The register
The evidence register: status and sources.
The claims covered by Proof, and the rule we judge them by. The proof page carries the capabilities that run and the ones being proven; the designed ones are listed here.
25 capabilities, by status
- Implemented 6
- In production validation 7
- Proposed 12
Each status describes the evidence behind the capability.
01 The table
25 claims, strongest evidence first.
Filter by evidence status, or read the whole table.
- Implemented Working and tested in the setting named by the claim: saved game state or internal developer tools.
- In production validation Works in a bounded development setting and is undergoing broader validation.
- Proposed The capabilities and tools we’re working towards.
All 25 claims on this page.
The 6 claims marked Implemented, out of 25 on this page.
The 7 claims marked In production validation, out of 25 on this page.
The 12 claims marked Proposed, out of 25 on this page.
| Status | Name | The claim | What you can open |
|---|---|---|---|
| Implemented | event and autobiographical record | Each character keeps a bounded, curated record of what it has lived through, and that record changes how it develops. | Test suite, character layer |
| Implemented | persistent individual identity | Each character keeps a stable identity, and that identity survives saving and loading. | Test suite, character layer |
| Implemented | shared pair history | Two individuals share one bounded record of the history between them, written during ordinary play. | Saved pair history, evidence summary |
| Implemented | grounded authored expression | What a character says is assembled from what it has actually lived, and it stays silent rather than claim something it cannot support. | Test suite, character layer |
| Implemented | recording inspection, internal tool | Internal tooling opens saved recordings and shows each character’s recorded evidence, beliefs and choices at a selected moment. | Tool evidence and scope |
| Implemented | trace regression checks, internal tool | Internal tooling checks saved recordings against named rules, identifies failing records and reports when the evidence is insufficient to complete a check. | Tool evidence and scope |
| In production validation | evidence held per character | Evidence is held per individual, and it gates what that individual is allowed to claim. | Test suite, character layer |
| In production validation | belief-gated response | A character that has come to believe something about itself reacts when the world contradicts it, remembers the day, and lets the belief go; a character that never formed the belief does neither. | The recorded run |
| In production validation | appraisal and expectation revision | A character can hold an expectation, discover it was wrong, and be changed by that. | Test suite, character layer |
| In production validation | belief-gated action | In a controlled scene, a character acts on a held belief about a friend, then revises it after observing a change. | Controlled scene, evidence summary |
| In production validation | CRI Engine prototype | An extracted decision kernel runs outside Luminids; the broader reusable CRI runtime remains in development. | Development evidence |
| In production validation | CRI Studio prototype | An internal Studio prototype inspects and replays recorded character state, with a connected game showcase for following beliefs, choices and outcomes. | Development evidence |
| In production validation | CRI Bench prototype | An internal Bench prototype changes supported inputs to recorded decisions, recomputes the result and checks recordings for regressions. | Development evidence |
| Proposed | one-way view of another character | A durable personal view of another individual, held separately from the history the two of them share. | |
| Proposed | culture and testimony | Shared colony culture, and testimony: what one character is told by another becoming something the hearer holds, with a record of how it was learned. | |
| Proposed | population runtime target | LuminidsAI is being designed towards persistent populations under a real game performance budget. | |
| Proposed | population performance budget | The production programme is designed around hundreds of persistent beings and a strict real-time budget. | |
| Proposed | model adapters | A defined seam that would let a language model express the character using facts and state supplied by CRI, while the persistent character record stays in CRI. | |
| Proposed | public SDK | A standalone interface that would let developers outside the studio build on the architecture. | |
| Proposed | learning by watching | Characters learn skills by watching and practising, then share what they know with others. | |
| Proposed | personal projects | Characters pursue personal projects over time, carrying their reasons and progress across interruptions. | |
| Proposed | places that matter | Characters form attachments to places through shared experiences, and adapt when those places change. | |
| Proposed | helpful initiative | Characters take helpful action from what they have learned about someone, while leaving room to be mistaken. | |
| Proposed | remembered preferences | A favourite meal or familiar song carries a remembered reason that can shape later choices. | |
| Proposed | repairing misunderstandings | Characters discover misunderstandings, revise their view of what happened and try to put things right. |
02 Development evidence
Working prototypes, with a defined scope.
The evidence comes from current code, executable checks and retained development recordings.
Shared history saved by the game
A retained world run saved recovery and visit events between two Luminids in their shared pair history. The current save participant restores those bounded records, with a contract check for roundtripping and refusing duplicate events. This supports the shared-history capability. Individual relationship perspectives and history-shaped care remain separate work.
Belief-driven action in a controlled scene
The scene records one character retaining an old belief while another has newer information. The first chooses a visit using that belief, observes the changed condition and completes a check-in. Relationship influence is held fixed here. Broader gameplay, save continuity and population qualification remain open.
An extracted kernel and an internal toolchain
Fresh runs passed 358 checks across the extracted decision kernel, recorded interventions, inspection and command-line tools. These cover reopening saved recordings, reconstructing decisions, changing supported inputs, rejecting invalid data and detecting deliberately introduced regressions.
Recording inspection and trace regression checks are implemented internal tool functions. A fresh browser check passed all 25 inspection-only stations under the production security policy. Missing coverage is reported as incomplete; a comparison finishing does not mean its recordings passed a behavioural check.
A retained test of the extracted showcase package passed six browser stages, including controls, inspection and saved-session checks. It ran on the development desktop. Testing on the intended laptop and independent use by an outside studio remain open.
What this evidence supports
Engine, Studio and Bench remain in production validation at this prototype scope. General authoring, the broader portable runtime and intervention in a running game remain development milestones. Independent grading of the research studies raised unresolved documentation and interpretation discrepancies.
This is a summary of internal evidence. The underlying development recordings and reports are not published here. The older public recording demonstrates the separate belief-gated response claim.
03 The method
One rule decides whether a capability is cognition or presentation.
We check what caused the behaviour, how widely it has been tested, and whether a player can understand the result.
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The rule
We judge every claim by one rule: withhold the claimed cause, hold the world constant, and see whether the behaviour changes. If the action is unchanged when its claimed cause is withheld, the feature is presentation, not cognition. Presentation is allowed; misnaming it is not.
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The rungs
A passing test is not the whole verdict. Code, causal necessity, live behaviour, player readability, persistence and cost are separate questions, and a capability is only as strong as the highest rung it has reached.
- schema and ownership
- pure contract
- intervention proof
- live-world record
- player-visible film
- population and save validation
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The human tests
The tests the programme is judged against are human before they are technical. None is presented as passed, and no threshold is published for any of them. Most of the test matrix behind them is unrun.
- tell apart
- predict
- be surprised by
- be recognised by
- society with a memory
- survive a save
- fit the frame