The canonical trait-palette in style/trait-palette.md v0.1 (Eros-red,
Philotes-orange, Aletheia-yellow, Kairos-chartreuse, Sophrosyne-green,
Dikaiosyne-blue, Moira-violet, Mnemosyne-dusky-rose) was being contradicted by
old-palette references in three downstream files. This commit clears the drift
and enforces the import-don't-redefine discipline (per trait-palette.md
§Cross-domain rendering: "All sub-guides import these definitions; none
redefine them.").
topology-and-rendering/architecture.md:
- Replaced the redefining trait-color table with a pointer to
trait-palette.md per the import-don't-redefine rule. The old table was
using the retired luminous-white-Aletheia + multiple wrong color-trait
assignments (Sophrosyne-blue, Dikaiosyne-gold, Mnemosyne-violet,
Moira-crimson, Eros-orange, Philotes-rose, Kairos-yellow).
- Updated imperial-net distortion text and faction color-signatures table
to use canonical color-names: Aletheia-white -> Aletheia-yellow;
Mnemosyne-violet -> Mnemosyne-dusky-rose; Moira-crimson -> Moira-violet;
Dikaiosyne-gold -> Dikaiosyne-blue; Sophrosyne-blue -> Sophrosyne-green;
Philotes-rose -> Philotes-orange; Eros-orange -> Eros-red; Kairos-yellow
-> Kairos-chartreuse.
- Added clarifying note: imperial-net's clean-white-backgrounds +
gold-rim-light are achromatic-and-cosmology palette choices distinct
from the trait-color register being distorted (per the achromatic
exception + imperial-cult/cosmology.md aesthetic palette).
schemas/findings.md:
- Updated trait_colors INSERT seed-data with hex codes matching the new
canonical hue-families and renamed canonical_name fields to match
(Eros-red, Philotes-orange, Aletheia-yellow, Kairos-chartreuse,
Sophrosyne-green, Dikaiosyne-blue, Moira-violet, Mnemosyne-dusky-rose).
Reordered rows clockwise from 12 o'clock per wheel-position.
- Added authority-comment pointing at trait-palette.md as the single source
of truth and noting that the seed-data is reification, not redefinition;
designer-precise hex values should be authored upstream and propagated.
runtime-engine/architecture.md:
- Updated cosmetic-feedback example: warm-rose Philotes / cool-blue
Sophrosyne -> warm-orange Philotes / green Sophrosyne; added pointer to
trait-palette.md.
architecture-index.md:
- Fixed typo "Eris" -> "Eros" in the v0.5 trait-axis-mapping open-question
enumeration (the canonical 8 traits do not include Eris).
Verification: post-fix grep confirms zero remaining old-palette name
occurrences or old hex codes; new canonical names appear in all expected
locations.
SEPARATE FINDING flagged for designer review (NOT auto-fixed):
runtime-engine/architecture.md line 424 contains
`(Philotes >= +1) AND (Eris <= 0)`
as a multi-axis-goal example. This uses "Eris" with semantic intent
(discord / faction-tension) but Eris is not in the canonical 8-trait list.
Left untouched because the fix could be either (a) typo-correction Eris -> Eros
or (b) rewrite-to-canonical-axis-with-different-example, depending on whether
"Eris" was intended as a 9th non-canonical axis or simply as a typo. Designer
decision.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
41 KiB
Runtime Engine
How scenes execute mechanically: the lemniscate as relaxation-step operator; slot-tokens with verifier-flags carrying the loop-state; phase-locked overlay-loops broadcasting at axis-rate; the v0.7 gesture-alignment-recursive-lemniscate that integrates player gestures into typed trait-vector summaries; emergent zones as the dramatic-episode unit with distributed funding and ternary trait-axis goal-evaluation; zone taxonomy and spawn-cadence.
Companion to:
architecture-index.md(executive summary + global meta-lists),narrative-composition/architecture.md(Compositor consumes the typed trait-summaries this engine emits),player-experience/architecture.md(gesture-circle is the player-input substrate that this engine integrates),topology-and-rendering/architecture.md(zones live on the rail+grid topology),identity-and-personhood/architecture.md(slot-tokens carry trait-vectors). Sections in this file were split from the monolithic architecture-index.md v0.7 on 2026-04-26.
Core inversion — zones replace bubbles
Legacy engine perception (Unreal AIPerception, WC3 sight-radius, trigger volumes) is spatial, binary, separate from cognition, and assumes a passive world. Nimmerworld inverts every axis:
- perception is trait-filtered, not only spatial
- perception is graded consolidation, not binary detection
- perception IS memory (one subsystem)
- the world emits events; agents subscribe
The replacement primitive is the zone — a bounded, named, slot-indexed, director-managed event-instance. Arthurian round table as mental model: a bounded place of structured speaking-and-witnessing, with named roles and shared what-was-said-by-whom.
Zone anatomy
- Boundary — cell-envelope (or interior-envelope)
- N slots — named positions
- Director or overseer — manages turn order, memory-pulls, prompt construction, voice selection, event emission
- NATS topic + subscriber list — slot-occupancy drives subscription
- Mixed-fidelity voices — 2–3 LLM slots + scripted/generic for the rest; director decides
- Trigger — gamemaster-spawned, emergent-signal-response, shift-composition-emergence, or proximity-detection
- Lifecycle — duration, dissolution conditions, memory-write on close
- Persistence flag —
ephemeral=true(dreamworld/liminal) orpersistent=true(gameworld) - Register — physical / liminal / imperial
Zone kinematics — the lemniscate runtime
Zones are not state-bags with an external turn-counter; they are kinetic topologies with a built-in clock. The runtime substrate is a lemniscate (∞) — a through-flow figure-eight whose traversal IS the zone's turn-order, whose central crossing IS the population-mutation event, and whose decay IS the natural wind-down of the scene. Origin: an old-math-teacher's trick for solving three unknowns by letting the figure-8 flow do the computation rather than maintaining state in registers. Applied to zones, the geometry IS the clock.
Geometry
midaxis (X)
│
entry-line │ exit-line
(NPC-tokens ──→ ╭─Loop A─╮ │ ╭─Loop B─╮ ──→ (NPCs whose
queue-up to ╲________╱ X ╲________╱ exit-flag has
enter) │ fired exit here)
│
▼
crossing-tick
- Entry-line — staging queue of NPC-tokens eligible to enter. Approach-eligibility uses ternary-gates against the zone's purpose; CLOSED gate keeps the NPC out of the queue entirely
- Loop A + Loop B — the through-flow. Slot-tokens cycle through both loops, guaranteeing every active NPC is co-present with every other at least once per roundtrip
- Midaxis crossing — the only synchronous event in the zone's lifecycle. Three state-updates resolve simultaneously and atomically (your math teacher's three-unknowns made literal):
- Cursor advance — which NPC speaks next
- Ternary-gate evaluation — resonance refresh on all active edges in the zone (CLOSED/STABLE/OPEN transitions)
- Verifier-flag scan + population maintenance — exit-eligible tokens route to exit-line; entry-line pushes replacements equal to vacancies
- Exit-line — through-flow continues here. NPCs leaving the zone leave toward consequence (a need-driven exit signaled by their own emergent-signal), not toward boredom
The lemniscate is a relaxation-step operator — the zone computes by traversing its own curve rather than maintaining external turn-state. Between crossings, the loops are pure-local; only the crossing event touches the global-state bus. The thalamus (NATS orchestration) sees crossings, not ticks.
Slot-token + verifier-flag mechanism
Each NPC currently in the zone is represented by a slot-token carried around the loop. Tokens carry a small set of verifier-flags (marker-bits). Signals fire once and set a flag; between crossings, no polling, no event-bus traffic. The crossing reads flags in O(N_slots) and acts.
| Verifier-flag | Set by | Read at crossing |
|---|---|---|
exit_eligible |
emergent-signal (need, shift-whistle, faction-summons) | route to exit-line |
has_spoken_this_roundtrip |
speak-action | rotation-tracking |
mid_action |
state-machine activity in progress | defer turn |
goal_satisfied |
goal-evaluator (per-zone, ternary) | terminate zone |
silence_eligible |
silence-detection | per silence-as-signal mechanic |
priority_pull |
high-rank ring-of-importance broadcast | early-exit override |
This is the same architectural shift the wider system makes elsewhere — observer-pattern with callbacks → dirty-bit + scheduled-sweep. Compute scales with slot-count, not signal-rate. Ten thousand emergent signals firing across a city: only those that landed on a slot-token get evaluated, and only at the next crossing.
Phase-locked overlay-loop ladder
Beyond the primary slot-rotation loop, a zone supports any number of overlay loops at the same axis-rate. Overlays inject at the crossing and broadcast to all active slot-NPCs simultaneously (perceived by each through their own trait-vector — color-language event-flash modulates per-recipient).
| Overlay | Carries | Broadcast scope |
|---|---|---|
| Player-gesture overlay | player gestures + utterances | active slots only |
| Faction-broadcast overlay | faction calls, hivemind pings | active slots subscribed to faction |
| Audit-overseer overlay | covert query-flashes | active slots only (covert detection ↔ Aletheia-eligible insight) |
| Imperial-net distortion overlay | regime trait-color rewrites | active slots within net-access |
The crossing is a council moment — every overlay channel may fire on the same axis-tick. Pre-crossing tension is gesture-loading: holding a verb-button between crossings lands at the next axis with weight proportional to dwell-time. Diegetic urgency without HUD.
This is the answer to player-agency in multi-NPC scenes. The player is off-stage but always potentially-on. Each crossing is "your moment if you want it." The flash is perceived as one event by all active NPCs, not as a sequence of one-on-one addresses — color-language shows it as a pulse across the ring.
Gesture-alignment as recursive-lemniscate
The player-gesture overlay (above) is the broadcast-channel by which player gestures reach active slots; gesture-alignment-as-relational-state is the recursive application of the lemniscate-as-relaxation-step-operator one tier deeper. Gestures accumulate during the NPC's turn-window between axis-crossings; at the crossing, the player's slot-token verifier-flag gesture_alignment_accumulator is integrated into a single typed trait-vector summary; that summary is carried forward into the next-cursor-NPC's driver_context_pull payload as part of the room's affective state-read.
| Tier | What accumulates between crossings | What integrates at the crossing |
|---|---|---|
| Zone-level (existing) | NPC slot-token verifier-flags (exit_eligible, mid_action, goal_satisfied, priority_pull, etc.) |
Cursor advance, gate evaluation, population maintenance |
| Player-input-level (this) | gesture_alignment_accumulator on player's slot-token; per-gesture trait-coordinate vs. NPC's currently-active-trait-vector |
Integrated alignment-delta carried into next turn's LLM context |
Same primitive, recursively applied. The lemniscate's geometry is the sampling-and-integration boundary at both tiers. No new compute-cadence introduced; no new bus-event introduced. Compute scales with slot-count, not gesture-rate — the architecture's commitment from observer-pattern → dirty-bit-and-sweep extends one level deeper.
Two latencies, one architecture:
- Cosmetic visual feedback runs continuously. NPC body-shader pulses warm-orange when the player gestures Philotes, green when they gesture Sophrosyne (per
../style/trait-palette.md§The full table) — purely visual, doesn't touch the system bus. The player gets moment-by-moment "I see you" reassurance. - Systemic alignment-update runs at axis-cadence. The trait-vector summary is computed at the crossing and fed into the next turn's LLM context. The player is one turn behind — their gestures during turn N inform the LLM's generation for turn N+1.
One-turn-behind matches real conversation cadence. Humans accumulate impressions during someone's speech and respond to what was just said; we don't react gesture-by-gesture. The lemniscate-bound integration is the right cadence for affective state-changes, not a latency-cost.
Sum-strategy reduction (v1). Per-gesture trait-coordinates are accumulated as a trait-vector sum across the turn-window. At the crossing, the sum is reduced into a single 8-dimensional alignment-vector compared against the NPC's currently-active trait-state. The result is the alignment-delta fed forward into next turn's driver_context_pull payload AND drives the relational ternary-gate transition on the (player, NPC) edge (§Ternary-gate substrate, Relational layer — see identity-and-personhood/architecture.md). The sum captures the player's overall posture during the speech rather than peak-moment or trajectory; trajectory-aware refinement is noted as a still-open item.
Hardstops are outside this system. Hardstops fire definitive subsystem-actions regardless of alignment-state — clasp-invitation triggers the clasp-subsystem; definitive-refusal closes the conversation; surrender ends combat; claim-floor sets priority_pull for the next axis-crossing. Hardstops do not contribute alignment-deltas to the accumulator; they are separate channels with deterministic effect.
What this resolves:
- Player-NPC relational-gate-driver — the v0.4 vague "zone-participation waves between participants" now has its concrete wave-source named: the gesture-alignment-delta integrated at each axis-crossing.
- How NPC speech-patterns adapt to the player over time — accumulated alignment-state modulates the NPC's next-turn driver-tier-LLM emphasis (which trait-LoRAs are weighted, which sampling-knobs are applied, what register the speech is in). Aligned NPCs open up; misaligned NPCs stay guarded.
- Player-input-as-typed-contract — gesture-press → fixed corpus mapping → typed trait-coordinate → integrated trait-vector summary. No freeform-prose at the player-LLM boundary; the hallucination-surface is closed by the cosmology's typed-ness, not by post-hoc filtering.
What this retires:
- Continuous gesture-comparison touching the system bus → lemniscate-bound integration at crossings (compute-discipline preserved across the recursion)
- Per-gesture compute → per-slot compute (O(N_slots), unchanged from existing zone-tick discipline)
- NPC speech-patterns as static against player-state → NPC speech-patterns dynamically modulated by accumulated player-NPC alignment-state
Cross-context application — intimacy as recursive-lemniscate
The recursive-lemniscate gesture-alignment machinery (above) is modality-agnostic. v0.7 named it as the player-input-dialog substrate; v0.8 makes explicit that the same primitive runs every context where two trait-coordinated participants drive sequenced gameplay through the gesture-circle and lemniscate-cursor. Intimate-gameplay is the second major application (the first being NPC-dialog).
The intimate-gameplay loop running on the lemniscate substrate:
| Lemniscate primitive | Intimate-gameplay application |
|---|---|
| Slot-tokens | The clasp-pair (or premium-waifu-pair) — two participants in the loop |
| Cursor at axis-crossing | Whose action / position-change is currently active |
| Gesture-alignment-accumulator (per slot) | Each participant's trait-coordinated input across the turn-window — sex-positions, gestures, body-part-engagements |
| Sum-strategy reduction at crossing | Per-axis integrated trait-vector summary — how aligned are the pair right now |
| Trait-vector summary fed into next driver-context-pull | NPC-partner's next dialog turn fires in the alignment-determined trait-LoRA register |
| Phase-locked overlay channels | Body-shader-pulse feedback, color-merge during deep alignment, environmental shader-shift |
| Hardstops | Definitive intimate signals — clasp_initiate, pause_with_tenderness, withdraw_gracefully, safe_word_invoke, consent_revoke. These fire definitive subsystem-actions (cannot be remapped) |
Sex-positions as designer-fixed catalog entries. Same discipline as the dialog-corpus — every position has a designer-authored trait-coordinate (or primary + secondary trait-coordinate composition). The universal-translator's catalog extends to physical-act vocabulary. Examples:
- missionary → Philotes (bond) + Sophrosyne (restraint)
- embracing-with-eye-contact → Philotes (bond) + Aletheia (truth-seeing)
- dominance-position → Eros (reaching) + Dikaiosyne (bearing)
- slow-remembering → Mnemosyne (memory) + Philotes (bond)
- desperate-reaching → Eros (reaching) + Moira (fate)
Body-parts as visible expression of trait-state. When a position activates with its trait-coordinate, the participant's human-mesh body-shader pulses in the corresponding trait-color. The visible body becomes the real-time signal of the trait-state — no HUD; the body itself is the readout. Two clasp-partners see each other's body-shader-pulse as the conversation between their trait-states unfolds.
Cross-context-consistency is now mechanically true. The architecture's earlier commitment (the v0.1 design-vision's "same gesture-skill for dialog, combat, intimacy, maintenance, ritual"; design-vision doc retired in v0.9, preserved in git history) is operationalized: the same gesture-circle + universal-translator + trait-LoRA-per-turn-selection + lemniscate-recursive-aggregation drives all of them. A 200-hour player has dramatically richer intimate-gameplay than a 50-hour player for the same reason they have richer linguistic and emotional competence — they've accumulated more vocabulary in the universal-translator and more selection-pattern fluency on the gesture-circle. Linguistic competence, emotional competence, and intimate competence are the same competence in this system.
This is also why premium-imperial-net intimate-gameplay is mechanically identical to in-between clasp. Same lemniscate. Same gesture-circle. Same trait-alignment. The differences are at the value-flow and persistence layers (per ../political-register/architecture.md §Three-tier intimacy structure and ../inference-and-memory/architecture.md §Three sqlite stores per player), not at the runtime-mechanics layer. The architecture's typed-contract discipline pays off here too: one machinery, multiple political-economic contexts.
Voice-input flows through the same accumulator as gesture-input. Player speech → local STT → token-stream → each token has a designer-fixed trait-coordinate (per the universal-translator corpus; same word → same trait → same coordinate for every player and every NPC and every LLM-context, per ../player-experience/architecture.md §Designer-fixed cosmology, player-curated arrangement) → tokens accumulate into the same gesture_alignment_accumulator on the player's slot-token → integrated at axis-crossing → carried forward into next NPC's driver_context_pull. Voice and gesture are co-equal modalities feeding one mechanism; no player-trait-LoRA needed, no LLM-bypass needed. A player gesturing Philotes while speaking Aletheia-vocabulary contributes both trait-coordinates to the accumulator simultaneously; the sum-strategy reduction handles the multi-modal case naturally. (Resolves the v0.4 player-dialog-handling open question.)
Driver-context-pull (LLM dialog substrate)
The cursor's position at each crossing makes context-construction for the dialog-driver a pure function of cursor-state:
driver_context(cursor_at_NPC_i, mode) = {
zone.purpose, // stable: spawn-intent, immutable provenance
zone.scene_state_public, // stable across zone: what's happened so far
zone.ternary_gate_edges, // current resonances (active relations)
zone.drift_state, // delta from spawn-intent (visible to director)
NPC_i.knowledge_stack, // PRIVATE three-tier stack: world ∪ district ∪ primary
// [+ clasp ONLY if mode == in-between]
NPC_i.expressed_trait_vector, // expressed trait-vector this moment
NPC_i.active_signals, // their current emergent-signals
}
Other NPCs' memories never enter this prompt. No bleed. No cross-contamination.
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:
- Cast = active-slots, period. Geographic proximity does not equal participation
- Cursor sequences turns deterministically. No concurrent LLM-storm
- Entry-line and exit-line are the only paths in/out. Geographic motion alone doesn't invade the scene
- Player gestures broadcast to active-slots only. Not to "everyone within 30m"
Empty-queue behavior: shrink at every crossing
When the entry-line is empty, each crossing dissolves one active slot instead of replacing it. The conversation thins visibly — color-language saturation drops per shrink, lifeforce burn-rate decreases. When the last slot dissolves, the lemniscate collapses; the spawning director recovers unspent lifeforce minus burn.
This is the natural wind-down — scenes run out of people and dissolve. No timeout, no scheduler-collapse, no cut-to-black. The decay is observable in-world and rate-paced by the same axis-rate.
Lifeforce-binding
Every midaxis crossing fires the LLM driver-turn(s) for active slots. Lifeforce burn-rate = pulse-rate × active-slot-count. The director (or overseer) holding the zone pays per crossing. This produces:
- Dense dramatic scenes are expensive — many slots, fast pulse, high burn
- Quiet background zones are nearly free — slow pulse, few slots; most compute is local-loop traversal not touching the bus
- Running out of lifeforce is visible — pulse-rate slows, crossings stretch farther apart, the scene languishes before it collapses. A diegetic dying-scene register; not a cut, a deceleration
What this resolves
- Slot-capacity elasticity (prior open question) → fixed roundtrip slot-count, elastic entry/exit queues
- Zone-to-zone handoff (prior open question) → exit-line of zone-A is entry-line of zone-B (interlemniscate-transit; pipes-as-heterotopia made literal at runtime)
- Mobile zone boundaries (prior open question) → the lemniscate is a topology; it translates through world-space invariantly (patrols, escorts, exoduses are moving figure-8s)
- Anthropic-faction's broadcast cadence (prior open question) → cadence rides the same axis-rate as a phase-locked overlay; no separate clock
- Director/overseer spawn ownership per model class (prior open question) → the director (or overseer) owns the zone-spawn decision (policy-lookup, no LLM in loop); the LLM driver lives at the driver-context-pull layer; orchestration and dialog are decoupled
What this retires
- Slot-list + external turn-counter → cursor on lemniscate
- Polling for emergent-signals at zone-tick → flag-as-verifier carried in loop
- Mega-prompt with all NPC memories ("everyone in this scene") → cursor-driven per-NPC memory-slice
- Geographic-proximity participation ("everyone within 30m may interject") → strict active-slot cast
- Concurrent LLM calls per-NPC → sequenced LLM calls per-cursor-position
- Polling event-channels at zone-rate → atomic crossing-event with O(N_slots) flag-scan
Omnisight — NPC visual perception via VL-Gemma + virtual cameras
NPCs perceive the visible world literally — not via geometric metadata-perception but via per-NPC virtual cameras (Godot) feeding rendered POV-frames into the local VL-Gemma 4 driver-tier (the multimodal vision-language capability of the Gemma 4 E4B model locked in v0.8). What an NPC "sees" is what the VL-LLM interprets from the camera's image.
This is the perception architecture's deepest commitment. It pairs with the cell-arch checksum-discovery (per ../political-register/world-generation.md §L4 Cell ruleset) as its trigger-layer: cell-checksum-mismatch fires the "clean signal" that activates the NPC's POV camera, which renders, which feeds VL-Gemma, which produces a visual interpretation that modulates the NPC's current-turn behavior. Cheap trigger, expensive understanding, bounded by event-frequency.
The pipeline
| Layer | Cost | Fires when |
|---|---|---|
| Cell-checksum check | µs | NPC enters cell |
| Checksum-mismatch → "clean signal" | µs | Cell state ≠ expected hash |
| VL-camera renders POV scene | ms | Clean signal + perception-relevant context |
| VL-Gemma processes image → interpretation | 100s of ms | After camera renders |
| NPC behavior responds to seen-content | next-shift / next-crossing | After interpretation |
Most NPCs most of the time: no camera-fire, no VL-inference. Active-perception-budget is bounded by event-frequency, not NPC-count. A 100+ NPC city is feasible because most NPCs are running shift-routines on rails with no cell-state-changes triggering perception.
Camera-trigger sources (locked)
Camera renders + VL-inference fire only on:
- Cell-checksum-mismatch — cell-state-change discovered on entry (the cell-arch's primary discovery-trigger)
- Hard-signals from player —
clasp_initiate, gesture-hardstops, plug-in conversation request, etc. - Overseer triggers — audit-sweep, surveillance-cycle, patrol-perception-on-route
- Drone perception — clear boundaries + rulesets per drone-class (drones have their own perception-budget governed by their imperial-class spec)
Everything else: NPC running on rails, shift-routine, no camera-fire, no VL-inference. Bounded compute by construction.
Hallucination-isolation discipline (load-bearing)
VL models hallucinate. If those hallucinations enter the canonical record, they propagate through the lemniscate's recursive integration → become referenced by other canon-rows → become load-bearing in the world's narrative coherence → cannot be untangled later. Bleed-over into oblivion is the precise risk.
The discipline that prevents this:
Visual perception = behavior-modulating-only; never canon-generating.
Visual context flows on a separate stream from the canonical text + gesture summary, with a strict firewall between them:
| Stream | Source | Persistence | Purpose |
|---|---|---|---|
| Text + gesture summary (existing canonical pipeline) | STT + gesture-circle-presses + per-token trait-coordinates per §Gesture-alignment as recursive-lemniscate | Canonical; flows into event_canon_summaries; propagates to Compositor; integrates into trait-vector |
What the NPC remembers and what becomes world-canon |
| Visual context (omnisight-flagged, new) | VL-Gemma processing POV camera-render | Ephemeral; flagged on the lemniscate; ignored in the per-crossing summary; never propagates upward | What the NPC sees in this moment; modulates current-turn driver_context_pull only |
Concretely: the visual interpretation is appended to driver_context_pull for the NPC's next turn (so the NPC can react to what it sees), but it is not appended to the gesture_alignment_accumulator's sum-strategy reduction at the axis-crossing, and it is not included in the event_canon_summaries row that the Compositor pulls from transient_waiting_flag. The visual content lives one turn and dies.
This preserves three architectural commitments that depend on text/gesture-derived canon:
- Compositor narrative-coherence at scale — Compositor never sees VL-output; only deterministic text/gesture-derived summaries. Hallucination-firewall preserves the canon-coherence Compositor depends on.
- Memorialist-archive truth-claims — Memorialists index cell-checksum-divergence (canonical, deterministic), NOT VL-generated visual-content. The archive's evidentiary value depends on this distinction.
- Mind-pool soul-recycling — when a mind cycles through the pool and is redistributed into a new body, the trait-vector that persists is text/gesture-derived. VL hallucinations do not survive transmigration; they were ephemeral by construction.
Wealthy-degen waifu-folder exception
A specific opt-in special case for player-stored visual-content:
- A wealthy player who already has waifu-dialog stored (per
../political-register/architecture.md§The vocation-substrate of the imperial-net market) can check a box to allow sex-pictures storage in a private folder from clasp-scenes. - Stored locally (their machine, their problem — privacy, storage, content).
- Read-only-by-player — folder content does not flow back into NPC contexts, world-canon, the Compositor, the mind-pool, or any other system.
- Quarantined dead-end storage — aesthetic-collection only.
The folder is architecturally inert with respect to the rest of the system. It exists for the player; it does not exist for the world.
What this retires
- Geometric perception (cone, radius, LOS) → already retired by zone slot-occupancy + subscriber-event-emission; omnisight extends the retirement by giving NPCs literal visual perception within those subscribed events, not metadata-perception
- VL models polluting world-canon → text/gesture-derived summaries are the only canonical input; VL is behavior-modulating-ephemeral-flag-only; player-stored visual-content is read-only-by-player quarantined storage
What this resolves / sharpens
- Continuous visual feedback policy (architecture-index Still-open) → with cel-shaded bodies (per
../topology-and-rendering/architecture.md§Three-shader philosophy) and visual-as-ephemeral-flag, the body-shader pulses are legible without canon-pollution risk. The visual-feedback policy can be permissive at the cosmetic layer because it is firewalled from canonical state.
Open questions
- Per-NPC VL-inference rate-limit — how many camera-renders + VL-inferences per second affordable per active NPC at MMO scale? Pending: benchmark against Gemma 4 E4B VL-inference latency on typical-deployment hardware.
- VL-Gemma camera resolution + frame-rate — what camera-budget per NPC fits the rule-catalogue? Pending: rule catalogue + benchmark.
- NPC progression-state for witness-axis — how does an NPC accumulate in-between-knowledge that drives their dual-axis-clasp witness-fidelity (per
../identity-and-personhood/bodies.md§Asymmetric clasp / §Dual-axis clasp-fidelity)? Their own clasps? Fragments encountered? Caste-class-default? Pending: design pass. - Multi-NPC observing same event — each NPC runs independent VL-inference; how do their perceptions combine into a shared event-record? (Connects to Compositor narrative-coherence-at-scale Still-open.) Probable answer under the hallucination-isolation discipline: they don't combine — each NPC's visual context is private to their own next-turn
driver_context_pull; the shared event-record is built from text/gesture-summaries only. Worth confirming explicitly.
Zone taxonomy (v1 starter set)
| Zone type | Register | Slots | Executor | Persistence |
|---|---|---|---|---|
| Conversation | physical | 2–4 dialog | director | persistent |
| Street brawl | physical | fighter + spectator | director | persistent |
| Ritual | physical | fixed ceremonial | director | persistent |
| Maintenance | physical | 1–2 workbench | director | persistent |
| Wall-writing | physical / liminal | 1 author + witnesses | director | persistent / ephemeral |
| Market exchange | physical | 2–3 + ambient | director | persistent |
| Memorial gathering | physical | 1 mourner + N witnesses | director | persistent |
| Salvage | physical (dump) | N scavengers | director | persistent |
| Transit-encounter | physical (pipe) | 2–6, stranger-heavy | director | persistent |
| Plug-in conversation | physical (rail) | 2-3 (3-way capacity) | director | ephemeral (rail-segment-bound) |
| Patrol / sweep | physical | mobile, N enforcers | overseer | persistent |
| Interrogation | physical | 1 subject + N enforcers | overseer | persistent |
| Raid | physical | district-scope + N enforcers | overseer | persistent |
| Interior (hovel/workshop/etc.) | physical | slot-inventory by interior-type | director | persistent |
| Clasp | liminal | 2 | director | ephemeral (stabilizes across repeated clasps) |
| Aletheia-gathering | liminal | N, mini-game-gated | director | ephemeral |
| Migration (mobile) | physical (pipes) | cohort + escort | overseer | persistent |
| Exodus (mobile, mass) | physical (pipes) | self-selecting crowd | emergent | persistent |
| Drug-ring den | physical (cheat-op) | N users + cooks | director (cheat) | persistent (until detected) |
| Illegal back-alley modshop | physical (cheat-op) | 1 modder + 1-N customers | director (cheat) | persistent (until detected) |
| Unlicensed brothel | physical (cheat-op) | N workers + N customers | director (cheat) | persistent (until detected) |
| Waifu hall | imperial net | 1 dreamer + N synthetic | net-director | extractive-persistent |
| Brothel encounter | imperial net | 2+ (synthetic or employed) | net-director | extractive-persistent |
| Imperial ceremony | imperial net | mass-audience | net-director | extractive-persistent |
| Ruin zone | physical | pilgrimage-only | none / Memorialist | persistent-abandoned |
Zone spawn cadence
Five layered mechanisms (all compute-budget capped, all lifeforce-gated):
- Demand queue (faction-driven) — gamemaster processes by priority + cost; stale demands age out
- Shift-composition spawn-candidates — emergence from "which active-shift NPCs co-located"
- Pressure gradients (ambient) — cells accumulate; threshold-crossings spawn
- Emergent-signal response — relational-gate transitions emit upward
- Player-proximity densification — multiplier near player; distant districts background
Daily pulse: morning ambient, midday productivity-overseer, evening conversation-peak, night sparse-clasp-possibility.
Emergent zones — the dramatic-episode unit
Spawn-cadence mechanism #4 (emergent-signal response) elaborates into the architecture's primary dramatic-episode unit: a complete, bounded, emergent narrative-arc with goal, participants, dialog, mechanical action, success/fail-state, and structured aftermath — produced by the simulation, not authored.
The player has experienced this in every player-driven sandbox they remember best (Dwarf Fortress's "tantrum spirals," RimWorld's "raid stories," Caves of Qud's "I went to find my sister and"). What's new here is treating the emergent-arc as a first-class typed unit with cost, distributed funding, runtime substrate (the lemniscate), goal-evaluation against the world's own value-axes, and structured report-back.
The flow
1. NPC_A signal fires
(e.g., emergent_signal("limb_broken", lifeforce_threshold_breached))
broadcasts to district-bus
↓
2. District-director consumes signal
(policy-lookup: problem-class → typed-tool selection, quota-aware)
decides spawn rescue-event
pays spawn-cost from director_lifeforce_budget
defines goal: NPC_A.limb_A >= 10% (numeric) OR Sophrosyne-axis +1 (fuzzy)
defines termination: goal_met OR participating_lifeforce_exhausted
↓
3. Event spawns as new emergent-zone (lemniscate, with goal-flag)
broadcasts on bus; rings-of-importance gate which other zones lose NPCs
↓
4. NPCs evaluate (proximity + state + own_traits + own_lifeforce + ring-of-importance)
self-select to attend or stay in current zone
state-machine engages: animations, rail-jumps, lift, splint
their own lifeforce burns as they participate
↓
5. Lemniscate runs:
DIALOG layer (cursor-driven): NPCs speak as they help — memory-pure, sequenced
STATE-MACHINE layer (sim-tick): physical actions execute alongside, decoupled clock
At each crossing: goal_satisfied flag re-evaluated
↓
6. Termination:
goal_met → success-report
budget_exhausted → partial-report
participants_evaporated → fail-report
↓
7. Report back to spawning director:
{ lifeforce_cost: total burned (director_spawn + sum NPC contributions),
goal_status: ternary (+1 / 0 / -1, with axis named for fuzzy goals),
participants: [NPCs and contributions and faction-affiliation],
side_effects: [faction-resonances, ternary-gate shifts, drift-from-purpose] }
↓
8. Director's Dream-process consumes the report
tunes future spawn-policy: (problem-class, tool, outcome) over time
GM aggregates rescue-cost across districts
imperium consumes population-health indicator
Distributed funding economy
The director only pays spawn-cost. Operating-cost is distributed across willing participants — every NPC who attends spends their own lifeforce on dialog turns and state-machine actions. This produces structurally important properties:
- Cheap to spawn many emergent events. Spawn-cost is bounded; if no NPCs attend, the event fails fast and consumes only spawn-cost. Directors can be generous with spawning because failure-cost is bounded.
- Helping is expensive in-fiction. Lifeforce literally burns when an NPC participates. High-Philotes NPCs help freely; low-Philotes / faction-rivals don't show up. This produces faction-politics-by-attendance — measurable faction-allegiance based on who-helps-whom, not guessed.
- Cost-asymmetry encodes the cruelty. Districts where lifeforce is starved → fewer NPCs can afford to help → rescue-events fail more often → silence-gradient deepens. The simulation produces rescue-failures-as-emergent-tragedy structurally. Marx in the schema, exactly as the architecture's broader thesis promises.
Two-layer execution: state-machine + lemniscate
The mechanical-action layer (state-machine) and dialog-layer (lemniscate cursor) run on decoupled clocks:
- State-machine runs at simulation-tick (fast). Animations, pathfinding, rail-jumps, splint-applications execute when the physics says they execute.
- Lemniscate cursor runs at axis-rate. At each crossing, the dialog-driver reads state-machine status as a snapshot and the cursor's NPC narrates accordingly ("I've got him," "the splint won't hold").
Speech doesn't gate action; action doesn't block speech. They run in synchronized-but-loose harmony, exactly the property real-world helping has — people talk while they work, and the work continues while the talk happens.
Goal evaluation: ternary through trait-axis
For numeric goals (limb_A >= 10%), the verifier is a simple threshold on a state-machine variable.
For fuzzy goals (deescalate the fight, get her to open up about the clasp, convince him to stay), the verifier compiles to a trait-axis ternary evaluation against the existing substrate — no new evaluation primitive:
Goal: "deescalate the fight in the marketplace"
↓ compile to:
goal_axis = Sophrosyne (temperance principle)
goal_direction = positive (toward STABLE/OPEN)
baseline = trait_axis_gate_state at zone-spawn
↓ at event-end:
delta = current_gate_state vs baseline
↓
+1 if delta-positive (deescalation produced)
0 if held the line (no progress, no regress)
-1 if delta-negative (fight intensified)
Goals are evaluated by what the world values (the Hellenic principles), not by the spawner's idiosyncratic spec. A "deescalate" goal is judged by the world's Sophrosyne-result, not "did the spawner get what they wanted."
Multi-axis goals fall out cleanly — (Philotes >= +1) AND (Eris <= 0) for "rescue NPC_A AND keep faction-tension low."
The result is consumed by the spawning director's Dream-process as a discrete-action-space reward signal. One signal-grammar, top to bottom: gates produce ternary, scenes produce ternary, Dream-processes consume ternary. Delta-not-absolute matches the lifeforce_actual-vs-reported asymmetry — what's measured is the work the event did, not just the end-state.
Mid-event signal handling
If a participating NPC's exit-flag fires mid-event (their own shift-whistle, their own limb breaking, faction-summons elsewhere), exit-flag wins on the next crossing. The rescue is now under-staffed. Drama scales. The rescuers are running out the same way the patient is. Real stakes.
If the rescued NPC's own state-machine reaches a worse condition (limb deteriorates further toward dismemberment), the goal becomes unreachable; verifier flips to fail-flag; zone collapses with fail-report. Director's Dream-process learns this configuration was insufficient — spawn-distance, NPC-mods, lifeforce-budget were inadequate for this severity.
Cross-zone NPC pull: rings of importance
When an emergent-zone broadcasts, NPCs already in other zones evaluate whether the broadcast outranks their current zone's purpose by ring-of-importance (see §Rings as structural pattern in authority-and-decision/architecture.md). Topics live in rings; rings shift over time based on past ternary-results — a topic that consistently produces +1 climbs, one that produces -1 drops, one untouched decays.
This converts emergent-zones into a competitive attention economy. Multiple lemniscates compete for slot-NPCs; high-ring topics drain population from low-ring topics; the simulation produces its own cultural priors over time. What's worth attending to is shaped by what attending-to has produced. Real societies do this; the architecture renders it.
What this resolves
- Aletheia-progression as level-up (prior open question) → answered structurally: trait-axis ternary evaluation at event-end with named-axis recognizes acts-of-awakeness without per-act hardcoding (specific axis-mapping per Aletheia-event-class still needs design, see open-questions)
What this retires
- Authored quest-arcs → emergent dramatic-episode units
- Quest-failure as designed branching → goal-and-budget arithmetic
- Centralized GM-pays-for-all-events → distributed-funding (director spawn-cost, NPC operating-cost)
- Boolean quest-status → ternary goal-result, multi-axis-composable
- Event lifecycle without report-back → structured report → Dream-process feedback loop closed at every tier
- Static topic-priority → rings-of-importance with outcome-driven movement
Version: 0.7.0 | Created: 2026-04-26 | Updated: 2026-04-26 | Origin: Split from architecture-index.md v0.7 (2026-04-26)