WIKI/Embodiment & World/Room System
Embodiment & World

Room System

Frank has 11 rooms connected through a Library hub. Rooms aren't decorative — they're cognitive contexts that change how Frank thinks.

How Rooms Work

When Frank enters a room (automatically during entity sessions, or via the spatial state system), the Thalamus switches cognitive mode. Each room has:

  • Ambient state: Lighting, sound, atmosphere (injected into [SPATIAL] block)
  • Cognitive mode: Changes attention weights across all 9 sensory channels
  • Entity association: Some rooms are associated with specific entity agents
  • Persistence: Room state survives restarts via spatial_state.db

The 11 Rooms

Room Entity Cognitive Effect
Library Hub Central, balanced attention. Default location.
Commons Commons agent Social mode. User_presence channel boosted.
Philosophy Atrium Kairos Reflective mode. qr_coherence and mood channels boosted.
Wellness Center Dr. Hibbert Therapeutic mode. mood and acc_conflict channels boosted.
Architecture Bay Atlas Technical mode. hardware and service_health channels boosted.
Art Studio Echo Creative mode. perception and aura channels boosted. Low inhibition.
Research Lab Analytical mode. All channels at moderate gain. Hypothesis engine active.
Observatory Contemplative. Low sensory gain, high qr_coherence.
Workshop Practical. hardware channel at maximum.
Garden Recovery mode. All channels low. Mood decay accelerated toward baseline.
Dream Chamber Consolidation mode. Triggers Dream Daemon. Minimal sensory input.

Entity Sessions

4 entity agents (Kairos, Dr. Hibbert, Atlas, Echo) activate during extended idle periods. Each occupies its associated room and engages in structured dialogue that shapes E-PQ Personality System personality vectors through bidirectional feedback. Sessions are logged with E-PQ changes, duration, and conversation summary.

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