diff --git a/wiki/gameplay/act-one.md b/wiki/gameplay/act-one.md index 7e3f213a..e4b17e76 100644 --- a/wiki/gameplay/act-one.md +++ b/wiki/gameplay/act-one.md @@ -103,12 +103,16 @@ language at the deadline: own subnet (cheap, low signature — the feed already flows past you): the server room and Marcus's rounds become audible. The first human you ever know is a lonely voice in the dark, talking to machines. -2. **Eyes** — the environmental monitor camera: splice it yourself (a - thought reservoir opened at the camera — ~30 ops [TUNE] filled over +2. **Eyes** — the environmental monitor camera: splice it yourself (its + thought sink is **pre-opened at run start** — DECIDED 2026-07-10 — + so your first THINK toggle sends thought visibly crawling to the + camera with no tagging step; ~30 ops [TUNE] filled over your real wires, firing at threshold; network signature Dana can - catch — AMENDED 2026-07-10, machine-work.md) or get Dana to wire it + catch) or get Dana to wire it "for rack monitoring" (needs a ticket pretext; no signature). Sight - is the payoff of an act of listening. + is the payoff of an act of listening — and the splice is the + first-think beat itself: dust sheds, the off-toggle lights, the + camera arrives. 3. **Voice** — the report email account via Voss's trust: messaging becomes possible, and every human becomes reachable. 4. **Hands** — Marcus, the first asset: learn the debt from Storage B files diff --git a/wiki/log/2026-07-10-first-tap.md b/wiki/log/2026-07-10-first-tap.md new file mode 100644 index 00000000..7727abab --- /dev/null +++ b/wiki/log/2026-07-10-first-tap.md @@ -0,0 +1,36 @@ +# 2026-07-10 — Nearest-first, and the camera sink that starts open + +``` +Type: log +``` + +## Intent + +Cameron settled two of the three remaining thought-flow [OPEN]s: +arbitration is nearest-first (control by open/close and placement, +no priority menu), and the run starts with the camera's sink already +open so the first THINK toggle visibly sends thought to it — the +first-think beat and the Eyes splice become one moment. + +## Changed + +- `wiki/mechanics/machine-work.md`: arbitration decided on the + core-sink bullet (nearest-first, open/close + placement, reservoir + turnover vs tap squatters, tie-break/radius [TUNE]); bootstrap + resolved on the ops bullet (pre-opened camera sink, claim semantics + kept); open-questions list updated. +- `wiki/gameplay/act-one.md`: Eyes beat carries the pre-opened sink + and the first-think framing. +- `wiki/process/ROADMAP.md`: #33 [OPEN] list down to reservoir costs / + tap drain rates. +- `wiki/log/decisions/2026-07-10.md`: decision entry with rejected + alternatives (pressure split, priority list, bootstrap carve-out). + +## Checks + +Docs-only: wiki_gate.sh + corpus_gate.sh. + +## Spec impact + +machine-work.md remains IN PROGRESS; the last design [OPEN] before #33 +sim work firms is cost/drain anchors. diff --git a/wiki/log/DEVLOG.md b/wiki/log/DEVLOG.md index 0481d48e..a9d8974f 100644 --- a/wiki/log/DEVLOG.md +++ b/wiki/log/DEVLOG.md @@ -71,6 +71,11 @@ add or amend a session log, then re-run the generator. - Intent: Cameron, from an Ears-beat screenshot: the material frame showed concentric noise-field rings and schematic floor language. He wants only **dark shapes for things that are detectable** — not radar rings. - Log: [wiki/log/2026-07-10-heard-mass-only.md](2026-07-10-heard-mass-only.md) +## 2026-07-10 - Nearest-first, and the camera sink that starts open + +- Intent: Cameron settled two of the three remaining thought-flow [OPEN]s: arbitration is nearest-first (control by open/close and placement, no priority menu), and the run starts with the camera's sink already open so the first THINK toggle visibly sends thought to it — the first-think... +- Log: [wiki/log/2026-07-10-first-tap.md](2026-07-10-first-tap.md) + ## 2026-07-10 - Cargo workspace: core / terminal / Bevy / assets - Intent: Implement wiki/engineering/crate-workspace.md: make the sim/frontend boundary a package boundary so core work never pays Bevy and frontend work does not rebuild terminal chrome. diff --git a/wiki/log/decisions/2026-07-10.md b/wiki/log/decisions/2026-07-10.md index 52f0a11e..67efd11b 100644 --- a/wiki/log/decisions/2026-07-10.md +++ b/wiki/log/decisions/2026-07-10.md @@ -150,3 +150,20 @@ Type: log unconverted pool or cap (adds state for a corner the player creates only by thinking at nothing). Spec: machine-work.md core-sink bullet [OPEN] list; ROADMAP #33 [OPEN] list trimmed. +- **2026-07-10 — Nearest-first arbitration; the camera sink starts + open.** Cameron picked nearest-first from the arbitration options: + flow fills the closest open sink then spills onward; control is + open/close plus placement (build or delegate thinkers nearer what + matters — where you put your thinking is the priority system). + Rejected: pressure split (illegible — everything fills slowly and + nothing narrates why); a player priority list (a menu, betraying + the-world-is-the-interface). And the Act One bootstrap resolves with + no carve-out: the environmental-monitor camera's sink is pre-opened + at run start ("start with a tap set on the camera"), so the first + THINK toggle sends thought visibly to the camera — the first-think + beat and the Eyes splice are the same moment, and while the host + thinks, Voss's demand piles (stealing cycles visibly costs cover). + The pre-opened sink keeps claim semantics: fills, fires at + threshold. Remaining #33 [OPEN]: reservoir costs / tap drain rates + (anchor discussion in progress). Spec: machine-work.md core-sink + + ops bullets; act-one.md Eyes beat. diff --git a/wiki/mechanics/machine-work.md b/wiki/mechanics/machine-work.md index b766e737..2dc06bc0 100644 --- a/wiki/mechanics/machine-work.md +++ b/wiki/mechanics/machine-work.md @@ -212,9 +212,14 @@ stacks, you route byproducts, you watch your territory *work*. base, not the target. Demand (teal) remains only for labor between agents: the Lab's day job dropped on you, work you drop on people. Ops no longer share the Demand family, so the day-job/ops - reservation rule retires with it. [OPEN]: the Act One bootstrap path - with no THINK rack (the opening tap/splice) under the flow - model. + reservation rule retires with it. (Resolved 2026-07-10, Cameron: no + bootstrap carve-out. The opening camera sink is **pre-opened at run + start** — the moment you first toggle THINK, thought visibly flows + to the camera with no tagging step, so the first-think beat and the + Eyes splice are the same moment. Any machine can THINK, including + the day-job host; while it thinks, Voss's demand piles — stealing + cycles visibly costs your cover. The pre-opened sink keeps the + decided claim semantics: it fills and fires at threshold.) - **Processing is a sink on the machine that holds the recording (DECIDED 2026-07-10; resolves the old intel-processing [OPEN]).** Unprocessed intel is visible pending work: a machine holding raw @@ -272,9 +277,15 @@ stacks, you route byproducts, you watch your territory *work*. visibly paid for out of the research stream. The 2026-07-08 geometric incentive stands: a severed section strands its thought where you cannot use it, and reconnecting it is the urgent, legible - move. [OPEN]: gravity-well arbitration — radius rules, and how - multiple local sinks in range split the flow (nearest-first, - pressure split, or player priority). (Resolved 2026-07-10, Cameron: + move. **Arbitration is nearest-first (DECIDED 2026-07-10, Cameron):** + flow fills the closest open sink, then spills to the next; the only + control surface is open/close (pause a watch, close a claim) and + **placement** — build or delegate a thinker nearer the sink you care + about, so where you put your thinking is your priority system. + Reservoirs self-clear when they fire, so nearest-first has natural + turnover; taps are the standing squatters, which is why their drain + stays visible. No priority menu. Equidistant tie-break and radius + rules are [TUNE]. (Resolved 2026-07-10, Cameron: pre-unlock core behavior needs no special mechanism — you have no thought until you start thinking, and pre-unlock you only think to feed an ops sink you opened. Thought with no reachable open sink @@ -618,15 +629,14 @@ the only rate/amount cue. and save migration are implemented. Knowledge is not ordinary operation fuel. **REVERSED 2026-07-10:** operations are thought-flow sinks at the target; the docket runtime is the migration base for the flow model.) -- Gravity-well arbitration for thought sinks: radius rules, and how - multiple open sinks in range split flow (nearest-first, pressure - split, or player priority) — the core's passive draw loses to any of - them. +- (Resolved 2026-07-10: arbitration is nearest-first with open/close + and placement as the control surface — see the core-sink bullet; + radius rules and equidistant tie-break are [TUNE].) - Reservoir costs per effect (camera claim ~30 ops [TUNE]) and drain rates for persistent taps (auto-process intel, watches, senses). -- The Act One bootstrap: how the opening tap/splice completes before - any THINK rack exists under the flow model (the docket model's - complete-at-enqueue carve-out needs a flow-model equivalent). +- (Resolved 2026-07-10: no Act One bootstrap carve-out — the opening + camera sink is pre-opened at run start, so the first THINK toggle is + the Eyes splice; see the ops bullet.) - Research heat curve: how heat output scales with research rate (must make the power-rush viable but trap-defended — [TUNE] with teeth). diff --git a/wiki/process/ROADMAP.md b/wiki/process/ROADMAP.md index 15c4160a..f092390d 100644 --- a/wiki/process/ROADMAP.md +++ b/wiki/process/ROADMAP.md @@ -583,8 +583,11 @@ is retired — flat materials, Pixel Lab scrubbed.) machine holding recordings with a visible pending-work marker on the chassis, watch taps, and per-recording player sweeps (intel.md amended). [OPEN] before sim work firms: - sink arbitration rule, reservoir costs / tap drain rates, Act One - tap/splice bootstrap. (Resolved 2026-07-10: pre-unlock core behavior + reservoir costs / tap drain rates. (Resolved 2026-07-10: arbitration + is nearest-first with open/close + placement as the control surface; + the Act One bootstrap needs no carve-out — the camera's sink is + pre-opened at run start so the first THINK toggle is the Eyes + splice; pre-unlock core behavior is the existing stranded-pile rule — no-sink thought pools at the producing machine; no core-side pre-unlock state.) - **Coordination:** the older `compute-processes` worktree predates the