Target: reflex gain is set by the drive, so will can suppress a reflex ahead of time at a visible cost (the Gom Jabbar case)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Meta Vens 2026-10-27 05:08:57 +01:00
commit 9e0052ddfc

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@ -34,9 +34,10 @@ Signal flows one way per tick; each layer has one owner.
1. **Perception.** Contacts, impulses, temperature, proximity and named game
stimuli become typed stimuli on body regions. A poke that barely moves the
body is still a stimulus.
2. **Reflex.** Fast, local, involuntary responses to stimuli (withdrawal,
startle, bracing), each with a latency, overlaid on whatever the body is
doing. Physiology sets the scale: withdrawal roughly 60-150 ms, voluntary
2. **Reflex.** Fast, local responses to stimuli (withdrawal, startle,
bracing), each with a latency, overlaid on whatever the body is doing.
Their gain is set from above by the drive, the way descending pathways
modulate spinal reflexes: the Gom Jabbar case. Physiology sets the scale: withdrawal roughly 60-150 ms, voluntary
reaction about 200 ms (figures `[M]` in the research doc; verify before
they become constants).
3. **Drive.** Per-character state that evolves every tick: pain accumulates
@ -67,9 +68,14 @@ through the engine's runner (Unity Inference Engine, ONNX Runtime).
directly; swapping the PD ragdoll for a learned tracker changes no layer above.
- `one-physics-world`: the body simulates in the host's physics world. No
second world that the game's objects cannot touch.
- `reflex-below-voluntary`: a reflex acts on its own shorter latency and
overlays the running behaviour; it never waits for behaviour selection, and
behaviour selection never cancels a reflex already in flight.
- `reflex-gain-from-drive`: a reflex fires on its own shorter latency and
overlays the running behaviour; it never waits for behaviour selection. Will
acts on reflexes ahead of time, not after: drive state (resolve, the pull of
the objective) sets each reflex's gain, so a resolved character can hold its
hand in the box. Suppression is never free: the stimulus still feeds pain,
and holding a reflex down shows as visible strain until resolve breaks.
Deliberate behaviour takes over a fired reflex only after its own, longer
latency. (`motion-pipeline:ruling:lodur-reflexes-suppressible-by-will`.)
- `drive-is-state`: what a hurt character does is decided by drive state
evolving over time, never by a per-wound lookup.
- `bounded-tick`: per-character work per tick is bounded and allocates nothing