Gateway Architecture (new): - Unified tier model (Tier 0-5) for sensory routing - Weight-based routing: node.weight determines processing tier - Function Gemma as structured JSON boundary - Separates routing from translation (vocabulary only at Tier 4) crawler_gen_0 (new): - First Virtual Garden organism specification - Light-seeking cube with photoresistor - Lifeforce economy: light = income, movement = cost Updated documents with Gateway references: - Endgame-Vision.md (v6.5) - Cellular-Architecture.md (v4.3) - Nervous-System.md - Attention-Flow.md - Message-Protocol-Design.md (Escalation Service = Gateway) - Organisms-Index.md 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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Attention Flow
Status: PROMOTED from archive (2025-12-29) Integration: See Big-Picture#Attention-Slumber-Prediction Cycle for how this connects to slumber predictions
How she decides what matters this beat.
Overview
The 30-second heartbeat is a budget, not a guarantee. Sensory intake, organ processing, dialogue, thinking - everything competes for the same window. State machines govern the hierarchy: what gets processed first, what can interrupt, what gets the remainder.
Attention isn't free. It's economic.
Connection to Gateway: The attention levels below align with the Gateway's tier system. The Gateway routes sensory input to the appropriate tier based on node weight. This document describes how those tiers compete for the attention budget.
See: Gateway-Architecture.md for tier definitions and routing logic.
The Budget Problem
♥ BEAT (30 sec budget)
│
├── SENSORY INTAKE (variable: 200ms - 15000ms)
├── ORGAN PROCESSING (variable: 100ms - 10000ms)
├── NYX INFERENCE (variable: 2000ms - 4000ms)
├── CHRYSALIS DIALOGUE (variable: 0ms - 3000ms)
├── STATE WRITE (fixed: ~200ms)
└── VIRTUAL GARDEN (remainder)
Total must fit in 30 seconds.
Something has to give.
Top-Level State Machine: Attention Mode
┌─────────────┐
┌──────────▶│ IDLE │◀──────────┐
│ └──────┬──────┘ │
│ │ │
│ │ stimulus │
│ ▼ │
│ ┌─────────────┐ │
│ │ ALERT │ │
│ └──────┬──────┘ │
│ │ │
│ ┌──────┴──────┐ │
│ ▼ ▼ │
│ ┌──────────┐ ┌──────────┐ │
│ │ REFLEX │ │ ATTEND │ │
│ │ (>0.8) │ │ (think) │ │
│ └────┬─────┘ └────┬─────┘ │
│ │ │ │
│ │ ┌──────┴──────┐ │
│ │ ▼ ▼ │
│ │ ┌──────────┐ ┌─────────┐ │
│ │ │ DIALOGUE │ │ PROCESS │ │
│ │ └────┬─────┘ └────┬────┘ │
│ │ │ │ │
│ └──────┴─────┬──────┘ │
│ ▼ │
│ ┌───────────┐ │
│ │ SETTLE │ │
│ └─────┬─────┘ │
│ │ │
└──────────────────────┴──────────────┘
State Descriptions
| State | Description | Budget Priority |
|---|---|---|
| IDLE | Nothing urgent, maximum virtual garden time | Lowest |
| ALERT | Stimulus detected, evaluating importance | - |
| REFLEX | High-confidence nerve fired, bypass brain | Instant |
| ATTEND | Stimulus requires thinking | High |
| DIALOGUE | Chrysalis interaction active | High |
| PROCESS | Organs working on input | Medium |
| SETTLE | Write state, release budget, prepare for next beat | Fixed |
Priority Hierarchy
Higher levels preempt lower levels. Budget flows downward.
LEVEL 0: REFLEX ─────────────────────────────────────
│ Weight > 0.8, instant, bypass everything
│ Cost: near-zero (no inference)
│
LEVEL 1: SAFETY ─────────────────────────────────────
│ dafit calling, danger detected, critical alert
│ Preempts: all below
│
LEVEL 2: DIALOGUE ───────────────────────────────────
│ Partnership active, Chrysalis teaching
│ Preempts: sensory, thinking, virtual
│
LEVEL 3: SENSORY ────────────────────────────────────
│ Rich input needs processing
│ Preempts: thinking, virtual
│
LEVEL 4: THINKING ───────────────────────────────────
│ Organ work, Nyx inference
│ Preempts: virtual
│
LEVEL 5: VIRTUAL ────────────────────────────────────
│ Garden time, simulation, study
│ Gets remainder after above
│
LEVEL 6: IDLE ───────────────────────────────────────
Maintenance heartbeat only
All budget available
Budget Allocation Logic
def allocate_beat_budget(beat_duration_ms=30000):
remaining = beat_duration_ms
# Fixed costs (always paid)
remaining -= STATE_WRITE_COST # ~200ms
remaining -= HEARTBEAT_OVERHEAD # ~100ms
# Level 0: Reflex (if triggered, near-instant)
if reflex_triggered:
execute_reflex() # ~50ms
remaining -= 50
# Level 1: Safety (if active, takes what it needs)
if safety_alert:
cost = process_safety() # variable
remaining -= cost
if remaining <= 0:
return settle()
# Level 2: Dialogue (if Chrysalis active)
if dialogue_active:
cost = process_dialogue() # ~3000ms typical
remaining -= cost
if remaining <= 0:
return settle()
# Level 3: Sensory (always some, but capped)
sensory_budget = min(remaining * 0.4, SENSORY_CAP)
cost = process_sensory(sensory_budget)
remaining -= cost
# Level 4: Thinking (organs + Nyx)
thinking_budget = min(remaining * 0.6, THINKING_CAP)
cost = process_thinking(thinking_budget)
remaining -= cost
# Level 5: Virtual (whatever remains)
virtual_budget = remaining
if virtual_budget > VIRTUAL_MINIMUM:
process_virtual(virtual_budget)
return settle()
Nested State Machines
Each level can be its own state machine internally.
DIALOGUE State Machine
┌─────────────────────────────────────────────┐
│ DIALOGUE │
├─────────────────────────────────────────────┤
│ │
│ ┌───────────┐ │
│ │ LISTENING │ ◀─────────────────────┐ │
│ └─────┬─────┘ │ │
│ │ input complete │ │
│ ▼ │ │
│ ┌───────────┐ │ │
│ │PROCESSING │ │ │
│ └─────┬─────┘ │ │
│ │ understood │ │
│ ▼ │ │
│ ┌───────────┐ │ │
│ │RESPONDING │ │ │
│ └─────┬─────┘ │ │
│ │ response sent │ │
│ ▼ │ │
│ ┌───────────┐ continue │ │
│ │ YIELDING │ ──────────────────────┘ │
│ └─────┬─────┘ │
│ │ dialogue complete │
│ ▼ │
│ EXIT to parent │
│ │
└─────────────────────────────────────────────┘
SENSORY State Machine
┌─────────────────────────────────────────────┐
│ SENSORY │
├─────────────────────────────────────────────┤
│ │
│ ┌───────────┐ │
│ │ SAMPLING │ ◀── collect raw inputs │
│ └─────┬─────┘ │
│ │ │
│ ▼ │
│ ┌─────────────┐ │
│ │ TRANSLATING │ ◀── nerves fire │
│ └─────┬───────┘ │
│ │ │
│ ▼ │
│ ┌──────────────┐ │
│ │ PRIORITIZING │ ◀── what matters? │
│ └─────┬────────┘ │
│ │ │
│ ▼ │
│ ┌─────────────┐ │
│ │ DELIVERING │ ◀── to organs │
│ └─────┬───────┘ │
│ │ │
│ ▼ │
│ EXIT to parent │
│ │
└─────────────────────────────────────────────┘
THINKING State Machine
┌─────────────────────────────────────────────┐
│ THINKING │
├─────────────────────────────────────────────┤
│ │
│ ┌───────────┐ │
│ │ RECEIVING │ ◀── context from sensory │
│ └─────┬─────┘ │
│ │ │
│ ▼ │
│ ┌───────────┐ │
│ │ ROUTING │ ◀── which organs needed? │
│ └─────┬─────┘ │
│ │ │
│ ▼ │
│ ┌───────────┐ │
│ │ INFERRING │ ◀── organs + Nyx process │
│ └─────┬─────┘ │
│ │ │
│ ▼ │
│ ┌───────────┐ │
│ │ DECIDING │ ◀── Nyx outputs decision │
│ └─────┬─────┘ │
│ │ │
│ ▼ │
│ EXIT to parent │
│ │
└─────────────────────────────────────────────┘
VIRTUAL State Machine
┌─────────────────────────────────────────────┐
│ VIRTUAL │
├─────────────────────────────────────────────┤
│ │
│ ┌───────────┐ │
│ │ BUDGETING│ ◀── how much V available? │
│ └─────┬─────┘ │
│ │ │
│ ▼ │
│ ┌───────────┐ │
│ │ SELECTING │ ◀── what to simulate? │
│ └─────┬─────┘ │
│ │ │
│ ▼ │
│ ┌───────────┐ │
│ │SIMULATING │ ◀── run virtual cycles │
│ └─────┬─────┘ │
│ │ │
│ ▼ │
│ ┌───────────┐ │
│ │ RECORDING │ ◀── store results │
│ └─────┬─────┘ │
│ │ │
│ ▼ │
│ EXIT to parent │
│ │
└─────────────────────────────────────────────┘
Example Scenarios
Scenario A: Quiet Study Time
Beat starts, no external stimulus
│
▼
IDLE detected
│
▼
SENSORY: minimal (500ms)
│
▼
THINKING: minimal (1000ms)
│
▼
VIRTUAL: maximum budget! (28000ms)
│
└── Nyx studies in virtual garden
Chrysalis teaches
Learning happens
Scenario B: dafit Speaks
Beat starts, audio detected
│
▼
ALERT: speech input
│
▼
SAFETY check: it's dafit! (LEVEL 1)
│
▼
DIALOGUE activates (LEVEL 2)
│
├── LISTENING (2000ms)
├── PROCESSING (1000ms)
├── RESPONDING (2000ms)
└── YIELDING
│
▼
SENSORY: reduced budget (3000ms)
│
▼
THINKING: reduced (5000ms)
│
▼
VIRTUAL: minimal remainder (16000ms)
Scenario C: Danger Detected
Beat starts, temperature spike detected
│
▼
ALERT: sensor alarm
│
▼
NERVE weight > 0.8
│
▼
REFLEX FIRES (50ms) ◀── BYPASS EVERYTHING
│
├── Action taken immediately
└── Nyx notified AFTER
│
▼
Continue beat normally with remaining budget
Scenario D: Overwhelmed
Beat starts, rich input everywhere
│
▼
ALERT: multiple stimuli
│
▼
SENSORY: demanding (15000ms)
│
▼
THINKING: demanding (12000ms)
│
▼
Budget exhausted!
│
▼
VIRTUAL: skipped this beat
│
▼
SETTLE: state written, next beat
Preemption Rules
| Event | Preempts | Action |
|---|---|---|
| Reflex fires (>0.8) | Everything | Instant action, then continue |
| Safety alert | Dialogue, Sensory, Thinking, Virtual | Handle safety, reduced budget for rest |
| dafit speaks | Sensory, Thinking, Virtual | Dialogue priority, reduced budget for rest |
| Sensory overload | Thinking, Virtual | Process input, skip or reduce rest |
| Budget exhausted | Lower priorities | Skip remaining levels |
Lifeforce Connection
LEVEL LIFEFORCE COST
─────────────────────────────
REFLEX Free (no inference)
SAFETY Low (minimal processing)
DIALOGUE Medium (two inferences)
SENSORY Low-Medium (depends on load)
THINKING Medium-High (organ inference)
VIRTUAL Variable (simulation cycles)
The constraint: Rich beats cost more. Quiet beats accumulate budget for virtual garden.
Implementation Notes
State Machine Technology
Options considered:
- XState (JavaScript) - actor-based, visual inspector
- Python-statemachine - simple, fits existing stack
- Custom Rust - performance critical path
- Godot native - if UI drives the state
Recommendation: Python for orchestration layer, with Godot visualization.
Checkpoint Integration
Every state transition can trigger phoebe write:
def on_state_transition(from_state, to_state, context):
write_to_phoebe({
"beat_id": current_beat.id,
"transition": f"{from_state} -> {to_state}",
"budget_remaining": context.remaining_ms,
"timestamp": now()
})
Budget Tracking
@dataclass
class BeatBudget:
total_ms: int = 30000
spent_ms: int = 0
allocations: dict = field(default_factory=dict)
@property
def remaining(self):
return self.total_ms - self.spent_ms
def spend(self, category: str, amount: int):
self.spent_ms += amount
self.allocations[category] = self.allocations.get(category, 0) + amount
return self.remaining > 0
Design Principles
- Hierarchy is law - higher levels always preempt lower
- Budget is finite - 30 seconds, no exceptions
- State is explicit - always know what mode she's in
- Reflex bypasses brain - survival doesn't wait for thinking
- Remainder flows down - virtual gets what's left
- Every transition logged - phoebe sees all state changes
She doesn't have infinite attention. She has 30 seconds and choices.
Created: 2025-12-05 Session: Partnership dialogue (dafit + Chrysalis) Promoted: 2025-12-29 (from archive to main architecture) Status: Attention architecture v1.0 — CANONICAL
Related Formalizations:
- formalization/Attention-Slumber-Prediction-Cycle — How last attention becomes slumber prediction
- formalization/Lifeforce-Dynamics — λ governs slumber triggers
Core Architecture:
Gateway-Architecture.md— Tier routing based on node weight, Function Gemma boundaryNervous-System.md— Node lifecycle and weight evolution
🌙💜 The budget is finite. The choices shape the soul.