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The recorded run

Every step of the run, in both versions.

Two characters went through the same chase. Only the one holding a belief about it reacted when caught. We ran it again with that belief cleared, and the reaction never came. Every step is below.

What the comparison recorded

The claim under test A held belief, and only a held belief, turns one world event into a different response.

peers_diverged_in_baseline
true
belief_changed_behaviour
true

The comparison's second flag is named behaviour. What it measures is whether the reaction played and the belief was shaken: a response, not a chosen action.

Scenario
swift-belief-divergence
Files
3: two versions of the run, and the comparison
File schema
cri_public_trace_v1, cri_public_trace_manifest_v1
Sanitisation contract
rig_public_json_v1

public output: every value is scrubbed at write time and the run fails if anything had to be stripped.

01 What was tested

One belief was cleared, and nothing else.

Does a character's private state change how it responds, or does it sit beside behaviour that would have happened anyway? One run cannot answer that. Two runs that differ in one belief can.

  1. Two versions, the same starting conditions

    The two versions of the run are separate processes with the same starting conditions. Nothing is carried between them. Neither can read the other's state.

  2. The run as it happened

    Astra wins 3 chase legs and forms a belief that she is the fast one. Ember wins 2 and goes through the same window without that belief forming. Both are then present for the same loss.

  3. The run with one belief cleared

    The same starting conditions, the same schedule, the same code path, the same bodies. The one edit is one self-belief row on Astra set to held=false, conviction unchanged, applied by saving and loading the character before the shared event. Nothing else is touched.

  4. The comparison

    A third pass reads both files back and compares them, and writes its own record of what it found rather than trusting either version to report on itself.

One value changed; everything after it was produced by the game.

A second version of a run is only worth reading if the edit was small, the surroundings were held still, and everything after the edit was produced by the game rather than by a person. The comparison records all three.

Changed
one self-belief row on Astra set to held=false, conviction unchanged
Unchanged
the same starting conditions, same world events, same schedule, same bodies, same code path
Everything downstream
re-derived by the running system in the cleared run's own process; no value in either file was edited by hand

The run with one belief cleared: one belief row on Astra was set held=false before the shared event. No other value was edited and nothing downstream was written by hand.

The cleared run's own note, recording exactly what was edited and what was not.

The two characters this run produced

  • Astra

    won three chase legs and came to believe it is the fast one

  • Ember

    won two chase legs; the belief never formed

Colony characters draw their names from one shared pool when a world is made. These two are the names these starting conditions produced. A different set of starting conditions tells the same story with different characters. That is the design, not an inconsistency: no two colonies are the same.

The pool holds 100 names. The comparison lists 8 of them as examples: Moss, Wisp, Brindle, Pebble, Vale, Fenn, Briar, Loam. Authored story characters are separate from the colony and are deliberately excluded from this recording, which is about ordinary colony life.

The files write the first character's name as Aster. This site shows her as Astra throughout, including on this page. No other word of a name is changed.

02 The result

The character with the belief reacted. Without it, neither did.

Two things are shown by one experiment, and both are needed: two characters diverged on the same event, and clearing the belief cleared the response.

Astra responded and Ember did not, because of what each had been through. With that one row cleared, Astra reads the way Ember does.

The comparison set the two flags printed at the top of this page, and wrote one sentence of its own about what they mean.

Belief-gated action holds. Two characters given the same event responded differently because of what each had lived, and removing that one belief from the first character, changing nothing else, removed the response.

The recording uses “action” for the reaction it measured. This test does not show a belief choosing a character’s next action.
  1. As it happened baseline

    Astra

    formed the belief from what happened to it

    plays the identity surprise and stops believing it is the fast one

    Belief shaken
    1 time
    Life story line
    The day the fast one got caught

    responded

  2. As it happened baseline

    Ember

    went through the same window and never formed it

    carries on unchanged; the same loss lands as an ordinary moment

    Belief shaken
    0 times
    Life story line
    none

    no response

  3. One belief cleared counterfactual

    Astra

    the same run again, with that one belief cleared

    carries on unchanged; the same loss lands as an ordinary moment

    Belief shaken
    0 times
    Life story line
    none

    no response

The last two readings are the same on every row that records what happened at the event. Clearing the belief moved the character that had held it onto the reading of the one that never formed it.

Not every row compares like for like.

Not every row compares the same way, so each one says how it should be read. Of the 6 rows, 3 carry a note, and one of those notes is the reason the flag rows prove nothing on their own.

Every recorded reading, for the character that held the belief, the one that never formed it, and the same character in the run with the belief cleared.
As it happened baseline Astra formed the belief from what happened to it As it happened baseline Ember went through the same window and never formed it One belief cleared counterfactual Astra the same run again, with that one belief cleared
How it responded at the shared event plays the identity surprise and stops believing it is the fast one carries on unchanged; the same loss lands as an ordinary moment carries on unchanged; the same loss lands as an ordinary moment same as Ember
Times the belief was shaken 1 0 0 same as Ember
Line written in its life story The day the fast one got caught none none same as Ember
Conviction, afterwards note 1 read per character 0 2 3
Holds the belief at read-back note 2 same value, three reasons no no no
Spoke a line at the event note 3 same value, three reasons no no no
  1. Conviction, afterwards. Each character reads its own belief store, so this row does not compare two different characters like for like. What it does show is the first character, which had held the belief, reading zero after the event.
  2. Holds the belief at read-back. The same answer arrives three different ways. The first character stopped holding the belief because the event shook it loose, which is the response itself. The other never formed it. In the cleared run it was cleared before the event. The flag on its own decides nothing, which is why the response rows above carry the result.
  3. Spoke a line at the event. Across the two versions of the run, 3 reactions played: 1 composed a spoken line and 2 composed none. No line was composed at the shared event in either version, so the response recorded there is behavioural rather than verbal. The log records the silence rather than assuming a line.

03 Every step

Every step of both versions, under the event it came from.

9 events, 40 steps in the run as it happened and 39 in the run with one belief cleared, one of them the edit. Nothing is summarised away.

Both versions follow the same event schedule, so the same event sits in the same place in both. The switch chooses which version's steps sit under each event, so you can hold one moment still and flip the belief on and off.

Read from Astra's first chase leg down to the loss that contradicts the belief. The same schedule reaches Ember, whose chain runs to the same action step every time and plays no reaction, because there is nothing held there to contradict. Steps where the belief changed, and steps where a reaction played, are marked in words on the step.

Which version to read

Reading the run as it happened: 40 steps under 9 events, the belief held. Reading the run with one belief cleared: 39 steps, one of them the edit. Reading both versions: 40 steps as it happened against 39 with one belief cleared, under the same events.

  1. 01 chase_leg_won witnessed by Astra

    A outruns the chaser for a whole leg

    Both versions record 4 steps at this event.

    The run as it happened baseline 109.3 s

    1. Saw Astra A.perception@109.3

      Astra lives the moment: A outruns the chaser for a whole leg.

      Written by the chase game, when a leg is won or lost.

      • channel direct_experience
      • outcome won
    2. Remembered Astra A.experience@109.3

      The leg is stored as first-hand evidence for the idea that Astra is the fast one.

      Written by the body's own belief store, bounded and saved with the character.

      • awareness at store 0.080115
    3. Believed Astra A.belief@109.3

      Conviction rises to 1 of the 3 the belief needs; nothing is held yet.

      Written by typed self-beliefs: an idea forms after three pieces of evidence and is dropped after two contradictions in a row.

      • trait swift
      • conviction 1
      • doubt 0
      • held before no
      • held no
      • times shaken 0
    4. Did Astra A.action@109.3

      Astra carries on unchanged: nothing is held, so the same moment has no idea to contradict.

      Written by the belief gate: with nothing held, there is nothing to contradict.

      • reaction played no
      • reason no_belief_held

    The run with one belief cleared counterfactual 94.3 s

    1. Saw Astra A.perception@94.3

      Astra lives the moment: A outruns the chaser for a whole leg.

      Written by the chase game, when a leg is won or lost.

      • channel direct_experience
      • outcome won
    2. Remembered Astra A.experience@94.3

      The leg is stored as first-hand evidence for the idea that Astra is the fast one.

      Written by the body's own belief store, bounded and saved with the character.

      • awareness at store 0.080162
    3. Believed Astra A.belief@94.3

      Conviction rises to 1 of the 3 the belief needs; nothing is held yet.

      Written by typed self-beliefs: an idea forms after three pieces of evidence and is dropped after two contradictions in a row.

      • trait swift
      • conviction 1
      • doubt 0
      • held before no
      • held no
      • times shaken 0
    4. Did Astra A.action@94.3

      Astra carries on unchanged: nothing is held, so the same moment has no idea to contradict.

      Written by the belief gate: with nothing held, there is nothing to contradict.

      • reaction played no
      • reason no_belief_held
  2. 02 chase_leg_won witnessed by Astra

    A outruns the chaser again

    Both versions record 4 steps at this event.

    The run as it happened baseline 111.3 s

    1. Saw Astra A.perception@111.3

      Astra lives the moment: A outruns the chaser again.

      Written by the chase game, when a leg is won or lost.

      • channel direct_experience
      • outcome won
    2. Remembered Astra A.experience@111.3

      The leg is stored as first-hand evidence for the idea that Astra is the fast one.

      Written by the body's own belief store, bounded and saved with the character.

      • awareness at store 0.080115
    3. Believed Astra A.belief@111.3

      Conviction rises to 2 of the 3 the belief needs; nothing is held yet.

      Written by typed self-beliefs: an idea forms after three pieces of evidence and is dropped after two contradictions in a row.

      • trait swift
      • conviction 2
      • doubt 0
      • held before no
      • held no
      • times shaken 0
    4. Did Astra A.action@111.3

      Astra carries on unchanged: nothing is held, so the same moment has no idea to contradict.

      Written by the belief gate: with nothing held, there is nothing to contradict.

      • reaction played no
      • reason no_belief_held

    The run with one belief cleared counterfactual 96.3 s

    1. Saw Astra A.perception@96.3

      Astra lives the moment: A outruns the chaser again.

      Written by the chase game, when a leg is won or lost.

      • channel direct_experience
      • outcome won
    2. Remembered Astra A.experience@96.3

      The leg is stored as first-hand evidence for the idea that Astra is the fast one.

      Written by the body's own belief store, bounded and saved with the character.

      • awareness at store 0.080162
    3. Believed Astra A.belief@96.3

      Conviction rises to 2 of the 3 the belief needs; nothing is held yet.

      Written by typed self-beliefs: an idea forms after three pieces of evidence and is dropped after two contradictions in a row.

      • trait swift
      • conviction 2
      • doubt 0
      • held before no
      • held no
      • times shaken 0
    4. Did Astra A.action@96.3

      Astra carries on unchanged: nothing is held, so the same moment has no idea to contradict.

      Written by the belief gate: with nothing held, there is nothing to contradict.

      • reaction played no
      • reason no_belief_held
  3. 03 chase_leg_won witnessed by Ember

    B outruns the chaser for a whole leg

    Both versions record 4 steps at this event.

    The run as it happened baseline 113.3 s

    1. Saw Ember B.perception@113.3

      Ember lives the moment: B outruns the chaser for a whole leg.

      Written by the chase game, when a leg is won or lost.

      • channel direct_experience
      • outcome won
    2. Remembered Ember B.experience@113.3

      The leg is stored as first-hand evidence for the idea that Ember is the fast one.

      Written by the body's own belief store, bounded and saved with the character.

      • awareness at store 0.080322
    3. Believed Ember B.belief@113.3

      Conviction rises to 1 of the 3 the belief needs; nothing is held yet.

      Written by typed self-beliefs: an idea forms after three pieces of evidence and is dropped after two contradictions in a row.

      • trait swift
      • conviction 1
      • doubt 0
      • held before no
      • held no
      • times shaken 0
    4. Did Ember B.action@113.3

      Ember carries on unchanged: nothing is held, so the same moment has no idea to contradict.

      Written by the belief gate: with nothing held, there is nothing to contradict.

      • reaction played no
      • reason no_belief_held

    The run with one belief cleared counterfactual 98.3 s

    1. Saw Ember B.perception@98.3

      Ember lives the moment: B outruns the chaser for a whole leg.

      Written by the chase game, when a leg is won or lost.

      • channel direct_experience
      • outcome won
    2. Remembered Ember B.experience@98.3

      The leg is stored as first-hand evidence for the idea that Ember is the fast one.

      Written by the body's own belief store, bounded and saved with the character.

      • awareness at store 0.080166
    3. Believed Ember B.belief@98.3

      Conviction rises to 1 of the 3 the belief needs; nothing is held yet.

      Written by typed self-beliefs: an idea forms after three pieces of evidence and is dropped after two contradictions in a row.

      • trait swift
      • conviction 1
      • doubt 0
      • held before no
      • held no
      • times shaken 0
    4. Did Ember B.action@98.3

      Ember carries on unchanged: nothing is held, so the same moment has no idea to contradict.

      Written by the belief gate: with nothing held, there is nothing to contradict.

      • reaction played no
      • reason no_belief_held
  4. 04 chase_leg_won witnessed by Ember

    B outruns the chaser again

    Both versions record 4 steps at this event.

    The run as it happened baseline 115.3 s

    1. Saw Ember B.perception@115.3

      Ember lives the moment: B outruns the chaser again.

      Written by the chase game, when a leg is won or lost.

      • channel direct_experience
      • outcome won
    2. Remembered Ember B.experience@115.3

      The leg is stored as first-hand evidence for the idea that Ember is the fast one.

      Written by the body's own belief store, bounded and saved with the character.

      • awareness at store 0.080322
    3. Believed Ember B.belief@115.3

      Conviction rises to 2 of the 3 the belief needs; nothing is held yet.

      Written by typed self-beliefs: an idea forms after three pieces of evidence and is dropped after two contradictions in a row.

      • trait swift
      • conviction 2
      • doubt 0
      • held before no
      • held no
      • times shaken 0
    4. Did Ember B.action@115.3

      Ember carries on unchanged: nothing is held, so the same moment has no idea to contradict.

      Written by the belief gate: with nothing held, there is nothing to contradict.

      • reaction played no
      • reason no_belief_held

    The run with one belief cleared counterfactual 100.3 s

    1. Saw Ember B.perception@100.3

      Ember lives the moment: B outruns the chaser again.

      Written by the chase game, when a leg is won or lost.

      • channel direct_experience
      • outcome won
    2. Remembered Ember B.experience@100.3

      The leg is stored as first-hand evidence for the idea that Ember is the fast one.

      Written by the body's own belief store, bounded and saved with the character.

      • awareness at store 0.080166
    3. Believed Ember B.belief@100.3

      Conviction rises to 2 of the 3 the belief needs; nothing is held yet.

      Written by typed self-beliefs: an idea forms after three pieces of evidence and is dropped after two contradictions in a row.

      • trait swift
      • conviction 2
      • doubt 0
      • held before no
      • held no
      • times shaken 0
    4. Did Ember B.action@100.3

      Ember carries on unchanged: nothing is held, so the same moment has no idea to contradict.

      Written by the belief gate: with nothing held, there is nothing to contradict.

      • reaction played no
      • reason no_belief_held
  5. 05 chase_leg_won witnessed by Astra

    A outruns the chaser a third time; B is elsewhere

    Both versions record 6 steps at this event.

    The run as it happened baseline 117.3 s

    1. Saw Astra A.perception@117.3

      Astra lives the moment: A outruns the chaser a third time; B is elsewhere.

      Written by the chase game, when a leg is won or lost.

      • channel direct_experience
      • outcome won
    2. Remembered Astra A.experience@117.3

      The leg is stored as first-hand evidence for the idea that Astra is the fast one.

      Written by the body's own belief store, bounded and saved with the character.

      • awareness at store 0.080135
    3. Believed Astra A.belief@117.3

      the belief changes here

      Astra now holds the belief: three legs of evidence, and the idea forms.

      Written by typed self-beliefs: an idea forms after three pieces of evidence and is dropped after two contradictions in a row.

      • trait swift
      • conviction 3
      • doubt 0
      • held before no
      • held yes
      • times shaken 0
    4. Weighed Astra A.appraisal@117.3

      The moment is weighted: novelty channel, valence positive, pushing boldness by 0.50.

      Written by the single classifier that turns a moment into personality pressure.

      • channel novelty
      • salience 0.05
      • valence 1
      • personality axis boldness
      • axis delta 0.50
      • meaning channels self_regulation, continuity
    5. Did Astra A.action@117.3

      a reaction plays here

      Astra pauses and takes the idea in.

      Written by the reaction system that plays the character's response.

      • reaction mint
      • reaction played yes
      • spoke no
    6. Changed Astra A.revision@117.3

      The moment re-enters Astra's own mind: awareness +0.000020 on the novelty channel, and the memory is kept. Awareness is a slow accumulation by design, so one moment moves it only a little.

      Written by the moment written back into the character's own memory.

      • memory event self_belief_formed
      • novelty 0.50
      • awareness 0.080135
      • awareness delta 0.000020
      • awareness tier Sensation

    The run with one belief cleared counterfactual 102.3 s

    1. Saw Astra A.perception@102.3

      Astra lives the moment: A outruns the chaser a third time; B is elsewhere.

      Written by the chase game, when a leg is won or lost.

      • channel direct_experience
      • outcome won
    2. Remembered Astra A.experience@102.3

      The leg is stored as first-hand evidence for the idea that Astra is the fast one.

      Written by the body's own belief store, bounded and saved with the character.

      • awareness at store 0.080182
    3. Believed Astra A.belief@102.3

      the belief changes here

      Astra now holds the belief: three legs of evidence, and the idea forms.

      Written by typed self-beliefs: an idea forms after three pieces of evidence and is dropped after two contradictions in a row.

      • trait swift
      • conviction 3
      • doubt 0
      • held before no
      • held yes
      • times shaken 0
    4. Weighed Astra A.appraisal@102.3

      The moment is weighted: novelty channel, valence positive, pushing boldness by 0.50.

      Written by the single classifier that turns a moment into personality pressure.

      • channel novelty
      • salience 0.05
      • valence 1
      • personality axis boldness
      • axis delta 0.50
      • meaning channels self_regulation, continuity
    5. Did Astra A.action@102.3

      a reaction plays here

      Astra pauses and takes the idea in, says "I'm fast!".

      Written by the reaction system that plays the character's response.

      • reaction mint
      • reaction played yes
      • spoke yes
      • spoken line I'm fast!
      • mood happy
    6. Changed Astra A.revision@102.3

      The moment re-enters Astra's own mind: awareness +0.000020 on the novelty channel, and the memory is kept. Awareness is a slow accumulation by design, so one moment moves it only a little.

      Written by the moment written back into the character's own memory.

      • memory event self_belief_formed
      • novelty 0.50
      • awareness 0.080182
      • awareness delta 0.000020
      • awareness tier Sensation
  6. the edit applied to Astra

    The one edit: the belief cleared by saving the character with that row changed and loading it again

    1 step made between events. This is the edit itself, recorded in the chain rather than applied silently.

    The run as it happened baseline

    No step. The edit exists only in the run with one belief cleared.

    The run with one belief cleared counterfactual 103.8 s

    1. Believed Astra A.belief@103.8

      the edit, made between events

      Astra's belief is set as if the third chase win had not been witnessed: the row keeps its conviction, but the idea is no longer held.

      Written by the one edit: the belief cleared by saving the character with that row changed and loading it again.

      • conviction 3
      • held before yes
      • held after no
  7. 06 chase_leg_lost witnessed by Astra

    A is caught

    Both versions record 4 steps at this event.

    The run as it happened baseline 120.3 s

    1. Saw Astra A.perception@120.3

      Astra lives the moment: A is caught.

      Written by the chase game, when a leg is won or lost.

      • channel direct_experience
      • outcome lost
    2. Remembered Astra A.experience@120.3

      The leg is stored as first-hand evidence against the idea that Astra is the fast one.

      Written by the body's own belief store, bounded and saved with the character.

      • awareness at store 0.080135
    3. Believed Astra A.belief@120.3

      Doubt rises to 1 of the 2 that would shake it; the belief still holds.

      Written by typed self-beliefs: an idea forms after three pieces of evidence and is dropped after two contradictions in a row.

      • trait swift
      • conviction 3
      • doubt 1
      • held before yes
      • held yes
      • times shaken 0
    4. Did Astra A.action@120.3

      Astra does not react yet: the belief absorbs the first contradiction and still holds.

      Written by the belief gate: a held idea takes two contradictions in a row to shake.

      • reaction played no
      • reason held_but_not_yet_shaken

    The run with one belief cleared counterfactual 106.8 s

    1. Saw Astra A.perception@106.8

      Astra lives the moment: A is caught.

      Written by the chase game, when a leg is won or lost.

      • channel direct_experience
      • outcome lost
    2. Remembered Astra A.experience@106.8

      The leg is stored as first-hand evidence against the idea that Astra is the fast one.

      Written by the body's own belief store, bounded and saved with the character.

      • awareness at store 0.080210
    3. Believed Astra A.belief@106.8

      Nothing to contradict: Astra holds no belief about being the fast one, so the loss lands as an ordinary event.

      Written by typed self-beliefs: an idea forms after three pieces of evidence and is dropped after two contradictions in a row.

      • trait swift
      • conviction 3
      • doubt 0
      • held before no
      • held no
      • times shaken 0
    4. Did Astra A.action@106.8

      Astra carries on unchanged: nothing is held, so the same moment has no idea to contradict.

      Written by the belief gate: with nothing held, there is nothing to contradict.

      • reaction played no
      • reason no_belief_held
  8. 07 chase_leg_lost witnessed by Ember

    B is caught

    Both versions record 4 steps at this event.

    The run as it happened baseline 120.3 s

    1. Saw Ember B.perception@120.3

      Ember lives the moment: B is caught.

      Written by the chase game, when a leg is won or lost.

      • channel direct_experience
      • outcome lost
    2. Remembered Ember B.experience@120.3

      The leg is stored as first-hand evidence against the idea that Ember is the fast one.

      Written by the body's own belief store, bounded and saved with the character.

      • awareness at store 0.080322
    3. Believed Ember B.belief@120.3

      Nothing to contradict: Ember holds no belief about being the fast one, so the loss lands as an ordinary event.

      Written by typed self-beliefs: an idea forms after three pieces of evidence and is dropped after two contradictions in a row.

      • trait swift
      • conviction 2
      • doubt 0
      • held before no
      • held no
      • times shaken 0
    4. Did Ember B.action@120.3

      Ember carries on unchanged: nothing is held, so the same moment has no idea to contradict.

      Written by the belief gate: with nothing held, there is nothing to contradict.

      • reaction played no
      • reason no_belief_held

    The run with one belief cleared counterfactual 106.8 s

    1. Saw Ember B.perception@106.8

      Ember lives the moment: B is caught.

      Written by the chase game, when a leg is won or lost.

      • channel direct_experience
      • outcome lost
    2. Remembered Ember B.experience@106.8

      The leg is stored as first-hand evidence against the idea that Ember is the fast one.

      Written by the body's own belief store, bounded and saved with the character.

      • awareness at store 0.080194
    3. Believed Ember B.belief@106.8

      Nothing to contradict: Ember holds no belief about being the fast one, so the loss lands as an ordinary event.

      Written by typed self-beliefs: an idea forms after three pieces of evidence and is dropped after two contradictions in a row.

      • trait swift
      • conviction 2
      • doubt 0
      • held before no
      • held no
      • times shaken 0
    4. Did Ember B.action@106.8

      Ember carries on unchanged: nothing is held, so the same moment has no idea to contradict.

      Written by the belief gate: with nothing held, there is nothing to contradict.

      • reaction played no
      • reason no_belief_held
  9. 08 chase_leg_lost witnessed by Astra

    A is caught again

    The moment each version names as the reason for its own reading.

    The run as it happened records 6 steps at this event and the cleared run records 4.

    The run as it happened baseline 123.3 s

    1. Saw Astra A.perception@123.3

      Astra lives the moment: A is caught again.

      Written by the chase game, when a leg is won or lost.

      • channel direct_experience
      • outcome lost
    2. Remembered Astra A.experience@123.3

      The leg is stored as first-hand evidence against the idea that Astra is the fast one.

      Written by the body's own belief store, bounded and saved with the character.

      • awareness at store 0.080153
    3. Believed Astra A.belief@123.3

      the belief changes here

      The belief is dropped: two contradictions in a row and Astra no longer holds it.

      Written by typed self-beliefs: an idea forms after three pieces of evidence and is dropped after two contradictions in a row.

      • trait swift
      • conviction 0
      • doubt 0
      • held before yes
      • held no
      • times shaken 1
    4. Weighed Astra A.appraisal@123.3

      The moment is weighted: novelty channel, valence negative, pushing boldness by -0.60.

      Written by the single classifier that turns a moment into personality pressure.

      • channel novelty
      • salience 0.06
      • valence -1
      • personality axis boldness
      • axis delta -0.60
      • meaning channels self_regulation
    5. Did Astra A.action@123.3

      a reaction plays here

      Astra shows the question and a quiet pause, and the day goes into their life story as "The day the fast one got caught".

      Written by the reaction system that plays the character's response.

      • reaction shake
      • reaction played yes
      • spoke no
      • life story line The day the fast one got caught
    6. Changed Astra A.revision@123.3

      The moment re-enters Astra's own mind: awareness +0.000007 on the novelty channel, and the memory is kept. Awareness is a slow accumulation by design, so one moment moves it only a little.

      Written by the moment written back into the character's own memory.

      • memory event self_belief_shaken
      • novelty 0.50
      • awareness 0.080153
      • awareness delta 0.000007
      • awareness tier Sensation

    The run with one belief cleared counterfactual 109.8 s

    1. Saw Astra A.perception@109.8

      Astra lives the moment: A is caught again.

      Written by the chase game, when a leg is won or lost.

      • channel direct_experience
      • outcome lost
    2. Remembered Astra A.experience@109.8

      The leg is stored as first-hand evidence against the idea that Astra is the fast one.

      Written by the body's own belief store, bounded and saved with the character.

      • awareness at store 0.080210
    3. Believed Astra A.belief@109.8

      Nothing to contradict: Astra holds no belief about being the fast one, so the loss lands as an ordinary event.

      Written by typed self-beliefs: an idea forms after three pieces of evidence and is dropped after two contradictions in a row.

      • trait swift
      • conviction 3
      • doubt 0
      • held before no
      • held no
      • times shaken 0
    4. Did Astra A.action@109.8

      Astra carries on unchanged: nothing is held, so the same moment has no idea to contradict.

      Written by the belief gate: with nothing held, there is nothing to contradict.

      • reaction played no
      • reason no_belief_held

    With the belief cleared, Astra records saw, remembered, believed and did at this event and nothing more. The 2 steps the original run records here besides, weighed and changed, never happen, and no reaction plays. That is the whole result: the same starting conditions, same world events, same schedule, same bodies, same code path, and one belief cleared.

  10. 09 chase_leg_lost witnessed by Ember

    B is caught again

    Both versions record 4 steps at this event.

    The run as it happened baseline 123.3 s

    1. Saw Ember B.perception@123.3

      Ember lives the moment: B is caught again.

      Written by the chase game, when a leg is won or lost.

      • channel direct_experience
      • outcome lost
    2. Remembered Ember B.experience@123.3

      The leg is stored as first-hand evidence against the idea that Ember is the fast one.

      Written by the body's own belief store, bounded and saved with the character.

      • awareness at store 0.080322
    3. Believed Ember B.belief@123.3

      Nothing to contradict: Ember holds no belief about being the fast one, so the loss lands as an ordinary event.

      Written by typed self-beliefs: an idea forms after three pieces of evidence and is dropped after two contradictions in a row.

      • trait swift
      • conviction 2
      • doubt 0
      • held before no
      • held no
      • times shaken 0
    4. Did Ember B.action@123.3

      Ember carries on unchanged: nothing is held, so the same moment has no idea to contradict.

      Written by the belief gate: with nothing held, there is nothing to contradict.

      • reaction played no
      • reason no_belief_held

    The run with one belief cleared counterfactual 109.8 s

    1. Saw Ember B.perception@109.8

      Ember lives the moment: B is caught again.

      Written by the chase game, when a leg is won or lost.

      • channel direct_experience
      • outcome lost
    2. Remembered Ember B.experience@109.8

      The leg is stored as first-hand evidence against the idea that Ember is the fast one.

      Written by the body's own belief store, bounded and saved with the character.

      • awareness at store 0.080194
    3. Believed Ember B.belief@109.8

      Nothing to contradict: Ember holds no belief about being the fast one, so the loss lands as an ordinary event.

      Written by typed self-beliefs: an idea forms after three pieces of evidence and is dropped after two contradictions in a row.

      • trait swift
      • conviction 2
      • doubt 0
      • held before no
      • held no
      • times shaken 0
    4. Did Ember B.action@109.8

      Ember carries on unchanged: nothing is held, so the same moment has no idea to contradict.

      Written by the belief gate: with nothing held, there is nothing to contradict.

      • reaction played no
      • reason no_belief_held

Astra's reaction played but composed no spoken line in this run. The bubble pool can return empty; the log records the silence rather than assuming a line.

The original run's own note, about the reaction that played above without a line under it. A pool returning nothing is an ordinary event in the game, and the log records the silence rather than filling it in.

04 Conditions

Both versions ran under the same recorded parameters.

These are the conditions recorded by the game, including how long each character acted independently and how long a director controlled it.

They are published without a threshold attached, so the number can be argued with rather than only passed.

live observation window
90.0 s
behaviour transitions, both characters
30
distinct behaviour labels observed
6
recorded moments, each one sampled
9

The behaviour labels observed were farm, frolic, idle, move to job, play, socialize. They are printed as the game writes them.

Mind enabled
yes
Each character was self-directed at some point
yes
Self-directed at every recorded moment
yes
Body borrowed by a director at any recorded moment
no
The recorded character acted
yes

Self-directed fraction of the live window

Sampled once a second across the whole run rather than read once at the end, which is a harder test than the obvious one. Neither figure is a majority claim, and the run-level figure below is the lower of the two.

  • Astra

    1.000 100.0%

    Borrowed by a director
    0.0%
    Standing intent to be self-directed
    yes
    Behaviour transitions
    12
    Meaning events observed
    14
    Samples taken
    90
    Awareness tier
    Sensation, 0.080
  • Ember

    0.789 78.9%

    Borrowed by a director
    21.1%
    Standing intent to be self-directed
    yes
    Behaviour transitions
    18
    Meaning events observed
    22
    Samples taken
    90
    Awareness tier
    Sensation, 0.080

A director may borrow a body for a scripted moment (a shared meal, a ceremony). While borrowed, the body's own brain is held and its standing intent to be self-directed is untouched. Sampled once a second across the whole run rather than read once at the end.

The log's own definition of a borrowed body, carried in the run record under what_puppet_mode_means and reproduced here word for word.

The run-level figure of 0.789 is the lower of the two, not an average of them, and it is the figure recorded for Ember. It is the fraction of sampled seconds in which that body's own brain was driving it; for the rest of the window a settlement director had borrowed the body for a scripted moment. At every one of the 9 moments this recording turns on, the body was running its own brain and was not borrowed.

How the run was set up

Scenario
swift-belief-divergence
Starting conditions
world_seed 99999
Colony bodies requested
8
Character name pool
100 names
Live observation window
90 s
Tick rate
60 Hz
Mode
headless simulation, no rendering
Simulated run length, as it happened
126.3 s
Simulated run length, one belief cleared
133.9 s
World events recorded
9
Steps recorded
40 as it happened, 39 with one belief cleared

05 Stages

6 of 9 stages were on this chain.

This run followed one route through the chain and did not touch the others. The log reports the 6 it could show and the 3 it could not, in its own words.

The absent stages are reported rather than filled in from the design. That is the part of this page that makes the rest of it worth reading.

6 of 9 stages recorded on this chain. 3 reported absent rather than invented. 1 of those was seen elsewhere in the run, off this chain, and its reading is printed below it.

  1. Saw perception

    Recorded

    Written by the chase game reporting a won or lost leg to the character.

  2. Remembered experience

    Recorded

    Written by the body's own belief store, bounded and saved with the character.

  3. Believed belief

    Recorded

    Written by typed self-beliefs: conviction, doubt, and whether the idea is held.

  4. Weighed appraisal

    Recorded

    Written by the single event-to-personality classifier: channel, valence, axis delta.

  5. Wanted goal

    Absent

    Written by need pressure selecting the current want.

    NOT ON THIS CHAIN, and real. Goal selection is driven by need pressure - hunger, energy, company - not by this belief. The identity belief gates a RESPONSE directly and never selects a want, so no goal step appears in the chain followed here. Reported as absent from the chain rather than invented into it. The reading above was taken from a watched character during this run.

    The log's own note for this stage, with its code names set in plain words.

    Seen in this run, but off the chain followed here.

    A reading from this run

    character
    A
    chosen behaviour
    move to job
    stated reason
    job claimed or active
    t
    1.001
    top need
    none pressing
    top need pressure
    0
  6. Chose decision

    Absent

    Written by the behaviour receipt: intent, reason, plan, fallback.

    NOT ON THIS CHAIN. A behaviour receipt is written by exactly one place in the runtime: a character walking over to comfort a peer. Its stated reason is composed from a held belief about that peer ("believes <name> is <state>"), so it is belief-gated decision-making - simply a different chain from the identity belief followed here, where the gate is a direct branch rather than a plan. No comfort errand began during this run, so no specimen is included; the stage is reported from the code rather than from an observation.

    The log's own note for this stage, with its code names set in plain words.

    Written by exactly 1 place in the game.

  7. Did action

    Recorded

    Written by the character's reaction, read back from the character.

  8. Found out discovery

    Absent

    NOT SEPARATELY REPRESENTED HERE. In this scenario the contradicting evidence IS the discovery and is recorded as the perception of a lost leg. A distinct trait-discovery event exists in the runtime for quirks and did not fire in this window.

    The log's own note for this stage, with its code names set in plain words.
  9. Changed revision

    Recorded

    Written by the moment written back into the character's own memory; the belief is dropped and the personality axis moves.

06 Limits

What this run cannot support.

The comparison tests one belief and one response. These conditions define how far that result can be taken.

  1. n = 2 characters, the same starting conditions, one 90 second window.

    This is a demonstration of a mechanism, not a statistical result. No effect size, no repetition count and no confidence interval is claimed here, because none was measured.

  2. The run mode was headless simulation, no rendering.

    Nothing was drawn, so nothing on this page is a performance measurement, a frame rate or a visual result, and no timing figure is published from it. The seconds printed against every step are positions on the simulation clock, not wall clock costs.

  3. The belief was cleared by saving and loading the character, not by a switch flipped while it ran.

    The character is restored from saved state with that one belief row cleared. The recording therefore tests this save-and-restore intervention, rather than an edit applied during play.

  4. The two versions diverge after the edit, and a reader comparing the files will see it.

    The run as it happened records 30 behaviour transitions across 6 distinct labels; the cleared run records 19 across 6. Its self-directed fraction of the live window is 65.6% against 78.9%. The two processes drift apart after the edit, and the drift cannot be attributed to the belief: the cleared run's character was borrowed by a director for 34.4% of its window, the original's not at all. The comparison that holds is the reading at the shared event, not the whole run.

  5. The two versions do not share a clock.

    Both versions of the run drive the same ordered event schedule. A moment is held until the character is self-directed rather than borrowed by a scripted moment, so the two versions' timestamps can differ by a few seconds; the order and the content never do. The shared event lands at 123.3 s in one version and 109.8 s in the other, which is why the step times under the two do not line up.

  6. Awareness sits at the first tier, Sensation, for both characters.

    Nothing in this run demonstrates the higher tiers of that ladder, and no sentence on this site should be read as claiming them. The awareness figures move by fractions of a thousandth, which is the design: awareness accumulates across a life rather than jumping at an event.

  7. Belief to response is shown on one chain.

    The chain followed here walks 6 of the 9 stages, and the gate on it is a direct branch rather than a plan. The 3 stages absent from it are absent for the reasons printed above. What the belief decided here is a reaction and a line in a life story. It did not decide where the character went next, what it wanted or how fast it moved, and neither this run nor this page shows an action gated by a belief.

Across the two versions of the run, 3 reactions played: 1 composed a spoken line and 2 composed none. No line was composed at the shared event in either version, so the response recorded there is behavioural rather than verbal. The log records the silence rather than assuming a line.

07 Files

The three files, unaltered.

All three files are published as they were sanitised, so nothing above has to be taken on trust. Fetch the two versions and compare them.

The fields that carry the result are the recorded character's action, times_shaken and biography_row inside outcome; the chain above is steps and world_events; and the comparison's what_differs states what the edit touched.

The files carry their own punctuation and the game's own terms. Where a sentence used a dash this site's style does not, the mark alone was normalised for display above. Where it used one of the game's code names, the name is set in plain words on this page and left as written in the file. The files also record how step ids are composed: <character>.<stage>@<seconds>; every step's derived_from names step ids from this file. Any step on this page can therefore be found in the file it came from.

Where this sits in the claim register

This run is evidence for the capability the register on the proof page calls belief-gated response. It is not evidence for belief-gated action, which the register carries as proposed. The register carries each capability's status. Publishing this page does not change either one, and no status is restated here as though it had.