paracosm 0.4.299 → 0.4.301
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +34 -0
- package/package.json +1 -1
package/README.md
CHANGED
|
@@ -43,6 +43,19 @@ npm install paracosm
|
|
|
43
43
|
|
|
44
44
|
### 1. Define your world
|
|
45
45
|
|
|
46
|
+
Every scenario declares its own vocabulary via `labels.populationNoun`
|
|
47
|
+
(plural, e.g. `"colonists"` / `"crew"` / `"citizens"`) and
|
|
48
|
+
`labels.settlementNoun` (singular, e.g. `"colony"` / `"habitat"` /
|
|
49
|
+
`"kingdom"`). The dashboard + runtime pick these up everywhere
|
|
50
|
+
user-facing copy renders.
|
|
51
|
+
|
|
52
|
+
If you omit `labels`, Paracosm falls back to `"colonists"` /
|
|
53
|
+
`"colony"` — defaults that read fine across most domains but usually
|
|
54
|
+
feel sharper when you pick your own. "Colony" is the default because
|
|
55
|
+
it's narratively richer than a neutral "group" / "unit" while still
|
|
56
|
+
translating to Mars habitats, medieval holds, corporate teams, or any
|
|
57
|
+
bounded collective under a leader's decisions.
|
|
58
|
+
|
|
46
59
|
```json
|
|
47
60
|
{
|
|
48
61
|
"id": "submarine-habitat",
|
|
@@ -79,6 +92,27 @@ npm install paracosm
|
|
|
79
92
|
}
|
|
80
93
|
```
|
|
81
94
|
|
|
95
|
+
> **Terminology — `labels.populationNoun` + `settlementNoun`**
|
|
96
|
+
>
|
|
97
|
+
> The engine defaults to **`colonists` / `colony`** (Mars-flavoured) when a scenario omits these
|
|
98
|
+
> fields, but every scenario can — and should — override them. The dashboard uses the overridden
|
|
99
|
+
> nouns throughout: help legends, roster headers, empty states, screen-reader text, the viz tab,
|
|
100
|
+
> report summaries. A handful of examples:
|
|
101
|
+
>
|
|
102
|
+
> | Scenario | `settlementNoun` | `populationNoun` |
|
|
103
|
+
> |----------------|------------------|------------------|
|
|
104
|
+
> | Mars Genesis | `colony` | `colonists` |
|
|
105
|
+
> | Submarine | `habitat` | `crew` |
|
|
106
|
+
> | Medieval | `kingdom` | `subjects` |
|
|
107
|
+
> | Corporate | `company` | `employees` |
|
|
108
|
+
> | Space Station | `station` | `operators` |
|
|
109
|
+
> | Generation Ship| `vessel` | `passengers` |
|
|
110
|
+
>
|
|
111
|
+
> `populationNoun` is the **plural** form; the dashboard derives the singular (`colonists` →
|
|
112
|
+
> `colonist`) and capitalised variants automatically. `settlementNoun` is **singular** (`colony`,
|
|
113
|
+
> not `colonies`). Paracosm the engine is an "AI agent swarm" at the meta layer; what it simulates
|
|
114
|
+
> inside each run is scenario-flavoured via these fields.
|
|
115
|
+
|
|
82
116
|
### 2. Compile and run
|
|
83
117
|
|
|
84
118
|
```typescript
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "paracosm",
|
|
3
|
-
"version": "0.4.
|
|
3
|
+
"version": "0.4.301",
|
|
4
4
|
"description": "AI agent swarm simulation engine with emergent crises, runtime tool forging, HEXACO personality drift, and deterministic kernels. Built on AgentOS.",
|
|
5
5
|
"type": "module",
|
|
6
6
|
"main": "dist/engine/index.js",
|