundary between canonical signal, perceived signal, and prompt projection.
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- Support content generation for the Call of the Void slice in AetheriaLore and dialogue scaffolding or procedural drama for narrated Aetheria timeline stories.
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- Ground projection training in authored Aetheria historical flashpoints before using Ghostlight to generate Elysium branch history.
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accepted_design:
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- Ghostlight owns the deeper agent-state, personality, culture, relationship, and prompt-projection architecture; other projects can remain consumers instead of shrines.
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- Personality is layered: underlying organization, stable dispositions, behavioral dimensions, presentation strategy, situational activation, relationship state, and goals or values.
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- The agent model must distinguish canonical state from per-agent perceived state.
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- Prompts are rendered projections of perceived state, active memory, and scene pressure; they are not the authoritative store of truth.
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- Culture acts as a prior-shaping and incentive field with distributions, covariance, scripts, reward gradients, taboo maps, and prestige structure.
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- Synthetic dialogue from known hidden state is a valid bootstrap source for training signal classifiers, but utterances themselves are not ground truth.
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- Performance, concealment, and mask maintenance are signal, not just obstruction.
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- The near-term Aetheria consumer is authoring support: Call of the Void content generation plus narrated timeline dialogue and procedural drama scaffolding.
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- Ghostlight should build drama and narrative pressure, then project character-local dialogue contexts so characters can breathe and act from their own partial state.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- 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.
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- Sarcastic deflection, sincerity evasion, emotional evasion, banter-as-boundary, and verbal aggression are target emergent behaviors for projection tests.
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- 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.
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- Relationship stance is directional; reciprocal agent pairs need separate edges because trust, fear, obligation, dependence, and betrayal expectations are not symmetric by default.
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- Prompt projection should compile state into actor-local awareness and pressure prose through input selection, active-pressure scoring, tension detection, response affordance derivation, projection controls, compact prompt rendering, and post-generation evaluation.
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- Projection must allow characters to act, not only speak; response turns can be dialogue, action, silence, withdrawal, violence, resource use, concealment, revelation, or mixed beats when state and scene pressure justify them.
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- 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.
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- Behavioral warmth and verbal warmth are separate axes: `interpersonal_warmth` describes social care or welcome, while `verbal_warmth` describes soft or reassuring language surface.
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- 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.
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- Future social-simulation mechanisms should be documented and tested through projection artifacts before promotion into the canonical schema.
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- Projection examples use `ghostlight.projection_example.v0` JSONL records with traceable known facts, active pressures, tensions, response affordances, voice surface, rendered prompt text, and audit checks.
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- Aetheria projection training has two modes: historical grounded fixtures from authored lore, and procedural Elysium branch fixtures that test generation without canonizing gameplay-era outcomes.
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- Lore grounding digests use `ghostlight.lore_grounding_digest.v0` records to distill authored lore into cultural pressure fields, factional misread maps, role pressures, speaker knowledge boundaries, and author-only exclusions.
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- The Cold Wake Panic is the first chosen historical grounding fixture: a draft Ganymede corridor digest now models thermal stealth panic, insurer category failure, Navigator rescue obligation, Lightsail reliability pressure, Aya-coded care pressure, pirate porosity, Cognitum firmware denial, and Cryonix/Rossum certification culture.
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- The Cold Wake story lab uses Maer Tidecall as protagonist across a four-scene arc: tribunal freeze, sanctuary intake, Callisto provenance, and convoy threshold. The first Qwen run produced a useful mixed action/dialogue beat and exposed a prompt weakness around unresolved personhood suspicion.
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- Projection controls are now first-class in projection examples: frame_controls, authority_boundaries, object_custody, required_semantics, and forbidden_resolutions capture failure lessons before prompt prose is rendered.
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- Qwen response captures are validated training receipts, not loose logs; accepted, rejected, and useful-needs-revision outputs should keep review status, response kind, strengths, failures, and pipeline lessons.
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- The first complete Cold Wake short story, The Narrowest Possible Margin, is assembled from Ghostlight projection receipts plus in-session connective narration.
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- Single-turn projection is a debug and training seam, not the final procedural-generation shape; the near-term runtime target is scene-local interactive dialogue generation with agents acting from local awareness, producing event proposals, and mutating bounded state.
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- Generated action should become an event proposal resolved by mutation authority, not direct unrestricted edits to world or other-agent private state.
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- Sequential runtime action primitives should stay concrete; ask, refuse, offer, reveal, conceal, and request are communicative intentions carried by actions, while listener interpretation remains separate and may be wrong.
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- Early fuzzy social updates should be manual reviewed training data, not brittle rule-based appraisals pretending to understand relationships before the corpus exists.
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- Scope boundary: implement interactive dialogue trees and scene-local consequences first, but preserve training data hooks for open-world contexts, iterated decisions, economic behavior, scarcity, reputation, faction pressure, and institution decision-making.
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- Do not train dialogue-only models that will be useless for later game-world simulation; reviewed scene data should preserve why agents buy, refuse, trade, hoard, comply, defect, conceal, punish, or help when those decisions appear.
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current_status:
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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, first reviewed Cat/Oz projection examples, a revised Aetheria lore-grounding architecture, a lore grounding digest schema, the first draft Cold Wake historical grounding digest, a Cold Wake story-lab fixture, projection controls, validated Qwen capture receipts, and a complete Cold Wake short story assembled from accepted projection outputs.
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next_action: Build the first deterministic scene-local dialogue prototype: local awareness, projection controls, action/dialogue prompt, Qwen event proposal, conservative state mutation, and validation on one Cold Wake story-lab beat.
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