Ghostlight/notes/ghostlight-implementation-plan.md
2026-05-01 18:52:27 +01:00

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# Ghostlight Implementation Plan
## Near-Term Sequence
1. 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.
2. 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.
3. 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.
4. 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
5. Build the first Aetheria authoring consumer.
- use the Call of the Void slice described in `AetheriaLore` as 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
## 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.