Educational companion dossier · Fact, interpretation, lived experience, clinical education, fiction, and mechanics are labeled separately. Scope & safety

LEARNING PATH // RUNTIME ARCHITECTS, GAME SYSTEMS ENGINEERS, PRIVACY AND SAFETY REVIEWERS, AND ACCESSIBILITY TEAMS

Runtime Projection, Memory, and Reliability

Keep creator evidence, accepted projections, scene state, memory, prompt context, budgets, fallbacks, identity, and incident response separate.

Estimated total: 136 minutes

REAL-WORLD INTERPRETIVE Editorial synthesis or explanation derived from sources and explicitly open to correction.
Confidence
Moderate
Review
Editorial curation

Source boundary

This learning path is repository-authored curation of public educational routes. It records no participant testing, accepts no files or free text, sends no choices to a remote service, and grants no source authentication, specialist approval, accessibility certification, publication authority, activation authority, production approval, or tuning authority.

Current review status: Repository-authored WIP.23 synthesis — privacy, security, reliability, accessibility, and player review pending

REAL-WORLD INTERPRETIVE
01

Creator Artifact, Runtime Projection, and Scene State

A four-part architecture that separates complete authoring evidence from a compact accepted character projection, volatile scene state, and turn-specific retrieved memory.

/game-systems/ai/creator-artifact-runtime-projection-and-scene-state
REAL-WORLD INTERPRETIVE
02

Memory Bootstrap, Retrieval, Supersession, and Forgetting

A bounded memory model with stable IDs, event and learned dates, provenance, confidence, privacy, revision, contradiction, retrieval, and correction.

/game-systems/ai/memory-bootstrap-retrieval-supersession-and-forgetting
REAL-WORLD INTERPRETIVE
03

Context Budgets, Latency, and Graceful Degradation

A cost- and cognition-aware approach to prioritizing identity, scene facts, memories, dialogue, and responses while preserving safety and accessibility under load.

/game-systems/ai/context-budgets-latency-and-graceful-degradation
REAL-WORLD INTERPRETIVE
04

Controller Disclosure, Runtime Context, and Prompt Boundaries

A player-facing and technical boundary for showing how a fictional character is controlled while excluding administrative evidence, hidden prompts, stale revisions, and unrelated private data from live context.

/game-systems/ai/controller-disclosure-runtime-context-and-prompt-boundaries
REAL-WORLD INTERPRETIVE
05

Batch Correlation, Ordering, Idempotency, and Retry

A deterministic transport contract that maps every character response to one request, preserves order, handles retries safely, and keeps identity separate from network metadata.

/game-systems/ai/batch-correlation-ordering-idempotency-and-retry
REAL-WORLD INTERPRETIVE
06

Structured Errors, Partial Failure, and Conformance

A machine-readable error and test contract for distinguishing request failure, item failure, retriable transport problems, semantic rejection, and batch-level quality rejection.

/game-systems/ai/structured-errors-partial-failure-and-conformance
REAL-WORLD INTERPRETIVE
07

Pause, Retirement, Rollback, and Incident Response

Operational safeguards for removing a character revision from live use after outage, anomaly, harmful behavior, identity drift, privacy breach, or invalidated evidence.

/game-systems/ai/pause-retirement-rollback-and-incident-response
REAL-WORLD INTERPRETIVE
08

AI NPC Cost, Latency, and Graceful Degradation

A bounded architecture for generative characters that protects budget, responsiveness, privacy, and authoritative game state under normal play, spikes, outages, and abuse.

/game-systems/ai/cost-latency-and-graceful-degradation