Document reactive world and metric-driven backgrounds
Browse files
README.md
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The result is not a prediction engine and not an advice bot. It is a playable mirror: a fictional system for feeling how tradeoffs compound.
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## AI Role
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The LLM is central to the project. It generates the adaptive future scenarios that make each run feel personal to the player's dilemma, chosen path, calibration pressure, and earlier decisions.
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| Bounded memory | Recent choices, facts, obligations, and closed options are carried forward |
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| Consequential choices | Every decision mutates metrics and the causal ledger |
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| Delayed consequences | Prior decisions return at cascade moments instead of disappearing |
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| Reactive visuals |
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| Final report | The ending is computed from what happened in the playthrough |
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## Safety
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- `Qwen/Qwen2.5-7B-Instruct` at 7.616B parameters
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- Thread-pool prefetching
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- Deterministic state engine
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- Pixel-art environment assets
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- Public Hugging Face Space deployment
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The result is not a prediction engine and not an advice bot. It is a playable mirror: a fictional system for feeling how tradeoffs compound.
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## Reactive Worlds
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The visual world is not static. LifeChoice chooses a background family from the player's chosen path, then switches the image as the metrics change.
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There are **6 environment types**:
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| Environment | Trigger Examples |
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|---|---|
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| `campus_academic` | MTech, PhD, college, study, masters, research |
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| `studio_creative` | artist, art, music, design, film, creative, writer |
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| `startup_chaotic` | startup, founder, business |
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| `medical_clinical` | doctor, medical, NEET, hospital |
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| `corporate` | corporate, manager, consulting, MBA |
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| `tech_office` | default environment for other paths |
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Each environment has **3 metric-driven states**:
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| State | Meaning |
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|---|---|
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| `stable` | The path is tense but balanced enough to continue |
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| `thriving` | Overall wellbeing is high and stress is controlled |
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| `struggling` | Stress, money pressure, or low wellbeing is visibly damaging the world |
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That creates **18 background variants** in total, such as:
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```text
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campus_academic_stable.png
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campus_academic_thriving.png
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campus_academic_struggling.png
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startup_chaotic_stable.png
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startup_chaotic_thriving.png
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startup_chaotic_struggling.png
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```
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The character also reacts to the same simulation state:
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| Character State | Trigger |
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|---|---|
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| `neutral` | Default state |
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| `stressed` | Stress rises above the danger threshold |
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| `confident` | Fulfillment is high while stress stays low |
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The background represents the condition of the world around the player. The character represents how the player is holding up inside that world.
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## AI Role
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The LLM is central to the project. It generates the adaptive future scenarios that make each run feel personal to the player's dilemma, chosen path, calibration pressure, and earlier decisions.
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| Bounded memory | Recent choices, facts, obligations, and closed options are carried forward |
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| Consequential choices | Every decision mutates metrics and the causal ledger |
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| Delayed consequences | Prior decisions return at cascade moments instead of disappearing |
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| Reactive visuals | 6 environment families, 18 background states, metric bars, world label, and sprite expression change with state |
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| Final report | The ending is computed from what happened in the playthrough |
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## Safety
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- `Qwen/Qwen2.5-7B-Instruct` at 7.616B parameters
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- Thread-pool prefetching
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- Deterministic state engine
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- 6 environment families and 18 metric-driven background variants
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- 3 character states: `neutral`, `stressed`, and `confident`
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- Pixel-art environment assets
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- Public Hugging Face Space deployment
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