Aethermoor Spiral Engine MVP

Status: prototype

What this adds

File: src/spiralverse/aethermoor_spiral_engine.py

The module turns SCBE governance signals into a game loop with:

  1. Procedural exploration map (Region generation by seed)
  2. Inventory + crafting (consensus_seal, spectral_filter)
  3. Skill progression (tongue levels + skill points)
  4. Mission routing with ALLOW/QUARANTINE/DENY/EXILE
  5. Sheaf consistency gate using Tarski lattice operators (src/harmonic/tarski_sheaf.py)
  6. Five-lock diagnostics (pqc/harm/drift/triadic/spectral) with weakest-lock attribution
  7. Live permission dial color (green/amber/red) and friction multiplier from harmonic wall

Key Formulas as Mechanics

Mechanic Formula Player feels it as
Distance from safe d = acosh(1 + 2||u-v||^2 / ((1-||u||^2)(1-||v||^2))) Heat/fog pressure on the map
Intent persistence x = min(3, (0.5 + intent*0.25) * (1 + (1-trust))) Rising heat meter for sustained risky behavior
Cost wall H_eff = 1.5^(d^2 * x) Latency/friction storm and compute drag
Safety inversion harm = 1 / (1 + log(max(1, H_eff))) Green-to-red permission dial
Five-lock gate Omega = pqc * harm * drift * triadic * spectral Door with five locks
Three Watchers d_tri = (Σ λ_i * I_i^phi)^(1/phi) Three guardian rings (fast/memory/governance)

Voxel discovery is coherence-shaped:

  • procedural voxel key uses [X:Y:Z:V:P:S]
  • coherence influences terrain class and discovery rhythm
  • low coherence tends toward hostile terrain; high coherence tends toward stable terrain

Runtime note:

  • watcher rings produce I_fast, I_memory, I_governance
  • triadic gate uses triadic_from_rings = 1 - d_tri
  • final triadic factor is blended conservatively: triadic = triadic_from_sheaf * triadic_from_rings

Math chain in the loop

Each turn computes:

  • Distance pressure from region hazard
  • Temporal intent accumulation (TemporalSecurityGate)
  • Harmonic wall cost H_eff = R^(d^2 * x) (inside temporal gate)
  • Sheaf obstruction count on temporal nodes {Ti, Tm, Tg}
  • Triadic stability = 1 - obstruction_count / 3
  • Omega gate:
    • Omega = pqc_valid * harm_score * drift_factor * triadic_stable * spectral_score
  • Lock diagnostics:
    • weakest_lock = argmin({pqc_factor, harm_score, drift_factor, triadic_stable, spectral_score})
    • permission_color bands: green >= 0.70, amber >= 0.30, else red
    • friction_multiplier = H_eff (latency/cost pressure)

Decision thresholds come from TemporalSecurityGate:

  • ALLOW if omega > 0.85
  • QUARANTINE if omega > 0.40
  • otherwise DENY
  • EXILE when sustained low trust triggers exile state

Demo

python scripts/aethermoor_spiral_demo.py --seed 7 --turns 12 --output-json artifacts/aethermoor/spiral_demo.json

Useful Tool: Five-Lock CLI

python scripts/omega_lock_diagnostic.py --distance 0.82 --velocity 0.05 --harmony -0.2 --samples 8 --pqc-valid --triadic-stable 0.55 --spectral-score 0.72 --pretty

This prints:

  • per-lock values
  • Omega decision
  • green/amber/red permission color
  • weakest lock + direct remediation hint

Tests

File: tests/test_aethermoor_spiral_engine.py

Coverage:

  • deterministic world generation for same seed
  • sheaf obstruction influences stability
  • crafting resource consumption + output
  • valid decision/omega per turn
  • lock diagnostics populated on each turn outcome
  • deterministic replay for same seed/turns

© 2026 Aethermoore - Issac Davis, Founder | Patent Pending (63/961,403) | Products | Demo

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