Worlds with systems
The longer-term product is a way to describe a world, its rules and a task, then watch an agent try to complete it. Paper can become another input to the same authoring boundary. The current focus is the playable world and its bounded, authored systems. Prompt interpretation is deferred: when revived, intent becomes a proposed Dream program, the compiler checks it, and the engine decides what it actually means.
The first working lab connects that path using a bounded mock interpreter, explicit task rules, multiple mock policies and replayable local episodes. It is a logical graph environment. Linking those decisions to the existing 3D city's paths and physics is a separate next step, not something the dashboard already does.
The city also has two usable pickups and two parcel trucks at the station, harbor workshops and airport hangar. They preserve delivery cargo and parked poses through the existing controls and saves. Dedicated vehicle cargo, trailers, vehicle damage and service fleets remain separate work.
Next playable work
The live circuit is retired. Streets now own the driving mask and the city layout; close junctions share outer-arm crossings. Reuse the released ground for connected parks and other destinations, with useful paths and activities. Garden park now supplies connected pedestrian paths, six usable benches, six parked rides, eight moving visitors and finite caretaker coverage. Theme-park rides and ticketing remain future systems. Keep the old circuit in its registered migration and regression fixtures.
The six-a-side grounds now connect goalkeepers, opposing/player tackles, passes, charged shots and net containment, with saved match ownership, scores, venue and clocks. The city shares one bounded squad; it assembles at the chosen ground. NPC-hosted games, fouls and league schedules remain further work.
Then audit shared capabilities across the world. Every bench should have usable seat data when its construction permits sitting, rather than a few demonstration placements. Apply the same category-wide consistency to other furniture and vehicles, preserving collision-free approaches and persistent state.
The city needs more varied daily activity: people and traffic with destinations, different workplaces and practical jobs for teachers, doctors and firefighters, with recognizable clothes and work actions. Health and education content remains a bounded game exercise. More themed buildings or decorative labels alone do not supply a working service. Extend habitats and planting by district alongside this work. Measure bounded activation and rendering before expanding populations; keep the current mock/provider boundary.
Grow the language through working scenarios
The useful shared primitives are entities with typed state, ownership, resources, transactions, time, access, capacity, relationships and measurable goals. A school, shop, nursery and clinic can share those mechanisms while retaining different domain rules. Adding a new building label cannot make its institution work.
| Domain | What works now | Next executable test | Missing mechanics |
|---|---|---|---|
| Businesses and economics | Playable market with finite stock, conserved trade, inventory, food, paid recipe work and player flour/bread deliveries between 3D destinations; 449 fixture repairs, including all 413 lamps, and 106 tree-replanting targets across connected grounds and service streets with finite kits/pay, saved worker paths and paid kit procurement, walking NPC resupply and separate Lab exercises; depot ownership and conserved company transfers | Extend connected recovery coverage and upstream production | Upstream production chains, contracts, weekly schedules, general skills and pricing policy |
| Education | Lesson-pack delivery and a capacity-limited session exercise | Several learners choose a prerequisite class and share a timetable | Prerequisites, attendance, skills, feedback, curriculum and an explicit learning model |
| Healthcare operations | Supply logistics and a timed service queue | A clinic schedules staff and routes supplies through shortages | Appointments, staff roles, equipment, staffing constraints and queue discipline; clinical outcomes need a separately justified model |
| Flora | 345 measured trees can fall; 106 trees, including every furnished street tree, replant through finite saplings, paid player/NPC work and saved physical growth; authored vegetation and a separate Lab task | Plants compete for finite water through a changing season | Broader destructible-tree coverage, soil/water/light/season conditions, reproduction and a justified biological model |
| Fauna | Authored wildlife, flock motion, NPC habitats and a care-visit task | Animals seek habitat/food as resources change | Species traits, needs, perception, food webs, population dynamics and animal behavior beyond fixed routes |
| Transport and access | Direct 3D vehicle controls; boardable bus, tram and rail services; connected airport and medical sites; explicit travel links in the lab | A policy chooses walking, cycling and transit to reach a real entrance | Binding logical locations to sites, path planning, travel modes, schedules and action completion from actual simulation contacts |
| Agent evaluation | Private local observations, joint actions, deterministic contention, tasks, deadlines, metrics and exact replay | Two different policies complete the same held-out scenario under the same budgets | Real policy adapters, model/version metadata, action masks, inference limits, scoring validation and repeated seeds |
| Dataset/platform operations | Local JSONL exports and headless replay | Reproduce a failed external-policy run with its exact source and model configuration | Persistent run storage, jobs, access control, provenance, licensing, train/test splits, review and dataset export pipelines |
These are implementation targets. The first lab does not simulate an economy, healthcare, education or an ecosystem merely because it can name a resource or service. No present claim is made about the resulting records' training value or commercial demand.
Extend the smallest rule that is actually missing
Start with a concrete prompt and hand-author its reference Dream program. Run a baseline and deliberately bad actions. Identify the first behavior the engine cannot represent. Add one bounded primitive, its validation, runtime meaning and failure cases. Then update the model contract, grammar, examples, highlighting and replay version together. Reuse that primitive in a second domain before expanding the vocabulary again.
For example, staffing a clinic and teaching a class both need a schedule and role-qualified capacity. One tested availability/role system is more useful than unrelated hospital_ai and school_ai commands. Growing a plant needs time-dependent typed state, not another decorative tree variant. Restocking a shop needs ownership and conserved transfers, not arbitrary callbacks attached to a building.
Keep separate owners for accepted world source, simulation state, policy decisions and evaluation. The policy observes and acts; it cannot set task completion or reward. Unknown intent must remain visible. A failed proposal leaves the accepted world and its records intact. Model output remains data-only; the engine owns executable behavior.
The current direction is a playable life simulation: people, work, food, services, relationships, sports and entertainment in connected places. Build those as observable mechanics in the 3D world before expanding prompt authoring. The Lab remains a separate logical exercise. Do not describe a shop as functioning because a vendor stands outside it, or a hospital as a clinical simulation because it has a supply task.
Player-to-person authored conversations now use the existing bounded state machines. They are local text interactions with remembered familiarity and saved routine state, with personal work/delivery recognition now available; broader relationship progression still missing. The playable market now adds bounded accounts, inventories, conserved trade, food, fullness and timed paid work. NPC staff and a customer use the same transactions as the player. The vendor now packs lunches and bakes according to shelf demand; the helper can fetch finite flour. The commuter can now leave a routine to buy a lunch, eat and return through the pedestrian network, with persistent trip state and shared finite stock. Delivery commitments now reserve finite goods/pay and connect the station depot, bakery and school. The next shared primitives are upstream supply production, richer employment schedules and explicit access between spaces. Restaurants can then consume ingredients and sell meals, employers can pay wages from a treasury, and people can follow schedules with actual destinations. Each step needs a small executable example and a second use of the same primitive, with invalid and interrupted actions tested.
The first enterable market now has an explicit floor/space owner, portals, clearance, supported movement, a cutaway view and streaming. The current single-height driving field cannot stand in for multiple floors. Skyscrapers, lifts and stairs require that additional layer before they are called usable. Relationships and dating need authored consent, preferences, memory and repeatable social interactions; the current attention state is only a proximity reaction. Six-a-side arcade matches now work; referees, competition rulebooks, entertainment venues, weather and needs beyond market fullness remain separate missing mechanics.
Night navigation now has readable sky/ground fill outside lamp pools, while static districts load and unload around the player. Startup reuses worker-prepared paths, contacts and culling bounds, batches canonical save fingerprints without changing their bytes, yields during route/asset assembly and waits for shader readiness. Terrain and outline queries now avoid repeated work while preserving the exact accepted scene, graphs, contacts and saved-world fingerprints. The query evidence records construction and native browser checks separately. These improvements support the larger simulation without adding actors or reducing visual settings. Continue measuring populated districts as new systems land, especially on lower-powered laptops and cold loads. Keep provider integration and external-policy adapters deferred until separately authorized.
Current priorities and delivered foundation
- The social foundation now has authored conversations, recognition on return, local saves and inspected backup restore, including physical changes. Comments and spoken wording can change without resetting progress. The first market has a registered migration that preserves the earlier world and initializes only its new state. Later geometry, population, economy and rule changes still need explicit migrations.
- The market now connects finite stock, buy/sell, meals, fullness, paid recipe work and NPC staff/customers. Player delivery now brings finite flour from the station and bread to the school. The market caretaker now repairs 449 targets, including all 413 lamps, the sixteen planted street tubs and both produce stalls, which now topple when hit hard, across the market, park, station, school and 32 service streets using finite kits/pay, pedestrian-network travel and saved work. Paid player procurement replenishes kits from finite station stock; the player can take the same job. All 413 streetlights now share pooled topple behavior and persistent light-pool damage. The caretaker also replants 106 trees, including all 93 furnished street trees, through finite saplings and connected work approaches; saved physical growth waits for clearance. Multi-input recipes now connect bread and vegetables to packed lunches, and boards/fasteners to repair kits used by the existing repair service. Next connect remote woodland recovery and more structural categories, then upstream production and schedules: the depot and customers still have finite budgets, and work has personal completion requirements with daily physical shifts but no general skill system. The caretaker can now resupply kits and saplings from finite station stock through physical pedestrian trips and the shared delivery ledger. Keep sharing transactions with NPCs. The Lab remains separate.
- The market now has an explicit ground-floor space, checked portal, physical walls/floor/ceiling, cutaway view and connected furniture repair. Expand useful indoor activities and hand tools next. Multiple floors, stairs and lifts must connect real movement layers; hiding a car beneath a roof is insufficient.
- Staff now prepare lunches, the commuter takes a real meal detour, and the helper can resupply flour, using finite credits/stock, a timed meal and a saved return to the paused routine. Shared indoor seating now connects that trip to the hall. Next add indoor service, more resident purposes and upstream production, then schedules and relationship history that change choices. Completed shared meals now add per-person history and authored return dialogue, with availability/fullness/cooldown boundaries. NPC-funded invitations now use that same activity and finite economy. Next add another shared activity; dating and a general relationship system remain separate.
- The 91 dormant vehicles now share direct controls through bounded activation, with instanced parked poses and persistent contacts. Pickups and parcel trucks now reuse that shared control system. Keep auditing road paint, corners, signs and asset attachments. Expand force-based destruction consistently across the world and make it persistent. The first repair worker now uses connected pedestrian routes, waits for obstructions and restores selected market/park/station furniture. Pooled static destruction now supports the 413 streetlights without making their intact geometry resident scene nodes. All 345 measured trees now share whole-tree toppling while retaining their foliage wind and material finishes. The service replants 106 trees through connected work areas, with matching contact bodies and finite delivered saplings. Extend recovery to the remaining woodland and more structural categories. Active debris and mesh caches remain bounded at 24 assemblies/templates and 128 pieces/fragment meshes; legacy limits stay unchanged. Add coherent weather and sound alongside those systems. Measure dense scenes, interiors, long travel and save responsiveness. Extend save migration when the world schema changes. Files can move progress between compatible browsers/devices manually; there is no cloud sync.
Existing limits remain visible: the city has decorative institutions, bounded NPC routines, arcade vehicles and six-a-side sports. It has a working food/work/delivery loop and one enterable market ground floor, with no employment contracts, enterable restaurant, relationship progression, multi-floor interior movement or weather system yet. Prioritize connected activities over adding more empty buildings.
Wind-safe toppling now reuses prepared scenery geometry and preserves the crown's GPU motion and materials. A missing prototype uses the same bounded worker queue as streamed chunks. Wider service approaches use real pavement corners without new paint or road shortcuts. Next connect the 239 trees outside current work coverage, expand structural recovery and measure dense damage during long trips. Tree coverage and engine journey.
The raised tram rails found in the street audit now use projected street details, with crossing clearance and shared road/deck support. Their geometry streams with the district; the tram's route, passenger controls and saved clock stay resident. Keep auditing paint, junctions and attachments as new systems land. World equality checks alone do not certify every placement or marking is correct.
Cycle paint now continues through declared junctions, with shared map outlines and no centerlines or stop bars across it. Ending facilities join an existing cycle street or terminate on their approach. The hospital/terrace fork retains its wide physical layout; signal priority, cyclist routing and a complete street design audit remain separate work. Junction checks.
Compound passenger exits now use their actual contact envelope, with the same bounded collision and dry-ground checks. They retain NPC route ownership and parked vehicles. A registered save upgrade keeps the existing world intact. Door animations, platform-side intent, capacity and fares remain separate transit work; a clear collision result alone does not implement those systems.
Natural work grounds now retain the terrain and cosmetic plants through explicit
Dream finish=terrain. Coverage, furniture reservations, contacts and walking
connections remain unchanged. Next extend recovery to more districts and trees,
then connect upstream production and NPC procurement. Keep auditing path ends,
paint joins and small asset details alongside those systems.
The market's new recipes share atomic multi-input reservations, capacity, completion, refunds and saved material accounting with the existing bread work. Packed lunches can be bought and eaten; assembled kits supply existing repairs. These are finite initial supplies and short production chains. Upstream farms, forestry, factories and NPC kit production remain missing. Daily staff shifts and acquisition/capital management for an existing business now work. Keep those separate from functioning cooking or manufacturing jobs.
Personal completion history now connects paid work, advanced production and NPC recognition. The player and baker qualify separately; the school responds to the player's own delivery. Next make schedules affect availability and broaden relationships beyond task recognition. There is no friendship score, dating, employment contract or real-world qualification claim in this slice.
Shared furniture seats (r61)
The four slatted benches now provide eight usable seats. The player can sit, eat carried food and stand safely. The commuter buys lunch, walks into the hall, claims a free slot, eats and returns; busy or broken seats use standing meals. Claims, paths and timers survive streaming and format-12 saves. Existing bodies, fragments, rigs, NPCs, market resources and camera controls remain in use. Restaurant queues, table service, more furniture types and scheduled social activities remain separate work. See shared seating.
Daily counter hours (r62)
The bakery and depot now serve 06:00–22:00 and the school 08:00–17:00. Shared player/NPC counter checks gate trade, new production, pickup and handoff. Existing work finishes; couriers wait with their saved cargo/escrow; hungry diners can return without buying. Food, refunds and maintenance remain available. This adds a first schedule consequence to the existing day, with no new actors or render geometry. Daily staff destinations now connect opening hours to attendance; richer social decisions and employment contracts remain separate work. See opening hours.
Physical daily shifts (r63)
The baker finishes committed work, leaves for the hall and returns before service. School staff use the same Dream rule to reach the yard. Body-sized accepted paths retain the existing navigation and actor budgets. Resting people can talk; travel pauses their routine clocks. Late staff hold counter trade, production and cargo handoffs for player and NPCs. No idle wages, homes or employment contracts are implied. Journeys and the full old ledger survive format-13 saves. Next add meaningful social progression and useful indoor activities; daily attendance is a foundation for richer roles, not a complete restaurant or school simulation. See staff shifts.
Shared off-duty meals (r64)
The baker and school staff can join the seated player for two carried portions, using their actual rest positions, schedules and body-sized paths. They decline when unavailable or full. Completing time together feeds both and changes their remembered dialogue; interruptions refund food and return them to their day. History, in-progress meals and claims persist. The school-yard bench is placed on existing paving beside the staff break point, with the shared destructible bench policy. The caretaker now follows its connected school access paths to restore it with a finite kit and reserved pay, returning its usable seats.
Next priorities remain: another social activity, broader repair coverage, then indoor service and upstream supply with actual ownership. Multiple floors, starting a new business, weekly employment, dating and general life planning remain unimplemented. Authoring and current limits.
Connected school recovery (r65)
The same market service now reaches the school bench through declared convex grounds and the existing pedestrian network. It adds one target, from 88 to 89, with 4,305 prepared nodes and 14,368 directed links under the existing caps. Player and caretaker still share claims, supplies, pay, obstruction waits, refunds and persistent work. The prior source/fingerprint and complete state survive the registered simulation-22 upgrade. Next expand connected recovery and upstream supplies; adding another bench does not supply city-wide repair. See school-yard repairs.
Owned businesses (r66)
The station depot can now be bought with real credits. Its seller keeps the sale payment; kit/sapling invoices still require a physical delivery and become available company cash. The player can fund or withdraw from that counter while existing commitments remain protected. The same Dream capability supports an ownable bakery with workers and customers in the checked example. It adds no render geometry or actor slots. Ownership and every prior world record survive the registered format-15 upgrade.
Next priorities: develop the released city edges into connected park destinations; apply seating consistently to benches; add varied daily jobs and destinations; upstream supplies that can be produced and purchased; further shared activities, useful indoor service and more connected repair coverage. Starting companies, hiring, pricing, property, multi-floor movement, dating, weather and sound remain separate missing capabilities. Business rules and limitations.
Shared six-a-side grounds (r67)
Football and basketball now use Dream-authored home/away templates, variants, tactics, duration and score targets. The player joins five teammates against six opponents, with keepers at both football goals, physical passes, possession, steals, tackles, shot timing and contained goal nets. Eleven shared NPC identities fit beside civic life and transit in the existing 32-NPC budget. GPU bone poses share color/depth transforms; tactics run at 20 Hz and balls retain fixed-step physics. Matches rest on leaving the court, with no claim of independent city-wide sports schedules. Format 16/simulation 24 registers the exact r66 projection and retains old progress. Controls, source and limits.
Walking contacts
Grounded player and CPU pedestrians now use visible travel for cadence and retain foot position/facing through a turn or stop. Instanced sidewalk walkers share this policy without more scene rigs or physics bodies. Feet now retain world height and follow terrain, pavement, bridge and reachable contact support; both rigid legs fit before solving. Crowd probes stay at most 20 Hz per returning foot, using a bounded worker-prepared surface cache and the same four attribute slots. Sports squads' direction changes and richer authored stair-climbing remain animation work. Movement rules and saved lives are unchanged. Terrain-contact checks and measured overhead.
The latest movement-query pass retains every tick of the school repair and crowd replay while reducing repeated contact and spatial-index work. Continue checking CI timing variance and populated browser scenes before increasing simulation load. Matched replay and limits.
NPC-hosted meals, r72
Known baker and school staff can offer a shared meal at their paired benches. Optional Dream social supply lists use their own finite money, stock and carry capacity, with existing counter opening/staffing checks. One timed offer waits for Y/X consent; acceptance, interruption and completion keep a single food owner. They remember a finished meal through existing authored dialogue. Invitations, donor identity, cooldowns and history survive saves and streaming.
The fresh bakery’s lunch refill target is three, giving its worker actual paid production to fund food. Initial credits and supplies stay unchanged; migrated saves retain their own ledgers and commitments. No new actor, rig, navigation, physics or rendering budget is introduced. The registered format-17 upgrade checks the prior accepted world and preserves all saved state.
Next priorities: another shared activity, useful indoor service, more varied work and connected repair coverage. NPC-to-NPC social plans, weekly employment, dating, general relationships and multi-floor interiors remain separate work. Authoring and controls.