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Research behind CRI

How does experience become character?

We study how individual experience becomes persistent state: memory, belief, expectation and relationship, and how new experience can revise what a character carries forward. The working-paper summary sets out the architecture; the notes follow its development inside Luminids.

Working paper

LuminidsAI: A Shared Event-Substrate Architecture for Interpretable Developmental Artificial Life in Games

First written
Last revised

Abstract, opening

LuminidsAI is a developmental artificial-life architecture for real-time games in which lived events provide a shared causal substrate for memory, awareness, personality, social belief, culture, action, and player-facing explanation.

01 The position

What an event means changes what comes next.

Our approach begins with how an individual interprets an event, then follows what changes in its beliefs, expectations and behaviour.

We call this ordering emotional-first. The character's state changes before language expresses that change. The research asks whether those connections make a character more coherent and easier for a player to understand.

Each link is a research question: what did the character notice, why did it matter, and what changed because of it?

  1. Perception

    What this character can see or hear.

  2. Appraisal

    How the character weighs the moment.

  3. Belief

    What it now holds true, on the evidence it has.

  4. Expectation

    What it therefore predicts will happen next.

  5. Decision

    What it would choose while holding that expectation. Belief does not drive this step yet.

  6. Revision

    What changes in it once the prediction fails.

02 Four positions

Four positions under test.

  • One experience, lasting change

    One event should shape memory, awareness, personality, beliefs, relationships and later action through a consistent account of what happened.

  • What each character can know

    Characters should hold beliefs backed by evidence rather than read every relevant truth straight from the simulation.

  • One encounter, two perspectives

    Shared history should stay one record, while each individual develops its own view of the relationship.

  • A character that works in a game

    Believable behaviour, clear explanations and reliable saving have to work together within the time a game has to think.

Explore the current evidence

03 Measurement

The player is part of the measurement.

We propose seven measures, grouped around the player, the character and the developer. Each tests a different part of the same experience.

  • What a player sees

    • Believability

      Does the character read as someone rather than something?

    • Player readability

      Can a player tell characters apart and predict them?

  • What a life produces

    • Developmental richness

      Do different histories produce different characters?

    • Relationship and culture stability

      Does what two characters hold about each other stay coherent through ordinary play?

  • What a developer can check

    • Causal and explanation fidelity

      Does the explanation shown name the real cause?

    • Save and restore correctness

      Is a character the same after loading as before saving?

    • Systems cost

      What does a population cost per frame?

The tests that run today are on Proof

05 Ten principles

Ten principles for characters with a point of view.

A character needs its own experience, encounters that matter, and behaviour whose causes can be understood.

  1. 01 Point of view

    A character is not the world.

    The world can contain a fact without every character knowing it. Knowledge must come from perception, memory, inference or communication.

  2. 02 Experience

    Experience comes before identity.

    A persistent character should become different because of what has happened to them. Personality is not only configuration.

  3. 03 Memory

    Memory must change the future.

    Stored information is not meaningful memory simply because it can be retrieved.

    If an experience matters, it should be capable of changing what the character expects or does later.

  4. 04 Relationship

    Relationships belong to individuals.

    Astra's relationship with Quill is not necessarily Quill's relationship with Astra.

    A to B and B to A are allowed to disagree.

  5. 05 Fallibility

    Being wrong is part of cognition.

    Artificial characters should be capable of misunderstanding situations, holding stale expectations and forming incorrect beliefs.

    New evidence should be capable of changing what they believe.

  6. 06 Emotion

    Emotion must have consequence.

    Emotional state should not exist only so a character can announce a mood. Appraisal, how the character weighs a moment, should alter attention, expectations, goals, choices, memory and future behaviour.

    Emotional-first, the character's state first and its words after, does not mean emotion replaces reasoning. It means events acquire personal meaning before they become behaviour.

  7. 07 Causality

    Behaviour must have causes.

    If we say a belief caused an action, changing that belief while holding the relevant world state constant should be capable of changing the action.

    Otherwise the belief is only decoration.

  8. 08 Explanation

    Explanation follows cognition.

    The system should not invent a plausible reason after an action has already been chosen.

    Explanation should point back into the evidence, beliefs, appraisals and goals that took part in the decision.

  9. 09 Language

    The model does not own the mind.

    Language models should give artificial characters language, nuance and expression without becoming the sole authority over who that character is.

    The persistent cognitive state belongs underneath the expression layer.

  10. 10 Proof

    Prove it in a living world.

    Artificial life should survive outside a carefully prepared demonstration: through time, changing relationships, mistakes, population scale and real players.

    That is why we are building it inside Luminids.