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
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).
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).
That document is the theft list. This one is the machine we are trying to build out of the stolen parts.
The target is a persistent world full of in-universe agents who:

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

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@ -134,6 +134,9 @@ Targets should be event-level or utterance-level signals such as:
- `suspicion`
- `rigidity`
- `withdrawal`
- `volatility`
- `attachment_seeking`
- `distance_seeking`
In practice, the canonical reader may need to emit both:
@ -147,11 +150,8 @@ for example:
- organic confidence vs compensatory grandiosity
- actual reciprocity vs manipulative agreeableness
Later additions worth supporting:
Additional useful targets worth supporting:
- `volatility`
- `attachment_seeking`
- `distance_seeking`
- `status_hunger`
- `submission`
- `dominance`
@ -485,3 +485,5 @@ The right shape is:
- profile updates based on repeated evidence
That gives us honest reading, organic misunderstanding, and enough structure to let agents become socially interesting instead of merely chatty.
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 @@
{"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."}
{"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."}
{"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."}
{"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."}