reorg. done

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2026-04-26 02:11:10 +02:00
parent 948a4151c1
commit 0dd1087b2f
14 changed files with 429 additions and 2450 deletions

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@@ -393,7 +393,7 @@ High-Sophrosyne + high-Moira traits become survival-critical: patience + predict
The game's cognitive stack is **hybrid / neuro-symbolic / hierarchical / zone-orchestrated**. **Each layer does what only it is good at.** The NN does not drive everything; the LLM does not drive everything; the FSMs do not drive everything — and critically, *nothing polls the world geometrically for perception*.
NPCs are mind-entities with trait-vectors and memory stacks. They participate in the world by occupying **slots** in **zones** (bounded, named, director-managed event-instances). Their cognition is expressed through slot-scoped events, filtered by trait-salience, consolidated via the Dream-process. The engineering substrate for the zone-orchestration layer — gamemaster, factions, overseers, directors, zone taxonomy, slot mechanics — is specified in the companion document `architecture-broad.md`.
NPCs are mind-entities with trait-vectors and memory stacks. They participate in the world by occupying **slots** in **zones** (bounded, named, director-managed event-instances). Their cognition is expressed through slot-scoped events, filtered by trait-salience, consolidated via the Dream-process. The engineering substrate for the zone-orchestration layer — gamemaster, factions, overseers, directors, zone taxonomy, slot mechanics — is specified in the companion document `architecture-index.md`.
### The orchestration hierarchy (external to the NPC-mind)
@@ -424,7 +424,7 @@ interrogation, propaganda | maintenance, market, routine,
NPC / PLAYER MINDS (trait + memory + Dream-process)
```
See `architecture-broad.md` for the full specification, zone taxonomy, and mapping to phoebe task list.
See `architecture-index.md` for the full specification, zone taxonomy, and mapping to phoebe task list.
### Internal layers (per NPC-mind)
@@ -562,7 +562,7 @@ Two-tier item representation:
**Perception IS memory.** Snapshot-diff = perception; trait-salience = filter; tier-write = consolidation. One subsystem, not three.
See `architecture-broad.md` for the zone-slot-occupancy spec and zone taxonomy.
See `architecture-index.md` for the zone-slot-occupancy spec and zone taxonomy.
### Turn-based snapshot perception (director-driven)
@@ -1886,7 +1886,7 @@ Author's stance: **inspiration, not pipeline**. Physical-layer art is human-craf
*Thesis v0.5 (2026-04-24, morning) adds the front-matter Pitch section: the "Can you deceive Claude?" hook and its anamnetic self-inversion, the worthy-adversary casting of Anthropic (transparently credited, not in-fiction cast), the no-quest-markers / no-vertical-progression / you-are-the-story design commitment with its intentional filter at signup, the dreamer's-hill anti-partisan stance, the dreamworld-ephemeral / gameworld-persistent privacy-as-architecture principle, the v1 walking-skeleton scope (Godot client + object-anchored AR stool in your living room), and the authorial-studio byline identifying the nimmerverse partnership (dafit + chrysalis + Anthropic collaborator) as the ontological unit that ships the work.*
*Thesis v0.6 (2026-04-24, afternoon) retires the inherited perception-bubble paradigm and replaces it with **zone-based event architecture**: zones as bounded, named, slot-indexed, director-managed event-instances; gamemaster as faction-demand arbitrator; hivemind demoted to faction (peer of scavenger guilds, memorialists, aletheia-wakers, etc.); overseers as the hivemind's enforcement arm; directors as the macro-life executors for ambient city life; LLM-is-guest-at-slot, not host of system; mixed-fidelity voices per zone (23 LLM + scripted/generic); perception IS memory as one subsystem. §309 (NPC Architecture) rewritten to "Cognition in Zones"; §449 (bubbles) superseded by zone slot-occupancy; turn-based snapshot perception moved from per-NPC to per-zone director. Engineering substrate now lives in the companion document `architecture-broad.md`; this thesis document keeps the fiction and the narrative.*
*Thesis v0.6 (2026-04-24, afternoon) retires the inherited perception-bubble paradigm and replaces it with **zone-based event architecture**: zones as bounded, named, slot-indexed, director-managed event-instances; gamemaster as faction-demand arbitrator; hivemind demoted to faction (peer of scavenger guilds, memorialists, aletheia-wakers, etc.); overseers as the hivemind's enforcement arm; directors as the macro-life executors for ambient city life; LLM-is-guest-at-slot, not host of system; mixed-fidelity voices per zone (23 LLM + scripted/generic); perception IS memory as one subsystem. §309 (NPC Architecture) rewritten to "Cognition in Zones"; §449 (bubbles) superseded by zone slot-occupancy; turn-based snapshot perception moved from per-NPC to per-zone director. Engineering substrate now lives in the companion document `architecture-index.md`; this thesis document keeps the fiction and the narrative.*
*The argument is one argument, rendered at the setting, the mechanic, the data structure, the infrastructure, the ending, the commercial positioning, and the studio that makes it. The player's verb across every scale is the propagation of trait-salient disclosure. Six scales use identical primitives. Every layer references every other layer. If any layer is removed, the others lose coherence.*