diff --git a/docs/architecture/aetheria-persistent-agent-architecture.md b/docs/architecture/aetheria-persistent-agent-architecture.md index bedc53d..6ea68f6 100644 --- a/docs/architecture/aetheria-persistent-agent-architecture.md +++ b/docs/architecture/aetheria-persistent-agent-architecture.md @@ -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: diff --git a/docs/architecture/agent-state-distributions-and-prompt-projection.md b/docs/architecture/agent-state-distributions-and-prompt-projection.md new file mode 100644 index 0000000..9d6b9c9 --- /dev/null +++ b/docs/architecture/agent-state-distributions-and-prompt-projection.md @@ -0,0 +1,381 @@ +# 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. diff --git a/docs/research/personality-model-roadmap.md b/docs/research/personality-model-roadmap.md index 9abe8d3..f583a9b 100644 --- a/docs/research/personality-model-roadmap.md +++ b/docs/research/personality-model-roadmap.md @@ -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: diff --git a/docs/research/personality-signal-classifier.md b/docs/research/personality-signal-classifier.md index d32876a..bf0d131 100644 --- a/docs/research/personality-signal-classifier.md +++ b/docs/research/personality-signal-classifier.md @@ -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). diff --git a/state/evidence.jsonl b/state/evidence.jsonl index 037f992..977200b 100644 --- a/state/evidence.jsonl +++ b/state/evidence.jsonl @@ -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."}