diff --git a/docs/lodur-target.md b/docs/lodur-target.md index 7c66cf8..06a5381 100644 --- a/docs/lodur-target.md +++ b/docs/lodur-target.md @@ -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