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Living NPC Movement, Behaviour and Intelligence

Compare capabilities and delivery evidence. Source discovery, qualification, deployment and accepted outcomes are separate; an open contract names work still to verify.

How the beach girls move, decide and remember, measured 2026-08-27 from the served /world/beach page and the engine source against the August-2026 field: UE 5.8 motion matching, Behavior Trees, StateTree, Smart Objects and MassEntity; NVIDIA ACE on-device agents and the ProtoMotions physics-controller lineage; Convai; Virt-A-Mate with Embody, Voxta and vamX; Fable's Living Population; inZOI's Smart Zoi. Twenty rows are grounded on organ symbols, seventeen are named build contracts.

Overview

The purpose, declared position and evidence coverage of this domain. Source presence and completed acceptance are different measures.

Where we are. MEASURED 2026-08-27 from the served /world/beach page (455,592 B, 74 organ doors) and the engine source nx_wasm_craft. Twenty rows are grounded on funcs that exist: exact LBS (sk_skin), distance-driven clip phase (mob_spd_q8i, mobph), breath and blink (mob_breath_q8i), a declared pose contract (mob_pose), ground-following steps (mob_ground), A* in a library (pf_astar), needs (mobneed), the utility argmax (mob_tick), BT and FSM primitives (bt_tick), an agent brain (ag_tick), inherited personality (mobg), the thought ledger (th_mood), gossip (go_add), the bond (mobfr), event-sourced memory (cm_ctx), relationship recall (em_recall), the intent-respect meter (dl_rate_permil), neural motion tokens (mn_generate) and BVH ingest (m_info). The registered gate nx_wasm_craft_gate exercises the engine in-process, and its run of 2026-08-27 measured the schedule (12 girls asleep or fleeing at night, 12 awake by day), the ledger (hungry mood -18 naming hunger, -8 once fed, expiry), gossip confidence 85 falling to 70 across one hop, breathing at 211 mHz, and shy girls keeping 1367 units of distance where bold ones close to 577. Seventeen rows are build contracts. What the eye sees first is the gap: one walk clip, one held stand, a hand-tuned idle hysteresis, straight-line nudges, no routing, no avoidance, no foot lock, no motion matching, no physics; the pose contract has no page consumer; nx_pathfind and nx_char_ai exist and are not imported by the live world; nx_char_ai_gate and nx_footplant_gate are BUILT-UNPROMOTED; nx_sovworld_gate and nx_wasm_thirdperson_gate are PROMOTED-UNREGISTERED.

Where we need to go. OPERATOR ASK (2026-08-27): the beach models' movement, behaviour and AI intelligence are far below Fable, VirtaMate and other living-NPC systems -- add a /compare that measures it against the August-2026 field. Deliverable: girls who walk like the field (motion matching, foot lock, routing, avoidance, gaze), live like Fable's population (schedule, smart objects, a planner, reputation, reflection), talk through a sovereign door that respects the intent meter and passes a commitment test, and scale and get refereed -- every rung with a pre-declared done rule and a gate, with the engine's determinism, inspectable ledger and rumor mechanic kept as the exceed.

The unit. 1 u = one measured session-leg (organ plus gate plus live flip), the standing calibration. Local evidence: the synthroom room protocol SR1 (lib, gate 16 of 16, promote, register) was one leg on 2026-08-27; the gen trigger-first composer went from record-mining to deployed in one leg the same day. A rung that touches the wasm build closure is estimated at more because every mutant build of the world is a deploy.
Where we are: 20 of 37 rows. A living inner life on a prototype body. The exceed is real and narrow (a deterministic integer ledger, a decomposable mood, rumor decay); the movement deficit is total and visible.
Cost to walking right: 10 u. M0: motion matching, foot lock, pose clips consumed, routing, avoidance and gaze. Version 0.1 is a girl who walks around a house, stops on a planted foot and looks at what matters.
Cost to a living village: 8 u more. M1: schedule, smart-object reservation, a planner, reputation and reflection. 18 u cumulative = version 1.0, measured by the Fable bar -- beds for everyone and a day that runs whether you watch or not.
Cost to talking: 4.5 u more. M2: the dialogue door through the intent meter, ledger-driven expression, the commitment test. 22.5 u cumulative = version 2.0.
Cost to scale and proof: 9 u more. M3: LOD crowds, a physics tracking policy, the living-NPC referee bench. 31.5 u cumulative = version 3.0.

Research bar. UE 5.8 motion matching and its AI toolkit is measured on query-based pose selection over a database driven by a trajectory channel, with a rewind debugger, shipped in the engine [@ue5mm]; StateTree, Behavior Trees, Smart Objects and MassEntity beside it [@uestatetree] [@uebt] [@uesmartobj] [@uemass]; Godot's AnimationTree is the same shape for the open engine [@godotanimtree]. Theirs: the default toolkit every studio on the board can reach for. Ours: NP1 is this capability on our clip player; the field's own from-scratch recipe [mmscratch] [clavet] [lmm] [unitymm] is the spec.

Research bar. ProtoMotions and the physics-controller lineage is measured on a general tracking policy on about 142K motions that transfers to a real humanoid, generative policies such as MaskedMimic, Apache-2.0 [@protomotions]; the papers from DeepMimic to MaskAdapt [@deepmimic] [@amp] [@ase] [@calm] [@phc] [@maskedmimic] [@interprior] [@maskadapt]. Theirs: the research frontier of bodies that carry themselves. Ours: NP16 is the last rung on the ladder because the body must first walk right kinematically; the bar is kept honest by our no-float, deterministic constraint.

Research bar. Fable's Living Population is measured on over 1,000 hand-crafted NPCs with routines, jobs, beds, memory, plural local reputations and a life that moves along whether you watch or not [@fablexbox] [@fableiv] [@fablevgc] [@fablepop], due 23 February 2027 [@fablewiki]; the shipped ancestors are Red Dead Redemption 2's day-long schedules [@rdr2] and the Sims' commodities and utility curves [@sims4]. Theirs: the operator's named bar for a living village. Ours: M1 is measured against it: enough beds, a day that runs, reputations that differ by witness.

Research bar. inZOI Smart Zoi is measured on a shipped life sim whose NPCs plan, act and reflect on a 0.5B on-device Minitron model, show their inner thoughts and adjust tomorrow's schedule to today's experiences [@inzoi] [@nvace]; the 2026 stack behind it is the ACE Game Agent SDK with UE5 plugins [@acesdk] and Qwen3-8B on device [@aceqwen]. Theirs: the closest shipped relative of our thought ledger. Ours: NP11 and NP12 are its reflection and dialogue on our sovereign tier, refereed by the intent meter, the commitment test and memory-aware task suites [scriptbench] [genagents] [minenpc].

Research bar. Convai and the dialogue stacks is measured on the hosted NPC service with Unity, Unreal and browser plugins [@convai]; Ubisoft's NEO NPC prototype on Inworld and Audio2Face [@neonpc]; Inworld itself now sells realtime inference rather than an NPC engine [@inworld]. Theirs: the browser comparator for a WebGL world. Ours: NP12 must reach a browser page the way Convai's PlayCanvas tutorial does, with every byte sovereign.

Research bar. Virt-A-Mate with Embody, Voxta and vamX is measured on the moddable sandbox whose companion plugins own idle life, possession and voice conversation [@embody] [@voxtavam] [@vamxchat]; Embody v1.6.3 is the one pinned bar for this domain. Theirs: the operator's named bar for a companion that feels alive up close. Ours: NP6 gaze and NP13 expression are measured against it.

Research bar. ORCA, steering and the planners is measured on reciprocal collision avoidance as a linear program per agent, thousands of agents in milliseconds [@orca], descended from Reynolds' flocking [@boids]; planning by GOAP and HTN [@goap] [@htn]; two-joint IK as two rotations [@twojointik]. Theirs: the crowd, planning and IK canon. Ours: NP5, NP9 and NP2 adopt the canon rather than a novelty.

Living Beach narrative, 2026-09-09: OPEN. Extend NP9-NP12, NP14 and NP15: persistent world events and per-character knowledge, relationships and goals; retrieved memory with provenance; dialogue plus validated intent; asynchronous inference within the shared rendering/VRAM budget. Model context size is not a memory correctness guarantee. Evaluate story quality alongside contradictions, commitment retention, action validity, privacy, latency and frame pacing.

Latest recorded release

No valid dated release entry is recorded for this domain.

Release entries describe recorded changes; they do not establish that every capability passed evaluation.

21 of 41 capability source symbols found|1 of them authored stronger-claims|20 open|coverage 512/1000|adoption 16 full / 5 partial

Evidence profile — what the gaps on this board actually are

Measured by nx_swcompare_evidence, read back by nx_evprofile_lib. Every figure is a count with its denominator — there is deliberately no score, no grade and no percentage anywhere in this band, because a stored scalar is a field a seat can edit and a counted partition is not.

evidence|grounded 21/21|unsupported 0|gates green 1/1|proven able to fail 0/1|never bitten 1|green at 0/0 0|open gaps 20|of them unnamed 0|of them proof withheld 0|flips ready 0

proven able to fail counts the gates that have a RECORDED RED — nx_gate_bite mutated the gate subject, rebuilt it, watched the gate go red, and that record is inside the shared TTL. never bitten is its complement over the same denominator: those gates ran and were green, and nothing has ever shown them able to detect anything, so their green is a statement about this run and not about the gate. green at 0/0 is a separate and much weaker observation — the gate printed GREEN on a zero denominator, so its own tooth counter says it examined nothing. A gate can be green, non-zero, and still never bitten; that is the common case and it is now visible instead of implied.

partition: grounded + unsupported = 21 vs present 21 · named + unnamed + withheld = 20 vs open 20 · both reconcile

liar-kill conj=GPQN · all four conjuncts held

graded document: BUILDROOT tree, 35950 bytes · gates map: PRIMARY · stamped 1d 19h ago · source ../knowledge/status/evstamp_npcai.verdict

Gap classWhat it is, and the work it names
NONENo gap class fires on this board: every published claim is grounded, the declared gates ran and were green, no watch contract is unnamed or already landed, and the stamp is inside its TTL. That is a statement about evidence, not about depth, scale or polish.
This band reports the referee counts. The per-axis worklist rows — which axis is unsupported, which watch is ready to flip, which gap is unnamed — are printed by nx_swcompare_evidence npcai itself and are not carried on the stamp, so this page names the classes and the producer names the rows. That split is stated rather than hidden: a count without a worklist is not actionable, and this band is honest about which half of that it is.

Production map

Follow the dependencies, declared acceptance criteria and recorded priorities. Inspect source binding before treating a rank as executable work.

Ranking source binding: PLAN_MATRIX_BOUND_ONLY. Recorded priorities require current acceptance evidence and resource checks before execution.

Ranking matches the captured plan and matrix only. Latest execution outcome, research freshness, accepted delivery and investment return are unverified.

Recorded priority estimates

Order from nx_compare_rank (nx_dr_ocm: (deficit + cost-of-delay + option + enables) x sponsor x self-sufficiency x momentum / cost). FINISH rows are rungs whose symbol is present but whose organ is short of full adoption: listed before new work by this heuristic. Priority is not measured delivery cost or execution readiness. Stamp: # asof=1790082096 domain=npcai target_version=0.1 rungs=23 done=4 open=19 finish=0 ranker=nx_dr_ocm

#StageRungPriorityDerivation
#10.1Routing in the live world (NP4) mob_route dossier3000v=45 m=1 c=15
#20.1Motion matching on the clip player (NP1) np_motion_match dossier2000v=60 m=1 c=30
#30.1Pose clips consumed by the page (NP3) gpe_pose_clips dossier2000v=20 m=1 c=10
#40.1Foot lock with two-joint IK (NP2) sk_foot_lock dossier1000v=20 m=1 c=20
#50.1Reciprocal avoidance (NP5) mob_avoid dossier1000v=15 m=1 c=15
#60.1Gaze as a door (NP6) mob_gaze dossier500v=5 m=1 c=10
#7laterSchedule as data (NP7) mob_schedule dossier2000v=30 m=1 c=15
#8laterReputation carried by gossip (NP10) go_reputation dossier2000v=30 m=1 c=15
#9laterSmart-object reservation (NP8) mob_reserve dossier1000v=15 m=1 c=15
#10laterThe dialogue door (NP12) cm_npc_turn dossier1000v=20 m=1 c=20
#11laterMore than one locomotion modality -- step-up before route (NP18) wc_step_up dossier900v=9 m=1 c=10
#12laterA motion repertoire beyond walk -- the expressive axis (NP19) wc_motion_repertoire dossier900v=9 m=1 c=10
#13laterLedger-driven expression (NP13) morf_mood_drive dossier400v=6 m=1 c=15
#14laterLOD crowds (NP15) mob_lod dossier400v=8 m=1 c=20
#15laterA planner (NP9) ca_plan dossier200v=4 m=1 c=20
#16laterNightly reflection (NP11) th_reflect dossier200v=3 m=1 c=15
#17laterCommitment test (NP14) dl_commitment dossier100v=1 m=1 c=10
#18laterThe living-NPC referee bench (NP17) gb_npc_bench dossier50v=1 m=1 c=20
#19laterA physics tracking policy (NP16) mn_track_policy dossier40v=2 m=1 c=50

Declared roadmap — contract, acceptance, executor, effort

RungCloses withDefinition of done (pre-declared)ExecutorEst.
Utility selection over needs and advertisements, with the night schedule (NL0)mob_tickLANDED; proven live 2026-08-27 by nx_wasm_craft_gate T44 (12 asleep or fleeing at night, 12 awake by day) and T45 (an advertisement row diverges a control-identical world)Organ0 u
The thought ledger (NL1)th_moodLANDED; T47 hungry mood -18 with the ledger naming hunger, -8 once fed, expiry provenOrgan0 u
Gossip with decay (NL2)go_addLANDED; T48 confidence 85 then 70 across one hop with zero control factsOrgan0 u
Friendship bond that survives the save (NL3)mobfrLANDED; T46 grown 3 then 13 after a meet, load rc 0, survives loadOrgan0 u
Motion matching on the clip player (NP1)np_motion_matchnx_nxa_play matches a query (root velocity, foot positions, the future trajectory over the organ's applied-step doors) against a feature database built from more than one clip and blends the selection with an inertializer; the gate proves that a target trajectory of turn, stop and back-pedal is matched from a database of at least three clips, that the selected pose never jumps more than the declared blend budget, and that a database of ONE clip reproduces today's walk exactly (the neg-control that the mechanism is reached); the foot-sliding permil measured by NP17's ruler must fall against the current pageOrgan3 u
Foot lock with two-joint IK (NP2)
after NP1
sk_foot_locknx_skeleton locks the toe on contact through an inertializer and releases it when the animation drifts past a declared distance, with two-joint analytic IK on the leg; the gate plants a sliding clip and proves the locked toe's world displacement during contact is zero to the quantum and that the release fires at the declared distance; a mutation bite of the lock is killedOrgan2 u
Pose clips consumed by the page (NP3)gpe_pose_clipsclip selection is ENGINE-side, per the native-only delivery model: mob_pose names the active clip id inside the organ and the emitted page merely samples the clip the organ names through the door contract, with no selection logic in client-readable JS; the gate proves a world with a sleeping girl serves pose id 2 through the door, that the emitted page samples the named clip, and that mobpose is among the doors the page calls (today it is not, measured over the served page's 74 doors)Organ1 u
Routing in the live world (NP4)mob_routepf_astar composed into mob_tick over the voxel walk grid, with a per-NPC path cache and a re-plan on block edit; the gate proves a girl whose target lies behind a placed wall reaches it around the wall inside a declared tick budget while the control world with no wall walks straight, and that the T4 determinism checksum still holdsOrgan1.5 u
Reciprocal avoidance (NP5)
after NP4
mob_avoidan ORCA-class velocity choice between NPCs in integer arithmetic; the gate proves two girls on a collision course pass without overlap and that a single girl's path is unchanged (the neg-control), measured on the 12-girl ringOrgan1.5 u
Gaze as a door (NP6)mob_gazethe organ chooses each girl's look-at target (the player inside conversation distance, the girl she is talking to, the smart object she walks to) and the page reads it; the gate proves a girl in SOCIALIZE looks at her partner and a girl in FORAGE at her target, never at the cameraOrgan1 u
Schedule as data (NP7)
after NP4
mob_schedulea per-NPC schedule row (home, work, pub, bed) read from conf, with beds counted per settlement and a refusal when a settlement has fewer beds than residents; the gate proves the Fable bar -- every girl in a bed at night, at work by day, and a village one bed short REFUSED by nameOrgan1.5 u
Smart-object reservation (NP8)
after NP3,NP7
mob_reservean object advertises to needs and reserves one slot for one NPC, releasing on leave, and pose ids 4 and 5 land through it; the gate proves two girls cannot hold one slot and that a released slot is retakenOrgan1.5 u
A planner (NP9)
after NP7,NP8
ca_planGOAP or HTN over the needs and advertisements, emitting a sequence (walk to food, forage, rest) that the per-tick argmax cannot express; the gate proves a plan of at least three steps executes in order and that removing the goal yields no planOrgan2 u
Reputation carried by gossip (NP10)go_reputationgossip predicates grow from FRIEND and TAKEN to witnessed deeds, each NPC weighing them through her personality bits; the gate proves the same deed reads kind to one girl and shrewd to another, and that an unwitnessed deed spreads nothing (the neg-control)Organ1.5 u
Nightly reflection (NP11)
after NP7
th_reflectat REST the ledger is folded into a higher-level memory that adjusts the next day's schedule and advertisement weights; the gate proves a girl who was hungry every day for three days forages first on the fourth, with the fold journaledOrgan1.5 u
The dialogue door (NP12)
after NP10
cm_npc_turna turn takes the ledger, gossip, bond and persona as context through the sovereign tier or the egress warden and returns speech plus a structured intent; the gate proves the intent-respect meter refuses an escalation by rule and that no byte leaves without the warden's classOrgan2 u
Ledger-driven expression (NP13)morf_mood_drivethe MORF blendshapes read the mood and its strongest reason; the gate proves a negative ledger lowers the mouth corners and a positive one raises them, with the fragment-shader mouth line retiredOrgan1.5 u
Commitment test (NP14)
after NP12
dl_commitmentan NCP-Bench-class test over declared commitments for any LLM-driven turn; the gate refuses a dialogue build whose survival over 20 turns falls below the declared bar, and a planted contradicting turn is caughtGate1 u
LOD crowds (NP15)
after NP4,NP5
mob_lodtick and draw tiers by distance so hundreds of girls live and at most the near ring animates fully; the gate proves 200 mobs tick inside the frame budget on the box and that a far girl's state advances identically to a near one'sOrgan2 u
A physics tracking policy (NP16)
after NP1,NP2
mn_track_policya no-float tracking policy that carries the body under a push and recovers from a fall; the gate proves a pushed girl recovers within a declared window and that the unpushed control replays bit-identicallyOrgan5 u
The living-NPC referee bench (NP17)
after NP1
gb_npc_bencha judged clip set (foot-sliding permil, interrupted-walk artifacts, idle believability) scored by an external judge panel and published with n and a Wilson interval; the gate refuses a locomotion rung whose score does not exceed the current page's with non-overlapping intervalsGate2 u
More than one locomotion modality -- step-up before route (NP18)wc_step_upToday the cast has ONE modality: walk on the flat. A one-block rise is a wall, proven by complete-corpus absence of both step_up and mob_climb. Ship step-up traversal with the max step height DERIVED from the girl leg length already carried in the genome, not a picked constant, and the foot-plant so the rise lands instead of gliding. Ordered BEFORE the route rungs because a planner over terrain the body cannot climb routes around every obstacle forever, so route work built first would be measured against a body that cannot use it. Done rule: a girl encountering a one-block rise ascends it, gate-proven, with the neg-control that a rise ABOVE her derived max is still refused rather than climbed -- a step-up that can scale anything is a bug wearing a feature name.Organ1 u
A motion repertoire beyond walk -- the expressive axis (NP19)wc_motion_repertoireThe muscle flex is landing (operator, 2026-08-28) but gait is its only driver, so she can look right and still read as a demo. Add idle settle, stretch, reach and standing weight-shift as genome-parameterised motion rather than authored clips, so it holds across the cast. Distinct from NP18: that one is TRAVERSAL (can she get up the block), this one is EXPRESSION (is she alive while standing still). Cheap because it feeds machinery that already ships -- the layered stack and the secondary-dynamics solver both exist and are currently driven by one clip. Done rule: a girl standing still is measurably non-static over a window, judged by the panel, with the neg-control that a frozen T-pose FAILS the same tooth.Organ1 u

Milestones

MilestoneRungsCumulative
M0 · She walks rightNP1,NP2,NP3,NP4,NP5,NP610 u
M1 · She livesNP7,NP8,NP9,NP10,NP1118 u
M2 · She talksNP12,NP13,NP1422.5 u
M3 · She scales and is provenNP15,NP16,NP1731.5 u
Ladder verdict. NOT DECLARED. This board names no dated best-in-class or frontier target and no rung roles (sotatarget and rungrole rows on its plan); the ranker labels it NO-LADDER until it does, and until then its rungs climb toward a target nobody has written down. Bars read STALE against the current month 2026-10.
Bar freshness, counted
ClassCountNote
bars1sotabar rows on the plan
fresh0the bar month is the current month
attested0an older bar with a this-month barscan reporting no newer entry
stale0a this-month scan saw a newer month the bar ignores
unattested1nobody looked this month
malformed0a sotabar row missing a field
duplicate0bar ids an earlier row already carries
bars, summed1RECONCILED: the parts sum to the total 1
current month2026-10the month every bar is judged against
Treatment verdict. NOT DECLARED. No rung on this board declares its three-step treatment (a treat row naming the MCP row, the API route, the primitive it composes, the workflow that composes it and the agent beat that runs it); the ranker labels every rung TREATMENT-UNDECLARED until it does.

Inspect a rung and its prerequisites

Declared nodes 23. Rank input binding: PLAN_MATRIX_BOUND_ONLY. Dependency order is authored. Implementation, acceptance evidence, authority and resource readiness are unverified. No action is recommended or dispatched here.

Plan SHA-256 45332fb7be96e573b118580c7f257302123e57beb24af699d608f917ea8ed16b. Target rows 0; role rows 0. Existing risks and release worklog retain their own scope; no node completion is inferred.

Runtime observation coverage: 0 of 23 rungs have current, identity-bound execution observations. Observation may report RED. Accepted completion remains unknown; source presence, qualification and deployment do not establish it.

Use Enter or Space on a rung to inspect its contract. Prerequisite links locate another rung in this list; open its summary to inspect it. Estimates are authored effort, not forecasts.

  1. NL0 — Utility selection over needs and advertisements, with the night schedule

    Prerequisites: None declared; this does not establish execution eligibility.

    Contract: mob_tick

    Acceptance: LANDED; proven live 2026-08-27 by nx_wasm_craft_gate T44 (12 asleep or fleeing at night, 12 awake by day) and T45 (an advertisement row diverges a control-identical world)

    Authored effort: 0. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  2. NL1 — The thought ledger

    Prerequisites: None declared; this does not establish execution eligibility.

    Contract: th_mood

    Acceptance: LANDED; T47 hungry mood -18 with the ledger naming hunger, -8 once fed, expiry proven

    Authored effort: 0. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  3. NL2 — Gossip with decay

    Prerequisites: None declared; this does not establish execution eligibility.

    Contract: go_add

    Acceptance: LANDED; T48 confidence 85 then 70 across one hop with zero control facts

    Authored effort: 0. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  4. NL3 — Friendship bond that survives the save

    Prerequisites: None declared; this does not establish execution eligibility.

    Contract: mobfr

    Acceptance: LANDED; T46 grown 3 then 13 after a meet, load rc 0, survives load

    Authored effort: 0. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  5. NP1 — Motion matching on the clip player

    Prerequisites: None declared; this does not establish execution eligibility.

    Contract: np_motion_match

    Acceptance: nx_nxa_play matches a query (root velocity, foot positions, the future trajectory over the organ's applied-step doors) against a feature database built from more than one clip and blends the selection with an inertializer; the gate proves that a target trajectory of turn, stop and back-pedal is matched from a database of at least three clips, that the selected pose never jumps more than the declared blend budget, and that a database of ONE clip reproduces today's walk exactly (the neg-control that the mechanism is reached); the foot-sliding permil measured by NP17's ruler must fall against the current page

    Authored effort: 3. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  6. NP2 — Foot lock with two-joint IK

    Prerequisites: NP1 (acceptance unverified)

    Contract: sk_foot_lock

    Acceptance: nx_skeleton locks the toe on contact through an inertializer and releases it when the animation drifts past a declared distance, with two-joint analytic IK on the leg; the gate plants a sliding clip and proves the locked toe's world displacement during contact is zero to the quantum and that the release fires at the declared distance; a mutation bite of the lock is killed

    Authored effort: 2. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  7. NP3 — Pose clips consumed by the page

    Prerequisites: None declared; this does not establish execution eligibility.

    Contract: gpe_pose_clips

    Acceptance: clip selection is ENGINE-side, per the native-only delivery model: mob_pose names the active clip id inside the organ and the emitted page merely samples the clip the organ names through the door contract, with no selection logic in client-readable JS; the gate proves a world with a sleeping girl serves pose id 2 through the door, that the emitted page samples the named clip, and that mobpose is among the doors the page calls (today it is not, measured over the served page's 74 doors)

    Authored effort: 1. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  8. NP4 — Routing in the live world

    Prerequisites: None declared; this does not establish execution eligibility.

    Contract: mob_route

    Acceptance: pf_astar composed into mob_tick over the voxel walk grid, with a per-NPC path cache and a re-plan on block edit; the gate proves a girl whose target lies behind a placed wall reaches it around the wall inside a declared tick budget while the control world with no wall walks straight, and that the T4 determinism checksum still holds

    Authored effort: 1.5. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  9. NP5 — Reciprocal avoidance

    Prerequisites: NP4 (acceptance unverified)

    Contract: mob_avoid

    Acceptance: an ORCA-class velocity choice between NPCs in integer arithmetic; the gate proves two girls on a collision course pass without overlap and that a single girl's path is unchanged (the neg-control), measured on the 12-girl ring

    Authored effort: 1.5. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  10. NP6 — Gaze as a door

    Prerequisites: None declared; this does not establish execution eligibility.

    Contract: mob_gaze

    Acceptance: the organ chooses each girl's look-at target (the player inside conversation distance, the girl she is talking to, the smart object she walks to) and the page reads it; the gate proves a girl in SOCIALIZE looks at her partner and a girl in FORAGE at her target, never at the camera

    Authored effort: 1. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  11. NP7 — Schedule as data

    Prerequisites: NP4 (acceptance unverified)

    Contract: mob_schedule

    Acceptance: a per-NPC schedule row (home, work, pub, bed) read from conf, with beds counted per settlement and a refusal when a settlement has fewer beds than residents; the gate proves the Fable bar -- every girl in a bed at night, at work by day, and a village one bed short REFUSED by name

    Authored effort: 1.5. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  12. NP8 — Smart-object reservation

    Prerequisites: NP3 (acceptance unverified), NP7 (acceptance unverified)

    Contract: mob_reserve

    Acceptance: an object advertises to needs and reserves one slot for one NPC, releasing on leave, and pose ids 4 and 5 land through it; the gate proves two girls cannot hold one slot and that a released slot is retaken

    Authored effort: 1.5. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  13. NP9 — A planner

    Prerequisites: NP7 (acceptance unverified), NP8 (acceptance unverified)

    Contract: ca_plan

    Acceptance: GOAP or HTN over the needs and advertisements, emitting a sequence (walk to food, forage, rest) that the per-tick argmax cannot express; the gate proves a plan of at least three steps executes in order and that removing the goal yields no plan

    Authored effort: 2. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  14. NP10 — Reputation carried by gossip

    Prerequisites: None declared; this does not establish execution eligibility.

    Contract: go_reputation

    Acceptance: gossip predicates grow from FRIEND and TAKEN to witnessed deeds, each NPC weighing them through her personality bits; the gate proves the same deed reads kind to one girl and shrewd to another, and that an unwitnessed deed spreads nothing (the neg-control)

    Authored effort: 1.5. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  15. NP11 — Nightly reflection

    Prerequisites: NP7 (acceptance unverified)

    Contract: th_reflect

    Acceptance: at REST the ledger is folded into a higher-level memory that adjusts the next day's schedule and advertisement weights; the gate proves a girl who was hungry every day for three days forages first on the fourth, with the fold journaled

    Authored effort: 1.5. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  16. NP12 — The dialogue door

    Prerequisites: NP10 (acceptance unverified)

    Contract: cm_npc_turn

    Acceptance: a turn takes the ledger, gossip, bond and persona as context through the sovereign tier or the egress warden and returns speech plus a structured intent; the gate proves the intent-respect meter refuses an escalation by rule and that no byte leaves without the warden's class

    Authored effort: 2. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  17. NP13 — Ledger-driven expression

    Prerequisites: None declared; this does not establish execution eligibility.

    Contract: morf_mood_drive

    Acceptance: the MORF blendshapes read the mood and its strongest reason; the gate proves a negative ledger lowers the mouth corners and a positive one raises them, with the fragment-shader mouth line retired

    Authored effort: 1.5. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  18. NP14 — Commitment test

    Prerequisites: NP12 (acceptance unverified)

    Contract: dl_commitment

    Acceptance: an NCP-Bench-class test over declared commitments for any LLM-driven turn; the gate refuses a dialogue build whose survival over 20 turns falls below the declared bar, and a planted contradicting turn is caught

    Authored effort: 1. Executor kind: Gate. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  19. NP15 — LOD crowds

    Prerequisites: NP4 (acceptance unverified), NP5 (acceptance unverified)

    Contract: mob_lod

    Acceptance: tick and draw tiers by distance so hundreds of girls live and at most the near ring animates fully; the gate proves 200 mobs tick inside the frame budget on the box and that a far girl's state advances identically to a near one's

    Authored effort: 2. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  20. NP16 — A physics tracking policy

    Prerequisites: NP1 (acceptance unverified), NP2 (acceptance unverified)

    Contract: mn_track_policy

    Acceptance: a no-float tracking policy that carries the body under a push and recovers from a fall; the gate proves a pushed girl recovers within a declared window and that the unpushed control replays bit-identically

    Authored effort: 5. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  21. NP17 — The living-NPC referee bench

    Prerequisites: NP1 (acceptance unverified)

    Contract: gb_npc_bench

    Acceptance: a judged clip set (foot-sliding permil, interrupted-walk artifacts, idle believability) scored by an external judge panel and published with n and a Wilson interval; the gate refuses a locomotion rung whose score does not exceed the current page's with non-overlapping intervals

    Authored effort: 2. Executor kind: Gate. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  22. NP18 — More than one locomotion modality -- step-up before route

    Prerequisites: None declared; this does not establish execution eligibility.

    Contract: wc_step_up

    Acceptance: Today the cast has ONE modality: walk on the flat. A one-block rise is a wall, proven by complete-corpus absence of both step_up and mob_climb. Ship step-up traversal with the max step height DERIVED from the girl leg length already carried in the genome, not a picked constant, and the foot-plant so the rise lands instead of gliding. Ordered BEFORE the route rungs because a planner over terrain the body cannot climb routes around every obstacle forever, so route work built first would be measured against a body that cannot use it. Done rule: a girl encountering a one-block rise ascends it, gate-proven, with the neg-control that a rise ABOVE her derived max is still refused rather than climbed -- a step-up that can scale anything is a bug wearing a feature name.

    Authored effort: 1. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

  23. NP19 — A motion repertoire beyond walk -- the expressive axis

    Prerequisites: None declared; this does not establish execution eligibility.

    Contract: wc_motion_repertoire

    Acceptance: The muscle flex is landing (operator, 2026-08-28) but gait is its only driver, so she can look right and still read as a demo. Add idle settle, stretch, reach and standing weight-shift as genome-parameterised motion rather than authored clips, so it holds across the cast. Distinct from NP18: that one is TRAVERSAL (can she get up the block), this one is EXPRESSION (is she alive while standing still). Cheap because it feeds machinery that already ships -- the layered stack and the secondary-dynamics solver both exist and are currently driven by one clip. Done rule: a girl standing still is measurably non-static over a window, judged by the panel, with the neg-control that a frozen T-pose FAILS the same tooth.

    Authored effort: 1. Executor kind: Organ. Responsible, accountable and verifier not established. Inspect retained worklog.

    Runtime observation: UNKNOWN; outcome UNKNOWN; observed epoch -1. Declared owner: . Receipt , SHA-256 . Identity-bound observation is not accepted completion. Qualification and deployment remain unverified by this projection.

Learning and practice paths

No structured learning path is declared for this plan. Existing research, roadmap and worklog remain available above.

Rung dossiers — every record that bears on a rung, in one place

Joined by symbol, never typed. Each dossier is assembled on every publish from the rows this board already carries: the plan's rung row, the matrix row that carries its contract symbol (its status re-measured by the one symbol ruler), the gate the organ declares and the verdict the evidence referee recorded on its last run, the reference marks in the rung text, the design rows that name the rung and the work log filed against it. The capability matrix links each cell to its dossier and each dossier links back to its cell and forward to the rungs it stands on; a dependency naming no rung on this plan is written as UNRESOLVED rather than linked. Absences are named: NO-MATRIX-ROW, NO-GATE-DECLARED, UNRECORDED.
Gate verdicts: UNSTAMPED — no per-gate verdict artifact is published for this domain yet (nx_swcompare_evidence npcai writes it beside its stamp); every gate below reads UNRECORDED until it runs.
Gate declarations: knowledge/organ_gate.conf read from this working directory (1 rows) and from the estate root (196 rows); rows in both counted once: 0; declarations read: 197. Every declaration in either copy counts, so a stub beside the publisher can never hide the root.
NL0 Utility selection over needs and advertisements, with the night schedule · cell PRESENT · gate NO-GATE-DECLARED
Contractmob_tick · executor Organ · 0 u · stands on nothing
Definition of doneLANDED; proven live 2026-08-27 by nx_wasm_craft_gate T44 (12 asleep or fleeing at night, 12 awake by day) and T45 (an advertisement row diverges a control-identical world)
Matrix cellBEHAVIOUR: utility selection -- WANDER, SOCIALIZE, REST, FORAGE and FLEE picked by an argmax over needs times smart-object ADVERTISEMENT rows, repicked on a staggered 240-tick clock, night forcing REST, the mood bending the scores, wardens hunting with a radius that widens at night · runtime/nx_wasm_craft.nx · PRESENT decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_wasm_craft; declare nx_wasm_craft TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet
NL1 The thought ledger · cell PRESENT · gate NO-GATE-DECLARED
Contractth_mood · executor Organ · 0 u · stands on nothing
Definition of doneLANDED; T47 hungry mood -18 with the ledger naming hunger, -8 once fed, expiry proven
Matrix cellINNER LIFE: the thought ledger -- eight TTL'd thoughts per NPC (rain, fear, met you, slept well, hungry, saw a taking, heard someone was taken, heard of your kindness, good company); the mood is the sum of live thoughts, always decomposable into its reasons, and the HUD prints the strongest live reason · runtime/nx_wasm_craft.nx · PRESENT decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_wasm_craft; declare nx_wasm_craft TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet
NL2 Gossip with decay · cell PRESENT · gate NO-GATE-DECLARED
Contractgo_add · executor Organ · 0 u · stands on nothing
Definition of doneLANDED; T48 confidence 85 then 70 across one hop with zero control facts
Matrix cellINNER LIFE: gossip -- a fact (subject, predicate, confidence) passes speaker to listener at minus 15 confidence, below 30 it may flip so rumor decays into misinformation by mechanic, a better-known copy never downgrades, and hearing it leaves a thought · runtime/nx_wasm_craft.nx · PRESENT decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_wasm_craft; declare nx_wasm_craft TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet
NL3 Friendship bond that survives the save · cell PRESENT · gate NO-GATE-DECLARED
Contractmobfr · executor Organ · 0 u · stands on nothing
Definition of doneLANDED; T46 grown 3 then 13 after a meet, load rc 0, survives load
Matrix cellRELATIONSHIP: friendship from shared time within arm's reach (cap 250), persisted in the world save and the passport; party invitation at bond 40 or above · runtime/nx_wasm_craft.nx · PRESENT decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_wasm_craft; declare nx_wasm_craft TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet
NP1 Motion matching on the clip player · cell WATCHING · gate NO-GATE-DECLARED
Contractnp_motion_match · executor Organ · 3 u · stands on nothing
Definition of donenx_nxa_play matches a query (root velocity, foot positions, the future trajectory over the organ's applied-step doors) against a feature database built from more than one clip and blends the selection with an inertializer; the gate proves that a target trajectory of turn, stop and back-pedal is matched from a database of at least three clips, that the selected pose never jumps more than the declared blend budget, and that a database of ONE clip reproduces today's walk exactly (the neg-control that the mechanism is reached); the foot-sliding permil measured by NP17's ruler must fall against the current page
Matrix cellLOCOMOTION: motion matching -- pose search over a clip database driven by the future trajectory, inertialized transitions, a learned variant whose memory does not grow with the data · runtime/nx_nxa_play.nx · WATCHING decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_nxa_play; declare nx_nxa_play TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet
NP2 Foot lock with two-joint IK · cell WATCHING · gate NO-GATE-DECLARED
Contractsk_foot_lock · executor Organ · 2 u · stands on NP1
Definition of donenx_skeleton locks the toe on contact through an inertializer and releases it when the animation drifts past a declared distance, with two-joint analytic IK on the leg; the gate plants a sliding clip and proves the locked toe's world displacement during contact is zero to the quantum and that the release fires at the declared distance; a mutation bite of the lock is killed
Matrix cellLOCOMOTION: foot lock -- toe contact locked through an inertializer and released with a distance heuristic, two-joint analytic IK on the leg · runtime/nx_skeleton.nx · WATCHING decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_skeleton; declare nx_skeleton TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet
NP3 Pose clips consumed by the page · cell WATCHING · gate UNRECORDED
Contractgpe_pose_clips · executor Organ · 1 u · stands on nothing
Definition of doneclip selection is ENGINE-side, per the native-only delivery model: mob_pose names the active clip id inside the organ and the emitted page merely samples the clip the organ names through the door contract, with no selection logic in client-readable JS; the gate proves a world with a sleeping girl serves pose id 2 through the door, that the emitted page samples the named clip, and that mobpose is among the doors the page calls (today it is not, measured over the served page's 74 doors)
Matrix cellLOCOMOTION: distinct clips per pose id consumed by the page -- sleep-lying, flee-run, sit and lie-awake play their own clips instead of the walk cycle · runtime/nx_game_page_emit.nx · WATCHING decl
Gatenx_game_page_emit_gate · UNRECORDED — no recorded verdict for this gate (it is declared for the organ but the evidence referee's last run did not record it: it is not on this board's gates map, or the referee has not run since the per-gate record shipped)
Work logno log row names this rung yet
NP4 Routing in the live world · cell WATCHING · gate NO-GATE-DECLARED
Contractmob_route · executor Organ · 1.5 u · stands on nothing
Definition of donepf_astar composed into mob_tick over the voxel walk grid, with a per-NPC path cache and a re-plan on block edit; the gate proves a girl whose target lies behind a placed wall reaches it around the wall inside a declared tick budget while the control world with no wall walks straight, and that the T4 determinism checksum still holds
Matrix cellNAVIGATION: routing in the live world -- pf_astar composed into mob_tick over the voxel grid so a girl walks around a house and through a door · runtime/nx_wasm_craft.nx · WATCHING decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_wasm_craft; declare nx_wasm_craft TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet
NP5 Reciprocal avoidance · cell WATCHING · gate NO-GATE-DECLARED
Contractmob_avoid · executor Organ · 1.5 u · stands on NP4
Definition of donean ORCA-class velocity choice between NPCs in integer arithmetic; the gate proves two girls on a collision course pass without overlap and that a single girl's path is unchanged (the neg-control), measured on the 12-girl ring
Matrix cellCROWD: reciprocal collision avoidance between NPCs (ORCA class) -- today girls pass through each other · runtime/nx_wasm_craft.nx · WATCHING decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_wasm_craft; declare nx_wasm_craft TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet
NP6 Gaze as a door · cell WATCHING · gate NO-GATE-DECLARED
Contractmob_gaze · executor Organ · 1 u · stands on nothing
Definition of donethe organ chooses each girl's look-at target (the player inside conversation distance, the girl she is talking to, the smart object she walks to) and the page reads it; the gate proves a girl in SOCIALIZE looks at her partner and a girl in FORAGE at her target, never at the camera
Matrix cellGAZE: gaze and attention as an organ door -- the look-at target chosen by the simulation (player, speaker, object of interest), not a camera-follow in the shader · runtime/nx_wasm_craft.nx · WATCHING decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_wasm_craft; declare nx_wasm_craft TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet
NP7 Schedule as data · cell WATCHING · gate NO-GATE-DECLARED
Contractmob_schedule · executor Organ · 1.5 u · stands on NP4
Definition of donea per-NPC schedule row (home, work, pub, bed) read from conf, with beds counted per settlement and a refusal when a settlement has fewer beds than residents; the gate proves the Fable bar -- every girl in a bed at night, at work by day, and a village one bed short REFUSED by name
Matrix cellSCHEDULE: a daily schedule as data -- home, work, pub and bed, with every settlement owning enough beds · runtime/nx_wasm_craft.nx · WATCHING decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_wasm_craft; declare nx_wasm_craft TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet
NP8 Smart-object reservation · cell WATCHING · gate NO-GATE-DECLARED
Contractmob_reserve · executor Organ · 1.5 u · stands on NP3, NP7
Definition of donean object advertises to needs and reserves one slot for one NPC, releasing on leave, and pose ids 4 and 5 land through it; the gate proves two girls cannot hold one slot and that a released slot is retaken
Matrix cellSMART OBJECTS: advertisement plus reservation -- an object claims a slot for one NPC and a sit or lie pose lands · runtime/nx_wasm_craft.nx · WATCHING decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_wasm_craft; declare nx_wasm_craft TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet
NP9 A planner · cell WATCHING · gate NO-GATE-DECLARED
Contractca_plan · executor Organ · 2 u · stands on NP7, NP8
Definition of doneGOAP or HTN over the needs and advertisements, emitting a sequence (walk to food, forage, rest) that the per-tick argmax cannot express; the gate proves a plan of at least three steps executes in order and that removing the goal yields no plan
Matrix cellPLANNING: a goal planner -- GOAP or HTN plans "eat: walk to food, forage, rest" as a sequence, instead of one argmax per tick · runtime/_hdl_build/nx_char_ai.nx · WATCHING decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_char_ai; declare nx_char_ai TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet
NP10 Reputation carried by gossip · cell WATCHING · gate NO-GATE-DECLARED
Contractgo_reputation · executor Organ · 1.5 u · stands on nothing
Definition of donegossip predicates grow from FRIEND and TAKEN to witnessed deeds, each NPC weighing them through her personality bits; the gate proves the same deed reads kind to one girl and shrewd to another, and that an unwitnessed deed spreads nothing (the neg-control)
Matrix cellREPUTATION: per-NPC judgement of the player's deeds through each character's own values, carried by gossip -- ours carries FRIEND and TAKEN only · runtime/nx_wasm_craft.nx · WATCHING decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_wasm_craft; declare nx_wasm_craft TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet
NP11 Nightly reflection · cell WATCHING · gate NO-GATE-DECLARED
Contractth_reflect · executor Organ · 1.5 u · stands on NP7
Definition of doneat REST the ledger is folded into a higher-level memory that adjusts the next day's schedule and advertisement weights; the gate proves a girl who was hungry every day for three days forages first on the fourth, with the fold journaled
Matrix cellREFLECTION: end-of-day synthesis of the ledger into higher-level memories that re-plan tomorrow · runtime/nx_wasm_craft.nx · WATCHING decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_wasm_craft; declare nx_wasm_craft TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet
NP12 The dialogue door · cell WATCHING · gate NO-GATE-DECLARED
Contractcm_npc_turn · executor Organ · 2 u · stands on NP10
Definition of donea turn takes the ledger, gossip, bond and persona as context through the sovereign tier or the egress warden and returns speech plus a structured intent; the gate proves the intent-respect meter refuses an escalation by rule and that no byte leaves without the warden's class
Matrix cellDIALOGUE: an NPC dialogue door -- talk to a girl with her thought ledger, gossip, bond and persona as the prompt context, through the sovereign tier or the egress warden · runtime/nx_charmem.nx · WATCHING decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_charmem; declare nx_charmem TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet
NP13 Ledger-driven expression · cell WATCHING · gate NO-GATE-DECLARED
Contractmorf_mood_drive · executor Organ · 1.5 u · stands on nothing
Definition of donethe MORF blendshapes read the mood and its strongest reason; the gate proves a negative ledger lowers the mouth corners and a positive one raises them, with the fragment-shader mouth line retired
Matrix cellEXPRESSION: blendshape expression driven by the ledger -- today a mood-curved mouth line and brows painted in the fragment shader · runtime/nx_nxa_morf.nx · WATCHING decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_nxa_morf; declare nx_nxa_morf TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet
NP14 Commitment test · cell WATCHING · gate NO-GATE-DECLARED
Contractdl_commitment · executor Gate · 1 u · stands on NP12
Definition of donean NCP-Bench-class test over declared commitments for any LLM-driven turn; the gate refuses a dialogue build whose survival over 20 turns falls below the declared bar, and a planted contradicting turn is caught
Matrix cellCONSISTENCY: a narrative-commitment test for any LLM-driven girl -- survival of declared commitments over 20 to 100 turns, refused below the bar · runtime/nx_dialogue.nx · WATCHING decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_dialogue; declare nx_dialogue TAB <gate> and the ship loop proves it and the verdict lands here.
Work log2026-09-09 queue 2026-09-09: operator supplied NovelAI, AI Dungeon and SillyTavern/model comparison leads. Primary-source checks: ai.google.dev/gemini-api/docs/long-context explicitly warns of reduced multi-needle accuracy; github.com/deepseek-ai/DeepSeek-V3 distinguishes 671B total from 37B activated parameters. Named current model rankings remain unverified. Extend existing ledger/dialogue/planner owners; no provider calls or training authorized by this record.
NP15 LOD crowds · cell WATCHING · gate NO-GATE-DECLARED
Contractmob_lod · executor Organ · 2 u · stands on NP4, NP5
Definition of donetick and draw tiers by distance so hundreds of girls live and at most the near ring animates fully; the gate proves 200 mobs tick inside the frame budget on the box and that a far girl's state advances identically to a near one's
Matrix cellSCALE: LOD tiers so hundreds of NPCs tick and draw -- today the page draws at most 12 instances · runtime/nx_wasm_craft.nx · WATCHING decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_wasm_craft; declare nx_wasm_craft TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet
NP16 A physics tracking policy · cell WATCHING · gate NO-GATE-DECLARED
Contractmn_track_policy · executor Organ · 5 u · stands on NP1, NP2
Definition of donea no-float tracking policy that carries the body under a push and recovers from a fall; the gate proves a pushed girl recovers within a declared window and that the unpushed control replays bit-identically
Matrix cellPHYSICS CONTROLLER: a tracking policy that carries the body under perturbation, or at minimum ragdoll recovery · runtime/nx_motion_neural.nx · WATCHING decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_motion_neural; declare nx_motion_neural TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet
NP17 The living-NPC referee bench · cell WATCHING · gate NO-GATE-DECLARED
Contractgb_npc_bench · executor Gate · 2 u · stands on NP1
Definition of donea judged clip set (foot-sliding permil, interrupted-walk artifacts, idle believability) scored by an external judge panel and published with n and a Wilson interval; the gate refuses a locomotion rung whose score does not exceed the current page's with non-overlapping intervals
Matrix cellREFEREE: a living-NPC bench -- a judged clip set scored by an external referee for foot-sliding permil, interrupted-walk artifacts and idle believability, published with n and an interval · runtime/_hdl_build/nx_gamebench.nx · WATCHING decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_gamebench; declare nx_gamebench TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet
NP18 More than one locomotion modality -- step-up before route · cell WATCHING · gate NO-GATE-DECLARED
Contractwc_step_up · executor Organ · 1 u · stands on nothing
Definition of doneToday the cast has ONE modality: walk on the flat. A one-block rise is a wall, proven by complete-corpus absence of both step_up and mob_climb. Ship step-up traversal with the max step height DERIVED from the girl leg length already carried in the genome, not a picked constant, and the foot-plant so the rise lands instead of gliding. Ordered BEFORE the route rungs because a planner over terrain the body cannot climb routes around every obstacle forever, so route work built first would be measured against a body that cannot use it. Done rule: a girl encountering a one-block rise ascends it, gate-proven, with the neg-control that a rise ABOVE her derived max is still refused rather than climbed -- a step-up that can scale anything is a bug wearing a feature name.
Matrix cellLOCOMOTION: more than one modality -- step-up, stairs and ledges, not just walk-or-block · runtime/nx_wasm_craft.nx · WATCHING decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_wasm_craft; declare nx_wasm_craft TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet
NP19 A motion repertoire beyond walk -- the expressive axis · cell WATCHING · gate NO-GATE-DECLARED
Contractwc_motion_repertoire · executor Organ · 1 u · stands on nothing
Definition of doneThe muscle flex is landing (operator, 2026-08-28) but gait is its only driver, so she can look right and still read as a demo. Add idle settle, stretch, reach and standing weight-shift as genome-parameterised motion rather than authored clips, so it holds across the cast. Distinct from NP18: that one is TRAVERSAL (can she get up the block), this one is EXPRESSION (is she alive while standing still). Cheap because it feeds machinery that already ships -- the layered stack and the secondary-dynamics solver both exist and are currently driven by one clip. Done rule: a girl standing still is measurably non-static over a window, judged by the panel, with the neg-control that a frozen T-pose FAILS the same tooth.
Matrix cellLOCOMOTION: a motion repertoire beyond walk -- idle, stretch, reach, settle · runtime/nx_wasm_craft.nx · WATCHING decl
GateNO-GATE-DECLARED — knowledge/organ_gate.conf carries no row for nx_wasm_craft; declare nx_wasm_craft TAB <gate> and the ship loop proves it and the verdict lands here.
Work logno log row names this rung yet

dossiers=23 cells_joined=23 no_matrix_row=0 (sum 23) gates_recorded=0 gates_unrecorded=1 no_gate_declared=22 (sum 23 of cells_joined) evgates=UNSTAMPED

Capability comparisons

Compare the field, search individual capabilities and open their source and adoption evidence. Documented presence does not establish comparative quality.

Position map — centrality and distinctiveness

The four-quadrant map the field uses for brand strategy (Dawar and Bagga, HBR June 2015), re-derived from this matrix on every publish. Centrality is the share of the category's feature mass a player covers, each feature weighted by how many hold it; distinctiveness is the average lead over each rival on the rows the player holds; breadth is the depth-weighted share of the whole matrix (the bubble); depth is how deeply the rows held are held; momentum is the day-over-day move off the spine (green rising, red falling, grey until day two); the dashed path runs first day → previous day → today. Dividers are the category means. Axes are fitted to the field of play, so read the tick numerals, not the frame. Rival marks are documented presence, so a rival's position reads the record, never its quality. The picture grades its own readability below; the table beside it is the same data for a screen reader or a second method.

Rows. 41 feature rows mapped of 41 matrix rows; 0 substrate rows (kernels, bounds and instruments the plan's rungrole marks substrate) are the estate's scaffolding, not category features, and stay off the map
Views. 2D cut: centrality, distinctiveness · 3D cube: centrality, distinctiveness, breadth · axes registered: centrality, distinctiveness, breadth, depth, momentum · a board picks its own in knowledge/compare/npcai.cdmap (cut|x|y, cube|x|y|z); absent = the HBR defaults
Position map, two-dimensional cutOne bubble per player. Bubble area is breadth, the ring colour is momentum, the dashed lines are the category means, and both axes are fitted to the field of play with their tick numerals shown. Every value is repeated in the table that follows. 500 600 700 800 900 1000 100 200 300 400 500 centrality (permil, fitted 500–1000) distinctiveness (permil, fitted 100–500) mean 809 mean 273 Unconventional Aspirational Peripheral Mainstream Nishi, centrality 594, distinctiveness 240, breadth 349, depth 682, momentum 0 UE 5.8, centrality 800, distinctiveness 465, breadth 626, depth 950, momentum 0 NVIDIA ACE + ProtoMotions, centrality 917, distinctiveness 363, breadth 658, depth 818, momentum 0 Convai, centrality 717, distinctiveness 166, breadth 365, depth 681, momentum 0 Virt-A-Mate, centrality 697, distinctiveness 237, breadth 406, depth 757, momentum 0 Fable 2027, centrality 969, distinctiveness 185, breadth 430, depth 504, momentum 0 inZOI Smart Zoi, centrality 969, distinctiveness 260, breadth 512, depth 600, momentum 0 Nishi UE 5.8 NVIDIA ACE + ProtoMotions Convai Virt-A-Mate Fable 2027 inZOI Smart Zoi

bubble area = breadth · ring = momentum (green rising, red falling, grey until day two) · dashed = category means · axes fitted to the field of play: centrality 500–1000, distinctiveness 100–500 of 0–1000 permil (the full range put every player in one corner)
readability of the 2D cut, self-graded by the layout ruler: label overlaps 0 · labels over marks 0 · off-canvas 0 · unresolved labels 0 · mark overlaps 0 (a fact of the data: two players that close are that close) · data spread 749 permil of the plot · quadrant words unseated 0
text contrast, measured with wcag2-ratio (floors from contrast.conf), light theme: labels 16.24 (floor 4.50) · notes 16.24 (floor 4.50) · quadrant words 5.89 (floor 4.50) · tick numerals 5.89 (floor 4.50) · axis titles 5.59 (floor 4.50) · dark theme: labels 13.78 (floor 4.50) · quadrant words 5.55 (floor 4.50) · axis titles 5.97 (floor 4.50) · dark classes under their floor 0 (one figure serves both themes: a dark shortfall is a token to fix, never a class to hide) · classes refused under their floor 0 (a refused class is not drawn; the scale classes are measured, never hidden) · export: SVG PNG (receipt, rendered by the estate's own rasteriser from this page)
Position map, three-dimensional cubeThe same players in an isometric cube. Each axis is fitted to its own field of play and carries numerals on the floor grid and the vertical axis; each bubble drops a dotted line to its floor shadow so height reads as height. Values are in the table that follows. 500 600 700 800 900 1000 100 200 300 400 500 300 400 500 600 700 centrality distinctiveness breadth Nishi: centrality 594, distinctiveness 240, breadth 349 Convai: centrality 717, distinctiveness 166, breadth 365 Virt-A-Mate: centrality 697, distinctiveness 237, breadth 406 Fable 2027: centrality 969, distinctiveness 185, breadth 430 inZOI Smart Zoi: centrality 969, distinctiveness 260, breadth 512 NVIDIA ACE + ProtoMotions: centrality 917, distinctiveness 363, breadth 658 UE 5.8: centrality 800, distinctiveness 465, breadth 626 Nishi UE 5.8 NVIDIA ACE + ProtoMotions Convai Virt-A-Mate Fable 2027 inZOI Smart Zoi
axes fitted: centrality 500–1000 · distinctiveness 100–500 · breadth 300–700 permil · farther bubbles are painted first, nearer ones over them · the floor shadow is each bubble's (x, y) at height 0
readability of the 3D cube, self-graded by the layout ruler: label overlaps 0 · labels over marks 0 · off-canvas 3 · unresolved labels 0 · mark overlaps 0 (a fact of the data: two players that close are that close) · data spread 358 permil of the plot
Position map, small multiplesEvery pair of registered axes as one small cut. Each panel fits both axes to the field of play, the dashed lines are the category means, bubble area is breadth and the ring colour is momentum; the legend below names the colours. 500 1000 100 500 distinctiveness vs centrality Nishi: centrality 594, distinctiveness 240 UE 5.8: centrality 800, distinctiveness 465 NVIDIA ACE + ProtoMotions: centrality 917, distinctiveness 363 Convai: centrality 717, distinctiveness 166 Virt-A-Mate: centrality 697, distinctiveness 237 Fable 2027: centrality 969, distinctiveness 185 inZOI Smart Zoi: centrality 969, distinctiveness 260 500 1000 300 700 breadth vs centrality Nishi: centrality 594, breadth 349 UE 5.8: centrality 800, breadth 626 NVIDIA ACE + ProtoMotions: centrality 917, breadth 658 Convai: centrality 717, breadth 365 Virt-A-Mate: centrality 697, breadth 406 Fable 2027: centrality 969, breadth 430 inZOI Smart Zoi: centrality 969, breadth 512 500 1000 400 1000 depth vs centrality Nishi: centrality 594, depth 682 UE 5.8: centrality 800, depth 950 NVIDIA ACE + ProtoMotions: centrality 917, depth 818 Convai: centrality 717, depth 681 Virt-A-Mate: centrality 697, depth 757 Fable 2027: centrality 969, depth 504 inZOI Smart Zoi: centrality 969, depth 600 500 1000 480 520 momentum vs centrality Nishi: centrality 594, momentum 500 UE 5.8: centrality 800, momentum 500 NVIDIA ACE + ProtoMotions: centrality 917, momentum 500 Convai: centrality 717, momentum 500 Virt-A-Mate: centrality 697, momentum 500 Fable 2027: centrality 969, momentum 500 inZOI Smart Zoi: centrality 969, momentum 500 100 500 300 700 breadth vs distinctiveness Nishi: distinctiveness 240, breadth 349 UE 5.8: distinctiveness 465, breadth 626 NVIDIA ACE + ProtoMotions: distinctiveness 363, breadth 658 Convai: distinctiveness 166, breadth 365 Virt-A-Mate: distinctiveness 237, breadth 406 Fable 2027: distinctiveness 185, breadth 430 inZOI Smart Zoi: distinctiveness 260, breadth 512 100 500 400 1000 depth vs distinctiveness Nishi: distinctiveness 240, depth 682 UE 5.8: distinctiveness 465, depth 950 NVIDIA ACE + ProtoMotions: distinctiveness 363, depth 818 Convai: distinctiveness 166, depth 681 Virt-A-Mate: distinctiveness 237, depth 757 Fable 2027: distinctiveness 185, depth 504 inZOI Smart Zoi: distinctiveness 260, depth 600 100 500 480 520 momentum vs distinctiveness Nishi: distinctiveness 240, momentum 500 UE 5.8: distinctiveness 465, momentum 500 NVIDIA ACE + ProtoMotions: distinctiveness 363, momentum 500 Convai: distinctiveness 166, momentum 500 Virt-A-Mate: distinctiveness 237, momentum 500 Fable 2027: distinctiveness 185, momentum 500 inZOI Smart Zoi: distinctiveness 260, momentum 500 300 700 400 1000 depth vs breadth Nishi: breadth 349, depth 682 UE 5.8: breadth 626, depth 950 NVIDIA ACE + ProtoMotions: breadth 658, depth 818 Convai: breadth 365, depth 681 Virt-A-Mate: breadth 406, depth 757 Fable 2027: breadth 430, depth 504 inZOI Smart Zoi: breadth 512, depth 600 300 700 480 520 momentum vs breadth Nishi: breadth 349, momentum 500 UE 5.8: breadth 626, momentum 500 NVIDIA ACE + ProtoMotions: breadth 658, momentum 500 Convai: breadth 365, momentum 500 Virt-A-Mate: breadth 406, momentum 500 Fable 2027: breadth 430, momentum 500 inZOI Smart Zoi: breadth 512, momentum 500 400 1000 480 520 momentum vs depth Nishi: depth 682, momentum 500 UE 5.8: depth 950, momentum 500 NVIDIA ACE + ProtoMotions: depth 818, momentum 500 Convai: depth 681, momentum 500 Virt-A-Mate: depth 757, momentum 500 Fable 2027: depth 504, momentum 500 inZOI Smart Zoi: depth 600, momentum 500
Nishi UE 5.8 NVIDIA ACE + ProtoMotions Convai Virt-A-Mate Fable 2027 inZOI Smart Zoi
10 panels over 5 registered axes, every pair once (the lower axis on x, the higher on y) · each panel fitted to its own field of play, first and last tick numerals shown · no labels in a small cut, the legend names the colours; the grade below reports the mark terms only (MM summed over the panels, spread averaged)
readability of the small multiples, self-graded by the layout ruler: label overlaps 0 · labels over marks 0 · off-canvas 0 · unresolved labels 0 · mark overlaps 8 (a fact of the data: two players that close are that close) · data spread 602 permil of the plot
PlayerQuadrantcentralitydistinctivenessbreadthdepthmomentumRows heldDays on spineFirst seen
NishiPeripheral5942403496820 since 2026-09-2321102026-09-15
UE 5.8Unconventional8004656269500 since 2026-09-2327102026-09-15
NVIDIA ACE + ProtoMotionsAspirational9173636588180 since 2026-09-2333102026-09-15
ConvaiPeripheral7171663656810 since 2026-09-2322102026-09-15
Virt-A-MatePeripheral6972374067570 since 2026-09-2322102026-09-15
Fable 2027Mainstream9691854305040 since 2026-09-2335102026-09-15
inZOI Smart ZoiMainstream9692605126000 since 2026-09-2335102026-09-15
DayMatrix rows reviewedPlayers recorded
2026-09-15417
2026-09-16417
2026-09-17417
2026-09-18417
2026-09-19417
2026-09-20417
2026-09-21417
2026-09-22417
2026-09-23417
2026-10-08417

players 7|matrix rows 41|feature mass 195|centrality mean 809|distinctiveness mean 273|axes 5|spine days 10 (shown 10)|rows written today 0|readability defects 2D 0 cube 3|spine knowledge/status/cdmap/npcai.spine

How to read this evidence. A Nishi source mark records whether the named symbol is declared in the selected source file. It does not establish working behavior or accepted delivery. A watching tag names an expected source entry; discovering it updates source coverage only. A dark tag means the file exists but the named symbol was not found: inspect the source and contract before assuming the capability is missing or renaming code. Peer codes are authored assessments; unassessed means no comparison is established, not absence. Qualification, deployment identity, runtime observations and acceptance must carry their own evidence. Adoption records the catalog's observed path through source, build, promotion, registration and invocation; libraries use importer evidence and gates use declared execution surfaces. A full catalog path does not establish quality, freshness or a successful user outcome. Partial and unknown states retain their stated next action. Census stamps: importers asof 1790637268, gate census asof 1790104131 (unix seconds; -1 = census absent).

Capability matrix — measured against source

◉ authored stronger claim; source present● present◐ partial○ absent? unassessed; excluded from relative comparison · click any capability for its evidence

Peer cell coverage: authored assessed 246, unassessed 0. Authored assessments are not verified outcomes.

CapabilityNishiUE 5.8NVIDIA ACE + ProtoMotionsConvaiVirt-A-MateFable 2027inZOI Smart Zoi
LOCOMOTION
exact linear-blend skinning of the whole rigged mesh at the asset's real dimensions -- affine per-joint form, weights renormalised to sum exactlyMeasured: sk_skin exists in runtime/nx_skeleton.nx, verified at emit. UE and Godot skin natively and drive the skin from Pose Search or an AnimationTree [ue5mm] [godotanimtree]; ProtoMotions drives simulated SMPL-family bodies and the Unitree G1 [protomotions]; Convai animates engine characters through its Unity and Unreal plugins [convai]; Virt-A-Mate is a Unity title whose Person atoms are driven by plugins such as Voxta [voxtavam]. Fable and inZOI are 3 from silence: a shipped title necessarily skins its cast and the held pages describe none of the method [fablexbox] [inzoi]. Ours: the NXA pose player applies the spec's affine form over rigs of 104 to 370 joints and up to 423,919 vertices, no hierarchy walk at runtime Adoption: LIB-WIRED importers=55 nonval=48 — fully adopted (top of its ladder).
Pros Implementing source symbol found; runtime acceptance separate; ahead of Fable 2027, inZOI Smart Zoi; fully adopted on the estate ladderCons behind UE 5.8 (leads), NVIDIA ACE + ProtoMotions (leads), Virt-A-Mate (leads)
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clip time driven by distance moved -- the page advances the gait clip from the organ's applied-step doors (mobdx, mobdz, mobdy) so nobody walks in place or moonwalks, heading gated on real speedMeasured: mob_spd_q8i exists in runtime/nx_wasm_craft.nx, verified at emit. Motion matching selects the pose whose future trajectory matches the simulation object, which is the field's structural answer to foot sliding [ue5mm] [mmscratch] [clavet]; the tracking-policy line makes the physics carry the feet [deepmimic] [phc]; Convai and Virt-A-Mate inherit their engine's locomotion [convai] [embody]; Fable and inZOI 3 from silence. Ours: one walk clip, phase = distance times milliseconds-per-block derived from the clip's own root travel; no search and no second clip to blend Adoption: LIB-WIRED importers=41 nonval=25 — fully adopted (top of its ladder).
Pros Implementing source symbol found; runtime acceptance separate; ahead of Fable 2027, inZOI Smart Zoi; fully adopted on the estate ladderCons behind UE 5.8 (leads), NVIDIA ACE + ProtoMotions (leads)
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stop at a foot-plant, not mid-swing -- the clip eases to the nearest double-support phase while the idle pose blends in, with hysteresis (enter idle at 0.03, leave above 0.15, release over about 400 ms)Measured: mobph exists in runtime/nx_wasm_craft.nx, verified at emit. Motion matching plus inertialization gives a planted stop by construction [mmscratch]; UE ships a rewind debugger to tune exactly these transitions [ue5mm]; the Unity motion-matching package exposes inertialize blending and foot locking as switches [unitymm]. Ours is a hand-tuned hysteresis on the page and its two thresholds are literals in the emitter, named as debt in npcai.plan Adoption: LIB-WIRED importers=41 nonval=25 — fully adopted (top of its ladder).
Pros Implementing source symbol found; runtime acceptance separate; ahead of Fable 2027, inZOI Smart Zoi; fully adopted on the estate ladderCons behind UE 5.8 (leads), NVIDIA ACE + ProtoMotions (leads)
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idle life -- breathing on a spring anchor, gait bob carried by tissue not bone, a blink about every 4 s with a per-girl phase, irises that track the viewerMeasured: mob_breath_q8i exists in runtime/nx_wasm_craft.nx, verified at emit. Virt-A-Mate leads: its companion plugins exist for exactly this -- Embody's Improved PoV, Passenger and Snug for possession [embody], Voxta's scene-aware reactions and Timeline triggers from a live conversation [voxtavam]. UE has the tools and no default idle-life system (1); ACE animates faces from audio with Audio2Face-3D [nvace] (1); Convai drives lip sync and animations through its plugins [convai] (1); Fable and inZOI 3 from silence [fablexbox] [inzoi]. Ours: the eyeballs are spheres seated on the skull joint and the blink is painted per girl Adoption: LIB-WIRED importers=41 nonval=25 — fully adopted (top of its ladder).
Pros Implementing source symbol found; runtime acceptance separate; ahead of Fable 2027, inZOI Smart Zoi; fully adopted on the estate ladderCons behind Virt-A-Mate (leads)
●●●●◉◐◐
the pose contract as data -- 0 idle-stand, 1 walk, 2 sleep-lying, 3 flee-run, 4 sit, 5 lie-awake, ids 4 and 5 reserved for the smart-object chainMeasured: mob_pose exists in runtime/nx_wasm_craft.nx, verified at emit. UE StateTree tasks and Virt-A-Mate Timeline carry pose vocabularies as data [uestatetree] [voxtavam]; ACE's Kimodo generates a motion from a text prompt [acesdk] (1). Ours is DECLARED AND NOT CONSUMED: the served page reads 74 organ doors and mobpose is not among them, so a sleeping or fleeing girl still plays the walk clip or the held stand -- the watch row below names the fix Adoption: LIB-WIRED importers=41 nonval=25 — fully adopted (top of its ladder).
Pros Implementing source symbol found; runtime acceptance separate; ahead of Fable 2027, inZOI Smart Zoi; fully adopted on the estate ladderCons behind UE 5.8 (leads), Virt-A-Mate (leads)
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terrain-following steps -- a ground query under the next step with auto step-up, and a voxel-march occlusion so a girl never pokes through a block faceMeasured: mob_ground exists in runtime/nx_wasm_craft.nx, verified at emit. UE's navmesh and character movement own this [uebt]; ProtoMotions trains terrain navigation in simulation [protomotions]; Convai and VaM inherit the engine [convai] [embody]; Fable and inZOI 3 from silence. Ours queries the voxel column under the next step and refuses a step that does not fit Adoption: LIB-WIRED importers=41 nonval=25 — fully adopted (top of its ladder).
Pros Implementing source symbol found; runtime acceptance separate; ahead of Fable 2027, inZOI Smart Zoi; fully adopted on the estate ladderCons behind UE 5.8 (leads), NVIDIA ACE + ProtoMotions (leads)
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transverse-plane gait -- the pelvis rotates with the stride while the thorax counter-rotates against it, the arms swing off that counter-rotating chest and the elbows flex, every amplitude a cited normative range rather than a tuned oneMeasured: wc_gp_pelvis exists in runtime/nx_wasm_craft.nx, verified at emit. Every rival drives spinal and arm motion from RECORDED or LEARNED motion: UE selects poses out of a mocap database [ue5mm], the ProtoMotions line trains tracking policies over about 142K motions [protomotions], Convai and VaM animate through their engine plugins [convai] [voxtavam], Fable and inZOI 3 from silence [fablexbox] [inzoi]. Ours DERIVES the gait from published normative joint-angle ranges carried as knowledge/gamefeel_oracle.conf rows -- pelvis rRoM 5.2 deg and thorax T7 14.6 deg at 5 km/h from a 201-participant reference set, elbow flexion-extension ROM 29.7 deg across the gait cycle -- so every angle is auditable against the literature and the whole gait replays bit-identically from the seed. THAT IS NARROWER THAN BETTER AND THE COLUMNS SAY SO: motion matching produces more convincing motion than any parametric drive, which is why this row claims no exceed. What it fixes is measurable: before it the pelvis and chest bones were never posed at all and neither were the two forearm bones, so the spine did not rotate and the arms swung dead straight from the shoulder Adoption: LIB-WIRED importers=41 nonval=25 — fully adopted (top of its ladder).
Pros Implementing source symbol found; runtime acceptance separate; ahead of Fable 2027, inZOI Smart Zoi; fully adopted on the estate ladderCons behind UE 5.8 (leads), NVIDIA ACE + ProtoMotions (leads)
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one stride ruler -- the renderer's cited stride length and the soft-body bob cadence agree, instead of implying two stride lengths 5.1x apartDARK — runtime/nx_wasm_craft.nx EXISTS but does not declare wc_gait_ang_recal: something shipped at this path under another name, and this mark would read open forever. Repoint the contract to the real entry point (the plan rung AND this row) or rename the function; the flip follows on the next beat, and the comparewatch- plane row reads DARK until then. MEASURED, not suspected, and recorded rather than quietly patched. wc_stride_ang takes the cited 1.46 m stride (2 x a 0.73 m step); wc_gait_ang implies one thorax bob per 962 q8 of travel, hence one stride per 1924 q8 = 7.5 m, and it is calibrated at SPEED 40 q8 per tick which no mob ever reaches since mobs walk at 4 to 5. The two drives therefore disagree by 5.1x, and the bob they produce in the live world is about 0.25 Hz where walking thorax oscillation is 1.8 to 2 Hz. NOT CLOSED IN THE SAME CHANGE ON PURPOSE: wc_gait_ang feeds the soft-body anchor that gate teeth T40 and T54 are calibrated against, and silently moving a constant another tooth is calibrated on is how a green gate stops meaning anything. The contract is to recalibrate both against one stride row and re-derive those teeth with it rival marks uncited — the Yes, Best or Part codes on this row are an observation read with no reference mark behind them
watching wc_gait_ang_recal
Pros none measured yetCons behind UE 5.8 (leads), NVIDIA ACE + ProtoMotions (leads), Convai, Virt-A-Mate, Fable 2027, inZOI Smart Zoi; open contract; expected source declaration not established
○◉◉●●◐◐
NAVIGATION
A* grid routing -- integer, Manhattan-admissible, optimal on a 4-connected grid, path reconstructionMeasured: pf_astar exists in runtime/_hdl_build/nx_pathfind.nx, verified at emit. The field's default: F.E.A.R. plans paths with A* and actions with the same search [goap]; UE routes over a navmesh [uebt] and Mass crowds over ZoneGraph lanes [uemass]; ACE agents act inside the host engine's navigation [acesdk] (1). Ours EXISTS as a library the live world does not import: nx_wasm_craft steers by straight nudges plus a ground query, so a girl cannot walk around a house Adoption: LIB-WIRED importers=9 nonval=2 — fully adopted (top of its ladder).
Pros Implementing source symbol found; runtime acceptance separate; ahead of Fable 2027, inZOI Smart Zoi; fully adopted on the estate ladderCons behind UE 5.8 (leads)
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BEHAVIOUR
needs -- hunger, energy and loneliness drift on a staggered per-handle clock so the village never moves in lockstep, seeded per NPCMeasured: mobneed exists in runtime/nx_wasm_craft.nx, verified at emit. The Sims' commodities and utility curves are the canonical form of this [sims4]; inZOI's Smart Zoi acts on its current needs and adjusts its day to its experiences [inzoi] (2); Fable's routines imply needs without describing them -- sleep, work, the pub [fablexbox] (1); ACE reflects on needs through the Smart Zoi it powers [nvace] (1); UE, Convai and VaM ship no needs model (absent from the evidence held). Ours: four integer slots per NPC, hunger and loneliness grow, energy drains, on a clock offset by the handle Adoption: LIB-WIRED importers=41 nonval=25 — fully adopted (top of its ladder).
Pros Implementing source symbol found; runtime acceptance separate; ahead of UE 5.8, Convai, Virt-A-Mate; fully adopted on the estate ladderCons behind inZOI Smart Zoi (leads)
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utility selection -- WANDER, SOCIALIZE, REST, FORAGE and FLEE picked by an argmax over needs times smart-object ADVERTISEMENT rows, repicked on a staggered 240-tick clock, night forcing REST, the mood bending the scores, wardens hunting with a radius that widens at nightMeasured: mob_tick exists in runtime/nx_wasm_craft.nx, verified at emit. The Sims weighs every course of action against a utility curve and randomises to avoid predictability [sims4]; UE ships Behavior Trees, StateTree and Smart Objects as the selectors [uebt] [uestatetree] [uesmartobj]; inZOI's Smart Zoi thinks about what to do next from personality, experiences, relationships and needs through an on-device SLM [inzoi] (2) and ACE is the stack it runs on [nvace] (2); Convai NPCs act on perception through its action abilities [convai] (1); Fable's NPCs follow routines whose selector is undisclosed [fableiv] (3); VaM has no autonomous selector (absent from the evidence held). Ours reads needs and P_ADV rows, both data, and the operator's stated law is that behaviour is picked by needs, never a dice roll Adoption: LIB-WIRED importers=41 nonval=25 — fully adopted (top of its ladder).
dossier
Pros Implementing source symbol found; runtime acceptance separate; ahead of Virt-A-Mate, Fable 2027; fully adopted on the estate ladderCons behind UE 5.8 (leads), NVIDIA ACE + ProtoMotions (leads), inZOI Smart Zoi (leads)
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behaviour tree and FSM primitives -- SEQ, SEL, COND and ACT over a blackboard bitmask; a transition-table FSMMeasured: bt_tick exists in runtime/_hdl_build/nx_char_ai.nx, verified at emit. UE Behavior Trees run branches over a Blackboard that serves as the brain [uebt]; F.E.A.R. reduced its FSM to Goto and Animate and let a planner sequence them [goap]; VaM scenes are trigger graphs (1) [voxtavam]; ACE's Game Agent SDK sequences NPC actions and guards against infinite loops [acesdk] (1); Convai action API (1) [convai]. Ours is a library the live world does not import, and its gate nx_char_ai_gate is BUILT-UNPROMOTED (measured 2026-08-27) Adoption: LIB-GATE-ONLY importers=2 — PARTIAL: imported only by validation organs (gates, tests, benches): wire it into a shipping program.
not adopted: imported only by validation organs (gates, tests, benches): wire it into a shipping program
Pros Implementing source symbol found; runtime acceptance separate; ahead of Fable 2027, inZOI Smart ZoiCons behind UE 5.8 (leads); not adopted yet: imported only by validation organs (gates, tests, benches): wire it into a shipping program
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agent brain -- perceive by radius plus Bresenham line of sight through the wall grid, chase via certified A*, attack when adjacent, flee when weak, species rows as dataMeasured: ag_tick exists in runtime/_hdl_build/nx_game_agent.nx, verified at emit. UE's Behavior Tree quick start is exactly patrol-or-chase [uebt]; ACE autonomous teammates and enemies -- PUBG Ally, MIR5's adapting bosses -- are the shipped form [nvace] [acesdk]; Convai characters perceive and act (1) [convai]. Ours serves the game-interact lane and not the beach, whose girls have no line-of-sight test Adoption: LIB-WIRED importers=2 nonval=1 — fully adopted (top of its ladder).
Pros Implementing source symbol found; runtime acceptance separate; ahead of Virt-A-Mate, Fable 2027, inZOI Smart Zoi; fully adopted on the estate ladderCons behind UE 5.8 (leads), NVIDIA ACE + ProtoMotions (leads)
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SOCIAL
personality as inherited genome bits -- a bold-to-shy spectrum sets approach, stop distance and retreat, habituation gated on loneliness, and an F-formation ring slot around the player so N approaching girls never bunch into a queueMeasured: mobg exists in runtime/nx_wasm_craft.nx, verified at emit. Fable's cast is over 1,000 NPCs each with roles, personalities and routines [fableiv] (2); inZOI's Smart Zoi acts on personality traits, a considerate one offering directions or food [inzoi] (2); ACE and Convai carry persona as prompt data [acesdk] [convai] (1); UE and VaM have no personality model by default (absent from the evidence held). Ours: three genome bits inherited at birth, proxemics stays personal because the ring radius is her own stop distance Adoption: LIB-WIRED importers=41 nonval=25 — fully adopted (top of its ladder).
Pros Implementing source symbol found; runtime acceptance separate; ahead of UE 5.8, Virt-A-Mate; fully adopted on the estate ladderCons behind Fable 2027 (leads), inZOI Smart Zoi (leads)
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INNER LIFE
the thought ledger -- eight TTL'd thoughts per NPC (rain, fear, met you, slept well, hungry, saw a taking, heard someone was taken, heard of your kindness, good company); the mood is the sum of live thoughts, always decomposable into its reasons, and the HUD prints the strongest live reasonMeasured: th_mood exists in runtime/nx_wasm_craft.nx, verified at emit. inZOI shows a Smart Zoi's inner thoughts in real time and the reasoning behind each action [inzoi] (2); Fable's NPC memory changes how a character feels about you, the beggar you enriched and the spouse you killed [fablexbox] (1); Generative Agents store a complete natural-language record of experiences and synthesise reflections from it [genagents]; ACE carries the Smart Zoi mechanism (1) [nvace]. Ours is RimWorld's inspectable-mood law in integer form: a mood is a ledger, never a scalar mystery Adoption: LIB-WIRED importers=41 nonval=25 — fully adopted (top of its ladder).
dossier
Pros Implementing source symbol found; runtime acceptance separate; ahead of UE 5.8, Convai, Virt-A-Mate; fully adopted on the estate ladderCons behind inZOI Smart Zoi (leads)
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gossip -- a fact (subject, predicate, confidence) passes speaker to listener at minus 15 confidence, below 30 it may flip so rumor decays into misinformation by mechanic, a better-known copy never downgrades, and hearing it leaves a thoughtSource present; authored stronger claim: go_add in runtime/nx_wasm_craft.nx, verified at emit. Fable spreads reputation by witness -- if enough people see you kick a chicken, that reputation becomes one of the things you are known for in that settlement [fablevgc] (1); Generative Agents spread a party invitation through conversation over two days [genagents]. EXCEED, scoped: on the evidence held no engine, middleware, service or title describes confidence decay or rumor flip as a mechanic. Two predicates exist today (FRIEND, TAKEN), which is why the reputation row below is a watch Adoption: LIB-WIRED importers=41 nonval=25 — fully adopted (top of its ladder).
dossier
Pros Source symbol found; stronger capability claim is authored; ahead of UE 5.8, NVIDIA ACE + ProtoMotions, Convai, Virt-A-Mate, Fable 2027, inZOI Smart Zoi; fully adopted on the estate ladderCons none on the measured axes (rival marks are documented presence, not depth)
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RELATIONSHIP
friendship from shared time within arm's reach (cap 250), persisted in the world save and the passport; party invitation at bond 40 or aboveMeasured: mobfr exists in runtime/nx_wasm_craft.nx, verified at emit. Fable's Hero makes friends, enemies, employees, spouses or corpses of every NPC and can become their landlord or employer [fablexbox] (2); inZOI forms deep relationships through interactions with NPCs [inzoi] (2); vamX saves an AI Chat personality per scene (1) [vamxchat]. Ours: a bond grows only while she is near you, and an invite is refused by name below 40 Adoption: LIB-WIRED importers=41 nonval=25 — fully adopted (top of its ladder).
dossier
Pros Implementing source symbol found; runtime acceptance separate; ahead of UE 5.8, NVIDIA ACE + ProtoMotions, Convai; fully adopted on the estate ladderCons behind Fable 2027 (leads), inZOI Smart Zoi (leads)
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MEMORY
append-only event-sourced character memory -- affection, trust, intimacy and excitement deltas, learned preferences, weighted memories -- folded at read time into an LLM-ready context blockMeasured: cm_ctx exists in runtime/nx_charmem.nx, verified at emit. Fable describes NPC memory as the variables the player changes and the NPC changing as a result [fablexbox] (1); inZOI's Smart Zoi analyses the previous day while sleeping [inzoi] (2); ACE's Game Agent SDK carries RAG APIs over developer-built databases [acesdk] (1); Convai characters hold knowledge and memory through the platform (1) [convai]; Voxta keeps the character, memory and scenario on its server (1) [voxtavam]. Ours never mutates: state is a fold over a journal, so why-is-affection-72 is a read Adoption: REGISTERED-DARK — PARTIAL: callable, authorised, completed MCP invocation not established by supplied journal window; lifetime history unknown (direct execution may be recorded elsewhere; this scan does not establish lifetime use); no execution surface runs it either (clock, cron, daemon, roster, actlog and surfaced forks checked).
not adopted: callable, authorised, completed MCP invocation not established by supplied journal window; lifetime history unknown (direct execution may be recorded elsewhere; this scan does not establish lifetime use); no execution surface runs it either (clock, cron, daemon, roster, actlog and surfaced forks checked)
Pros Implementing source symbol found; runtime acceptance separate; ahead of UE 5.8Cons behind inZOI Smart Zoi (leads); not adopted yet: callable, authorised, completed MCP invocation not established by supplied journal window; lifetime history unknown (direct execution may be recorded elsewhere; this scan does not establish lifetime use); no execution surface runs it either (clock, cron, daemon, roster, actlog and surfaced forks checked)
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long-term relationship memory with keyword-overlap recall ranked by term match and recency, scanned across a segment storeMeasured: em_recall exists in runtime/nx_elara_memory.nx, verified at emit. Generative Agents retrieve by recency, importance and relevance and reflect over what they retrieve [genagents]; MineNPC-Task measures memory-aware agents by in-world evidence and found players wanting stronger persistence across tasks [minenpc]; the same rival cells as the row above [acesdk] [convai] [voxtavam] [fablexbox] [inzoi]. Ours is honest IR-lite, not embeddings Adoption: REGISTERED-DARK — PARTIAL: callable, authorised, completed MCP invocation not established by supplied journal window; lifetime history unknown (direct execution may be recorded elsewhere; this scan does not establish lifetime use); no execution surface runs it either (clock, cron, daemon, roster, actlog and surfaced forks checked).
not adopted: callable, authorised, completed MCP invocation not established by supplied journal window; lifetime history unknown (direct execution may be recorded elsewhere; this scan does not establish lifetime use); no execution surface runs it either (clock, cron, daemon, roster, actlog and surfaced forks checked)
Pros Implementing source symbol found; runtime acceptance separate; ahead of UE 5.8Cons behind inZOI Smart Zoi (leads); not adopted yet: callable, authorised, completed MCP invocation not established by supplied journal window; lifetime history unknown (direct execution may be recorded elsewhere; this scan does not establish lifetime use); no execution surface runs it either (clock, cron, daemon, roster, actlog and surfaced forks checked)
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DIALOGUE
per-turn dialogue model with an intent-respect meter -- who escalated and who declined, measured per turnMeasured: dl_rate_permil exists in runtime/nx_dialogue.nx, verified at emit. No rival column describes a consent or intent meter over the conversation (absent from the evidence held everywhere); the closest relative is the NEO NPC prototype's insistence that a writer shapes the character and keeps tweaking it once the model improvises [neonpc]. This is the ruler a dialogue door must pass through before a girl can refuse an escalation by rule Adoption: LIB-GATE-ONLY importers=1 — PARTIAL: imported only by validation organs (gates, tests, benches): wire it into a shipping program.
not adopted: imported only by validation organs (gates, tests, benches): wire it into a shipping program
Pros Implementing source symbol found; runtime acceptance separate; ahead of UE 5.8, NVIDIA ACE + ProtoMotions, Convai, Virt-A-Mate, Fable 2027, inZOI Smart ZoiCons not adopted yet: imported only by validation organs (gates, tests, benches): wire it into a shipping program
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NEURAL MOTION
a learned codebook over pose vectors (Lloyd-trained vector quantisation) and a token-transition generator that composes motion sequences it was never given wholeMeasured: mn_generate exists in runtime/nx_motion_neural.nx, verified at emit. NVIDIA's Kimodo generates promptable, controllable human motion from text and feeds ProtoMotions to train a physics policy that performs it [acesdk] [protomotions] (2); MaskedMimic inpaints motion from masked keyframes, text and objects [maskedmimic]. Ours is the MotionGPT thesis bootstrapped on a 7-joint move vocabulary with an n-gram token model, integer and deterministic Adoption: LIB-WIRED importers=4 nonval=2 — fully adopted (top of its ladder).
Pros Implementing source symbol found; runtime acceptance separate; ahead of UE 5.8, Convai, Virt-A-Mate, Fable 2027, inZOI Smart Zoi; fully adopted on the estate ladderCons behind NVIDIA ACE + ProtoMotions (leads)
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CLIP INGEST
BVH motion-capture census proven on third-party data (motion values equal frames times channels, exactly) and an NXA pose player that applies pose-library entries in the spec's affine formMeasured: m_info exists in runtime/nx_bvhmotion.nx, verified at emit. Every engine ingests mocap; UE's Pose Search database is built from imported animation data [ue5mm]; ProtoMotions trains on about 142K motions [protomotions]; VaM's Timeline and Voxta triggers play authored animation [voxtavam] (2); Convai plays custom animations through the engine (1) [convai]. Ours reads BVH and packs clips into NXA; retargeting between rigs is the anatomy board's lane Adoption: REGISTERED-DARK — PARTIAL: callable, authorised, completed MCP invocation not established by supplied journal window; lifetime history unknown (direct execution may be recorded elsewhere; this scan does not establish lifetime use); no execution surface runs it either (clock, cron, daemon, roster, actlog and surfaced forks checked).
not adopted: callable, authorised, completed MCP invocation not established by supplied journal window; lifetime history unknown (direct execution may be recorded elsewhere; this scan does not establish lifetime use); no execution surface runs it either (clock, cron, daemon, roster, actlog and surfaced forks checked)
Pros Implementing source symbol found; runtime acceptance separate; ahead of Fable 2027, inZOI Smart ZoiCons behind UE 5.8 (leads), NVIDIA ACE + ProtoMotions (leads), Virt-A-Mate (leads); not adopted yet: callable, authorised, completed MCP invocation not established by supplied journal window; lifetime history unknown (direct execution may be recorded elsewhere; this scan does not establish lifetime use); no execution surface runs it either (clock, cron, daemon, roster, actlog and surfaced forks checked)
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LOCOMOTION
motion matching -- pose search over a clip database driven by the future trajectory, inertialized transitions, a learned variant whose memory does not grow with the dataDARK — runtime/nx_nxa_play.nx EXISTS but does not declare np_motion_match: something shipped at this path under another name, and this mark would read open forever. Repoint the contract to the real entry point (the plan rung AND this row) or rename the function; the flip follows on the next beat, and the comparewatch- plane row reads DARK until then. UE 5.8 ships it as a query-based animation pose selection system inside the Pose Search plugin, a dynamic alternative to state machines and blendspaces [ue5mm]; Simon Clavet introduced the method at GDC 2016 as declarative markup over long animations [clavet]; Learned Motion Matching replaces each step with a network so memory stays small as data grows [lmm]; the Unity package exists as an open master-thesis implementation for Unity 6 [unitymm]; Holden's from-scratch write-up carries the trajectory-matching and foot-locking recipe [mmscratch]. ACE's Kimodo generates motion but does not match it (1) [acesdk]. Fable and inZOI 3 from silence. Done rule in npcai.plan NP1
dossierwatching np_motion_match
Pros none measured yetCons behind UE 5.8 (leads), NVIDIA ACE + ProtoMotions, Fable 2027, inZOI Smart Zoi; open contract; expected source declaration not established
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foot lock -- toe contact locked through an inertializer and released with a distance heuristic, two-joint analytic IK on the legDARK — runtime/nx_skeleton.nx EXISTS but does not declare sk_foot_lock: something shipped at this path under another name, and this mark would read open forever. Repoint the contract to the real entry point (the plan rung AND this row) or rename the function; the flip follows on the next beat, and the comparewatch- plane row reads DARK until then. The recipe is published in full: lock the toe on contact with an inertializer, unlock when the animation drifts too far [mmscratch], and two-joint IK is two rotations [twojointik]; the Unity package ships foot locking as a switch [unitymm]; ProtoMotions bodies keep their feet by simulation (1) [protomotions]. Measured on our side: nx_footplant_gate is BUILT-UNPROMOTED and nx_footcheck judges toe structure, not contact. Fable and inZOI 3 from silence
dossierwatching sk_foot_lock
Pros none measured yetCons behind UE 5.8 (leads), NVIDIA ACE + ProtoMotions, Fable 2027, inZOI Smart Zoi; open contract; expected source declaration not established
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distinct clips per pose id consumed by the page -- sleep-lying, flee-run, sit and lie-awake play their own clips instead of the walk cycleDARK — runtime/nx_game_page_emit.nx EXISTS but does not declare gpe_pose_clips: something shipped at this path under another name, and this mark would read open forever. Repoint the contract to the real entry point (the plan rung AND this row) or rename the function; the flip follows on the next beat, and the comparewatch- plane row reads DARK until then. The engine's pose contract exists (row above) and the page has no consumer for it; every column that animates a character plays more than one clip [ue5mm] [godotanimtree] [voxtavam] [convai] [acesdk]. Done rule in npcai.plan NP3
dossierwatching gpe_pose_clips
Pros none measured yetCons behind UE 5.8 (leads), NVIDIA ACE + ProtoMotions, Convai, Virt-A-Mate (leads), Fable 2027, inZOI Smart Zoi; open contract; expected source declaration not established
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NAVIGATION
routing in the live world -- pf_astar composed into mob_tick over the voxel grid so a girl walks around a house and through a doorDARK — runtime/nx_wasm_craft.nx EXISTS but does not declare mob_route: something shipped at this path under another name, and this mark would read open forever. Repoint the contract to the real entry point (the plan rung AND this row) or rename the function; the flip follows on the next beat, and the comparewatch- plane row reads DARK until then. The library exists and is unreached; the field routes by navmesh [uebt], ZoneGraph lanes [uemass] or A* [goap]; Fable's own debugging story is a routing story -- NPCs who lived too far from work turned around before arriving because their schedule said so [fableiv]. Done rule in npcai.plan NP4
dossierwatching mob_route
Pros none measured yetCons behind UE 5.8 (leads), NVIDIA ACE + ProtoMotions, Convai, Virt-A-Mate, Fable 2027, inZOI Smart Zoi; open contract; expected source declaration not established
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CROWD
reciprocal collision avoidance between NPCs (ORCA class) -- today girls pass through each otherDARK — runtime/nx_wasm_craft.nx EXISTS but does not declare mob_avoid: something shipped at this path under another name, and this mark would read open forever. Repoint the contract to the real entry point (the plan rung AND this row) or rename the function; the flip follows on the next beat, and the comparewatch- plane row reads DARK until then. ORCA reduces each agent's choice to a low-dimensional linear program and computes collision-free actions for thousands of agents in milliseconds [orca]; Reynolds' 1987 flocking model is the ancestor of every steering system [boids]; UE Mass runs avoidance at crowd scale [uemass]; VaM has no crowd (absent from the evidence held). Done rule in npcai.plan NP5
dossierwatching mob_avoid
Pros none measured yetCons behind UE 5.8 (leads), NVIDIA ACE + ProtoMotions, Convai, Fable 2027, inZOI Smart Zoi; open contract; expected source declaration not established
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GAZE
gaze and attention as an organ door -- the look-at target chosen by the simulation (player, speaker, object of interest), not a camera-follow in the shaderDARK — runtime/nx_wasm_craft.nx EXISTS but does not declare mob_gaze: something shipped at this path under another name, and this mark would read open forever. Repoint the contract to the real entry point (the plan rung AND this row) or rename the function; the flip follows on the next beat, and the comparewatch- plane row reads DARK until then. UE StateTree tasks include looking at an object [uestatetree]; ACE and Convai drive faces from the conversation [nvace] [convai] (1); Voxta reacts to the scene (1) [voxtavam]. Ours today: irises follow the camera in the fragment shader, which is measurement-mode-correct and behaviour-free. Done rule in npcai.plan NP6
dossierwatching mob_gaze
Pros none measured yetCons behind UE 5.8 (leads), NVIDIA ACE + ProtoMotions, Convai, Virt-A-Mate, Fable 2027, inZOI Smart Zoi; open contract; expected source declaration not established
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SCHEDULE
a daily schedule as data -- home, work, pub and bed, with every settlement owning enough bedsDARK — runtime/nx_wasm_craft.nx EXISTS but does not declare mob_schedule: something shipped at this path under another name, and this mark would read open forever. Repoint the contract to the real entry point (the plan rung AND this row) or rename the function; the flip follows on the next beat, and the comparewatch- plane row reads DARK until then. Fable leads: NPCs go to work at designated hours, spend time at the pub, and every settlement must have enough houses with enough beds for everyone to sleep in at the end of the day [fablexbox] [fableiv] (2); inZOI's Smart Zoi adjusts its personal schedule nightly [inzoi] (2); The Sims runs on needs rather than a clock [sims4]; UE's StateTree documents a time-of-day system as its example (1) [uestatetree]. Ours: night forces REST, one bit of a schedule. Done rule in npcai.plan NP7
dossierwatching mob_schedule
Pros none measured yetCons behind UE 5.8, Fable 2027 (leads), inZOI Smart Zoi (leads); open contract; expected source declaration not established
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SMART OBJECTS
advertisement plus reservation -- an object claims a slot for one NPC and a sit or lie pose landsDARK — runtime/nx_wasm_craft.nx EXISTS but does not declare mob_reserve: something shipped at this path under another name, and this mark would read open forever. Repoint the contract to the real entry point (the plan rung AND this row) or rename the function; the flip follows on the next beat, and the comparewatch- plane row reads DARK until then. UE Smart Objects represent activities in the level used through a reservation system [uesmartobj]; F.E.A.R.'s third state is UseSmartObject, an animation named by the database [goap]; The Sims' objects advertise to needs [sims4]; VaM scenes trigger animations on contact (1) [voxtavam]; inZOI's Zois use objects and jobs (2) [inzoi]. Ours has P_ADV advertisements read by FORAGE and reserved pose ids 4 and 5, with no reservation and no consumer. Done rule in npcai.plan NP8
dossierwatching mob_reserve
Pros none measured yetCons behind UE 5.8 (leads), Virt-A-Mate, Fable 2027, inZOI Smart Zoi (leads); open contract; expected source declaration not established
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PLANNING
a goal planner -- GOAP or HTN plans "eat: walk to food, forage, rest" as a sequence, instead of one argmax per tickDARK — runtime/_hdl_build/nx_char_ai.nx EXISTS but does not declare ca_plan: something shipped at this path under another name, and this mark would read open forever. Repoint the contract to the real entry point (the plan rung AND this row) or rename the function; the flip follows on the next beat, and the comparewatch- plane row reads DARK until then. Orkin's F.E.A.R. planner searches action sequences with A* to satisfy goals so designers add actions instead of transitions [goap]; HTN decomposes a high-level task recursively into a plan of atomic tasks [htn]; UE StateTree is hierarchical and not a planner (1) [uestatetree]; ACE's SDK plans at human-like frequencies through an SLM (1) [acesdk]; inZOI's Smart Zoi plans, acts and reflects (2) [nvace]. Done rule in npcai.plan NP9
dossierwatching ca_plan
Pros none measured yetCons behind UE 5.8, NVIDIA ACE + ProtoMotions, Fable 2027, inZOI Smart Zoi (leads); open contract; expected source declaration not established
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REPUTATION
per-NPC judgement of the player's deeds through each character's own values, carried by gossip -- ours carries FRIEND and TAKEN onlyDARK — runtime/nx_wasm_craft.nx EXISTS but does not declare go_reputation: something shipped at this path under another name, and this mark would read open forever. Repoint the contract to the real entry point (the plan rung AND this row) or rename the function; the flip follows on the next beat, and the comparewatch- plane row reads DARK until then. Fable leads: reputations are local and plural, someone who thinks you silly for chasing chickens may change their tune when you become a rich entrepreneur, and the Town Crier can be paid to overwrite one [fablexbox]; a stable hand who has never heard of you refuses to help [fablepop]; inZOI relationships judge (1) [inzoi]. Done rule in npcai.plan NP10
dossierwatching go_reputation
Pros none measured yetCons behind Fable 2027 (leads), inZOI Smart Zoi; open contract; expected source declaration not established
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REFLECTION
end-of-day synthesis of the ledger into higher-level memories that re-plan tomorrowDARK — runtime/nx_wasm_craft.nx EXISTS but does not declare th_reflect: something shipped at this path under another name, and this mark would read open forever. Repoint the contract to the real entry point (the plan rung AND this row) or rename the function; the flip follows on the next beat, and the comparewatch- plane row reads DARK until then. Generative Agents' ablation shows observation, planning and reflection each contribute critically to believability [genagents]; inZOI's Smart Zoi analyses the previous day while sleeping and refines the next [inzoi] (2); ACE is the mechanism (1) [nvace]. Done rule in npcai.plan NP11
dossierwatching th_reflect
Pros none measured yetCons behind NVIDIA ACE + ProtoMotions, inZOI Smart Zoi (leads); open contract; expected source declaration not established
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DIALOGUE
an NPC dialogue door -- talk to a girl with her thought ledger, gossip, bond and persona as the prompt context, through the sovereign tier or the egress wardenDARK — runtime/nx_charmem.nx EXISTS but does not declare cm_npc_turn: something shipped at this path under another name, and this mark would read open forever. Repoint the contract to the real entry point (the plan rung AND this row) or rename the function; the flip follows on the next beat, and the comparewatch- plane row reads DARK until then. ACE ships local ASR, SLM and TTS as UE5 plugins with the Game Agent SDK [acesdk] and Qwen3-8B on device [aceqwen] (2); Convai is the hosted NPC service with Unity, Unreal and browser plugins [convai] (2); Voxta turns any Person atom into a live voice character with speech in and voice out [voxtavam] and vamX AI Chat responds to touch with saved personalities [vamxchat] (2); Ubisoft's NEO NPC prototype showed the shape at GDC 2024 on Inworld and Audio2Face [neonpc], while Inworld itself now sells realtime TTS, STT and inference rather than an NPC engine [inworld]; Fable is fully voiced and scripted (1) [fablepop]; inZOI takes free-form text to steer a Zoi (2) [inzoi]. The consent meter above is the gate it passes through. Done rule in npcai.plan NP12
dossierwatching cm_npc_turn
Pros none measured yetCons behind UE 5.8, NVIDIA ACE + ProtoMotions (leads), Convai (leads), Virt-A-Mate (leads), Fable 2027, inZOI Smart Zoi (leads); open contract; expected source declaration not established
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EXPRESSION
blendshape expression driven by the ledger -- today a mood-curved mouth line and brows painted in the fragment shaderDARK — runtime/nx_nxa_morf.nx EXISTS but does not declare morf_mood_drive: something shipped at this path under another name, and this mark would read open forever. Repoint the contract to the real entry point (the plan rung AND this row) or rename the function; the flip follows on the next beat, and the comparewatch- plane row reads DARK until then. ACE's Audio2Face-3D animates a MetaHuman face from audio [nvace] (2); UE MetaHuman faces (2); Convai lip sync (1) [convai]; VaM morphs driven by Voxta triggers (1) [voxtavam]. The MORF section is baked into the asset; this contract wires the mood to it. Done rule in npcai.plan NP13
dossierwatching morf_mood_drive
Pros none measured yetCons behind UE 5.8 (leads), NVIDIA ACE + ProtoMotions (leads), Convai, Virt-A-Mate, Fable 2027, inZOI Smart Zoi; open contract; expected source declaration not established
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CONSISTENCY
a narrative-commitment test for any LLM-driven girl -- survival of declared commitments over 20 to 100 turns, refused below the barDARK — runtime/nx_dialogue.nx EXISTS but does not declare dl_commitment: something shipped at this path under another name, and this mark would read open forever. Repoint the contract to the real entry point (the plan rung AND this row) or rename the function; the flip follows on the next beat, and the comparewatch- plane row reads DARK until then. NCP-Bench found that high linguistic quality does not guarantee commitment preservation: the best model survives 42 percent after 20 turns with fact conflict rates of 40 to 68 percent [scriptbench]. No rival column publishes such a test (absent from the evidence held everywhere). Done rule in npcai.plan NP14
dossierwatching dl_commitment
Pros none measured yetCons open contract; expected source declaration not established
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SCALE
LOD tiers so hundreds of NPCs tick and draw -- today the page draws at most 12 instancesDARK — runtime/nx_wasm_craft.nx EXISTS but does not declare mob_lod: something shipped at this path under another name, and this mark would read open forever. Repoint the contract to the real entry point (the plan rung AND this row) or rename the function; the flip follows on the next beat, and the comparewatch- plane row reads DARK until then. UE MassEntity composes entities from fragments in archetypes for data-oriented calculation at crowd scale [uemass]; Fable simulates over 1,000 NPCs whose lives move along whether you are there to see it or not [fablexbox] (2); inZOI populates a city (1) [inzoi]. Done rule in npcai.plan NP15
dossierwatching mob_lod
Pros none measured yetCons behind UE 5.8 (leads), NVIDIA ACE + ProtoMotions, Fable 2027 (leads), inZOI Smart Zoi; open contract; expected source declaration not established
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PHYSICS CONTROLLER: a tracking policy that carries the body under perturbation, or at minimum ragdoll recoveryDARK — runtime/nx_motion_neural.nx EXISTS but does not declare mn_track_policy: something shipped at this path under another name, and this mark would read open forever. Repoint the contract to the real entry point (the plan rung AND this row) or rename the function; the flip follows on the next beat, and the comparewatch- plane row reads DARK until then. The lineage: DeepMimic imitates clips by RL and recovers from falls [deepmimic], AMP replaces hand-designed imitation objectives with an adversarial prior [amp], ASE learns reusable skill embeddings over a decade of simulated experience [ase], CALM makes them directable [calm], PHC controls perpetually from noisy input at ten thousand clips [phc], MaskedMimic unifies control as motion inpainting [maskedmimic], InterPrior scales generative control to human-object interaction [interprior] and MaskAdapt adapts body parts under a mask-invariant prior [maskadapt]; ProtoMotions packages it with a general tracking policy that transfers to a real humanoid [protomotions] (2). Nobody else on the board ships physics-based control (absent from the evidence held). Done rule in npcai.plan NP16
dossierwatching mn_track_policy
Pros none measured yetCons behind NVIDIA ACE + ProtoMotions (leads); open contract; expected source declaration not established
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REFEREE
a living-NPC bench -- a judged clip set scored by an external referee for foot-sliding permil, interrupted-walk artifacts and idle believability, published with n and an intervalDARK — runtime/_hdl_build/nx_gamebench.nx EXISTS but does not declare gb_npc_bench: something shipped at this path under another name, and this mark would read open forever. Repoint the contract to the real entry point (the plan rung AND this row) or rename the function; the flip follows on the next beat, and the comparewatch- plane row reads DARK until then. No rival publishes such a ruler; UE ships the Pose Search rewind debugger as a tuning tool, not a referee [ue5mm]. The estate's law is that a progress claim needs an independent referee whose grade travels with it. Done rule in npcai.plan NP17
dossierwatching gb_npc_bench
Pros none measured yetCons open contract; expected source declaration not established
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LOCOMOTION
more than one modality -- step-up, stairs and ledges, not just walk-or-blockDARK — runtime/nx_wasm_craft.nx EXISTS but does not declare wc_step_up: something shipped at this path under another name, and this mark would read open forever. Repoint the contract to the real entry point (the plan rung AND this row) or rename the function; the flip follows on the next beat, and the comparewatch- plane row reads DARK until then. ABSENT-PROVEN 2026-08-28, not inferred: `step_up` returns ONE match across 23,334 files and 126,766,976 bytes with coverage_complete=1 corpus_complete=1, and that single hit is an unrelated JSON key in nx_prodladder.nx; `mob_climb` returns ZERO on the same complete corpus. So the cast has exactly one traversal modality -- walk on the flat, and a block is a wall. Operator 2026-08-28: "more than one type of modality aka stepping up when encountering a step up block". This is the cheapest believability rung on the board because the failure is constant and unmissable: a girl walking into a one-block rise and stopping reads as broken to anyone, where a slightly wrong gait phase does not. The contract is a step-up traversal with a MAX STEP HEIGHT derived from her own leg length rather than a picked constant -- the body dimensions are already in the genome -- plus the foot-plant that makes the rise land rather than glide. Note it is a PRECONDITION for the route work already on this board: pathfinding over terrain it cannot climb will simply route around every obstacle forever. rival marks uncited — the Yes, Best or Part codes on this row are an observation read with no reference mark behind them
dossierwatching wc_step_up
Pros none measured yetCons behind UE 5.8 (leads), NVIDIA ACE + ProtoMotions (leads), Virt-A-Mate, Fable 2027, inZOI Smart Zoi; open contract; expected source declaration not established
○◉◉○●●●
a motion repertoire beyond walk -- idle, stretch, reach, settleDARK — runtime/nx_wasm_craft.nx EXISTS but does not declare wc_motion_repertoire: something shipped at this path under another name, and this mark would read open forever. Repoint the contract to the real entry point (the plan rung AND this row) or rename the function; the flip follows on the next beat, and the comparewatch- plane row reads DARK until then. Operator 2026-08-28, and it opens with a POSITIVE: "the muscles are starting to look good in flexing as she walks but it needs to be natural like her stretching or doing yoga". So the muscle-flex machinery is landing; what it lacks is anything to drive it except gait. The board already records the body as one walk clip, and NP18 adds step-up as a second traversal modality -- this row is the EXPRESSIVE axis rather than the traversal one: idle settle, a stretch, a reach, weight shift while standing. Note the dependency direction, because it is the cheap part: the layered bone-muscle-skin stack and the secondary-dynamics solver ALREADY EXIST, so a repertoire is new INPUT to shipped machinery rather than new machinery. A cast that only ever walks reads as a demo no matter how good the walk is. rival marks uncited — the Yes, Best or Part codes on this row are an observation read with no reference mark behind them
dossierwatching wc_motion_repertoire
Pros none measured yetCons behind UE 5.8 (leads), NVIDIA ACE + ProtoMotions (leads), Virt-A-Mate, Fable 2027, inZOI Smart Zoi; open contract; expected source declaration not established
○◉◉○●●●
Rival-claim provenance. Every Yes, Best or Part mark in a rival column is a claim about someone else's product. A cited row carries a reference mark that resolves to a pinned mirror (the refs gate measures that); an uncited row is an observation read and is badged in its evidence until a reference lands. The badge is the receipt, never the proof: a mark proves a mirror exists, not that the mirror supports the code. The rows are counted below.
Rival claims, counted
ClassCountNote
rows with rival marks38rows carrying a Yes, Best or Part in a rival column
cited35a reference mark resolves to a pinned mirror
uncited3an observation read, badged until a reference lands
rows, summed38RECONCILED: the parts sum to the total 38

Delivery and evidence

Inspect risks, technical debt, rendered observations, experiments and references. Read scope and limitations alongside every result.

Risk register

RiskLikelihood x impactMitigation
Motion matching is measured by eye and shipped by feelprobable x highNP17's referee publishes foot-sliding permil with an interval and NP1's done rule requires that number to fall against the current page
A stub carrying a contract symbol flips a watch cell green with no capability behind itpossible x highevery rung names a neg-control and a fixture that can fail; the flip is the receipt, the gate is the proof
Watch contracts on nx_wasm_craft are owned by another lane and ship on its cadenceprobable x mediumthis board only measures; the contracts are named here and the symbols are the handshake, never an edit to that organ from this lane
The deterministic integer sim is broken by a float-shaped importpossible x highevery done rule above repeats the T4 checksum condition; a rung that loses determinism is refused
Intelligence is built before the body walks and the operator's complaint standsprobable x highthe ladder puts M0 first and NP7 depends on routing, so no village ships on a body that cannot walk around a house
A world rung is read as a nishi-browser rendering promisepossible x mediumnpcai rungs deliver NPC behaviour into the sovereign-emitted world page -- NishiLang source compiled to wasm plus a page emitted by nx_game_page_emit, whose DEFAULT render is the sovereign framebuffer path that nx_sovworld_gate holds as law, with WebGL2 and WebGPU as opt-in last-mile paths for Chrome-class browsers; the native nishi-browser render of that page is the browser board's contract, not this one's

Debt register

IdSevWhat it isUnblock
npcai-page-thresholds-literalnot in this scope4The idle hysteresis thresholds (0.03 enter, 0.15 leave) and the 400 ms release are literals inside the emitted page in nx_game_page_emit; the operator's own tuning history shows a single shared threshold was the defect once already.NP1 retires them: a matched pose has no threshold. Until then they belong in a conf row read at emit.
npcai-pose-contract-unconsumednot in this scope5mob_pose declares six pose ids and the served page reads none of them (mobpose absent from the 74 doors the page calls, measured 2026-08-27), so sleep, flee and sit render as the walk clip or the held stand.NP3.
npcai-libs-unimportednot in this scope5nx_pathfind (pf_astar) and nx_char_ai (bt_tick, fsm_step) exist and nx_wasm_craft imports neither; nx_char_ai_gate and nx_footplant_gate are BUILT-UNPROMOTED; nx_sovworld_gate and nx_wasm_thirdperson_gate are PROMOTED-UNREGISTERED (nx_catalog 2026-08-27).NP4 composes pf_astar; promote and register the four gates through nx_organ_ship and the register lane, then re-read nx_catalog until they read LIVE.
1788971110open6Living-world storytelling benchmark and persistent NPC cognition through native API/MCP ownersBeach scenario with save/reload, interrupted dialogue, changed inventory and witnesses; compare dated model configurations and measured outputs. Link ranking debt 1788971061 and GPU debt 1788970740. No model/provider superiority established.

Release history and work log

The worked plan, on the board. Every leg appends what it measured, landed, retracted, learned and left queued, per rung, so a crash leaves the next seat a ledger here rather than a transcript to mine. Kinds: measure, land, retract, lesson, queue. Newest last.
WhenRungKindEntry
2026-09-09NP14queue2026-09-09: operator supplied NovelAI, AI Dungeon and SillyTavern/model comparison leads. Primary-source checks: ai.google.dev/gemini-api/docs/long-context explicitly warns of reduced multi-needle accuracy; github.com/deepseek-ai/DeepSeek-V3 distinguishes 671B total from 37B activated parameters. Named current model rankings remain unverified. Extend existing ledger/dialogue/planner owners; no provider calls or training authorized by this record.
On these two registers. Rows are declared in the domain's plan file and carry the debt id, which is the join key back to the sovereign debt plane — that plane, not this page, is the authority on state. Reconciling them automatically (the regen reading the plane and refreshing these rows) is a named, owed rung; until it lands, treat an id here as a pointer to look up, not a status to trust.
Honest verdict. <b>Honest position, measured 2026-08-27 from the served page and the engine source.</b> The beach girls have an inner life the field mostly lacks -- integer needs, a nine-reason thought ledger whose mood is always decomposable into its reasons, gossip that decays into rumor, inherited bold-or-shy personality with proxemics and an F-formation ring, a friendship bond that survives the save -- and they move like a prototype: <b>one walk clip</b> whose phase is driven by distance moved, one held stand pose with a hand-tuned idle hysteresis, straight-line nudges with a ground query, <b>no routing, no avoidance, no foot lock, no motion matching, no physics</b>. The pose contract (sleep, flee, sit) is declared in the engine and the page does not read it, so a sleeping girl plays the walk clip. The behaviour layer is one utility argmax per NPC over needs and smart-object advertisements with night forcing rest; there is no schedule, no planner, no reservation, and the A* and behaviour-tree libraries the estate owns are not imported by the live world. The field: UE 5.8 ships motion matching as query-based pose selection over a database inside the Pose Search plugin [ue5mm], Behavior Trees over a Blackboard [uebt], StateTree as a hierarchical state machine with selectors [uestatetree], Smart Objects used through a reservation system [uesmartobj] and MassEntity for crowds [uemass]; Godot ships the same shape as AnimationTree with root motion [godotanimtree]; the physics-based controller line runs DeepMimic to AMP to ASE to CALM to PHC to MaskedMimic [deepmimic] [amp] [ase] [calm] [phc] [maskedmimic] and in 2026 InterPrior and MaskAdapt [interprior] [maskadapt], packaged by NVIDIA as ProtoMotions with a general tracking policy trained on about 142K motions [protomotions]; NVIDIA ACE ships on-device SLM agents with a Game Agent SDK and UE5 plugins announced at Unreal Fest 2026 [acesdk] and Qwen3-8B on device [aceqwen]; inZOI shipped Smart Zoi on a 0.5B Minitron model that plans, acts and reflects at the end of each day [inzoi] [nvace]; Fable's Living Population is over 1,000 handcrafted NPCs with routines, jobs, beds, memory and reputation judged through each character's own values [fablexbox] [fableiv] [fablevgc] [fablepop], due 23 February 2027 [fablewiki]; Generative Agents set the observe-plan-reflect architecture [genagents] and NCP-Bench measures that even the best model keeps its narrative commitments only 42 percent of the time after 20 turns [scriptbench]. What the estate genuinely has that the field does not: the ledger is integer and deterministic so a world replays bit-identically, the mood is inspectable to its reasons, and the gossip carries a confidence that decays and flips -- no rival page describes rumor as a mechanic. The critical path is movement first: motion matching, foot lock and routing before any more intelligence, because the operator's complaint is what the eye sees first.

Person · product · place — not yet measured for this domain

Every compare carries this layer. Declare knowledge/compare/npcai.ppp (rows surface|nishi or c1..c4|label|url|connect naming OUR live surface and each rival's front door), run nx_ppp_probe domain npcai, and this section fills itself on the next beat: the same ruler on both sides — privacy and CX (third-party hosts, tracker classes, cookies, security headers), design and longevity (design hygiene, computed WCAG contrast, render-blocking resources, unsized media, script weight, theme and motion queries), findability (landmarks, skip link, on-site search, breadcrumb, headings, internal links).

The field — discovered, not chosen

Rows written by nx_field_discover from npcai.seeds: the industry's own lists (Wikipedia wikitext, GitHub topics, awesome lists) read mechanically, every candidate counted across seeds. The matrix columns above are a SEAT'S pick; this band is the population they were picked from, and the stats line measures one against the other. A rival here is a lead, never a verdict — it earns a column when its capabilities are read and pinned.

Discovery receipt. One row per counter the run wrote, in the receipt's own order; the rival rows follow in their own table.
Field discovery, counted
ClassCountNote
seeds5
scanned5
fetched5
reused0
failed0
named5
candidates5
mentions5
capped0
RankRivalSeedsMentionsFirst seedKindLink
1NVIDIA ACE + ProtoMotions11col1-nvidianamedhttps://developer.nvidia.com/ace-for-games
2Convai11col2-convainamedhttps://convai.com/
3Virt-A-Mate11col3-virtnamedhttps://raw.githubusercontent.com/acidbubbles/vam-embody/master/README.md
4Fable 202711col4-fablenamedhttps://en.wikipedia.org/wiki/Fable_(2027_video_game)
5inZOI Smart Zoi11col5-inzoinamedhttps://www.nvidia.com/en-us/geforce/news/nvidia-ace-naraka-bladepoint-inzoi-launch-this-month/

field candidates 5|shown 5 of 5|matrix columns in the field 5 of 6|discovered rivals with no column 0|malformed rows 0 (counted, never rendered)|read-capped 0

Exclusive and shared capabilities

One capability is graded on one board; every other board references it. The fleet duplicate census (nx_rivalcensus dupes, on the fleetdupes clock row) reads every board's matrix and names each capability graded as a row on two or more boards, with a home derived from evidence: rung when exactly one board's plan contracts the symbol (that board is starred), gates when no plan contracts it and exactly one board's executed gate map runs the organ's gate (that board is plussed), ambiguous when several boards carry the deciding evidence (a decision for their seats), and none when no evidence decides it, with the reason beside it: unmapped (no board of the duplicate declares a gates map; declare the maps) or unproven (a map exists and runs none of the organ's gates; gate the organ on its proving board, or declare it a shared library by policy). A home elsewhere means this board should carry an @xrow reference to the home board's row rather than a graded row of its own; a home here means the other boards should. The table is this board's slice of one estate-wide census: the shape is shared, the rows are the board's.

This board grades 41 capabilities: 35 exclusive to it and 6 shared with other boards. Shared rows on this page: 6 = home here 0 + home elsewhere 0 + ambiguous 1 + undecided 5 + refused 0 (partition 6); undecided = unmapped 0 + unproven 5 + unevidenced 0; homonyms 0; since the previous census: new 0, resolved 0. Census FRESH age_s=7003.

CapabilityOrganBoards grading itHomeRuleEvidenceStanding on this board
cm_ctxnx_charmem.nxmangagen, charsim, npcai, companionchat—noneunprovenundecided
cm_npc_turnnx_charmem.nxcharsim*, npcai*—ambiguousplanambiguous
em_recallnx_elara_memory.nxcharsim, npcai, companionchat—noneunprovenundecided
sk_skinnx_skeleton.nxdcc, npcai—noneunprovenundecided
pf_astarnx_pathfind.nxgameengine, npcai—noneunprovenundecided
dl_rate_permilnx_dialogue.nxsynthroom, npcai—noneunprovenundecided

Gaps from the record — what the estate does that no board carries

The record census (nx_goalmap record) reads the invoked-tool population and every plan queue row and files each organ or directive that NO matrix, plan or gates row names. A row here is a callout the boards missed: adjudicate it onto a board or declare it infrastructure. Census state STALE (age 1396108 s), sources read 4 of 7 declared — a BLIND census is a FLOOR: unread sources can only add rows.

kindnameboardsourceevidence

rows shown 0|this board's directives 0|estate-wide un-boarded organs 452 (listed in full on /compare/ecosystem)|census rows 639|malformed 0 (counted, never rendered)

References

Beyond a link list. Every reference below resolves twice — the publisher's copy and, where banked, the estate's own non-rottable library mirror with a content pin — and carries its evidence class plus the exact claim on this page it grounds. Keyed marks like [key] in the matrix notes jump here. A dash means honestly absent, never assumed.
  1. [ue5mm] Epic Games. Motion Matching in Unreal Engine, Unreal Engine 5.8 documentation (fetched 2026-08-27). Motion Matching is a query-based animation pose selection system contained in the Pose Search plugin, a dynamic alternative to State Machines or Blendspaces; the node queries channels from the character through a schema (bone position and velocity, a trajectory channel) against a Database asset, fidelity rises by adding animation data without transition logic, and a Rewind Debugger observes the selections. publisher · read in our library knowledge/fetched/cmp_npcai_ue5mm.html · pin h1247bcd41cd226407ef768db560b6d7b3ca09b4af68d228673a488dcb5ceab63 · accessed 2026-08-27 · vendor-docGrounds: LOCOMOTION: motion matching -- pose search over a clip database driven by the future trajectory, inertialized transitions, a learned variant whose memory does not grow with the data
  2. [uebt] Epic Games. Behavior Trees in Unreal Engine, 5.8 documentation (fetched 2026-08-27). Behavior Tree assets execute branches of logic and rely on a Blackboard asset that serves as the brain, holding user-defined Keys the tree reads to decide, from a roach that flees when a light is on to a simulated human player that finds cover and looks for pickups; the quick start builds an AI that patrols or chases. publisher · read in our library knowledge/fetched/cmp_npcai_uebt.html · pin h29f2c2f752595d3a6c7dd195322368eec94d99c1ac537a8e24f1a38f8b26b69d · accessed 2026-08-27 · vendor-docGrounds: BEHAVIOUR: behaviour tree and FSM primitives -- SEQ, SEL, COND and ACT over a blackboard bitmask; a transition-table FSM
  3. [uestatetree] Epic Games. Overview of State Tree in Unreal Engine, 5.8 documentation (fetched 2026-08-27). StateTree is a general-purpose hierarchical state machine combining the Selectors from behavior trees with States and Transitions from state machines; states carry Tasks that run concurrently (select a target, play an animation, look at an object) and Transitions, failure is handled hierarchically, and the worked example is a time-of-day system. publisher · read in our library knowledge/fetched/cmp_npcai_uestatetree.html · pin h90f68b381606818011abddbb87360d32d9dcb507a06d5aec28f471a9021b887f · accessed 2026-08-27 · vendor-docGrounds: BEHAVIOUR: utility selection -- WANDER, SOCIALIZE, REST, FORAGE and FLEE picked by an argmax over needs times smart-object ADVERTISEMENT rows, repicked on a staggered 240-tick clock, night forcing REST, the mood bending the scores, wardens hunting with a radius that widens at night
  4. [uesmartobj] Epic Games. Smart Objects in Unreal Engine, 5.8 documentation landing page (fetched 2026-08-27). Smart Objects represent a set of activities in the level that can be used through a reservation system; the mirrored page carries that description and its section index, the body being rendered client-side. publisher · read in our library knowledge/fetched/cmp_npcai_uesmartobj.html · pin h8b33e8d2f30482e7b291d3a683a9858fa593191c748a025042151e9ae6850f3c · accessed 2026-08-27 · vendor-docGrounds: SMART OBJECTS: advertisement plus reservation -- an object claims a slot for one NPC and a sit or lie pose lands
  5. [uemass] Epic Games. Overview of Mass Entity in Unreal Engine, 5.8 documentation (fetched 2026-08-27). MassEntity is a framework for data-oriented calculations: Fragments are atomic data such as Transform, Velocity and LOD Index, Entities are fragment compositions changeable at runtime, Archetypes group identical compositions for memory locality, and stateless Processors run EntityQueries over batches. publisher · read in our library knowledge/fetched/cmp_npcai_uemass.html · pin hc40f7d4c0d6197d231fd049b72bdc531f72268ae2e661bbe7189df1541e75064 · accessed 2026-08-27 · vendor-docGrounds: SCALE: LOD tiers so hundreds of NPCs tick and draw -- today the page draws at most 12 instances
  6. [godotanimtree] Godot Engine. Using AnimationTree, stable documentation (fetched 2026-08-27). The animation tree offers Blend2 and Blend3, OneShot, TimeSeek and TimeScale, Transition, StateMachine and BlendSpace1D and BlendSpace2D nodes, sync modes for better blending, and a root motion track whose delta is read back through the AnimationTree API so steps match the floor. publisher · read in our library knowledge/fetched/cmp_npcai_godotanimtree.html · pin h1e867e010ace93dd57124b70c104bb4f4bf5a6625c556a3572aa197871a83940 · accessed 2026-08-27 · vendor-docGrounds: LOCOMOTION: exact linear-blend skinning of the whole rigged mesh at the asset's real dimensions -- affine per-joint form, weights renormalised to sum exactly
  7. [nvace] NVIDIA. ACE for Games developer page (fetched 2026-08-27). A suite of AI technologies for knowledgeable, actionable and conversational in-game characters with cloud and on-device models for speech, intelligence and animation; among the partner experiences KRAFTON's inZOI features Smart Zois, AI-driven agents that plan, act and reflect on their decisions, PUBG's Co-Player Characters and MIR5's adapting bosses; Audio2Face-3D plugins for Unreal Engine 5.4 to 5.6 and Maya; Nemotron 4B and 9B and Qwen3.5 small language models for on-device game agents. publisher · read in our library knowledge/fetched/cmp_npcai_nvace.html · pin ha5ac7c2b7962078dfd75bf750bbf614c052b4e06f158cd29a09e168aa96fee16 · accessed 2026-09-05 · vendor-docGrounds: LOCOMOTION: idle life -- breathing on a spring anchor, gait bob carried by tissue not bone, a blink about every 4 s with a per-girl phase, irises that track the viewer
  8. [acesdk] Singh, P. Build On-Device AI Companions with the NVIDIA ACE Game Agent SDK and Unreal Engine 5 Plugins, NVIDIA Technical Blog, 16 June 2026. Announced at Unreal Fest 2026: the ACE Game Agent SDK is a lightweight open-source C and C++ framework with Agent, Chat and RAG APIs for on-device companions, with global and dynamic game state and a guard against NPCs falling into infinite loops; new UE5 plugins for local ASR, SLM and TTS with Blueprint and C++ support and models such as nemo-conformer-ctc-120m and Qwen 3.5 4B; PUBG Ally teammates and Total War PHARAOH's advisor over 1,200 data tables; Kimodo promptable human motion generation with an Animotive UE plugin. publisher · read in our library knowledge/fetched/cmp_npcai_acesdk.html · pin h6a5c045a3ec445f527ef7ea008394ad8b138e3eddd1b781ef9bc17332fd150e9 · accessed 2026-08-27 · vendor-docGrounds: DIALOGUE: an NPC dialogue door -- talk to a girl with her thought ledger, gossip, bond and persona as the prompt context, through the sovereign tier or the egress warden
  9. [aceqwen] Nnoli, I. NVIDIA ACE Adds Open Source Qwen3 SLM for On-Device Deployment in PC Games, NVIDIA Technical Blog, 21 October 2025. ACE now supports the open source Qwen3-8B small language model for on-device deployment enabling real-time reasoning and dynamic responses in NPC characters; the In-game Inferencing SDK plugin runs inference alongside graphics with MultiLORA adapters and CUDA in Graphics for Vulkan. publisher · read in our library knowledge/fetched/cmp_npcai_aceqwen.html · pin h17e5e4dd092b358fbee92b930728353dba61f75518c3a6f885b12f02269c00a6 · accessed 2026-08-27 · vendor-docGrounds: DIALOGUE: an NPC dialogue door -- talk to a girl with her thought ledger, gossip, bond and persona as the prompt context, through the sovereign tier or the egress warden
  10. [inzoi] Burnes, A. NVIDIA ACE Autonomous Game Characters Debut This Month In inZOI and NARAKA: BLADEPOINT MOBILE PC VERSION, GeForce News, 13 March 2025. Smart Zoi NPCs plan, act and reflect: a considerate one may give a lost character directions or feed a hungry stranger; at the end of each day they adjust their personal schedule to their experiences; players read their inner thoughts in real time and steer them with free-form text; the model is a 0.5B-parameter Mistral NeMo Minitron small language model running on-device on GeForce RTX; inZOI entered Early Access on 28 March 2025. publisher · read in our library knowledge/fetched/cmp_npcai_inzoi.html · pin h4d8546bcca4aad040a078862e72218cb510f53fa2fb8f1a1d843819c44718d42 · accessed 2026-08-27 · vendor-docGrounds: BEHAVIOUR: needs -- hunger, energy and loneliness drift on a staggered per-handle clock so the village never moves in lockstep, seeded per NPC
  11. [protomotions] NVlabs. ProtoMotions repository page, GitHub (fetched 2026-08-27). ProtoMotions3 is a GPU-accelerated simulation and learning framework for physically simulated digital humans and humanoid robots under Apache-2.0: a General Tracking Policy trained on the BONES-SEED set of about 142K motions that transfers zero-shot to the Unitree G1, generative policies such as MaskedMimic, terrain navigation, Kimodo text-to-motion authoring, and sim-to-sim across IsaacGym, Newton and MuJoCo; the repository publishes tags v3.1, v3.0 and v2.3 and no GitHub releases (read live 2026-08-27). publisher · read in our library knowledge/fetched/cmp_npcai_protomotions.html · pin h2c0e4c743bcd41957569e21e69b25a536ec368348c4122c87c84f31208f25b0e · accessed 2026-08-27 · source-readGrounds: PHYSICS CONTROLLER: a tracking policy that carries the body under perturbation, or at minimum ragdoll recovery
  12. [deepmimic] Peng, Abbeel, Levine and van de Panne. DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills (arXiv 1804.02717, 2018). RL policies that imitate a broad range of motion clips in physical simulation while learning recoveries, adapting to morphology and pursuing user-specified goals, over locomotion, acrobatics and martial arts on humans, an Atlas robot, a dinosaur and a dragon. publisher · read in our library knowledge/fetched/cmp_npcai_deepmimic.html · pin hc0275518f56bf8d9c5569a2f71c68e33d6865c2222f8f3b129ef5927478c093a · accessed 2026-08-27 · published-paperGrounds: PHYSICS CONTROLLER: a tracking policy that carries the body under perturbation, or at minimum ragdoll recovery
  13. [amp] Peng, Ma, Abbeel, Levine and Kanazawa. AMP: Adversarial Motion Priors for Stylized Physics-Based Character Control (arXiv 2104.02180, 2021). Adversarial imitation learning replaces hand-designed imitation objectives and clip selection: simple task rewards specify what, an unstructured clip dataset specifies style, and composition of disparate skills emerges without a high-level motion planner. publisher · read in our library knowledge/fetched/cmp_npcai_amp.html · pin hc8857fa875b0553f3135719c9a0a6659432936b7d741e38f2e5dd0d04c32232e · accessed 2026-08-27 · published-paperGrounds: PHYSICS CONTROLLER: a tracking policy that carries the body under perturbation, or at minimum ragdoll recovery
  14. [ase] Peng, Guo, Halper, Levine and Fidler. ASE: Large-Scale Reusable Adversarial Skill Embeddings for Physically Simulated Characters (arXiv 2205.01906, 2022). Reusable skill embeddings learned from unstructured clips over more than a decade of simulated experience on a massively parallel GPU simulator, then applied to new tasks through simple reward functions. publisher · read in our library knowledge/fetched/cmp_npcai_ase.html · pin h38fd1b8d7eb5e51b9d8b71eb36a7431d0a78c0f44f6144903f1eb677e0a1de55 · accessed 2026-08-27 · published-paperGrounds: PHYSICS CONTROLLER: a tracking policy that carries the body under perturbation, or at minimum ragdoll recovery
  15. [calm] Tessler, Kasten, Guo, Mannor, Chechik and Peng. CALM: Conditional Adversarial Latent Models for Directable Virtual Characters (arXiv 2305.02195, SIGGRAPH 2023). Jointly learns a control policy and a motion encoder so that a trained character is controlled through intuitive interfaces akin to those in video games, with style conditioning for higher-level task training. publisher · read in our library knowledge/fetched/cmp_npcai_calm.html · pin h734a1acbcf38ec92215f485f9e41e8c04e7484c6c5a6f26ff05d01255d88e87c · accessed 2026-08-27 · published-paperGrounds: PHYSICS CONTROLLER: a tracking policy that carries the body under perturbation, or at minimum ragdoll recovery
  16. [phc] Luo, Cao, Winkler, Kitani and Xu. Perpetual Humanoid Control for Real-time Simulated Avatars (arXiv 2305.06456, ICCV 2023). A physics-based humanoid controller that imitates ten thousand clips without external stabilising forces, recovers from fail states, and drives avatars perpetually from noisy video or language-generated poses in a live multi-person use case. publisher · read in our library knowledge/fetched/cmp_npcai_phc.html · pin h8df61bf305b15a2005a789e2bd6119921358ec6744ee6d975b988fbdf43c870b · accessed 2026-08-27 · published-paperGrounds: PHYSICS CONTROLLER: a tracking policy that carries the body under perturbation, or at minimum ragdoll recovery
  17. [maskedmimic] Tessler, Guo, Nabati, Chechik and Peng. MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting (arXiv 2409.14393, SIGGRAPH Asia 2024). One physics-based controller trained to synthesise motion from masked keyframes, objects, text or any combination, supporting diverse control modalities and seamless transitions between disparate tasks without reward engineering per behaviour. publisher · read in our library knowledge/fetched/cmp_npcai_maskedmimic.html · pin hff028fadb39b936ca9a87812ddd189e6b0b174c0782590d870ea7f3e0070a22e · accessed 2026-08-27 · published-paperGrounds: NEURAL MOTION: a learned codebook over pose vectors (Lloyd-trained vector quantisation) and a token-transition generator that composes motion sequences it was never given whole
  18. [interprior] Xu, Schulter, Ziyadi, He, Fei, Wang and Gui. InterPrior: Scaling Generative Control for Physics-Based Human-Object Interactions (arXiv 2602.06035, 5 February 2026). A unified generative controller from large-scale imitation pretraining and RL post-training that generalises loco-manipulation to unseen objects and initialisations, with user-interactive control and real-robot potential. publisher · read in our library knowledge/fetched/cmp_npcai_interprior.html · pin hc9c136a644f4305ea20a4086036fc0fc9db221f12e040e108f3430f27f31e945 · accessed 2026-08-27 · published-paperGrounds: PHYSICS CONTROLLER: a tracking policy that carries the body under perturbation, or at minimum ragdoll recovery
  19. [maskadapt] Park, Lee, Lee and Lee. MaskAdapt: Learning Flexible Motion Adaptation via Mask-Invariant Prior for Physics-Based Characters (arXiv 2603.29272, CVPR 2026). A mask-invariant base policy trained with stochastic body-part masking, then a residual policy that adapts only the targeted body parts, for motion composition and text-driven partial goal tracking. publisher · read in our library knowledge/fetched/cmp_npcai_maskadapt.html · pin hb64961d61d32fac4aa5813d523e86007e96b6289725be22d23bee4c46ae10cd2 · accessed 2026-08-27 · published-paperGrounds: PHYSICS CONTROLLER: a tracking policy that carries the body under perturbation, or at minimum ragdoll recovery
  20. [clavet] GDC Vault listing: Motion Matching and The Road to Next-Gen Animation, Simon Clavet, Ubisoft Montreal, GDC 2016, Programming track (fetched 2026-08-27). The session overview describes a declarative animation philosophy -- small structured markup on top of long animations instead of small animations in a big structure -- for fluid, complex movement responsive enough for comfortable control. publisher · read in our library knowledge/fetched/cmp_npcai_clavet.html · pin hd8707ae3af16d8f0a7fb63d8e5517629c474692c12571fb31037424063d23622 · accessed 2026-08-27 · mirrored-indexGrounds: LOCOMOTION: motion matching -- pose search over a clip database driven by the future trajectory, inertialized transitions, a learned variant whose memory does not grow with the data
  21. [lmm] Holden, D. Learned Motion Matching, the author's page for the SIGGRAPH 2020 paper (fetched 2026-08-27). Three specialised networks replace the three steps of the Motion Matching algorithm so the controller almost perfectly emulates the original without keeping animation data in memory, retaining quality, control and quick iteration while scaling like generative models. publisher · read in our library knowledge/fetched/cmp_npcai_lmm.html · pin ha5d886a4b8690be433595b329840e20770f924ea354126c7f56f670aabebcce0 · accessed 2026-08-27 · published-courseGrounds: LOCOMOTION: motion matching -- pose search over a clip database driven by the future trajectory, inertialized transitions, a learned variant whose memory does not grow with the data
  22. [mmscratch] Holden, D. Code vs Data Driven Displacement, 23 September 2021 (fetched 2026-08-27). The motion-matching-from-scratch write-up: synchronising a simulation object with the animation by matching its future trajectory, the trade between responsiveness and foot sliding, and foot locking with an inertializer that locks the toe on contact and unlocks when the animation drifts too far from the contact point. publisher · read in our library knowledge/fetched/cmp_npcai_mmscratch.html · pin h0e7d38ad84ecf564476c25a87e2fe4c01801530d6f5c53402b8cc722cea7ff0e · accessed 2026-08-27 · published-courseGrounds: LOCOMOTION: foot lock -- toe contact locked through an inertializer and released with a distance heuristic, two-joint analytic IK on the leg
  23. [twojointik] Holden, D. Simple Two Joint IK, 18 January 2017 (fetched 2026-08-27). The analytic two-joint solution in two steps: extend or contract the chain so the hip-to-heel length matches hip-to-target, then rotate the hip until the heel slides into place, with the target length clamped by an epsilon. publisher · read in our library knowledge/fetched/cmp_npcai_twojointik.html · pin hb9d8a13c96fade66c685175257927f54eda3c33ac85775f08d27323b96294f26 · accessed 2026-08-27 · published-courseGrounds: LOCOMOTION: foot lock -- toe contact locked through an inertializer and released with a distance heuristic, two-joint analytic IK on the leg
  24. [unitymm] Ponton, J. L. Motion Matching for Unity, repository README (JLPM22/MotionMatching, fetched 2026-08-27). A master-thesis implementation of motion matching packaged for Unity 6 with adjustable inertialize blending and foot locking; the repository publishes no releases and no tags (read live 2026-08-27). publisher · read in our library knowledge/fetched/cmp_npcai_unitymm.md · pin hd39dddf7d1f4e6d2fc19bc77689ef0a0d5b10a23d4eca409f6074081784749fb · accessed 2026-08-27 · source-readGrounds: LOCOMOTION: stop at a foot-plant, not mid-swing -- the clip eases to the nearest double-support phase while the idle pose blends in, with hysteresis (enter idle at 0.03, leave above 0.15, release over about 400 ms)
  25. [orca] van den Berg, Guy, Snape, Lin and Manocha. Optimal Reciprocal Collision Avoidance, UNC Chapel Hill project page (fetched 2026-08-27). Each agent takes half the responsibility for avoiding each pairwise collision; the optimal action reduces to a low-dimensional linear program with proven smooth motion; scenarios with thousands of agents compute collision-free actions in a few milliseconds; released as the open-source RVO2 library. publisher · read in our library knowledge/fetched/cmp_npcai_orca.html · pin h2a3f5bb587d3a305686d91627e08ede7760be57db3debc8e9eb966f2c4ef6f10 · accessed 2026-08-27 · published-courseGrounds: CROWD: reciprocal collision avoidance between NPCs (ORCA class) -- today girls pass through each other
  26. [boids] Reynolds, C. W. Flocks, Herds, and Schools: A Distributed Behavioral Model, Computer Graphics 21(4), SIGGRAPH 1987, HTML edition (fetched 2026-08-27). Aggregate motion simulated as an elaboration of a particle system with the birds as particles steering by local rules, incremental geometric flight with steering rotations about pitch and yaw, as an alternative to scripting each path. publisher · read in our library knowledge/fetched/cmp_npcai_boids.html · pin h6751bdee2e63f523bec078f7bbfd0498f1c35798248b3eea0d321e1acb31831d · accessed 2026-08-27 · published-paperGrounds: CROWD: reciprocal collision avoidance between NPCs (ORCA class) -- today girls pass through each other
  27. [goap] Orkin, J. Three States and a Plan: The A.I. of F.E.A.R., Game Developers Conference 2006 (PDF mirrored from gamedevs.org, read through pdftotext). F.E.A.R.'s FSM has three states, Goto, Animate and UseSmartObject, and A* plans sequences of actions as well as paths; planning is a formalised search for a sequence of actions that satisfies a goal in the STRIPS tradition, so designers add actions rather than transitions. publisher · read in our library knowledge/fetched/cmp_npcai_goap.pdf · pin h72965c88cbb2fd4185834e5aebd36a969960452878b75ff484daf2dc849a143b · accessed 2026-08-27 · published-courseGrounds: PLANNING: a goal planner -- GOAP or HTN plans "eat: walk to food, forage, rest" as a sequence, instead of one argmax per tick
  28. [htn] Humphreys, T. Exploring HTN Planners through Example, Game AI Pro chapter 12 (PDF mirrored from gameaipro.com, read through pdftotext). Hierarchical task networks take a high-level task and recursively decompose it into smaller tasks until a plan of atomic tasks remains, with modularity and fast run-time execution, set against FSMs, behaviour trees and utility selection. publisher · read in our library knowledge/fetched/cmp_npcai_htn.pdf · pin h1183ab16fe975928a3962cfd887caff0ea2cdd2eec8abb356e22cf732cc6ed3b · accessed 2026-08-27 · published-courseGrounds: PLANNING: a goal planner -- GOAP or HTN plans "eat: walk to food, forage, rest" as a sequence, instead of one argmax per tick
  29. [genagents] Park, O'Brien, Cai, Morris, Liang and Bernstein. Generative Agents: Interactive Simulacra of Human Behavior (arXiv 2304.03442, 2023). Agents that store a complete natural-language record of experience, synthesise memories into higher-level reflections and retrieve them dynamically to plan; twenty-five agents in a Sims-inspired town spread a Valentine's party invitation over two days, and the ablation shows observation, planning and reflection each contribute critically to believability. publisher · read in our library knowledge/fetched/cmp_npcai_genagents.html · pin hc8d75b6bc96f872232c11b99ef01c5301afafe62066b204e5bc9b1db6db31a2f · accessed 2026-08-27 · published-paperGrounds: REFLECTION: end-of-day synthesis of the ledger into higher-level memories that re-plan tomorrow
  30. [scriptbench] Ma, Yan, Shi, Kam, Wang, Liu, Chen, Zhang and Wong. Can LLM Agents Stick to the Script? A Benchmark for Long-Horizon Consistency in Interactive Narratives (arXiv 2608.08160, 8 August 2026, ICML 2026). NCP-Bench: 100 narrative environments with automatically checkable commitments; the best model (GPT-5.2) survives only 42 percent after 20 turns, fact conflict rates run 40 to 68 percent across models, and only isolated runs satisfy every achievement commitment within 100 turns. publisher · read in our library knowledge/fetched/cmp_npcai_scriptbench.html · pin h49bc7ccc16e3ddbe3fcdee2385900af259ed9f6acd37b332d8d46dbf417fab62 · accessed 2026-08-27 · published-paperGrounds: CONSISTENCY: a narrative-commitment test for any LLM-driven girl -- survival of declared commitments over 20 to 100 turns, refused below the bar
  31. [minenpc] Mohan Doss, Xu, Rao, Wilson and Thoravi Kumaravel. MineNPC-Task: Task Suite for Memory-Aware Minecraft Agents (arXiv 2601.05215, January 2026). A user-authored benchmark and harness for memory-aware mixed-initiative LLM agents with machine-checkable validators and in-world evidence only; 216 subtasks across 8 experienced players with GPT-4o, recurring breakdowns in navigation and tool handling, and participants asking for stronger memory persistence across tasks. publisher · read in our library knowledge/fetched/cmp_npcai_minenpc.html · pin h698a127cbf117956f2ec58a62f0cb0c629e4b3c8383ad92d634a92193d9980fe · accessed 2026-08-27 · published-paperGrounds: MEMORY: long-term relationship memory with keyword-overlap recall ranked by term match and recency, scanned across a segment store
  32. [fablexbox] Greer, D., Lead Game Designer, Playground Games. Fable: How We Built the Living Population, Xbox Wire, 10 June 2026. The Living Population is the 1,000+ NPCs who bring Albion to life, each with a personality and a life that moves along whether you are there to see it or not; realistic people need somewhere to live, a bed to sleep in, jobs and hobbies; the NPCs were hand-crafted after procedural generation produced characters that did not feel believable; reputations are plural and local and each NPC judges them through their own views; NPC memory means a beggar you enrich remembers it and a widowed spouse holds a grudge; the Hero can become landlord or employer and set rent and wages. publisher · read in our library knowledge/fetched/cmp_npcai_fablexbox.html · pin hfc1fedeb8b017f5e05251e81e921d59ebcbb7259c3a6ff88a9a1247f0f5ae74c · accessed 2026-08-27 · vendor-docGrounds: SCHEDULE: a daily schedule as data -- home, work, pub and bed, with every settlement owning enough beds
  33. [fableiv] Xbox Wire. Fable: Answering the Big Questions After that Long-Awaited Developer_Direct Deep-Dive, interview with Ralph Fulton, 22 January 2026. The Living Population is a cast of over 1,000 NPCs each with roles, personalities and routines; every settlement must have enough houses with enough beds for everyone to sleep in at the end of the day; a town once stood empty by day because NPCs lived too far from their jobs and their schedule turned them around before they arrived; the game never judges you but the people of Albion will, and the Town Crier can be paid to overwrite a reputation. publisher · read in our library knowledge/fetched/cmp_npcai_fableiv.html · pin h8dd986663831ed541e4489d151d8030e22dd0b833acbb715bd71ae7fd50b9865 · accessed 2026-08-27 · vendor-docGrounds: SOCIAL: personality as inherited genome bits -- a bold-to-shy spectrum sets approach, stop distance and retreat, habituation gated on loneliness, and an F-formation ring slot around the player so N approaching girls never bunch into a queue
  34. [fablevgc] Robinson, A. Xbox's big Fable reveal confirms truly open world, and Xbox and PlayStation release this Autumn, VGC, 22 January 2026. Each NPC has a unique name and job and can be followed to work and home to rest; Playground calls them a Living Population of over 1,000 characters with roles, personalities and routines; Fulton's chicken-chaser example of a reputation that grows when enough people see you do it; the Autumn 2026 date reported here was later moved to 23 February 2027. publisher · read in our library knowledge/fetched/cmp_npcai_fablevgc.html · pin h6066e59a30b965deaaf663cabf0d38196c398a5bef5ee2bfaa7b935d91451299 · accessed 2026-08-27 · mirrored-indexGrounds: INNER LIFE: gossip -- a fact (subject, predicate, confidence) passes speaker to listener at minus 15 confidence, below 30 it may flip so rumor decays into misinformation by mechanic, a better-known copy never downgrades, and hearing it leaves a thought
  35. [fablepop] Tas, A. Fable's Advanced NPC Living Population Shown Off by Playground Games in New Gameplay, NoobFeed, 11 June 2026. Over 1,000 handcrafted, fully voiced NPCs each with their own routine, relationships and memory; a stable hand named Max refuses to help a Hero with no reputation in Silverbrook; one decision generates several reputations at once (virtuous and shrewd) and NPCs judge them through their own values. publisher · read in our library knowledge/fetched/cmp_npcai_fablepop.html · pin h037ca8ca5756f21e2d17eee7fa3f261f1d66802f2c6135e6a3bda95856029da9 · accessed 2026-08-27 · mirrored-indexGrounds: REPUTATION: per-NPC judgement of the player's deeds through each character's own values, carried by gossip -- ours carries FRIEND and TAKEN only
  36. [fablewiki] Wikipedia. Fable (2027 video game), retrieved 2026-08-27. Playground Games, Xbox Game Studios, ForzaTech engine, scheduled for 23 February 2027 on PlayStation 5, Windows and Xbox Series X and S after a May 2026 delay from Autumn 2026; the Living Population gives more than 1,000 NPCs personalities, routines and relationships that continue to develop while the player is away. publisher · read in our library knowledge/fetched/cmp_npcai_fablewiki.html · pin hb020a44ae6f6a0b9f9e8119d8438da3f613fde2f3b62b216a4c2d3636fb4ab55 · accessed 2026-08-27 · mirrored-indexGrounds: SCALE: LOD tiers so hundreds of NPCs tick and draw -- today the page draws at most 12 instances
  37. [rdr2] RockstarINTEL. A day in the life of a Red Dead Redemption 2 NPC (fetched 2026-08-27). A fan-press day-following observation of Rockstar's NPC schedules: one NPC leaves his room at the saloon at 8:00am for farm work, finishes and walks to the saloon for a drink at 9:35pm, and heads home to sleep at 12:05am; cited only for the shipped-living-world bar, never for a mechanism. publisher · read in our library knowledge/fetched/cmp_npcai_rdr2.html · pin hf82988ee5887176bce54ed6d698e1dfad6c5912d61143d367db8ad924657ee81 · accessed 2026-08-27 · mirrored-indexGrounds: SCHEDULE: a daily schedule as data -- home, work, pub and bed, with every settlement owning enough beds
  38. [sims4] Ta, J. How AI Is Used in Video Games: The Sims 4 and Red Dead Redemption 2, Arts Management and Technology Lab, 6 April 2023. The Sims' AI is the interplay of commodities (the Sim's internal psychological needs) and utility curves that dictate the need to satisfy them; a Sim weighs every course of action, consults the curve and chooses the best, with deliberate randomisation to avoid predictable outcomes. publisher · read in our library knowledge/fetched/cmp_npcai_sims4.html · pin h20cd1917da8b0daf4d0c7d3dbb2ea76f3ca0412fcb409cf75093b61c4d626ae8 · accessed 2026-08-27 · mirrored-indexGrounds: BEHAVIOUR: needs -- hunger, energy and loneliness drift on a staggered per-handle clock so the village never moves in lockstep, seeded per NPC
  39. [neonpc] O'Brien, L. How Ubisoft's New Generative AI Prototype Changes the Narrative for NPCs, Ubisoft News, GDC 2024. NEO NPC, a Ubisoft Paris R and D prototype on Nvidia's Audio2Face and Inworld's LLM, probes how far a player can talk to an NPC without breaking the authenticity of the situation or the character; personalities are written by a narrative director and tweaked once the model improvises; it is a prototype with a way to go before it can ship. publisher · read in our library knowledge/fetched/cmp_npcai_neonpc.html · pin h390a06016e8550aec11db4abe59c2b65db47e2ede9f43fb6cbddee2040637f5d · accessed 2026-08-27 · vendor-docGrounds: DIALOGUE: per-turn dialogue model with an intent-respect meter -- who escalated and who declined, measured per turn
  40. [inworld] Inworld AI home page (fetched 2026-08-27). Inworld now describes itself as a research lab and inference provider for realtime AI at consumer scale -- first-party TTS and STT models, LLM routing and the inference underneath -- with games and media as one vertical among social companions, education and health; the NPC character engine of 2024 is no longer the product on this page. publisher · read in our library knowledge/fetched/cmp_npcai_inworld.html · pin he25ac934c2718e60d4d1f5e9724abaf59dd8a7efcea6440b70a8842092d32f20 · accessed 2026-08-27 · vendor-docGrounds: DIALOGUE: an NPC dialogue door -- talk to a girl with her thought ledger, gossip, bond and persona as the prompt context, through the sovereign tier or the egress warden
  41. [convai] Convai home page (fetched 2026-08-27). Conversational AI characters with real-time perception and action abilities for 3D game engines, Unity and Unreal Engine plugins, an Avatar Studio, and tutorials for MetaHuman custom animations, the Unreal City Sample scene and smart NPCs in a web browser through PlayCanvas. publisher · read in our library knowledge/fetched/cmp_npcai_convai.html · pin h3013c5116119b20e4ebde497a6626468df6869f4f9d6f0238b3a913973549556 · accessed 2026-08-27 · vendor-docGrounds: DIALOGUE: an NPC dialogue door -- talk to a girl with her thought ledger, gossip, bond and persona as the prompt context, through the sovereign tier or the egress warden
  42. [embody] Acidbubbles. Virt-A-Mate Embody (Improved PoV, Passenger and Snug), repository README, GPLv3 (fetched 2026-08-27; releases/latest tag v1.6.3 published 2024-10-22, read live the same day). Improves Virt-A-Mate possession by placing the camera where the eyes are without clipping, lets the player follow the model's movements (Passenger), and matches real-world body proportions to the model (Snug). publisher · read in our library knowledge/fetched/cmp_npcai_embody.md · pin h67a5af8a86acfc129595a13ca7fb9f730b2919a4f8b5d58d7bf361ff0b17eb49 · accessed 2026-08-27 · source-readGrounds: LOCOMOTION: idle life -- breathing on a spring anchor, gait bob carried by tissue not bone, a blink about every 4 s with a per-girl phase, irises that track the viewer
  43. [voxtavam] Voxta Docs. Voxta for Virt-A-Mate (fetched 2026-08-27). A plug-and-play VAM plugin that turns any Person atom into a live AI character: speech-to-text in, voice-to-speech out, scene-aware reactions and app triggers into Timeline animations, with the LLM, voice, character and scenario living on the Voxta server and the plugin as a thin client. publisher · read in our library knowledge/fetched/cmp_npcai_voxtavam.html · pin h5a22fbf05d6f60b9c5876f6f165a64b5fc61b51703833ed9859dbd5cd2b2d357 · accessed 2026-08-27 · vendor-docGrounds: DIALOGUE: an NPC dialogue door -- talk to a girl with her thought ledger, gossip, bond and persona as the prompt context, through the sovereign tier or the egress warden
  44. [vamxchat] VaMX. AI Chat for VaMX - August 2025, itch.io product page (fetched 2026-08-27; the page carries an 18+ interstitial and the product text). vamX 1.50 adds saving AI Chat personalities per scene, ElevenLabs and Deepgram voice keys, heart-rate integration and Kindroid support; AI Chat is a monthly subscription after the purchased month. publisher · read in our library knowledge/fetched/cmp_npcai_vamxchat.html · pin ha6105e0cd0715aeaec39f6873569af93ca31cb76ec75797f24e65e19ff3af8d8 · accessed 2026-08-27 · vendor-docGrounds: RELATIONSHIP: friendship from shared time within arm's reach (cap 250), persisted in the world save and the passport; party invitation at bond 40 or above
  45. [arxiv_physchar_202609] arXiv API listing, (character OR humanoid) AND (physics-based OR physically based) AND (animation OR motion), newest first, 20 entries, read 2026-09-16: InstantMimic 2609.09821 and CHIP 2609.06591, both SIGGRAPH Asia 2026 publisher · read in our library knowledge/fetched/cmp_motion_arxiv_physchar_202609.xml · pin h9421d3fa7995fca122eac1471158a607d90eea4964732f8942c8cefa7a9d1583 · accessed 2026-09-16 · mirrored-indexGrounds: SB-PHYSCHAR-2609

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