first draft ofthe lemniscate
This commit is contained in:
423
runtime-engine/LEMNISCATE-RUNTIME-Pseudo-code-001.py
Normal file
423
runtime-engine/LEMNISCATE-RUNTIME-Pseudo-code-001.py
Normal file
@@ -0,0 +1,423 @@
|
|||||||
|
# LEMNISCATE RUNTIME - Pseudo-code Implementation
|
||||||
|
# Companion to runtime-engine/architecture.md
|
||||||
|
|
||||||
|
from enum import Enum, auto
|
||||||
|
from dataclasses import dataclass, field
|
||||||
|
from typing import Dict, List, Optional, Set, Callable
|
||||||
|
from abc import ABC, abstractmethod
|
||||||
|
import math
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# CORE PRIMITIVES - The shape of flow
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
class SlotState(Enum):
|
||||||
|
"""State of a slot in the lemniscate"""
|
||||||
|
EMPTY = auto()
|
||||||
|
OCCUPIED = auto()
|
||||||
|
EXITING = auto()
|
||||||
|
|
||||||
|
@dataclass
|
||||||
|
class VerifierFlags:
|
||||||
|
"""Marker bits carried by slot-tokens, read at crossing"""
|
||||||
|
exit_eligible: bool = False
|
||||||
|
has_spoken_this_roundtrip: bool = False
|
||||||
|
mid_action: bool = False
|
||||||
|
goal_satisfied: bool = False
|
||||||
|
silence_eligible: bool = False
|
||||||
|
priority_pull: bool = False
|
||||||
|
|
||||||
|
def clear_transient(self):
|
||||||
|
"""Clear flags that reset each crossing"""
|
||||||
|
self.has_spoken_this_roundtrip = False
|
||||||
|
self.silence_eligible = False
|
||||||
|
|
||||||
|
@dataclass
|
||||||
|
class SlotToken:
|
||||||
|
"""A token carried around the loop - represents an NPC in the zone"""
|
||||||
|
npc_id: str
|
||||||
|
state: SlotState = SlotState.OCCUPIED
|
||||||
|
flags: VerifierFlags = field(default_factory=VerifierFlags)
|
||||||
|
# Accumulator for gesture alignment (recursive lemniscate)
|
||||||
|
gesture_alignment_accumulator: Dict[str, float] = field(default_factory=dict)
|
||||||
|
|
||||||
|
def add_gesture_alignment(self, trait: str, value: float):
|
||||||
|
"""Add a gesture/trait value to the accumulator"""
|
||||||
|
self.gesture_alignment_accumulator[trait] = \
|
||||||
|
self.gesture_alignment_accumulator.get(trait, 0.0) + value
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# THE LEMNISCATE - Geometry as clock
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
class Lemniscate:
|
||||||
|
"""
|
||||||
|
The core runtime topology - a through-flow figure-eight.
|
||||||
|
Traversal IS the turn order.
|
||||||
|
"""
|
||||||
|
|
||||||
|
def __init__(self, n_slots: int):
|
||||||
|
self.n_slots = n_slots
|
||||||
|
self.slots: List[Optional[SlotToken]] = [None] * n_slots
|
||||||
|
|
||||||
|
# The cursor - position on the lemniscate
|
||||||
|
# (loop_id, slot_index) - loop 0 = A, loop 1 = B
|
||||||
|
self.cursor_loop: int = 0
|
||||||
|
self.cursor_slot: int = 0
|
||||||
|
|
||||||
|
# Entry and exit queues
|
||||||
|
self.entry_line: List[SlotToken] = []
|
||||||
|
self.exit_line: List[SlotToken] = []
|
||||||
|
|
||||||
|
# The crossing is the ONLY synchronous event
|
||||||
|
self.crossing_callbacks: List[Callable] = []
|
||||||
|
|
||||||
|
def advance_cursor(self) -> bool:
|
||||||
|
"""
|
||||||
|
Advance cursor through the lemniscate.
|
||||||
|
Returns True if we reached the crossing.
|
||||||
|
"""
|
||||||
|
self.cursor_slot += 1
|
||||||
|
|
||||||
|
# Completed one loop
|
||||||
|
if self.cursor_slot >= self.n_slots:
|
||||||
|
self.cursor_slot = 0
|
||||||
|
self.cursor_loop = 1 - self.cursor_loop # Toggle A/B
|
||||||
|
return True # Reached crossing
|
||||||
|
|
||||||
|
return False
|
||||||
|
|
||||||
|
def at_crossing(self) -> bool:
|
||||||
|
"""Cursor is between loops - at the synchronous crossing point"""
|
||||||
|
return self.cursor_slot == 0
|
||||||
|
|
||||||
|
def get_active_token(self) -> Optional[SlotToken]:
|
||||||
|
"""Get token at current cursor position"""
|
||||||
|
if self.cursor_slot < len(self.slots):
|
||||||
|
return self.slots[self.cursor_slot]
|
||||||
|
return None
|
||||||
|
|
||||||
|
def register_crossing_callback(self, callback: Callable):
|
||||||
|
"""Register a function to run at each crossing"""
|
||||||
|
self.crossing_callbacks.append(callback)
|
||||||
|
|
||||||
|
def trigger_crossing(self):
|
||||||
|
"""
|
||||||
|
The crossing event - all state updates resolve atomically.
|
||||||
|
This is the ONLY time the zone touches the global state bus.
|
||||||
|
"""
|
||||||
|
# 1. Run all registered callbacks (dialog turns, state updates)
|
||||||
|
for callback in self.crossing_callbacks:
|
||||||
|
callback()
|
||||||
|
|
||||||
|
# 2. Process exit-eligible tokens
|
||||||
|
self._process_exits()
|
||||||
|
|
||||||
|
# 3. Push from entry line to fill vacancies
|
||||||
|
self._process_entries()
|
||||||
|
|
||||||
|
# 4. Clear transient flags
|
||||||
|
self._clear_transient_flags()
|
||||||
|
|
||||||
|
def _process_exits(self):
|
||||||
|
"""Route exit-eligible tokens to exit line"""
|
||||||
|
for i, token in enumerate(self.slots):
|
||||||
|
if token and token.flags.exit_eligible:
|
||||||
|
self.exit_line.append(token)
|
||||||
|
self.slots[i] = None
|
||||||
|
token.state = SlotState.EXITING
|
||||||
|
|
||||||
|
def _process_entries(self):
|
||||||
|
"""Fill vacant slots from entry line"""
|
||||||
|
for i, slot in enumerate(self.slots):
|
||||||
|
if slot is None and self.entry_line:
|
||||||
|
self.slots[i] = self.entry_line.pop(0)
|
||||||
|
|
||||||
|
def _clear_transient_flags(self):
|
||||||
|
"""Clear flags that reset each crossing"""
|
||||||
|
for token in self.slots:
|
||||||
|
if token:
|
||||||
|
token.flags.clear_transient()
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# ZONES - Bounded places of structured speaking
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
class ZoneRegister(Enum):
|
||||||
|
"""Which ontological register this zone lives in"""
|
||||||
|
PHYSICAL = auto()
|
||||||
|
LIMINAL = auto()
|
||||||
|
IMPERIAL = auto()
|
||||||
|
|
||||||
|
class Zone:
|
||||||
|
"""
|
||||||
|
A bounded, named, slot-indexed, director-managed event instance.
|
||||||
|
The zone IS the lemniscate, not a container for it.
|
||||||
|
"""
|
||||||
|
|
||||||
|
def __init__(self, name: str, n_slots: int, register: ZoneRegister = ZoneRegister.PHYSICAL):
|
||||||
|
self.name = name
|
||||||
|
self.register = register
|
||||||
|
self.lemniscate = Lemniscate(n_slots)
|
||||||
|
|
||||||
|
# Purpose - spawn intent, immutable
|
||||||
|
self.purpose: str = ""
|
||||||
|
|
||||||
|
# State tracking
|
||||||
|
self.scene_state_public: Dict = {}
|
||||||
|
self.ternary_gate_edges: Dict[tuple, str] = {} # (npc_id, npc_id) -> CLOSED/STABLE/OPEN
|
||||||
|
self.drift_state: Optional[str] = None # Delta from spawn intent
|
||||||
|
|
||||||
|
# Lifeforce binding
|
||||||
|
self.lifeforce_budget: float = 0.0
|
||||||
|
self.lifeforce_burned: float = 0.0
|
||||||
|
self.pulse_rate: float = 1.0 # Crossings per second
|
||||||
|
|
||||||
|
# Lifecycle
|
||||||
|
self.is_terminated: bool = False
|
||||||
|
self.crossing_count: int = 0
|
||||||
|
|
||||||
|
# Player gesture overlay - broadcasts to all active slots
|
||||||
|
self.pending_gestures: List[tuple] = [] # (trait, value)
|
||||||
|
|
||||||
|
def set_purpose(self, purpose: str):
|
||||||
|
"""Set the zone's spawn intent - immutable after this"""
|
||||||
|
self.purpose = purpose
|
||||||
|
|
||||||
|
def add_npc(self, npc_id: str, traits: Dict[str, float]):
|
||||||
|
"""Add an NPC to the entry line"""
|
||||||
|
token = SlotToken(npc_id=npc_id)
|
||||||
|
for trait, value in traits.items():
|
||||||
|
token.gesture_alignment_accumulator[trait] = value
|
||||||
|
self.lemniscate.entry_line.append(token)
|
||||||
|
|
||||||
|
def add_gesture(self, trait: str, value: float):
|
||||||
|
"""
|
||||||
|
Add a player gesture to the accumulator.
|
||||||
|
These integrate at the next crossing.
|
||||||
|
"""
|
||||||
|
self.pending_gestures.append((trait, value))
|
||||||
|
|
||||||
|
def broadcast_gestures_to_active(self):
|
||||||
|
"""
|
||||||
|
Phase-locked overlay broadcast - all active slots perceive
|
||||||
|
the same player gesture simultaneously.
|
||||||
|
"""
|
||||||
|
for token in self.lemniscate.slots:
|
||||||
|
if token:
|
||||||
|
for trait, value in self.pending_gestures:
|
||||||
|
token.add_gesture_alignment(trait, value)
|
||||||
|
self.pending_gestures.clear()
|
||||||
|
|
||||||
|
def run_crossing(self):
|
||||||
|
"""Execute one axis crossing - the core unit of zone time"""
|
||||||
|
self.crossing_count += 1
|
||||||
|
|
||||||
|
# Broadcast player gestures before the crossing
|
||||||
|
self.broadcast_gestures_to_active()
|
||||||
|
|
||||||
|
# Trigger the crossing - all state updates resolve atomically
|
||||||
|
self.lemniscate.trigger_crossing()
|
||||||
|
|
||||||
|
# Lifeforce burn
|
||||||
|
active_slots = sum(1 for t in self.lemniscate.slots if t is not None)
|
||||||
|
self.lifeforce_burned += self.pulse_rate * active_slots
|
||||||
|
|
||||||
|
# Check for termination
|
||||||
|
if self.lifeforce_burned >= self.lifeforce_budget:
|
||||||
|
self.terminal_report("budget_exhausted")
|
||||||
|
self.is_terminated = True
|
||||||
|
return
|
||||||
|
|
||||||
|
# Empty queue behavior: shrink at every crossing
|
||||||
|
if len(self.lemniscate.entry_line) == 0:
|
||||||
|
self._shrink()
|
||||||
|
|
||||||
|
# Check if zone has dissolved
|
||||||
|
if all(t is None for t in self.lemniscate.slots):
|
||||||
|
self.terminal_report("dissolved")
|
||||||
|
self.is_terminated = True
|
||||||
|
|
||||||
|
def _shrink(self):
|
||||||
|
"""Dissolve one active slot when entry line is empty"""
|
||||||
|
# Find last occupied slot
|
||||||
|
for i in range(len(self.lemniscate.slots) - 1, -1, -1):
|
||||||
|
if self.lemniscate.slots[i] is not None:
|
||||||
|
self.lemniscate.exit_line.append(self.lemniscate.slots[i])
|
||||||
|
self.lemniscate.slots[i] = None
|
||||||
|
break
|
||||||
|
|
||||||
|
def terminal_report(self, reason: str) -> Dict:
|
||||||
|
"""Generate the report sent back to spawning director"""
|
||||||
|
participants = [t.npc_id for t in self.lemniscate.slots if t is not None]
|
||||||
|
return {
|
||||||
|
"name": self.name,
|
||||||
|
"purpose": self.purpose,
|
||||||
|
"reason": reason,
|
||||||
|
"crossings": self.crossing_count,
|
||||||
|
"lifeforce_cost": self.lifeforce_burned,
|
||||||
|
"participants": participants,
|
||||||
|
"drift": self.drift_state
|
||||||
|
}
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# TWO-LAYER EXECUTION - State machine + lemniscate
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
class StateMachineLayer:
|
||||||
|
"""
|
||||||
|
Physical action layer - runs at simulation tick (fast).
|
||||||
|
Decoupled from lemniscate cursor.
|
||||||
|
"""
|
||||||
|
|
||||||
|
def __init__(self):
|
||||||
|
self.actions: Dict[str, Callable] = {}
|
||||||
|
self.state: Dict[str, Any] = {}
|
||||||
|
|
||||||
|
def register_action(self, name: str, callback: Callable):
|
||||||
|
"""Register a physical action"""
|
||||||
|
self.actions[name] = callback
|
||||||
|
|
||||||
|
def execute(self, npc_id: str, action_name: str):
|
||||||
|
"""Execute a physical action for an NPC"""
|
||||||
|
if action_name in self.actions:
|
||||||
|
self.actions[action_name](npc_id, self.state)
|
||||||
|
|
||||||
|
def get_status(self) -> Dict:
|
||||||
|
"""Snapshot of physical state for dialog layer"""
|
||||||
|
return self.state.copy()
|
||||||
|
|
||||||
|
class EmergentZone(Zone):
|
||||||
|
"""
|
||||||
|
A dramatic episode unit with goal evaluation.
|
||||||
|
"""
|
||||||
|
|
||||||
|
def __init__(self, name: str, n_slots: int, purpose: str,
|
||||||
|
goal: Dict, budget: float):
|
||||||
|
super().__init__(name, n_slots)
|
||||||
|
self.set_purpose(purpose)
|
||||||
|
self.goal = goal
|
||||||
|
self.lifeforce_budget = budget
|
||||||
|
|
||||||
|
# Two-layer execution
|
||||||
|
self.state_machine = StateMachineLayer()
|
||||||
|
self.dialog_layer = self # Zone IS the dialog layer
|
||||||
|
|
||||||
|
# Goal tracking
|
||||||
|
self.goal_satisfied = None
|
||||||
|
self.goal_axis: str = ""
|
||||||
|
|
||||||
|
def execute_turn(self, dt: float):
|
||||||
|
"""
|
||||||
|
Execute both layers in synchronized-but-loose harmony.
|
||||||
|
Speech doesn't gate action; action doesn't block speech.
|
||||||
|
"""
|
||||||
|
# State machine layer (fast, at sim tick)
|
||||||
|
for action in self.state_machine.actions:
|
||||||
|
# Execute physical actions
|
||||||
|
pass
|
||||||
|
|
||||||
|
# Dialog layer (at axis rate)
|
||||||
|
if self._should_crossing(dt):
|
||||||
|
self.run_crossing()
|
||||||
|
self._evaluate_goal()
|
||||||
|
|
||||||
|
def _should_crossing(self, dt: float) -> bool:
|
||||||
|
"""Determine if axis crossing should occur based on pulse rate"""
|
||||||
|
# Simplified - would track cumulative time in real impl
|
||||||
|
return dt >= (1.0 / self.pulse_rate)
|
||||||
|
|
||||||
|
def _evaluate_goal(self):
|
||||||
|
"""Ternary evaluation against trait axis"""
|
||||||
|
if self.goal.get("type") == "numeric":
|
||||||
|
# Simple threshold
|
||||||
|
threshold = self.goal["threshold"]
|
||||||
|
# Would check state machine variable
|
||||||
|
self.goal_satisfied = 1 if True else 0
|
||||||
|
elif self.goal.get("type") == "fuzzy":
|
||||||
|
# Trait-axis ternary evaluation
|
||||||
|
axis = self.goal["axis"]
|
||||||
|
# Would evaluate ternary gate state delta
|
||||||
|
self.goal_satisfied = 0 # +1 / 0 / -1
|
||||||
|
self.goal_axis = axis
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# DISTRIBUTED FUNDING - Director + participant lifeforce
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
class Director:
|
||||||
|
"""
|
||||||
|
Manages zones for a region. Owns spawn decisions and budget.
|
||||||
|
"""
|
||||||
|
|
||||||
|
def __init__(self, region: str, budget: float):
|
||||||
|
self.region = region
|
||||||
|
self.lifeforce_budget = budget
|
||||||
|
self.active_zones: Dict[str, Zone] = {}
|
||||||
|
|
||||||
|
def spawn_zone(self, name: str, purpose: str, slots: int,
|
||||||
|
budget: float, params: Dict = {}) -> Zone:
|
||||||
|
"""
|
||||||
|
Spawn a new zone - pays spawn cost from own budget.
|
||||||
|
"""
|
||||||
|
zone = EmergentZone(name, slots, purpose, params.get("goal", {}), budget)
|
||||||
|
zone.lifeforce_budget = budget
|
||||||
|
self.lifeforce_budget -= budget # Director pays spawn cost
|
||||||
|
self.active_zones[name] = zone
|
||||||
|
return zone
|
||||||
|
|
||||||
|
def update_all_zones(self, dt: float):
|
||||||
|
"""Advance all active zones"""
|
||||||
|
for zone in list(self.active_zones.values()):
|
||||||
|
if not zone.is_terminated:
|
||||||
|
zone.run_crossing()
|
||||||
|
# Would collect terminal reports
|
||||||
|
|
||||||
|
|
||||||
|
# ============================================================================
|
||||||
|
# EXAMPLE: A rescue emergent zone
|
||||||
|
# ============================================================================
|
||||||
|
|
||||||
|
def example_rescue_zone_setup():
|
||||||
|
"""
|
||||||
|
Demonstrates the rescue event pattern from the architecture.
|
||||||
|
"""
|
||||||
|
|
||||||
|
# Director has a budget
|
||||||
|
director = Director("district_1", budget=1000.0)
|
||||||
|
|
||||||
|
# NPC A's limb is broken - emergent signal
|
||||||
|
# Director consumes signal and spawns rescue event
|
||||||
|
|
||||||
|
rescue_goal = {
|
||||||
|
"type": "numeric",
|
||||||
|
"threshold": 10.0, # limb_A >= 10%
|
||||||
|
"fallback": {
|
||||||
|
"type": "fuzzy",
|
||||||
|
"axis": "Sophrosyne",
|
||||||
|
"direction": "positive"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
rescue = director.spawn_zone(
|
||||||
|
name="rescue_in_marketplace",
|
||||||
|
purpose="medical_emergency",
|
||||||
|
slots=4,
|
||||||
|
budget=50.0,
|
||||||
|
params={"goal": rescue_goal}
|
||||||
|
)
|
||||||
|
|
||||||
|
# Add NPCs who might help
|
||||||
|
rescue.add_npc("npc_patient", {"Philotes": 0.3, "Sophrosyne": 0.1})
|
||||||
|
rescue.add_npc("npc_bystander_1", {"Philotes": 0.7, "Sophrosyne": 0.5})
|
||||||
|
rescue.add_npc("npc_bystander_2", {"Philotes": 0.2, "Sophrosyne": 0.8})
|
||||||
|
|
||||||
|
# Player adds a gesture (helping)
|
||||||
|
rescue.add_gesture("Philotes", 0.8)
|
||||||
|
|
||||||
|
# Runtime tick
|
||||||
|
rescue.execute_turn(0.016) # 60fps
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
example_rescue_zone_setup()
|
||||||
Reference in New Issue
Block a user