Ghostlight/state/map.yaml

82 lines
5.9 KiB
YAML

experiment:
name: Ghostlight
status: incubation
phase: phase_0_scaffold
premise: >
Build a durable research and implementation home for socially persistent
generative agents whose behavior emerges from latent state, culture,
memory, perception, and incentives rather than flat persona prompts.
objective:
primary: >
Turn Ghostlight into a legible machine for persistent autonomous social
agents that can support Aetheria content generation, dialogue scaffolding,
procedural drama, and eventual live-world simulation without collapsing
into prompt soup.
current: >
Freeze the first canonical agent-state schema and validation seam, then use
it as the contract for perceived-state overlays, classifier/event records,
prompt projection, and authoring-oriented drama generation.
constraints:
- Prefer explicit latent state over persona theater.
- Culture should shape priors and incentives, not stamp out clones.
- Prompt text is a projection surface, not the canonical store of truth.
- Keep persistent state small enough to rehydrate without drowning the next session.
- Reuse proven machinery where it fits before inventing ornate nonsense.
- Do not treat an older corridor-crisis game slice as the active Ghostlight implementation target.
- Do not use the obsolete Call of the Void colony-fleet return-home twist; current Aetheria canon sequesters the whole Solar system into Elysium.
invariants:
- The map is canonical and slow-changing.
- Scratch is temporary and disposable.
- Evidence is durable and distilled.
- Canonical agent state and per-agent perceived state must remain distinct.
- Listener misread is part of the model, not an error to flatten away.
- Personality must be modeled as layered organization, presentation, and situational activation, not just one bag of labels.
- Authoring outputs must remain explainable in terms of state, relationship, pressure, memory, and goals.
- Dialogue generation should be character-local: each prompt should restrict context to what the speaking character knows, feels, wants, remembers, hides, and perceives.
data_flow:
observe:
- research notes
- implementation artifacts
- simulation requirements
- setting constraints
- AetheriaLore source context
process:
- rehydrate from canonical state
- work one bounded organ
- verify the seam that matters
- distill only belief-changing evidence
- commit or cut the branch
cut:
- kill machinery that does not visibly serve the core model
- move volatile proof to git history or artifacts, not durable notes
- remove active scenario assumptions when the user redirects the product target
active_subgoals:
- Keep Ghostlight as the canonical home for its architecture notes so consumer projects do not quietly regrow duplicate brains.
- Define the canonical agent state model, including first-class volatility, attachment-seeking, and distance-seeking.
- Define how culture shapes priors, incentives, masks, and economic behavior without turning populations into clones.
- Define the boundary between canonical signal, perceived signal, and prompt projection.
- Support content generation for the Call of the Void slice in AetheriaLore and dialogue scaffolding or procedural drama for narrated Aetheria timeline stories.
accepted_design:
- Ghostlight owns the deeper agent-state, personality, culture, relationship, and prompt-projection architecture; other projects can remain consumers instead of shrines.
- Personality is layered: underlying organization, stable dispositions, behavioral dimensions, presentation strategy, situational activation, relationship state, and goals or values.
- The agent model must distinguish canonical state from per-agent perceived state.
- Prompts are rendered projections of perceived state, active memory, and scene pressure; they are not the authoritative store of truth.
- Culture acts as a prior-shaping and incentive field with distributions, covariance, scripts, reward gradients, taboo maps, and prestige structure.
- Synthetic dialogue from known hidden state is a valid bootstrap source for training signal classifiers, but utterances themselves are not ground truth.
- Performance, concealment, and mask maintenance are signal, not just obstruction.
- The near-term Aetheria consumer is authoring support: Call of the Void content generation plus narrated timeline dialogue and procedural drama scaffolding.
- Ghostlight should build drama and narrative pressure, then project character-local dialogue contexts so characters can breathe and act from their own partial state.
- 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.
- 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.
- 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.
- 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.
current_status:
summary: Ghostlight now has the Epiphany-style persistence spine, the first architecture payload, and the initial canonical agent-state schema seam for Call of the Void-style authoring examples. The schema is still v0 and should be hardened before building prompt projection on top of it.
next_action: Validate and harden the v0 canonical agent-state schema, then derive the first perceived-state overlay and prompt-projection fixtures from it.