Ghostlight/state/evidence.jsonl
2026-05-01 23:40:32 +01:00

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{"ts": "2026-05-01T17:06:46+00:00", "type": "scaffold", "status": "ok", "note": "Initialized Ghostlight with a stripped-down Epiphany-style persistence spine: canonical map, scratch, evidence, handoff, implementation plan, and Python state or compaction helpers."}
{"ts": "2026-05-01T17:24:54+00:00", "type": "migration", "status": "ok", "note": "Migrated Ghostlight-owned research and architecture notes out of VoidBot and into this repo; Ghostlight is now the canonical home for personality, culture, state-projection, and Aetheria persistent-world design notes."}
{"ts": "2026-05-01T17:35:16+00:00", "type": "decision", "status": "rejected", "note": "Rejected the prior corridor-crisis game slice as Ghostlight active direction; current Aetheria consumer target is Call of the Void content generation plus narrated timeline dialogue and procedural drama scaffolding."}
{"ts": "2026-05-01T17:35:57+00:00", "type": "source", "status": "ok", "note": "Imported the scattered Call of the Void Google Doc brainstorm into docs/aetheria/call-of-the-void-brainstorm.md as raw source material; compact canon remains the AetheriaLore Call of the Void design note."}
{"ts": "2026-05-01T17:40:43+00:00", "type": "design", "status": "accepted", "note": "Clarified Ghostlight authoring rationale: the system should build drama and narrative pressure, then render character-local dialogue context packs constrained to what each character knows, feels, wants, remembers, hides, and perceives."}
{"ts": "2026-05-01T17:46:36+00:00", "type": "design", "status": "accepted", "note": "Corrected Call of the Void continuity drift: old colony-fleet no-return twist is obsolete; current pressure should come from the whole Solar system being sequestered into Elysium with its institutions, conflicts, and unresolved machinery intact."}
{"ts": "2026-05-01T17:52:01+00:00", "type": "implementation", "status": "ok", "note": "Added v0 canonical agent-state schema, required first-class dimension list, Call of the Void example fixture, and dependency-free validation script. schema:validate passes on the first fixture."}
{"ts": "2026-05-01T18:10:28+00:00", "type": "design", "status": "accepted", "note": "Split performed self from voice style in the v0 schema: presentation_strategy now includes abrasive_boundary and ironic_distance, while voice_style carries sarcasm, dryness, sincerity evasion, emotional evasion, and banter-as-boundary handles."}
{"ts": "2026-05-01T18:14:18+00:00", "type": "documentation", "status": "ok", "note": "Added agent-state variable glossary defining numeric components, current v0 labels, label-set policy, and why canonical fixtures include full required vectors rather than only strongly applicable labels."}
{"ts": "2026-05-01T18:21:07+00:00", "type": "design", "status": "accepted", "note": "Removed certainty from canonical authored state variables. Canonical character state now stores mean, plasticity, and current_activation; perceived/inferred dimensions use confidence when a read can be wrong."}
{"ts": "2026-05-01T18:26:40+00:00", "type": "design", "status": "accepted", "note": "Reworked perceived dimensions so observer reads do not know canonical mean or plasticity. Perceived state now tracks observed_activation, attributed_disposition, and confidence to model fundamental attribution bias; confidence is driven by evidence, emotion, stakes, memory, prejudice, and social reinforcement."}
{"ts": "2026-05-01T18:35:51+00:00", "type": "design", "status": "accepted", "note": "Expanded voice_style from a narrow quirk set into a broad required communication vector covering register, pace, precision, disclosure, politeness, humor, dominance, responsiveness, and related speech mechanics."}
{"ts": "2026-05-01T18:42:59+00:00", "type": "design", "status": "accepted", "note": "Added explicit voice_style axes for lyricism, coded_politeness, theatricality, and technical_compression so the required vector preserves the intended speech examples rather than folding them into weaker adjacent labels."}
{"ts": "2026-05-01T18:49:11+00:00", "type": "design", "status": "accepted", "note": "Separated verbal_response_strategy from voice_style. Sarcastic deflection, sincerity evasion, emotional evasion, banter-as-boundary, and verbal aggression are pressure-activated speech defenses, not baseline voice texture."}
{"ts": "2026-05-01T18:54:49+00:00", "type": "design", "status": "accepted", "note": "Removed verbal_response_strategy as a canonical layer. Defensive verbal moves should emerge during projection from interactions among underlying organization, dispositions, behavioral dimensions, presentation strategy, situational pressure, relationship context, and voice style."}
{"ts": "2026-05-01T18:55:15+00:00", "type": "design", "status": "accepted", "note": "Kept sarcastic deflection, sincerity evasion, emotional evasion, banter-as-boundary, and verbal aggression as target emergent behaviors for projection tests rather than canonical state fields."}
{"ts": "2026-05-01T19:09:58+00:00", "type": "design", "status": "accepted", "note": "Removed forbidden_context from dialogue context packs. Packs are positive speaker-local payloads; unknown or author-only material is omitted by the projection builder, while known secrets are expressed through goals, beliefs, memories, and presentation constraints."}
{"ts": "2026-05-01T19:13:15+00:00", "type": "design", "status": "accepted", "note": "Relationship stance is directional. Added Oz->Cat alongside Cat->Oz in the Call of the Void fixture and taught the validator to require reciprocal relationship edges for represented agent pairs."}
{"ts": "2026-05-01T19:18:05+00:00", "type": "design", "status": "accepted", "note": "Defined prompt projection as a six-stage contract: select speaker-local inputs, compute active pressure, detect tensions, derive response affordances, render compact prompt sections, then evaluate whether target verbal behaviors emerge from state interactions."}
{"ts": "2026-05-01T19:26:23+00:00", "type": "design", "status": "accepted", "note": "Persisted projection distillation plan: use a frontier teacher to generate reviewed projection artifacts, collect accepted and rejected examples, then train a smaller student projector only after the projection schema, input slicer, and evaluator stabilize."}
{"ts": "2026-05-01T19:57:04+00:00", "type": "design", "status": "accepted", "note": "Evaluation follow-up accepted immediate schema fixes: split interpersonal_warmth from verbal_warmth, add Cat perception of Oz, populate Cat/Oz relationship summaries, enrich event-drone-lie with observed exchange, private interpretations, and event effects, and park broader social-simulation mechanisms in docs/architecture/schema-future-mechanisms.md."}
{"ts": "2026-05-01T20:02:29+00:00", "type": "implementation", "status": "accepted", "note": "Added ghostlight.projection_example.v0 schema, first reviewed Cat/Oz projection JSONL examples for scene-broken-taxi-oz, projection example validator, and package scripts that validate both agent-state and projection seams. Next projection implementation step is deterministic speaker-local input slicing."}
{"ts": "2026-05-01T20:19:04+00:00", "type": "design", "status": "accepted", "note": "Projection prompt_text must be self-sufficient for the dialogue model: include speaker-local setting, historical, cultural, socioeconomic, and embodiment context needed for the turn rather than relying on source refs or the full projection artifact."}
{"ts": "2026-05-01T20:31:43+00:00", "type": "design", "status": "accepted", "note": "Revised Aetheria projection-training architecture: grounded training data should start from authored historical lore flashpoints, while Elysium gameplay-era scenes such as Cat/Oz are procedural branch material unless explicitly promoted. Next step is a lore grounding digest format and first historical flashpoint selection."}
{"ts": "2026-05-01T20:38:47+00:00", "type": "implementation", "status": "accepted", "note": "Added ghostlight.lore_grounding_digest.v0 schema, template, human format guide, and validator. Lore digests now explicitly model cultural pressure fields, factional misread maps, role pressures, speaker lore boundaries, and author-only exclusions. Next step is choosing the first authored historical Aetheria flashpoint and filling a real digest."}
{"ts": "2026-05-01T20:50:46+00:00", "type": "design", "status": "accepted", "note": "Cold Wake Panic is selected as the first historical grounding fixture. Use it as pre-Elysium projection training feedstock via examples/lore-grounding/cold-wake-panic.ganymede-corridor.json, not as the active Ghostlight game target."}
{"ts": "2026-05-01T21:16:24+00:00", "type": "experiment", "status": "mixed", "note": "Cold Wake story-lab first Qwen response confirmed response_turn/action affordances are useful: qwen3.5:9b produced a mixed terminal-blocking plus dialogue beat for Maer. Failure lesson: personhood-pressure wording was too strong and let the model imply the artifact was a person instead of preserving unresolved suspicion."}
{"ts": "2026-05-01T21:22:33+00:00", "type": "experiment", "status": "accepted", "note": "Cold Wake Maer/Veyr projection now has useful rejected v1/v2 captures and accepted v3 Qwen output. Lesson: unresolved personhood pressure needs explicit noun fencing; claimant-status, provenance, and chain-of-custody language preserved ambiguity while still allowing controlled terminal-blocking action."}
{"ts": "2026-05-01T21:32:34+00:00", "type": "experiment", "status": "accepted", "note": "Completed first Cold Wake short story from Ghostlight projection receipts. Architectural lesson: repeated Qwen failures were not just prompt wording issues; projection needs first-class controls for frame ownership, authority boundaries, object custody, required semantics, and forbidden resolutions. Added capture validation so accepted/rejected outputs remain accountable training data."}
{"ts": "2026-05-01T21:59:49+00:00", "type": "design", "status": "accepted", "note": "Reframed Ghostlight target from specific dialogue projection toward sequential character agents: each acting agent gets local awareness, options, objectives, and mutation authority; generated action becomes an event proposal resolved into bounded state changes. Single-turn projection remains a debug/training seam, not the procedural-generation endpoint."}
{"ts": "2026-05-01T22:18:59+00:00", "type": "design", "status": "accepted", "note": "Sequential runtime prototype should keep fuzzy interpretation manual at first. Action tools should be concrete primitives; ask/refuse/offer/reveal/conceal/request are intended communicative functions on actions, while listener appraisal may misread them. Manual appraisal and mutation review becomes training data for future classifiers."}
{"ts": "2026-05-01T22:31:04+00:00", "type": "design", "status": "accepted", "note": "Tightened Ghostlight runtime scope: near-term goal is procedural interactive dialogue trees and scene-local consequence propagation into state, memory, and social perception. Sequential agent machinery should serve branchable game dialogue first; world-scale simulation, autonomous offscreen factions, economy, and long-horizon plot generation stay deferred."}
{"ts": "2026-05-01T22:36:38+00:00", "type": "design", "status": "accepted", "note": "Adjusted scope boundary: implement scene-local interactive dialogue first, but shape training data for later open-world agents, iterated decisions, psychologically grounded consumer behavior, scarcity/reputation pressure, and major faction or institution decision-making. Defer full simulation loops, not the labels and state hooks those future models will need."}
{"ts": "2026-05-01T22:40:18+00:00", "type": "design", "status": "accepted", "note": "Clarified that dialogue trees mean branching scene trees, not speech-only menus. Ghostlight should generate plausible protagonist speech or non-speech choices, NPC responses, and branch consequences in world state, memory, and social perception, such as losing trust or opening future hooks."}