LuminidsAI: A Shared Event-Substrate Architecture for Interpretable Developmental Artificial Life in Games
Working-paper summary
Interpretable developmental artificial life in games
The paper's position: one lived event should feed a character's memory, awareness, personality, beliefs and relationships, and the explanation shown to the player should name the real cause.
01 Abstract
Experience should leave a trace you can follow.
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.
The central proposition is that a convincing artificial being should not merely act alive. It should carry forward what happened, change through experience, and reveal why that change occurred without inventing a story after the fact.
The architecture separates objective world events from observer-specific experience, then connects that experience to bounded beliefs, expectations, relationships, goals, and a causal becoming ledger. It does not claim machine consciousness. It asks whether fictional artificial life can become more coherent, interpretable, and emotionally legible while remaining testable and feasible in a real-time game.
Availability and citation
A public manuscript is being prepared.
This authored summary presents the research direction. It has not been peer reviewed.
Suggested citation
Jacob, N. (2026). LuminidsAI: A Shared Event-Substrate Architecture for Interpretable Developmental Artificial Life in Games. Working paper, LuminidsAI.
02 Contributions
Four ideas connect experience to development.
The paper proposes a shared event record, individual evidence, a record of change and a programme for evaluating the result.
A shared event substrate
One attributed event can feed several developmental systems without each system inventing a different account of what happened.
Subjective experienced events
Objective world state becomes individual evidence and belief only through a legitimate information route.
The causal becoming ledger
A developmental change retains the event, prior expectation, outcome, surprise, state update, and a grounded player-facing explanation.
A production evaluation programme
The work combines believability, interpretability, player readability, developmental richness, persistence, and runtime feasibility.
03 Architecture summary
One history connects six parts of a character's life.
The paper proposes one record of experience feeding memory, awareness, personality, relationship, culture and explanation.
From an event to a revision
- objective event
- perceptibility
- experienced event
- belief
- action
- outcome
- revision
From one history to six read-outs
one lived history
- memory
- awareness
- personality
- relationship
- culture
- explanation
04 Evaluation summary
Six questions the evaluation has to answer.
These are the evaluation questions the paper proposes. The recorded mechanism and current engineering tests are published on Proof.
- Can players tell two lives apart?
- Can they predict a familiar character's next action?
- Can they match a behaviour to the experience that shaped it?
- Does the displayed explanation name the real cause?
- Does the identity survive saving and loading?
- Does the population remain inside its defined runtime budget?