Event-Driven Systems for Reactive Actor Branching Narrative in Interactive Media

Paper Outline

Canonical working outline. Once a section is settled, record it here and commit it before moving on. Sections still under discussion must be clearly marked as working rather than left only in chat history.

1. Abstract

1.1 Interactive narrative traditionally trades participant freedom against authorial control.

1.2 Generative models expand reactive possibilities but create new authority problems.

1.3 The proposed architecture separates human authorship, authoritative state, reactive actors, and probabilistic assistance.

1.4 Core objective


2. Human Authorship as a Design Requirement

2.1 Human creative expression is individual rather than interchangeable.

2.2 Narrative depth is created through relationships across the complete work.

2.3 Independent human authorship produces substantial creative breadth.

2.4 Human authorship is therefore a design requirement of this architecture.

2.5 Meaningful participation requires meaningful response.

2.6 Interactive narrative places unusual demands on human authorship.

2.7 Conventional interactive authoring mechanisms make broad responsiveness increasingly difficult to express.

2.8 Conventional interactive authoring mechanisms therefore tend to produce a poor simulacrum of the intended experience.

2.9 Research on agency shows that the appearance of freedom can be separated from actual freedom.

2.10 Those limitations constrain both sides of the creative relationship.

2.11 The architectural problem is therefore not how to diminish human authorship, but how to extend its reach.


3. Authoring as Worldbuilding, Adversarial Design, and Narrative Planning

3.1 Human authorship is expressed through worlds as well as sequences.

3.2 Interactive authorship should prepare situations rather than scripts for participant behavior.

3.3 Intended future developments can still be authored without becoming fixed plots.

3.4 Information is one of the principal structures through which narrative possibility is organized.

3.5 Narrative structure can arise from the diegetic organization of the world itself.

3.6 Actors give authored situations motion.

3.7 Authored narrative material can be conditional rather than sequential.

3.8 Emergent sequence is a form of participant authorship within a purposefully authored world.

3.9 Authorial leverage should be understood as increased narrative richness for a given amount of authoring work.

3.10 Existing formalized approaches remain limited by deterministic representation and the historical lack of efficient probabilistic assessment.


4. Player Agency and the Branching Narrative Problem

4.1 The branching problem is fundamentally a state-space problem, not merely a tree-of-scenes problem.

4.2 Persistent consequence creates the branching tax.

4.3 Replacing explicit branches with planning or simulation does not remove the underlying representation problem.

4.4 Traditional computational architectures are useful foundations and stepping stones toward richer reactive systems.

4.5 Interactive systems commonly manage complexity by collapsing causal possibility.

4.6 Perceived agency can compensate for limited causal agency, but that simulation weakens across successive replays.

4.7 The deeper historical bottleneck was explicit formalization.

4.8 Modern probabilistic models materially change what must be formalized in advance.

4.9 Probabilistic flexibility does not by itself solve narrative authority.

4.10 The new opportunity is not to replace deterministic systems, but to augment them and change what they do and how they do it.

4.11 The branching problem can therefore be reframed around the computational constraints that branching makes necessary.

4.12 A Fundamentally Combinatorial Problem Space

4.13 Existing Designs Reduce the Problem by Imposing Limits

4.14 Scale Exacerbates the Issue

4.15 The Analog Solution

4.16 The Prohibitive Costs of Persistent Human Labour

4.17 Machine Intelligence as Actors and Situational Overseers

5. The Agency–Persistence Gap

5.1 The Agency

5.2 Expanded Agency

5.3 The Persistence

5.4 LLMs Are Poorly Suited to Maintaining State

5.5 Naive Applications Create Linear Storage Problems

5.6 The Gap

5.7 Fertile Ground

Conventional computational systems — strengths

Conventional computational systems — weaknesses

Probabilistic / interpretive systems, including humans and modern machine intelligence — strengths

Probabilistic / interpretive systems — weaknesses

5.8 Enclave as an Architectural Response

→ §6. Sandbox Games and the Existing Sandbox Capability


6. Sandbox Games and the Existing Sandbox Capability

6.1 Sandboxing the World Is Already Highly Developed

6.2 Sandbox Systems Already Accommodate Genuine Emergence

6.3 Existing Sandboxes Still Operate Through a Bounded Interaction Vocabulary

6.4 State Persistence Is Not the Central Sandbox Limitation

6.5 Narrative Is Usually Less Sandboxed Than the World

6.6 The Missing Capability Is a Reactive Authored Narrative Sandbox

→ §7. The Enclave System: Overview


7. The Enclave System: Overview

7.1 Sandboxing the Narrative

7.2 Three Primitive Families

7.3 Human Authors Define the Knowledge Base

7.4 Nexus Interactions Create Cause and Effect

7.5 Knowledge Control and Classification

7.6 Narrative as Emergent State

7.7 Why It Can Work

8. Layers of Authority

8.1 Different Authority for Different Layers

8.2 Authorial Authority

8.3 Knowledge Authority

8.4 Actor Authority

8.5 Action, Resolution, and Consequence

8.6 A Single Source of Truth


9. Primitives

9.1 Seven Foundational Primitives


9.2 Facts


9.3 Memories


9.4 Events


9.5 Loci


9.6 Actors

9.7 Participants


9.8 Domains


9.9 Primitive Interaction


10. Key Derivatives

10.1 Derivation From the Foundational Primitives


10.2 Interaction


10.3 Enclaves


10.4 Rank


10.5 Facets


10.6 Combinatorial Enclaves


10.7 Inheritance


11. Knowledge Distribution and Access

This section describes how Knowledge is initially distributed, becomes available to Actors, propagates through the world, becomes institutionally established, and remains distinct from authoritative truth.

11.1 Initial Knowledge Distribution

11.2 Knowledge Transmission

11.3 Emergent Diffusion

11.4 Enclave Saturation and Institutional Knowledge

11.5 Institutional Emission

11.6 Information as World State


12. Actor Cognition

This section describes the function and operation of LLM driven or assisted Cognitive Actors.

12.1 Bounded Narrative Agents

12.2 The Persistent Cognitive Actor

12.3 The Actor’s Subjective World

12.4 Memory and Cognition

12.5 Context Construction

12.6 The Cognitive Cycle

12.7 Divided Cognitive Responsibility

12.8 Reliquary and the Development of the Enclave Architecture

Section 12 establishes how a Cognitive Actor maintains a bounded, persistent subjective existence while reasoning through temporary cognitive contexts. The remaining question is how the actions produced by that cognition alter the shared world and become persistent causes of later Events. That problem is addressed in §13.


13. Persistent Cause and Effect

Section 12 established how a Cognitive Actor can maintain a bounded, persistent subjective existence while reasoning through temporary cognitive contexts. This section describes the other half of that architecture: how actions produced by that cognition enter the shared world, participate in causal Interactions, and create persistent circumstances from which later narrative develops.

13.1 From Cognition to Causality

13.2 The Existing Sandbox

13.3 Open-ended Action Space

13.4 Action and Consequence

13.5 Making it Real

13.6 Conditional Developments

13.7 Branching as Causality

13.8 Event-Driven Persistence

Together with the material established in §12:

persistent world → bounded Actor perspective → cognition → attempted action → Interaction / authoritative causal resolution → persistent Event and consequence → changed world → new bounded Actor perspectives

The narrative therefore does not advance because the system selects the next authored branch. It advances because Actors create Interactions, and the world preserves their consequences as causes of what can happen next.


14. Worked Examples

Working section. The preceding sections describe Enclave abstractly; the following examples demonstrate the architecture operating on existing authored narratives. Each begins with a published adventure, treats its expected sequence as an authored trajectory, and then follows a realized sequence produced when Participant action changes the circumstances from which later Actors act.

14.1 From Authored Trajectory to Realized Narrative

14.2 A Wild Sheep Chase: The Authored Trajectory

14.3 A Wild Sheep Chase as Persistent Narrative State

14.4 A Different Interaction Produces a Different Trajectory

14.5 Minor Divergence Walkthrough: The Same Adventure in a Different State

Step 1 — The adventure begins normally.

Step 2 — The encounter with Guz ends differently.

Step 3 — Guz returns to Noke.

Step 4 — Noke changes his immediate plan.

Step 5 — Shinebright learns that the Participants spoke with Guz.

Step 6 — The Participants arrive at Noke’s home.

Step 7 — The central problem receives a slightly different resolution.

14.6 Persistent Consequence in the Fantasy Example

14.7 Signals: The Authored Trajectory

14.8 Signals as Persistent Narrative State

14.9 Contact with the Romulans Changes the Mission

14.10 Major Divergence Walkthrough: Leaving the Authored Trajectory

Step 1 — The first Romulan encounter begins as expected.

Step 2 — The Participants rescue the injured Romulan.

Step 3 — Interrogation becomes an exchange of information.

Step 4 — The prisoner becomes a communication path to the remaining Romulans.

Step 5 — Starfleet and Romulan Actors approach the settlement together.

Step 6 — Investigation of the obelisk occurs under a three-sided political relationship.

Step 7 — The expected final assault never occurs.

Step 8 — A new resolution emerges from the changed state.

14.11 The Same Architecture Across Different Narrative Worlds


15. Computational Architecture and Scale

Working section. Begin with the bounded high-fidelity Signals reference, quantify Enclave storage and cognition, then scale the same architecture toward the theoretical full-world endpoint. Current calculations live in docs/signals-section15-consolidated-computational-model-2026-10-08.md.

15.1 High-Fidelity Reference Workload: Signals

15.2 What Actually Consumes Computation

15.3 Persistent State and Storage Cost

15.3.1 Semantic World Knowledge

15.3.2 Actor Histories

15.3.3 Runtime Growth

15.3.4 Physical Record Cost

15.3.5 Storage Formula

records = W + 44,000 prior Memories + 13,339 background runtime-generated records
        = W + 57,339

15.4 Cognitive Simulation Cost

Eight-hour inference workload

Scenario Model calls Input tokens Output tokens Total tokens
43-Actor background ~1,221 3.477M 0.210M 3.686M
Participant @ 2x background activity ~1,282 3.721M 0.225M 3.945M
Participant @ 4x ~1,343 3.965M 0.240M 4.205M
Participant 6× ~1,404 4.209M 0.255M 4.464M
Participant 8× ~1,465 4.453M 0.271M 4.723M

At 8× Participant activity, the additional NPC cognition beyond background amounts to approximately:

These are estimated volumes of model-driven Actor inference, not Participant cognition or inference internal to Enclave’s Memory infrastructure.

15.5 Deterministic Activity and Authoritative Resolution

15.6 Temporal Fidelity and Event-Driven Cognition

15.7 Locality and Causal Reach

15.8 Model Routing and Costs

15.8.1 Hosted API Inference

15.8.2 Renting GPUs for Open-Weight Inference

Provider / mode Example GPU VRAM GPU rental/hour Eight GPU-hours
RunPod Pods A40 48 GB $0.49 $3.92
RunPod Pods A100 PCIe 80 GB $1.59 $12.72
RunPod Pods RTX Pro 6000 96 GB $2.09 $16.72
Lambda Cloud / single-GPU VM A6000 48 GB $1.09 $8.72
Lambda Cloud / single-GPU VM H100 PCIe 80 GB $3.29 $26.32
Modal / pay-per-second GPU H100 SXM 80 GB ~$3.95 ~$31.59

15.9 Inference Capacity and Real-Time Feasibility

Model Prompt processing Output generation
GPT-OSS-20B ~3,670 input tok/s ~82.7 output tok/s
GPT-OSS-120B ~1,725 input tok/s ~55.4 output tok/s

15.10 The Manhattan Test

Cognitive Actors Interactions / 8h Generated storage / 8h Model calls / 8h Total tokens / 8h
43 (Signals) ~2,624 ~123.75 MiB ~1,221 ~3.686M
1,000 ~61,000 ~2.81 GiB ~28,400 ~85.7M
10,000 ~610,000 ~28.1 GiB ~284,000 ~857M
100,000 ~6.10M ~281 GiB ~2.84M ~8.57B
1,664,862 (Manhattan) ~101.6M ~4.57 TiB ~47.3M ~142.7B

16. Practical Applications

Working section. This section should return from the theoretical ceiling explored in §15 to realistic implementations, using the two §14 adventures as recurring examples of what each deployment tier would add or omit.

16.1 Enclave Is Not an All-or-Nothing Architecture

16.2 Reactive Dialogue

16.3 Persistent Characters

16.4 Factions and Institutions

16.5 Reactive Authored Narrative

16.6 Regional Simulation

16.7 Persistent Online Worlds

16.8 Full-World Simulation as a Continuum Endpoint


17. Conclusion

Working section.

17.1 Restate the Problem

17.2 Restate the Architectural Response

17.3 Restate the Narrative Consequence

17.4 Restate the Engineering Consequence

17.5 Closing Claim