2.2 KiB
2.2 KiB
Ghostlight Implementation Plan
Near-Term Sequence
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Freeze the first canonical state model. In progress.
- Define the latent variable families.
- Define first-class dimensions, including volatility, attachment-seeking, and distance-seeking.
- Define canonical state versus perceived state.
- Keep authoring outputs explainable from the state, not just generated from stylish prompt fog.
- Maintain
schemas/agent-state.schema.json,schemas/agent-state.required-fields.json, and the example fixtures as the first executable contract.
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Freeze the first event and classifier schema.
- Define event labels.
- Define canonical expression labels.
- Define listener perception labels.
- Define mask or presentation labels.
- Define confidence, uncertainty, and evidence accumulation rules.
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Build the prompt projection layer for authoring.
- Render scene and dialogue scaffolds from structured state, relevant memories, scene pressure, cultural defaults, and perceived state.
- Keep the prompt renderer a projection surface instead of a second brain.
- Make generated moves inspectable: why this character deflects, confesses, threatens, softens, bargains, or lies.
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Build the first drama-scaffolding loop.
- memory updates
- relationship updates
- goal pressure
- situational activation
- cultural and institutional pressure
- conflict beats derived from incompatible goals and values
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Build the first Aetheria authoring consumer.
- use the Call of the Void slice described in
AetheriaLoreas the first concrete content-generation context - support dialogue scaffolding and procedural drama for narrated stories across the Aetheria timeline
- do not treat an older corridor-crisis game slice as the implementation target unless explicitly revived later
- use the Call of the Void slice described in
Discipline
- Do not start with an MMO and call it ambition.
- Do not train a classifier before the label schema is stable enough to deserve the trouble.
- Do not let prompt-writing outrun the structured state model.
- Do not let elegant theory notes multiply faster than implementation seams.
- Do not accidentally rebuild a game slice when the requested consumer is an authoring and story-generation organ.