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