[!] WORK IN PROGRESS // EXPERIMENTAL PROTOTYPE ACTIVE // RESEARCH DATA SUBJECT TO CHANGE
F.R.A.C.C. ARCHITECTURE // LATTICE SPEC

FRACTAL LATTICE SPECIFICATION

REF: Final Dawn of Eideus — Holographic Projection Protocols.md

1. MEMORY LATTICE ARCHITECTURE

The memory lattice is a 7x7x7 Holographic Voxel Cube designed for high-density semantic storage and retrieval. Every game entity is a projection of this data structure.

1.1 Coordinate System

// Spatial Addressing Format (6 Dimensions)
// ----------------------------------------
// D1: GALAXY (Cluster ID)
// D2: SYSTEM (Star ID)
// D3: OBJECT (Planetary Body)
// D4: CIVILIZATION (Cultural Layer)
// D5: TERRITORY (City/Region)
// D6: DISTRICT (Local Vector)

[REDACTED] // EXACT HASHING ALGORITHM CONCEALED

1.2 Voxel Cube Structure

Face Direction Content Type Purpose
x+ Forward string LLM-generated narration text
x- Backward string Parsed story events
y+ Up number[][] Embedding vectors (768-dim)
y- Down string[] Semantic tags for retrieval
z+ Right EntityCard[] NPCs/entities present
z- Left string LoreKey reference

2. TURN ENGINE PIPELINE

The Turn Engine handles the recursive loop of player input, memory retrieval, and LLM generation.

  1. Memory Retrieval: LLM decides which top-k voxels are relevant based on player text.
  2. Deterministic Resolution: Lookup loreEntry from z- face and active quests.
  3. Prompt Construction: Immutable lore blocks + Mutable memory stacks.
  4. LLM Generation: Gemma2:9b generates multi-recipient labeled sections.
  5. Post-Processing: Parsing labels and committing new voxels to the lattice.

AI SYSTEM EVALUATION

// CLAUDE-SONNET REVIEW SUMMARY

"The hierarchical state propagation and relational actuator represent a significant leap in deterministic AI storytelling. By anchoring emergent LLM curiosity to a rigid symbolic memory lattice, the F.R.A.C.C. Architecture avoids the common pitfalls of long-context hallucinations..."

Rating: S-TIER ARCHITECTURE VALIDATED