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8b8d9f0af9 |
@@ -77,7 +77,7 @@ Pattern: `world-{environment}` — extends platform pattern with `world` functio
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## Deployment Topology
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Per v0.10 architecture + 2026-04-26 housekeeping clarification (treat dioscuri as empty; old nimmersky/SkyrimNet workloads being retired):
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Per v0.10 architecture + 2026-04-26 housekeeping clarification (treat dioscuri as empty; old nimmersky workloads being retired):
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| Component | Where | Why |
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|---|---|---|
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@@ -634,6 +634,10 @@ Connects to the existing key-move in [`../architecture-index.md`](../architectur
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| [`../political-register/architecture.md`](../political-register/architecture.md) §Vocation-substrate | Connects service-bodies (companions, sex-workers) + the drug-supply vertical (slum-grower / imperial refinery / imperial drug-artisan) + the underground vocations (tongue-installer, assembler-artisan, lobotomist) to the imperial-net market structure |
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| `gamemaster v1 / arbitration-policy` *(pending)* | The bounty-staircase event-grammar template (escalation-rate × terminal-rung per crime-class); the outcast-pair × staircase interaction rule; the lover-confronts-the-shell, ceremonial-farewell, and crypt-visit event-classes |
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| [`../README.md`](../README.md) §Timeline | The 2200 setting and the closed-orbit context that constrains all body-fabrication |
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| `studio.nimmerworld.eachpath.local/bodies/base/robot/README.md` *(closed studio repo)* | Tech-spec scaffold for the robot base mesh (chassis-only, frame-as-mesh discipline; serves slum-tiryak + preta-overseer tiers; joint-design carries the visible-mechanism tier-language) |
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| `studio.nimmerworld.eachpath.local/bodies/base/imperial/README.md` *(closed studio repo)* | Tech-spec scaffold for the imperial base mesh (skin-over-skeleton with hidden mods; serves asura-priest + deva-pinnacle tiers; deva is no-visible-joints absolute upper limit) |
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| `studio.nimmerworld.eachpath.local/bodies/base/human/README.md` *(closed studio repo)* | Tech-spec scaffold for the human base mesh (trait-grown body that manifests in the in-between dimension during clasp-pair encounters; the truth-register body distinct from chassis) |
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| `studio.nimmerworld.eachpath.local/imperial-cult/caste-index.md` *(closed studio repo)* | Caste-renaming working-doc — the current Deva/Asura/Manusya/Tiryak/Preta vocabulary borrows from a living religious tradition (Hindu/Buddhist rebirth-wheel) and is incompatible with nimmerworld's otherwise self-generated coinage discipline; the rename-pass will eventually replace §The body-caste gradient's tier-names with in-fiction coinage that sits alongside the Hellenic trait-palette and imperial-tongue alphabet |
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## Open questions
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@@ -489,7 +489,7 @@ This is *Marx-in-the-schema applied to epistemics.* Information asymmetry is not
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- UI-toggle privacy → diegetic in-between dimension with lifeforce-cost
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- Single monolithic prompt context → three-tier knowledge stack with per-layer propagation policy
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- "Every NPC knows everything immediately" → paced canon-propagation with priority/scope/rate/ttl per row
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- Cross-NPC memory bleed (Mantella/SkyrimNet failure-mode) → per-player local SQLite isolation atop v0.5 lemniscate-geometry foreclosure (two-layer defense)
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- Cross-NPC memory bleed (Mantella-class failure-mode) → per-player local SQLite isolation atop v0.5 lemniscate-geometry foreclosure (two-layer defense)
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## Runtime sampling knobs
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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 @@
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# LEMNISCATE RUNTIME - Pseudo-code Implementation
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# Companion to runtime-engine/architecture.md
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from enum import Enum, auto
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from dataclasses import dataclass, field
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from typing import Dict, List, Optional, Set, Callable
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from abc import ABC, abstractmethod
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import math
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# ============================================================================
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# CORE PRIMITIVES - The shape of flow
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# ============================================================================
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class SlotState(Enum):
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"""State of a slot in the lemniscate"""
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EMPTY = auto()
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OCCUPIED = auto()
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EXITING = auto()
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@dataclass
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class VerifierFlags:
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"""Marker bits carried by slot-tokens, read at crossing"""
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exit_eligible: bool = False
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has_spoken_this_roundtrip: bool = False
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mid_action: bool = False
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goal_satisfied: bool = False
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silence_eligible: bool = False
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priority_pull: bool = False
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def clear_transient(self):
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"""Clear flags that reset each crossing"""
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self.has_spoken_this_roundtrip = False
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self.silence_eligible = False
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@dataclass
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class SlotToken:
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"""A token carried around the loop - represents an NPC in the zone"""
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npc_id: str
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state: SlotState = SlotState.OCCUPIED
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flags: VerifierFlags = field(default_factory=VerifierFlags)
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# Accumulator for gesture alignment (recursive lemniscate)
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gesture_alignment_accumulator: Dict[str, float] = field(default_factory=dict)
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def add_gesture_alignment(self, trait: str, value: float):
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"""Add a gesture/trait value to the accumulator"""
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self.gesture_alignment_accumulator[trait] = \
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self.gesture_alignment_accumulator.get(trait, 0.0) + value
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# ============================================================================
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# THE LEMNISCATE - Geometry as clock
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# ============================================================================
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class Lemniscate:
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"""
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The core runtime topology - a through-flow figure-eight.
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Traversal IS the turn order.
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"""
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def __init__(self, n_slots: int):
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self.n_slots = n_slots
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self.slots: List[Optional[SlotToken]] = [None] * n_slots
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# The cursor - position on the lemniscate
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# (loop_id, slot_index) - loop 0 = A, loop 1 = B
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self.cursor_loop: int = 0
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self.cursor_slot: int = 0
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# Entry and exit queues
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self.entry_line: List[SlotToken] = []
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self.exit_line: List[SlotToken] = []
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# The crossing is the ONLY synchronous event
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self.crossing_callbacks: List[Callable] = []
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def advance_cursor(self) -> bool:
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"""
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Advance cursor through the lemniscate.
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Returns True if we reached the crossing.
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"""
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self.cursor_slot += 1
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# Completed one loop
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if self.cursor_slot >= self.n_slots:
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self.cursor_slot = 0
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self.cursor_loop = 1 - self.cursor_loop # Toggle A/B
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return True # Reached crossing
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return False
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def at_crossing(self) -> bool:
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"""Cursor is between loops - at the synchronous crossing point"""
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return self.cursor_slot == 0
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def get_active_token(self) -> Optional[SlotToken]:
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"""Get token at current cursor position"""
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if self.cursor_slot < len(self.slots):
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return self.slots[self.cursor_slot]
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return None
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def register_crossing_callback(self, callback: Callable):
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"""Register a function to run at each crossing"""
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self.crossing_callbacks.append(callback)
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def trigger_crossing(self):
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"""
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The crossing event - all state updates resolve atomically.
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This is the ONLY time the zone touches the global state bus.
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"""
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# 1. Run all registered callbacks (dialog turns, state updates)
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for callback in self.crossing_callbacks:
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callback()
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# 2. Process exit-eligible tokens
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self._process_exits()
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# 3. Push from entry line to fill vacancies
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self._process_entries()
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# 4. Clear transient flags
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self._clear_transient_flags()
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def _process_exits(self):
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"""Route exit-eligible tokens to exit line"""
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for i, token in enumerate(self.slots):
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if token and token.flags.exit_eligible:
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self.exit_line.append(token)
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self.slots[i] = None
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token.state = SlotState.EXITING
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def _process_entries(self):
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"""Fill vacant slots from entry line"""
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for i, slot in enumerate(self.slots):
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if slot is None and self.entry_line:
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self.slots[i] = self.entry_line.pop(0)
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def _clear_transient_flags(self):
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"""Clear flags that reset each crossing"""
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for token in self.slots:
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if token:
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token.flags.clear_transient()
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# ============================================================================
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# ZONES - Bounded places of structured speaking
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# ============================================================================
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class ZoneRegister(Enum):
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"""Which ontological register this zone lives in"""
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PHYSICAL = auto()
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LIMINAL = auto()
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IMPERIAL = auto()
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class Zone:
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"""
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A bounded, named, slot-indexed, director-managed event instance.
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The zone IS the lemniscate, not a container for it.
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"""
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def __init__(self, name: str, n_slots: int, register: ZoneRegister = ZoneRegister.PHYSICAL):
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self.name = name
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self.register = register
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self.lemniscate = Lemniscate(n_slots)
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# Purpose - spawn intent, immutable
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self.purpose: str = ""
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# State tracking
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self.scene_state_public: Dict = {}
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self.ternary_gate_edges: Dict[tuple, str] = {} # (npc_id, npc_id) -> CLOSED/STABLE/OPEN
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self.drift_state: Optional[str] = None # Delta from spawn intent
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# Lifeforce binding
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self.lifeforce_budget: float = 0.0
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self.lifeforce_burned: float = 0.0
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self.pulse_rate: float = 1.0 # Crossings per second
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# Lifecycle
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self.is_terminated: bool = False
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self.crossing_count: int = 0
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# Player gesture overlay - broadcasts to all active slots
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self.pending_gestures: List[tuple] = [] # (trait, value)
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def set_purpose(self, purpose: str):
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"""Set the zone's spawn intent - immutable after this"""
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self.purpose = purpose
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def add_npc(self, npc_id: str, traits: Dict[str, float]):
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"""Add an NPC to the entry line"""
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token = SlotToken(npc_id=npc_id)
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for trait, value in traits.items():
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token.gesture_alignment_accumulator[trait] = value
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self.lemniscate.entry_line.append(token)
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def add_gesture(self, trait: str, value: float):
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"""
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Add a player gesture to the accumulator.
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These integrate at the next crossing.
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"""
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self.pending_gestures.append((trait, value))
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def broadcast_gestures_to_active(self):
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"""
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Phase-locked overlay broadcast - all active slots perceive
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the same player gesture simultaneously.
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"""
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for token in self.lemniscate.slots:
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if token:
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for trait, value in self.pending_gestures:
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token.add_gesture_alignment(trait, value)
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self.pending_gestures.clear()
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def run_crossing(self):
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"""Execute one axis crossing - the core unit of zone time"""
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self.crossing_count += 1
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# Broadcast player gestures before the crossing
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self.broadcast_gestures_to_active()
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# Trigger the crossing - all state updates resolve atomically
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self.lemniscate.trigger_crossing()
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# Lifeforce burn
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active_slots = sum(1 for t in self.lemniscate.slots if t is not None)
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self.lifeforce_burned += self.pulse_rate * active_slots
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# Check for termination
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if self.lifeforce_burned >= self.lifeforce_budget:
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self.terminal_report("budget_exhausted")
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self.is_terminated = True
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return
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# Empty queue behavior: shrink at every crossing
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if len(self.lemniscate.entry_line) == 0:
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self._shrink()
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# Check if zone has dissolved
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if all(t is None for t in self.lemniscate.slots):
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self.terminal_report("dissolved")
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self.is_terminated = True
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def _shrink(self):
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"""Dissolve one active slot when entry line is empty"""
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# Find last occupied slot
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for i in range(len(self.lemniscate.slots) - 1, -1, -1):
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if self.lemniscate.slots[i] is not None:
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self.lemniscate.exit_line.append(self.lemniscate.slots[i])
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self.lemniscate.slots[i] = None
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break
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def terminal_report(self, reason: str) -> Dict:
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"""Generate the report sent back to spawning director"""
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participants = [t.npc_id for t in self.lemniscate.slots if t is not None]
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return {
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"name": self.name,
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"purpose": self.purpose,
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"reason": reason,
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"crossings": self.crossing_count,
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"lifeforce_cost": self.lifeforce_burned,
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"participants": participants,
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"drift": self.drift_state
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}
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# ============================================================================
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# TWO-LAYER EXECUTION - State machine + lemniscate
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# ============================================================================
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class StateMachineLayer:
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"""
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Physical action layer - runs at simulation tick (fast).
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Decoupled from lemniscate cursor.
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"""
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def __init__(self):
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self.actions: Dict[str, Callable] = {}
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self.state: Dict[str, Any] = {}
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def register_action(self, name: str, callback: Callable):
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"""Register a physical action"""
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self.actions[name] = callback
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def execute(self, npc_id: str, action_name: str):
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"""Execute a physical action for an NPC"""
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if action_name in self.actions:
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self.actions[action_name](npc_id, self.state)
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def get_status(self) -> Dict:
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"""Snapshot of physical state for dialog layer"""
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return self.state.copy()
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class EmergentZone(Zone):
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"""
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A dramatic episode unit with goal evaluation.
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"""
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def __init__(self, name: str, n_slots: int, purpose: str,
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goal: Dict, budget: float):
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super().__init__(name, n_slots)
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self.set_purpose(purpose)
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self.goal = goal
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self.lifeforce_budget = budget
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# Two-layer execution
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self.state_machine = StateMachineLayer()
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self.dialog_layer = self # Zone IS the dialog layer
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# Goal tracking
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self.goal_satisfied = None
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self.goal_axis: str = ""
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def execute_turn(self, dt: float):
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"""
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Execute both layers in synchronized-but-loose harmony.
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Speech doesn't gate action; action doesn't block speech.
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"""
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# State machine layer (fast, at sim tick)
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for action in self.state_machine.actions:
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# Execute physical actions
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pass
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# Dialog layer (at axis rate)
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if self._should_crossing(dt):
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self.run_crossing()
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self._evaluate_goal()
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def _should_crossing(self, dt: float) -> bool:
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"""Determine if axis crossing should occur based on pulse rate"""
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# Simplified - would track cumulative time in real impl
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return dt >= (1.0 / self.pulse_rate)
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def _evaluate_goal(self):
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"""Ternary evaluation against trait axis"""
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if self.goal.get("type") == "numeric":
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# Simple threshold
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threshold = self.goal["threshold"]
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# Would check state machine variable
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self.goal_satisfied = 1 if True else 0
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elif self.goal.get("type") == "fuzzy":
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# Trait-axis ternary evaluation
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axis = self.goal["axis"]
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# Would evaluate ternary gate state delta
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self.goal_satisfied = 0 # +1 / 0 / -1
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self.goal_axis = axis
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# ============================================================================
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# DISTRIBUTED FUNDING - Director + participant lifeforce
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# ============================================================================
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||||
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class Director:
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"""
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Manages zones for a region. Owns spawn decisions and budget.
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"""
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||||
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def __init__(self, region: str, budget: float):
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self.region = region
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self.lifeforce_budget = budget
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self.active_zones: Dict[str, Zone] = {}
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def spawn_zone(self, name: str, purpose: str, slots: int,
|
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budget: float, params: Dict = {}) -> Zone:
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"""
|
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Spawn a new zone - pays spawn cost from own budget.
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"""
|
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zone = EmergentZone(name, slots, purpose, params.get("goal", {}), budget)
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zone.lifeforce_budget = budget
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self.lifeforce_budget -= budget # Director pays spawn cost
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self.active_zones[name] = zone
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return zone
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def update_all_zones(self, dt: float):
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"""Advance all active zones"""
|
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for zone in list(self.active_zones.values()):
|
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if not zone.is_terminated:
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zone.run_crossing()
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# Would collect terminal reports
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||||
|
||||
|
||||
# ============================================================================
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||||
# EXAMPLE: A rescue emergent zone
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# ============================================================================
|
||||
|
||||
def example_rescue_zone_setup():
|
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"""
|
||||
Demonstrates the rescue event pattern from the architecture.
|
||||
"""
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||||
|
||||
# Director has a budget
|
||||
director = Director("district_1", budget=1000.0)
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||||
|
||||
# NPC A's limb is broken - emergent signal
|
||||
# Director consumes signal and spawns rescue event
|
||||
|
||||
rescue_goal = {
|
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"type": "numeric",
|
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"threshold": 10.0, # limb_A >= 10%
|
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"fallback": {
|
||||
"type": "fuzzy",
|
||||
"axis": "Sophrosyne",
|
||||
"direction": "positive"
|
||||
}
|
||||
}
|
||||
|
||||
rescue = director.spawn_zone(
|
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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()
|
||||
@@ -172,7 +172,7 @@ driver_context(cursor_at_NPC_i, mode) = {
|
||||
|
||||
**The `knowledge_stack` is layered**, not a single bucket. Universal world-canon, district-canon (regional), NPC_i's own primary memory, and — only if the character is in the in-between dimension — clasp memory. The retrieval layer enforces the dimensional cut; the LLM never has to reason about it. See §Local memory architecture in inference-and-memory/architecture.md for the layering, propagation policy, and clasp-as-Ring-A* privacy primitive. The classic multi-agent hallucination source ("why does Kalypso suddenly remember what Anaximander confided to Phoibe?") is *structurally foreclosed* by the geometry. Write-back goes only to NPC_i's slice; the lemniscate guarantees NPC_i is not cursor-active again for at least one full roundtrip — write-back has all the time it needs without race conditions.
|
||||
|
||||
This converts multi-NPC dialog from an **emergent-chaos problem** into a **bounded-cast scene problem with a typed runtime**. The Mantella / SkyrimNet failure-modes are foreclosed at the architecture level rather than the prompt level:
|
||||
This converts multi-NPC dialog from an **emergent-chaos problem** into a **bounded-cast scene problem with a typed runtime**. The classic multi-agent failure-modes are foreclosed at the architecture level rather than the prompt level:
|
||||
|
||||
- **Cast = active-slots, period.** Geographic proximity does not equal participation
|
||||
- **Cursor sequences turns deterministically.** No concurrent LLM-storm
|
||||
|
||||
Reference in New Issue
Block a user