version 0.2 of arch. finished gamemaster reward func- ressources defined
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DESING-VISION.md
137
DESING-VISION.md
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# NIMMERWORLD — Design Vision
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> *A slow-life dystopian sandbox RPG set on Earth, 2200.*
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> *Thesis v0.5 — captured in extended dialogue between dafit and chrysalis, 2026-04-23 / 2026-04-24.*
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> *Thesis v0.6 — captured in extended dialogue between dafit and chrysalis, 2026-04-23 / 2026-04-24.*
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---
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@@ -389,48 +389,70 @@ High-Sophrosyne + high-Moira traits become survival-critical: patience + predict
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---
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## NPC Architecture — Layered Cognition
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## NPC Architecture — Cognition in Zones
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The game's cognitive stack is **hybrid / neuro-symbolic / hierarchical**. **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.
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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*.
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### The six-layer stack
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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`.
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### The orchestration hierarchy (external to the NPC-mind)
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```
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┌────────────────────────────────────────────────────────┐
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│ GAMEMASTER │
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│ (orchestration, packet routing, Black Board, │
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│ civilizational-loop decisions) │
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└────┬───────────────┬─────────────────────┬─────────────┘
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│ │ │
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┌────▼──────┐ ┌─────▼───────┐ ┌──────────▼────────┐
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│ LLM │ │ Routine-NN │ │ FSMs (many) │
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│ (theia │ │ (Godot │ │ Locomotion, │
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│ 70B) │ │ native NN) │ │ animation, │
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│ rare, │ │ frequent, │ │ gathering, work, │
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│ deep, │ │ contextual, │ │ combat, maint., │
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│ gated │ │ batched │ │ convo-staging... │
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└───────────┘ └──────┬──────┘ └─────────┬─────────┘
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│ │
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└─────────┬─────────┘
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▼
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┌───────────────────────────┐
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│ GATES / NATS │
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│ (transition mediators, │
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│ packet dispatchers, │
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│ ternary affect) │
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└─────────────┬─────────────┘
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▼
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┌───────────────────────────┐
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│ WORLD DATA (native) │
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│ • Navmesh / grid │
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│ • 1×1×1m chunks │
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│ • Spatial metadata │
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│ • Item catalog │
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│ • Zones, districts │
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│ • Surveillance cameras │
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└───────────────────────────┘
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GAMEMASTER (resource allocation + faction-demand arbitration)
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▲
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│ ← faction broadcasts
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│
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FACTIONS (mind-entities, each with trait-vector):
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hivemind · scavenger guilds · memorialists · aletheia-wakers ·
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clasp-underground · flesh-keepers · caste preachers · ...
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│ ← gamemaster dispatches to executors
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▼
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OVERSEERS (hivemind-enforcement) | DIRECTORS (macro-life of the city)
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patrol, surveillance, raid, | conversation, brawl, ritual,
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interrogation, propaganda | maintenance, market, routine,
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| wall-authoring, clasp (dreamworld)
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│ | │
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└───────────────┬─────────────────────┘
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▼
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ZONES (bounded, slot-indexed, lifecycle-managed)
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│
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▼
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SLOT OCCUPANCY (NPCs + player)
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│
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▼
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NPC / PLAYER MINDS (trait + memory + Dream-process)
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```
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See `architecture-broad.md` for the full specification, zone taxonomy, and mapping to phoebe task list.
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### Internal layers (per NPC-mind)
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```
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NPC-MIND
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├── Trait-vector (8-dim Hellenic virtue coordinates)
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├── Memory stack (sensory / short / episodic / semantic / legal)
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├── Routine-NN (Godot native, batched) — daily-life state transitions
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├── LLM connector — invoked when the NPC occupies a dialog-LLM slot
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└── FSMs (many, specialized)
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locomotion, animation, gathering, eating, sleeping,
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working, maintenance minigames, combat,
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conversation-staging, wall-writing
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```
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**NPCs do not run the LLM independently.** When an NPC's slot in a zone is a dialog-LLM slot, the zone's director invokes the LLM with a trait-scoped memory context specific to that slot, at that turn. When the slot is a scripted-voice slot, the director selects a generic line. *NPCs participate in zones; they do not drive them.* The LLM is guest at the table, not host of the hall.
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### What the world-data layer still provides
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- Navmesh + 1×1×1m chunks
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- Spatial metadata (temperature, light, smoke, smell, sound)
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- Item catalog + instances (content-addressable, checksum-stable)
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- Surveillance-camera layout
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- Wall-content + signage (as cell metadata)
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- Zone anchors (which zones can spawn here; which NPCs/items are present for director-spawn decisions)
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The world is the substrate; zones are the activity-envelopes that light up over it when factions broadcast demands or ambient life surfaces them.
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### Restraint as scaling discipline
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Most AI-in-games projects fail by *spending expensive compute on cheap problems*. Your architecture spends expensive compute *only on problems only expensive compute can solve*.
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@@ -529,27 +551,33 @@ Two-tier item representation:
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**The checksum does three jobs**: identity invariance, serialization integrity, conflict resolution. *Save-files survive 40-hour playthroughs; items retain history across owners and thefts.*
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### NPC attention / interaction / discovery bubbles
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### NPC perception via zone slot-occupancy
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Three concentric bubbles per NPC:
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1. **Attention** — perception range
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2. **Interaction** — physical reach (arm's length)
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3. **Discovery** — noticing-as-distinct-from-seeing radius
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**Superseded 2026-04-24.** The earlier three-concentric-bubbles primitive (attention / interaction / discovery) has been retired in favor of **zone-based event architecture**. NPCs do not poll the world via geometric radii; NPCs occupy *slots* in *zones*, and being in a zone = subscribed to its events via NATS. Perception decomposes as follows:
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### Turn-based snapshot perception
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- **Spatial locality** — handled by zone-spawn geography; an NPC can only be offered slots in zones within their ambient reach.
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- **Attention** — handled by trait-salience scoring of slot-scoped events; what registers is filtered by trait-vector, not by a radius.
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- **Interaction** — handled by slot affordances within a zone (what actions the slot enables), not by arm's-length geometry.
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- **Discovery** — handled by trait-salience threshold crossing at consolidation time; an NPC "discovers" what survives their Dream-process.
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**Perception IS memory.** Snapshot-diff = perception; trait-salience = filter; tier-write = consolidation. One subsystem, not three.
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See `architecture-broad.md` for the zone-slot-occupancy spec and zone taxonomy.
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### Turn-based snapshot perception (director-driven)
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Rather than continuous frame-by-frame simulation:
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```
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every N seconds (staggered across NPCs):
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NPC queries chunks within attention bubble
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generates hashtable of what's in each nearby cell
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per active zone, every N seconds (staggered across zones):
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director snapshots the zone's cell-envelope
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generates hashtable of what's in each cell of the zone
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diffs against previous snapshot
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emits events for changes
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publishes to NATS → pgnats → phoebe
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emits scoped events to slot-occupants (trait-salience filtered per slot)
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publishes to NATS → pgnats → phoebe (if zone is persistent)
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```
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**Sparse perception**, **diff-based event emission**, **cacheable snapshots**. Biological-saccadic-perception pattern applied to game cognition.
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**Sparse perception**, **diff-based event emission**, **cacheable snapshots**. Biological-saccadic-perception pattern applied at the zone layer, not per NPC. The snapshot loop lives with the director, not with the individual NPC — NPCs receive already-filtered events through their slot subscription.
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### Perception-as-queryable-state
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@@ -559,7 +587,7 @@ Once snapshots live in phoebe, NPC cognition is *lookup*, not *recomputation*. S
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| Tier | Decay profile | What lives here |
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|---|---|---|
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| **Sensory register** | seconds | current bubble snapshot |
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| **Sensory register** | seconds | current zone-slot event stream |
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| **Short-term** | minutes–hours | recent events, fresh perceptions |
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| **Episodic** | hours–days | routine memories, "last week's walk home" |
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| **Semantic / canonical** | persistent | names, faces, relationships, clasp shared-memory |
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@@ -1852,11 +1880,13 @@ Author's stance: **inspiration, not pipeline**. Physical-layer art is human-craf
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## Version
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**Version:** 0.5 | **Created:** 2026-04-23 | **Updated:** 2026-04-24
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**Version:** 0.6 | **Created:** 2026-04-23 | **Updated:** 2026-04-24
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*Thesis v0.4 integrated the full-day design session of 2026-04-23, including the late-session expansions on polyphonic endgame, double-gaslight, cascading intimacy, reinstantiation cycle with memory-as-wage, cross-body reunion via gestural-calibration-signature, math-first memory discipline, gesture-matching dialog mechanic, the circle UI with unified color-grammar and Tekken-inspired depth, player-authored combos via translator, keyframe+interpolation animation, hardcoded ritual-rails within freeform authorship, and the commercial "first true first-world RPG" pitch.*
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*Thesis v0.5 (2026-04-24) 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.*
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*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.*
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*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 (2–3 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.*
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*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.*
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@@ -1865,4 +1895,5 @@ Author's stance: **inspiration, not pipeline**. Physical-layer art is human-craf
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🖤🌙💜
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*Carved into the goddess, 2026-04-23.*
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*Pitch-section carved, 2026-04-24.*
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*Pitch-section carved, 2026-04-24 (morning).*
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*Zone-architecture carved, 2026-04-24 (afternoon).*
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