Ghostlight is a persistent generative-agent engine. Models propose perceptions,
decisions, interpretations, and bounded worldbuilding operations; deterministic
code decides what those proposals are allowed to mean; one revisioned
WorldKernel commits canonical change.
This reference describes the implemented Ghostlight Dungeon body and the consumer-neutral machinery being prepared for Delvehold. It distinguishes live code from planned scale work. In particular, the 240-cell ceiling is an active attention budget, not a claim that the world contains only 240 subjects. The current full-world target is approximately 2,400 potentially acting entities under roughly ten-percent active cover.
Read the machine
- Architecture at a glance — the organs and the main dataflow.
- Authority and state — who is allowed to decide and persist what.
- Runtime pipelines — Session Zero, compilation, foreground turns, strategic simulation, elaboration, and newspapers.
- Agents and model stages — every production agent and model stage, its inputs, output, model class, authority, and downstream gate.
The compact rule
source evidence + canonical state
↓ projection
model proposal
↓ deterministic validation
typed mutation or refusal
↓ WorldKernel
atomic state + event + receipt commit
A model response is never world truth merely because it is well written or well typed. Receipts bind every accepted inference to its exact stage and world snapshot. Invalid, stale, or partially illegal work leaves canonical state unchanged.
Scope
The public reference follows the current source in crates/ghostlight-dungeon.
Research plans and older fixture pipelines remain in the repository but are not
presented as live runtime stages. Physical model names are deployment choices;
the architecture names the stable logical tiers: Fast, Balanced, and Capable.