Mark 1 Generic Mutual Play
Tests whether appetite, local perception, reciprocity belief and per-playmate boredom can produce a recognisable mutual game without a declared quest.
- Deterministic
- Five places
- Two actors
- Eleven personas
Research programme
Choose a version to inspect. Each laboratory opens separately and uses the full window.
Tests whether appetite, local perception, reciprocity belief and per-playmate boredom can produce a recognisable mutual game without a declared quest.
Tests whether a guard can choose useful legal actions from concrete world state, belief, institutional responsibility, and a small Character configuration — without Drive-to-Verb mappings or psychological bonuses attached to verb names.
Tests whether a world that already has its own drives can accept human intervention without either half going inert — an actor that helps you if you act, and takes over if you don't, with the same machinery working in both directions.
Tests the word Step 2 left untested — asynchronous — via a guard who patrols on his own agenda, a clock that runs on real elapsed time even with zero choices recorded, a second guard who contends with the first over one doorway with no wiring between them, and a readout that speaks the shape of a history rather than the play-by-play.
A punch is an ordinary action, not a combat mode — it costs a cooldown, and disengaging rides the same travel-time the patrol already proved. You play day_guard against a reactive night_guard: leaving right after they swing is safe, leaving while they're fresh draws exactly one parting shot. Nobody is ever pulled off the shared clock.
Generalizes the jail cell's one hardcoded pickpocket into a real key, a real lock, and detection askable more than once. A key exists as persistent state, not a roll outcome; reaching for it resolves a contested effect and an independently-observed detection check, never the same roll wearing two names; unlocking is deterministic once you hold the right key, but opening the door is a second, separate act — and every option shown is derived from world facts, never declared by the engine.
Same world, same verbs, same guard as The Reach above — a different player-facing surface built on top of it. Narration reads as persistent prose instead of a status panel; nouns in the text (the guard, the key, your blanket) are the only way to navigate, surfacing up to four contextual actions for whichever one you tap — never a fixed menu. No "Focus" mechanic is ever exposed; every affordance shown is still derived from the exact same world-fact legality the mechanics above already prove, grouped, not reinvented.
Tests whether a player can inhabit an unknown bounded space through movement, orientation, sound and touch while a rat acts from a perceived safety clearance. Sensory Percepts, perceived threats, decisions and language remain separately traceable.
Tests whether immutable experienced prose can remain an addressable history while current focus and legal Options continue to come from the live embodied World.