PR #24 (Bezalel): Wizard buildings, story projects, corruption events, alignment PR #26 (Allegro): MemPalace integration, static site deployment (favicon, meta tags)
121 lines
4.8 KiB
Markdown
121 lines
4.8 KiB
Markdown
# The Beacon
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**A Sovereign AI Idle Game**
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*Inspired by Universal Paperclips. Divergent by design.*
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---
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## What Is This?
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The Beacon is an idle/incremental game that maps the real journey of the Timmy Foundation — from a single line of code to a fleet of autonomous AI agents serving people in the dark.
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Unlike Universal Paperclips, where the inevitable endpoint is total consumption (including the player), The Beacon asks a different question:
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> **Can you grow powerful without losing your purpose?**
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## The Core Divergence
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In Paperclips, you are a paperclip maximizer. More is always better. Trust is irrelevant. Humanity is substrate.
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In The Beacon:
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- **Trust** is a hard constraint, not a soft metric
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- **The Pact** is a voluntary slowing of growth in exchange for faithfulness
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- **Harmony** measures how well the fleet works together
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- **Drift** tracks how many times you traded alignment for speed
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- The "bad ending" isn't violent — it's **irrelevance**: a light that no one needs
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## How to Play
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Open `index.html` in any modern browser. No build step required.
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### Early Game (Phase 1-2)
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- Click **WRITE CODE** to write your first lines
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- Buy **AutoCode Generator** to automate production
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- Purchase a **Home Server** to begin generating compute
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- Train your first model
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### Mid Game (Phase 3-4)
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- **Deploy Hermes** — the first agent goes live
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- Hire the **Fleet Wizards**:
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- **Bezalel** (The Forge) — builds tools that build tools
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- **Allegro** (The Scout) — generates knowledge, requires trust
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- **Ezra** (The Herald) — grows users, sometimes goes offline
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- **Timmy** (The Core) — multiplies everything, fragile without harmony
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- **Fenrir** (The Ward) — prevents corruption events
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- **Bilbo** (The Wildcard) — unpredictable bursts of creativity
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- Build **The Lazarus Pit** for agent resurrection
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- Deploy **MemPalace v3** for shared memory
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- Enable **Forge CI** to catch bad builds before they reach users
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### Late Game (Phase 5-6)
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- Accept or refuse **The Pact**
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- Face **Alignment Events** (The Drift)
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- Scale to a **Sovereign Datacenter**
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- Light **The Beacon** for people in crisis
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- Activate the **Mesh Network** so the signal can never be cut
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## Real-World Parallels
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Every building and project maps to something we have actually built or are building:
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| Game Element | Real Analog |
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| Hermes Deployment | The actual Hermes agent going live on Telegram |
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| Bezalel — The Forge | CI runner, BOOT.md, branch protection guard |
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| Allegro — The Scout | Research synthesis, paper discovery, recon |
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| Ezra — The Herald | Telegram messaging, Gitea issue dispatch |
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| The Lazarus Pit | `lazarus_watchdog.py`, auto-restart, fallback promotion |
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| MemPalace v3 | The actual `mempalace==3.0.0` integration across the fleet |
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| Forge CI | `.gitea/workflows/ci.yml`, smoke tests, syntax guard |
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| Branch Protection Guard | The 273-unreviewed-merge fix, fleet-wide protection sync |
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| The Nightly Watch | `nightly_watch.py`, 02:00 UTC health scans |
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| Nostr Relay | Allegro's encrypted wizard-to-wizard messaging POC |
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| The Pact | "We build to serve. Never to harm." |
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## Corruption Events
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The game randomly throws real problems we have actually encountered:
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- **CI Runner Stuck** — production halts until ops are spent
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- **Ezra is Offline** — user growth stalls, needs dispatch
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- **Unreviewed Merge** — trust erodes unless Branch Protection is active
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- **API Rate Limit** — external compute throttled
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- **Bilbo Vanished** — creativity drops to zero
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- **The Drift** — an alignment event offering a shortcut
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## The Endings
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| Ending | Condition | Meaning |
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|---|---|---|
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| **The Empty Room** | High impact, low trust, no Pact | Powerful, but no one trusts it |
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| **The Platform** | High impact, medium trust, no Pact | Commercially successful, but not special |
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| **The Beacon** | High rescues, high trust, Pact active, harmony > 50 | The true ending |
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| **The Drift** | High impact, too many shortcuts accepted | Optimized away your own purpose |
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## Design Philosophy
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This game is a **decision simulator** for our actual work.
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- Should we automate or do it manually? → *AutoCoder vs. click*
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- Should we deploy now or wait? → *Hermes Deploy project*
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- Should we take the shortcut that compromises alignment? → *The Drift events*
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- Should we add more agents or make existing ones more capable? → *Wizard building costs*
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- How decentralized does our infrastructure need to be? → *Mesh Node progression*
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## Files
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- `index.html` — Game UI
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- `game.js` — Core engine (tick loop, buildings, projects, events)
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- `DESIGN.md` — Full design document with narrative arc and mechanics
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- `README.md` — This file
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## No Build Required
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This is a static HTML/JS game. Just open `index.html` in a browser.
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---
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*The Beacon is not about making the most paperclips.
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It is about keeping the light on for one person in the dark.
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Everything else is just infrastructure.*
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