Document state distributions and prompt projection
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@ -6,6 +6,8 @@ For the first concrete slice, see [Aetheria Cold Wake MVP Scenario](./aetheria-c
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For the scaling model that explains how a crowded region can be simulated with a relatively small persistent cast, see [Aetheria Agent Population Model](./aetheria-agent-population-model.md).
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For the deeper note on how culture, personality distributions, memory, and perceived state should project into prompts, see [Agent State Distributions And Prompt Projection](./agent-state-distributions-and-prompt-projection.md).
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That document is the theft list. This one is the machine we are trying to build out of the stolen parts.
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The target is a persistent world full of in-universe agents who:
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# Agent State Distributions And Prompt Projection
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This note describes how personality, culture, memory, and social context should be represented in structured state, and how that state should be projected into prompts for dialogue generation.
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The central rule is simple:
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- the prompt is not the source of truth
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- the prompt is a temporary projection of deeper state for one turn or one scene
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If we try to store the whole person in prompt prose, the system turns back into theatrical mush. The real machine has to live in explicit state.
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For the related notes on personality structure and dialogue classification, see:
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- [Personality Model Roadmap](../research/personality-model-roadmap.md)
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- [Personality Signal Classifier](../research/personality-signal-classifier.md)
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## Core Principle
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We should model agents through:
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1. canonical latent state
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2. perceived state for each agent
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3. prompt projection from perceived state into live generation
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That gives us:
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- stable world truth
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- subjective misunderstanding
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- efficient live prompting without pretending the prompt is the database
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## State Families
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Each agent should have explicit state families, not one giant personality blob.
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### 1. Underlying Organization
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These are deep structural variables:
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- self-coherence
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- contingent worth
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- shame sensitivity
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- reciprocity capacity
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- mentalization quality
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- authenticity tolerance
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- mask rigidity
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- external-regulation dependence
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These are slow-changing and often heavily shaped by early development and repeated relational history.
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### 2. Stable Dispositions
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These are relatively persistent tendencies:
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- novelty-seeking
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- conformity
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- status hunger
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- risk tolerance
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- sociability
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- baseline threat sensitivity
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- aesthetic appetite
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- ideological rigidity
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### 3. Behavioral Dimensions
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These are first-class, not optional garnish. They belong in the rebuild from the start:
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- warmth
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- drive
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- grandiosity
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- validation-seeking
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- anxiety
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- control pressure
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- hostility
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- suspicion
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- rigidity
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- withdrawal
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- volatility
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- attachment-seeking
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- distance-seeking
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These are the main handles for social behavior, institutional pressure, and consumer or factional drift.
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### 4. Presentation Strategy
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These describe how the self is performed:
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- charm
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- compliance
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- superiority
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- detachment
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- seductiveness
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- competence theater
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- moral theater
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- strategic opacity
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- cultivated harmlessness
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These are not just decorative style. In some agents they are survival machinery.
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### 5. Situational State
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These are transient activations:
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- exhaustion
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- scarcity pressure
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- humiliation
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- panic
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- triumph
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- grief
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- overstimulation
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- grievance activation
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- acute shame
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- perceived status threat
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### 6. Relationship State
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Per target person, faction, group, product domain, or institution:
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- trust
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- resentment
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- dependence
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- fear
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- fascination
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- obligation
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- envy
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- moral disgust
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- perceived status gap
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- expectation of care
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- expectation of betrayal
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### 7. Goals And Values
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- active goals
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- protected values
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- emotional stakes
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- tradeoffs
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- unforgivables
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## How To Represent Variables
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Do not represent most of these as naked scalars if we want culture and history to shape them properly.
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A practical representation is:
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- `mean`
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- `certainty` or `concentration`
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- `plasticity`
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- `current_activation`
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So instead of:
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- `status_hunger = 0.72`
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use something like:
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- `status_hunger.mean = 0.72`
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- `status_hunger.certainty = 0.81`
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- `status_hunger.plasticity = 0.22`
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- `status_hunger.current_activation = 0.89`
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This gives us:
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- stable baseline personality
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- uncertainty and variation
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- different rates of change
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- scene-sensitive activation without rewriting the whole person every turn
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## Culture As A Prior Field
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Culture should not create clones. Culture should shape distributions.
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For each culture, faction, class stratum, or institution, define:
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- prior means over variables
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- covariance structure
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- reward gradients
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- penalty gradients
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- preferred masks
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- taboo map
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- prestige map
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- default relationship posture to insiders, outsiders, rivals, inferiors, and superiors
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- favored narrative scripts
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This means a culture is not "people here are high in trait X."
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It is more like:
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- this culture rewards controlled presentation
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- penalizes spontaneous vulnerability
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- elevates status anxiety
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- normalizes suspicion of low-status outsiders
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- attaches prestige to procedural fluency and emotional composure
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That is how a Dominion or Lucent style environment should work: as a field that shapes what people become profitable or safe enough to be.
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## Personal History As A Transform Layer
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Culture is only the starting pressure.
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Then the prior is transformed by:
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- attachment history
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- class position
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- faction indoctrination
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- educational shaping
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- labor regime
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- remembered humiliations
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- remembered betrayals
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- remembered rescue, admiration, abandonment, and obligation
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So agent state should be read as:
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- cultural prior
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- transformed by developmental history
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- transformed by remembered episodes
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- currently activated by scene pressure
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## Cohorts And Populations
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The same representation can be lifted from individuals to populations.
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A colony, district, labor bloc, or consumer cohort can have:
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- shared priors
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- institutional conditioning
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- repeated collective incidents
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- relationship state toward factions, employers, media ecosystems, and product classes
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This is much better than Big Five-style population sliders because it lets us model things like:
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- prestige hunger
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- fear-state compliance
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- grievance accumulation
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- attachment to institutions
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- validation loops induced by media
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- suspicion induced by audit or betrayal
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That is much closer to Aetheria than a broad trait scaffold alone.
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## Canonical State Vs Perceived State
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The world should not only track what is true. It should track what each agent thinks is true.
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So we need:
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- canonical world state
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- canonical agent state
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- per-agent perceived state
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Perceived state includes:
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- what this agent believes about others
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- what motives they attribute
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- what traits they think they are seeing
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- what mask they think someone is wearing
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- what threats or opportunities they think are present
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This is where emotional intelligence, suspicion, attachment hunger, status anxiety, and cultural priors distort interpretation.
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The acting agent should mostly be prompted from perceived state, not canonical truth. That is how misunderstanding becomes organic instead of hand-authored.
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## Prompt Projection
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Prompt rendering should be treated as projection, not storage.
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For a live scene, build the prompt from:
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### 1. Identity And Role
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- who the agent is
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- what role they occupy
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- what they want to be seen as
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### 2. Cultural Default Frame
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- prestige rules
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- taboo zones
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- expected forms of control or intimacy
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- factional posture
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### 3. Current Presentation Strategy
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- how they are trying to appear right now
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- what they are concealing
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- what they must not look like
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### 4. Current Situation
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- scene pressure
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- public exposure
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- scarcity
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- humiliation risk
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- safety risk
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### 5. Relationship Context
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- what they think of the other party
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- what they need from them
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- what wounds or debts are active
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- what status relation they perceive
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### 6. Relevant Memory
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Not full history. Only:
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- the few most relevant episodes
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- relationship summaries
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- current active fears, loyalties, or grievances
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- currently salient cultural scripts
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### 7. Goals And Constraints
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- what they are trying to achieve in this scene
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- what they cannot afford
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- what values they will not betray
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### 8. Listener Model
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If the scene involves another agent, include:
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- what this agent thinks the other wants
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- what they fear the other is doing
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- where they may be misreading them
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## What The Prompt Should Not Do
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Do not make the prompt:
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- the sole canonical store of identity
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- a full dump of all memories
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- a taxonomy recital
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- a fake omniscient summary that erases subjective misreading
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The prompt should be compact, selective, and scene-bound. The state store carries the rest.
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## Economic Consequences
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This model gives us much more useful demand and cultural behavior than old trait-only systems.
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For example:
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- high status hunger plus validation-seeking plus fragile self-worth leads toward prestige goods, symbolic upgrades, and visible luxury
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- high threat sensitivity plus conformity plus shame reactivity leads toward safety goods, procedural systems, insurance, and respectable signaling
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- high drive plus novelty-seeking plus low institutional attachment leads toward frontier gear, gray-market experimentation, and risky migration
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- high mask rigidity plus high impression-management intensity leads toward corrective aesthetics, social camouflage, and reputation-maintenance consumption
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That is how culture, labor, media, and institutions become market-shaping forces instead of mere flavor text.
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## Recommended Implementation Path
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1. Define the state schema with first-class support for:
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- underlying organization
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- stable dispositions
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- all core behavioral dimensions, including `volatility`, `attachment-seeking`, and `distance-seeking`
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- presentation strategies
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- situational state
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- relationship state
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- goals and values
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2. Represent those variables as priors plus activation, not just fixed scalars.
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3. Define cultural and institutional prior templates.
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4. Add history transforms from remembered episodes.
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5. Add per-agent perceived state overlays.
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6. Build prompt renderers that project perceived state into live generation.
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7. Keep canonical state, perceived state, and prompt projection cleanly separated.
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## Bottom Line
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The right machine is not:
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- a persona prompt with some adjectives taped to it
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- a canonical trait sheet with no cultural shaping
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- a direct line from "personality value" to dialogue
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The right machine is:
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- latent state distributions
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- shaped by culture
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- reshaped by history
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- distorted by perception
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- projected into prompts for one scene at a time
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That gives us agents who can feel culturally situated, personally scarred, socially biased, and dynamically alive without making the prompt carry the whole civilization on its back.
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@ -58,6 +58,9 @@ It derives behavioral dimensions such as:
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- `Suspicion`
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- `Rigidity`
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- `Withdrawal`
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- `Volatility`
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- `Attachment-Seeking`
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- `Distance-Seeking`
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Those are better than Big Five for our purposes because they speak directly to:
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@ -245,9 +248,9 @@ That is part of why broad trait systems are too tidy for the thing we want.
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These were not properly banked elsewhere and should stop living only in chat residue.
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### Add More Behavioral Dimensions
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### Treat The Core Social Dimensions As First-Class
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The next promising additions are:
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The rebuild should treat these as first-class from the start, not as nice extras for some later prettier version:
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- `Volatility`
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- mood-lability, escalation speed, susceptibility to emotional swing
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@ -364,10 +367,7 @@ That is much closer to Aetheria than personality taxidermy.
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## Near-Term Work To Steal Next
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1. Keep the current Void interaction dimensions, but add:
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- `Volatility`
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- `Attachment-Seeking`
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- `Distance-Seeking`
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1. In the rebuild, treat `Volatility`, `Attachment-Seeking`, and `Distance-Seeking` as core dimensions from day one.
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2. Split `social stance` from `project-thinking style`.
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3. Add reflection jobs that consolidate episodes into semantic profile and relationship updates.
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4. Add evaluation fixtures for:
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@ -382,6 +382,8 @@ That is much closer to Aetheria than personality taxidermy.
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- relationship state
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- collective memory
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For the concrete state and prompt architecture behind that port, see [Agent State Distributions And Prompt Projection](../architecture/agent-state-distributions-and-prompt-projection.md).
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## Bottom Line
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The useful lesson is simple:
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@ -134,6 +134,9 @@ Targets should be event-level or utterance-level signals such as:
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- `suspicion`
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- `rigidity`
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- `withdrawal`
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- `volatility`
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- `attachment_seeking`
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- `distance_seeking`
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In practice, the canonical reader may need to emit both:
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@ -147,11 +150,8 @@ for example:
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- organic confidence vs compensatory grandiosity
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- actual reciprocity vs manipulative agreeableness
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Later additions worth supporting:
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Additional useful targets worth supporting:
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- `volatility`
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- `attachment_seeking`
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- `distance_seeking`
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- `status_hunger`
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- `submission`
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- `dominance`
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@ -485,3 +485,5 @@ The right shape is:
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- profile updates based on repeated evidence
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That gives us honest reading, organic misunderstanding, and enough structure to let agents become socially interesting instead of merely chatty.
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For the broader state-distribution and prompt-projection architecture that should feed this classifier, see [Agent State Distributions And Prompt Projection](../architecture/agent-state-distributions-and-prompt-projection.md).
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@ -13,3 +13,4 @@
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{"ts":"2026-05-01T16:13:06Z","type":"research","status":"ok","note":"Persisted a focused personality-model roadmap: the current Void behavioral-dimension stack is a better basis for future agent and population modeling than the older Big Five colony layer, and the next worthwhile additions are volatility, attachment-vs-distance, reflection, and a split between social stance and project-thinking style."}
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{"ts":"2026-05-01T16:27:17Z","type":"research","status":"ok","note":"Persisted the personality-signal classifier design: generated dialogue should be read through a canonical event-level classifier and then distorted per listener by EQ, personality, relationship baggage, and situational load. The utterance is not the ground truth; the hidden speaker state and expressed signal are."}
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{"ts":"2026-05-01T16:47:54Z","type":"research","status":"ok","note":"Expanded the personality roadmap and classifier spec to treat performed selves, contingent-worth defenses, and impression management as first-class structure. Dialogue is not a clean window into the person; concealment and shell-maintenance are themselves part of the signal the system should model."}
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{"ts":"2026-05-01T16:56:41Z","type":"research","status":"ok","note":"Documented the state-distribution and prompt-projection architecture for Aetheria agents: core variables should live as culture-shaped latent state with history transforms and per-agent perceived overlays, while prompts are temporary projections of perceived state. Volatility, attachment-seeking, and distance-seeking are first-class dimensions in the rebuild, not later garnish."}
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