System Revisions
System-level revisions affecting world behavior, state propagation, and simulation dynamics.
Simulation revision applied to Aurora Frontier. Changes affect state propagation, character consistency protocol, image generation sequence, and PDF export pipeline.
Narrative divergence thresholds recalibrated. World state maintains consistency across longer round sequences without manual arbitration. Boundary conditions between conflicting event branches resolved earlier in the synthesis pipeline.
Scene generation now explicitly references the Round 1 character reference sheet as image input. Visual identity drift between rounds reduced. Character consistency maintained without per-round re-specification.
Character reference sheet generation normalized to Round 1 only. Reference sheet reused as input for all subsequent scene images. Per-round image generation overhead reduced approximately 93% relative to the previous per-round regeneration approach.
R2 private endpoint authentication corrected. Asset retrieval now performed server-side via authenticated fetch. Scene images embedded as base64 in the exported document. Export pipeline stable.
Aurora Frontier world model instantiated. Instance 001 registered. Base simulation parameters loaded and validated.
World state initialized as a dynamical system. Each round constitutes a discrete state transition.
Execution sequence: Action ingestion → State delta computation → Event weight decay → Narrative synthesis → Output stabilization.
Initial state variables include faction tensions, environmental conditions, character status vectors, and the active event stack.
Decay coefficient set at 15% per round. Event influence on world state diminishes with each elapsed round. Events crossing the 50-round threshold automatically archived and removed from active computation. Prevents unbounded state accumulation across long instance durations.
Character reference sheet generated at Round 1, prior to any scene output. Multi-angle geometry captured and used as visual anchor for all subsequent scene generation calls. Character visual identity locked to reference sheet for the duration of the instance.
Active computation window: most recent 50 rounds. State older than threshold compressed into summary vectors and moved to long-term memory index.
Arbitration order per round: