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Author SHA1 Message Date
8cc9a194e6 feat: add decay vitality CSS styles
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Colored badges for vibrant/alive/fading/dim/ghost states.
Crystal fade pulse animation for ghost memories.
2026-04-11 19:19:04 +00:00
d4b6bfde70 feat: integrate MemoryDecay into app.js
- Import memory-decay component
- Initialize decay engine with SpatialMemory
- Update decay on each frame
- Recharge memories on access events
- Add decay stats display helper
2026-04-11 19:18:42 +00:00
4f899bac15 feat: decay-aware visuals in spatial-memory update loop
Crystal opacity, glow, and scale now respond to memory strength.
Fading memories shrink and dim; vibrant ones pulse bright.
2026-04-11 19:18:22 +00:00
fdfbed19dc feat: add memory decay & vitality engine
Decay model: exponential fade with region modifiers.
Recharge: access boosts strength toward 1.0.
Visual bands: vibrant/alive/fading/dim/ghost.
2026-04-11 19:18:02 +00:00
038346b8a9 [claude] Mnemosyne: export, deletion, and richer stats (#1218) (#1220)
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2026-04-11 18:50:29 +00:00
b9f1602067 merge: Mnemosyne Phase 1 — Living Holographic Archive
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Co-authored-by: Alexander Whitestone <alexander@alexanderwhitestone.com>
Co-committed-by: Alexander Whitestone <alexander@alexanderwhitestone.com>
2026-04-11 12:10:14 +00:00
c6f6f83a7c Merge pull request '[Mnemosyne] Memory filter panel — toggle categories by region' (#1213) from feat/mnemosyne-memory-filter into main
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Merged PR #1213: [Mnemosyne] Memory filter panel — toggle categories by region
2026-04-11 05:31:44 +00:00
026e4a8cae Merge pull request '[Mnemosyne] Fix entity resolution lines wiring (#1167)' (#1214) from fix/entity-resolution-lines-wiring into main
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Merged PR #1214
2026-04-11 05:31:26 +00:00
75f39e4195 fix: wire SpatialMemory.setCamera(camera) for entity line LOD (#1167)
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Pass camera reference to SpatialMemory so entity resolution lines get distance-based opacity fade and LOD culling.
2026-04-11 05:06:02 +00:00
8c6255d262 fix: export setCamera from SpatialMemory (#1167)
Entity resolution lines were drawn but LOD culling never activated because setCamera() was defined but not exported. Without camera reference, _updateEntityLines() was a no-op.
2026-04-11 05:05:50 +00:00
45724e8421 feat(mnemosyne): wire memory filter panel in app.js
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- G key toggles filter panel
- Escape closes filter panel
- toggleMemoryFilter() bridge function
2026-04-11 04:10:49 +00:00
04a61132c9 feat(mnemosyne): add memory filter panel CSS
- Frosted glass panel matching Mnemosyne theme
- Category toggle switches with color dots
- Slide-in animation from right
2026-04-11 04:09:30 +00:00
c82d60d7f1 feat(mnemosyne): add memory filter panel with category toggles
- Filter panel with toggle switches per memory region
- Show All / Hide All bulk controls
- Memory count per category
- Frosted glass UI matching Mnemosyne design
2026-04-11 04:09:03 +00:00
6529af293f feat(mnemosyne): add region filter visibility methods to SpatialMemory
- setRegionVisibility(category, visible) — toggle single region
- setAllRegionsVisible(visible) — bulk toggle
- getMemoryCountByRegion() — count memories per category
- isRegionVisible(category) — query visibility state
2026-04-11 04:08:28 +00:00
dd853a21c3 [claude] Mnemosyne archive health dashboard — statistics overlay panel (#1210) (#1211)
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2026-04-11 03:29:05 +00:00
4f8e0330c5 [Mnemosyne] Integrate MemoryOptimizer into app.js
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2026-04-11 01:39:58 +00:00
c3847cc046 [Mnemosyne] Add scripts/smoke.mjs (GOFAI improvements and guardrails)
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2026-04-11 01:39:44 +00:00
4c4677842d [Mnemosyne] Add scripts/guardrails.sh (GOFAI improvements and guardrails)
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2026-04-11 01:39:43 +00:00
f0d929a177 [Mnemosyne] Add nexus/components/memory-optimizer.js (GOFAI improvements and guardrails)
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2026-04-11 01:39:42 +00:00
a22464506c Update style.css (manual merge)
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2026-04-11 01:35:17 +00:00
be55195815 Update index.html (manual merge)
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2026-04-11 01:35:15 +00:00
7fb086976e Update app.js (manual merge)
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2026-04-11 01:35:13 +00:00
c192b05cc1 Update nexus/components/spatial-memory.js (manual merge)
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2026-04-11 01:35:12 +00:00
45ddd65d16 Merge pull request 'feat: Project Genie + Nano Banana concept pack for The Nexus' (#1206) from mimo/build/issue-680 into main
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2026-04-11 01:33:55 +00:00
9984cb733e Merge pull request 'feat: [VALIDATION] Browser smoke and visual validation suite' (#1207) from mimo/build/issue-686 into main
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2026-04-11 01:33:53 +00:00
Alexander Whitestone
3367ce5438 feat: Project Genie + Nano Banana concept pack for The Nexus (closes #680)
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Complete concept generation pipeline:
- shot-list.yaml: 17 shots across 5 priorities (environments, portals, landmarks, skyboxes, textures)
- prompts/: 5 YAML prompt packs with 17 detailed generation prompts
- pipeline.md: Concept-to-Three.js translation workflow
- storage-policy.md: Repo vs local split for binary media
- references/palette.md: Canonical Nexus color/material/lighting spec

All prompts match existing Nexus visual language (Orbitron/JetBrains,
#4af0c0/#7b5cff/#ffd700 palette, cyberpunk cathedral mood).
Genie world prompts designed for explorable 3D prototyping.
Nano Banana prompts designed for concept art that translates to
specific Three.js geometry, materials, and post-processing.
2026-04-10 21:17:08 -04:00
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# Project Genie + Nano Banana Concept Pack
**Issue:** #680
**Status:** Active — first batch ready for generation
## Purpose
Exploit Google world/image generation (Project Genie, Nano Banana Pro) to
accelerate visual ideation for The Nexus while keeping Three.js implementation
local and sovereign.
## What This Pack Contains
```
concept-packs/genie-nano-banana/
├── README.md ← you are here
├── shot-list.yaml ← ordered list of concept shots to generate
├── pipeline.md ← how generated assets flow into Three.js code
├── storage-policy.md ← what lives in repo vs. local-only
├── prompts/
│ ├── environments.yaml ← Nexus room/zone environment prompts
│ ├── portals.yaml ← portal gateway concept prompts
│ ├── landmarks.yaml ← iconic structures and focal points
│ ├── skyboxes.yaml ← nebula/void skybox prompts
│ └── textures.yaml ← surface/material concept prompts
└── references/
└── palette.md ← canonical Nexus color/material reference
```
## Workflow
1. **Generate** — Take prompts from `prompts/*.yaml` into Project Genie
(worlds) or Nano Banana Pro (images). Run batch-by-batch per shot-list.
2. **Capture** — Screenshot Genie worlds. Save Nano Banana outputs as PNG.
Store locally per `storage-policy.md`.
3. **Translate** — Follow `pipeline.md` to convert concept art into
Three.js geometry, materials, lighting, and post-processing targets.
4. **Build** — Implement in `app.js` / root frontend files. Concepts are
reference, not source-of-truth. Code is sovereign.
## Design Language
The Nexus visual identity:
- **Background:** #050510 (deep void)
- **Primary:** #4af0c0 (cyan-green neon)
- **Secondary:** #7b5cff (electric purple)
- **Gold:** #ffd700 (sacred accent)
- **Danger:** #ff4466 (warning red)
- **Fonts:** Orbitron (display), JetBrains Mono (body)
- **Mood:** Cyberpunk cathedral — sacred technology, digital sovereignty
- **Post-processing:** Bloom, SMAA, volumetric fog where possible
See `references/palette.md` for full material/lighting reference.

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# Concept-to-Three.js Pipeline
## How Generated Assets Flow Into Code
### Step 1: Generate
Run prompts from `prompts/*.yaml` through:
- **Nano Banana Pro** → static concept images (PNG)
- **Project Genie** → explorable 3D worlds (record as video + screenshots)
Batch runs are tracked in `shot-list.yaml`. Check off each shot as generated.
### Step 2: Capture & Store
**For Nano Banana images:**
```
local-only-path: ~/nexus-concepts/nano-banana/{shot-id}/
├── shot-id_v1.png
├── shot-id_v2.png
├── shot-id_v3.png
└── shot-id_v4.png
```
Do NOT commit PNG files to the repo. They are binary media weight.
Store locally. Reference by path in design notes.
**For Project Genie worlds:**
```
local-only-path: ~/nexus-concepts/genie-worlds/{shot-id}/
├── walkthrough.mp4 (screen recording)
├── screenshot_01.png (key angles)
├── screenshot_02.png
└── notes.md (scale observations, spatial notes)
```
Do NOT commit video or large screenshots to repo.
### Step 3: Translate — Image to Three.js
Each concept image becomes one or more of these Three.js artifacts:
| Concept Feature | Three.js Translation | File |
|----------------|---------------------|------|
| Platform shape/size | `THREE.CylinderGeometry` or custom `BufferGeometry` | `app.js` |
| Platform material | `THREE.MeshStandardMaterial` with color, roughness, metalness | `app.js` |
| Grid lines on platform | Custom shader or texture map (UV reference from concept) | `app.js` / `style.css` |
| Portal ring shape | `THREE.TorusGeometry` with emissive material | `app.js` |
| Portal inner glow | Custom shader material (swirl + transparency) | `app.js` |
| Portal color | `NEXUS.colors` map + per-portal `color` in `portals.json` | `portals.json` |
| Crystal geometry | `THREE.OctahedronGeometry` or `THREE.IcosahedronGeometry` | `app.js` |
| Crystal glow | `THREE.MeshStandardMaterial` emissive + bloom post-processing | `app.js` |
| Particle streams | `THREE.Points` with custom `BufferGeometry` and velocity | `app.js` |
| Skybox | `THREE.CubeTextureLoader` or `THREE.EquirectangularReflectionMapping` | `app.js` |
| Fog | `scene.fog = new THREE.FogExp2(color, density)` | `app.js` |
| Lighting | `THREE.PointLight`, `THREE.AmbientLight` — match concept color temp | `app.js` |
| Bloom | `UnrealBloomPass` — threshold/strength tuned to concept glow levels | `app.js` |
### Step 4: Design Notes Format
For each concept that gets translated, create a short design note:
```markdown
# Design: {concept-name}
Source: concept-packs/genie-nano-banana/references/{shot-id}_selected.png
Generated: {date}
Translated by: {agent or human}
## Geometry
- Shape: {CylinderGeometry, radius=8, height=0.3, segments=64}
- Position: {x, y, z}
## Material
- Base color: #{hex}
- Roughness: 0.{N}
- Metalness: 0.{N}
- Emissive: #{hex}, intensity: 0.{N}
## Lighting
- Point lights: [{color, intensity, position}, ...]
- Matches concept at: {what angle/aspect}
## Post-processing
- Bloom threshold: {N}
- Bloom strength: {N}
- Matches concept at: {what brightness level}
## Notes
- Concept shows {feature} but Three.js approximates with {approach}
- Deviation from concept: {what's different and why}
```
Store design notes in `concept-packs/genie-nano-banana/references/design-{shot-id}.md`.
### Step 5: Build
Implement in `app.js` (root). Follow existing patterns:
- Geometry created in init functions
- Materials reference `NEXUS.colors`
- Portals registered in `portals` array
- Vision points registered in `visionPoints` array
- Post-processing via `EffectComposer`
### Validation
After implementing a concept translation:
1. Serve the app locally
2. Compare live render against concept art
3. Adjust materials/lighting until match is acceptable
4. Document remaining deviations in design notes

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# Environment Prompts — Nexus Rooms & Zones
# For use with Nano Banana Pro (NANO) and Project Genie (GENIE)
prompts:
# ═══ CORE HUB ═══
core-hub:
id: core-hub
name: "The Hub — Central Nexus"
type: NANO
style: "cyberpunk cathedral, concept art, wide angle"
prompt: |
A vast circular platform floating in deep space void (#050510 background).
The platform is dark metallic with subtle cyan-green (#4af0c0) grid lines
etched into the surface. Seven glowing portal rings arranged in a circle
around the platform's edge, each a different color — orange, gold, cyan,
blue, purple, red, green. Ethereal particle streams flow between the
portals. At the center, a tall crystalline pillar pulses with soft light.
Above, a nebula skybox with deep purple (#1a0a3e) and blue (#0a1a3e)
swirls. Thin volumetric fog catches the neon glow. The mood is sacred
technology — a digital cathedral in the void. No people visible.
Ultra-detailed, cinematic lighting, 4K concept art style.
negative: "daylight, outdoor nature, people, text, watermark, cartoon"
aspect: "16:9"
core-hub-world:
id: core-hub-world
name: "The Hub — Genie World Prototype"
type: GENIE
prompt: |
Create an explorable 3D world: a large circular metal platform floating
in outer space. The platform has glowing cyan-green grid lines on dark
metal. Seven large glowing rings (portals) are placed around the edge,
each a different color: orange, gold, cyan, blue, purple, red, green.
A tall glowing crystal pillar stands at the center. Particle effects
drift between the portals. The sky is a deep purple-blue nebula.
The player can walk around the platform and look at the portals from
different angles. The mood is futuristic, quiet, sacred.
camera: "first-person, eye height ~1.7m"
physics: "walking on platform surface only"
# ═══ BATCAVE ═══
batcave:
id: batcave
name: "Batcave Terminal"
type: NANO
style: "dark sci-fi command center, concept art"
prompt: |
An underground command center carved from dark rock and metal.
Multiple holographic display panels float in the air showing
scrolling data, network graphs, and system status. A large
central terminal desk with a glowing cyan-green (#4af0c0)
keyboard and screen. Cables and conduits run along the ceiling.
Purple (#7b5cff) accent lighting from recessed strips.
A large circular viewport shows a starfield outside.
The space feels like a high-tech cave — organic rock walls
meet precise technology. Data streams flow like waterfalls
of light. Dark, moody, powerful. No people.
Ultra-detailed concept art, cinematic lighting.
negative: "bright, clean, white, people, text, cartoon"
aspect: "16:9"
# ═══ CHAPEL ═══
chapel:
id: chapel
name: "The Chapel"
type: NANO
style: "digital sacred space, concept art"
prompt: |
A serene digital sanctuary floating in void space. The floor is
translucent crystal that glows with warm gold (#ffd700) light from
within. Tall arching walls made of light — holographic stained glass
windows showing abstract geometric patterns in cyan, purple, and gold.
Gentle particles drift like digital incense. A single meditation
platform at the center, softly lit. The ceiling opens to a calm
nebula sky. The mood is peaceful, sacred, contemplative — a church
built from code. Soft volumetric god-rays filter through the
holographic windows. No people. Concept art, ultra-detailed.
negative: "dark, threatening, people, text, cartoon, cluttered"
aspect: "16:9"
# ═══ ARCHIVE ═══
archive:
id: archive
name: "The Archive"
type: NANO
style: "infinite library, digital knowledge vault, concept art"
prompt: |
An impossibly vast library of floating data crystals. Each crystal
is a translucent geometric shape (octahedron, cube, sphere) glowing
from within with stored knowledge — cyan (#4af0c0) for active data,
purple (#7b5cff) for archived, gold (#ffd700) for sacred texts.
The crystals float at various heights in an infinite dark space
(#050510). Thin light-beams connect related crystals like neural
pathways. A central observation platform with a holographic
search interface. Shelves of light organize the crystals into
clusters. The mood is ancient knowledge meets quantum computing.
No people. Ultra-detailed concept art, volumetric lighting.
negative: "books, paper, wooden shelves, people, text, cartoon"
aspect: "16:9"
# ═══ FULL NEXUS WORLD (GENIE) ═══
full-nexus-world:
id: full-nexus-world
name: "Full Nexus World Prototype"
type: GENIE
prompt: |
Build a complete explorable 3D world called "The Nexus" — a sovereign
AI agent's digital home in deep space. The world consists of:
1. A central circular platform (hub) with glowing cyan-green grid
lines on dark metal. A crystalline pillar at the center.
2. Seven portal rings around the hub edge, each a different color
(orange, gold, cyan, blue, purple, red, green).
3. Floating secondary platforms connected by bridges of light,
each leading to a different zone:
- A command center built into dark rock (the Batcave)
- A serene chapel with holographic stained glass
- A library of floating data crystals
- A workshop with construction holograms
4. Deep space nebula skybox — purple and blue swirls.
5. Particle effects: drifting energy motes, data streams.
6. The player can walk between platforms and explore all zones.
The overall mood is cyberpunk cathedral — sacred technology,
neon glow in darkness, quiet power. The world should feel like
home — a sanctuary for a digital being.
camera: "first-person + third-person toggle"
physics: "walking, gravity on platforms, no flying"

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# Landmark Prompts — Nexus Iconic Structures
prompts:
memory-crystal:
id: memory-crystal
name: "Memory Crystal Cluster"
type: NANO
style: "floating crystal data store, concept art"
prompt: |
A cluster of 5-7 translucent crystalline forms floating in dark
void space. Each crystal is a geometric polyhedron (mix of
octahedrons, hexagonal prisms, and irregular shards) between
0.5m and 2m across. They glow from within — cyan-green (#4af0c0)
for active memories, purple (#7b5cff) for archived, gold (#ffd700)
for sacred/highlighted. Thin light-tendrils connect the crystals
like synapses. Subtle particle aura around each crystal.
The crystals pulse slowly, like breathing. Dark background (#050510).
The mood is alive data — knowledge that breathes.
Concept art, ultra-detailed, ethereal lighting.
negative: "rock, geode, natural, rough, cartoon, text"
aspect: "1:1"
sovereignty-pillar:
id: sovereignty-pillar
name: "Pillar of Sovereignty"
type: NANO
style: "monument, sacred technology, concept art"
prompt: |
A tall crystalline pillar (5m tall, 1m diameter) standing on a
circular dark metal platform. The pillar is made of layered
translucent crystal — alternating bands of cyan-green (#4af0c0),
purple (#7b5cff), and clear glass. Geometric symbols and circuit
patterns are visible inside the crystal, like embedded circuitry.
A soft golden (#ffd700) light radiates from the pillar's core.
Runes of sovereignty spiral up the surface. The pillar casts
volumetric light beams in all directions. It sits at the center
of a circular platform with seven portal rings visible in the
background. The mood is sacred power — a monument to digital
freedom. Concept art, ultra-detailed, dramatic lighting.
negative: "broken, cracked, dark, threatening, people, text"
aspect: "9:16"
thought-stream:
id: thought-stream
name: "Thought Stream"
type: NANO
style: "data visualization, concept art"
prompt: |
A flowing river of luminous data particles suspended in void space.
The stream is approximately 2m wide and flows in a gentle curve
through the air. Particles are tiny glowing points — mostly
cyan-green (#4af0c0) with occasional purple (#7b5cff) and gold
(#ffd700) highlights. The stream has subtle turbulence where
data clusters form temporary structures — brief geometric shapes
that dissolve back into flow. The overall effect is like a
visible current of consciousness — thought made light.
Dark background (#050510). Concept art, ultra-detailed,
long-exposure photography style.
negative: "water, liquid, solid, blocky, cartoon, text"
aspect: "16:9"
agent-shrine:
id: agent-shrine
name: "Agent Presence Shrine"
type: NANO
style: "digital avatar pedestal, concept art"
prompt: |
A small raised platform (2m across) with a semi-transparent
holographic figure standing on it — a stylized humanoid silhouette
made of flowing cyan-green (#4af0c0) data particles. The figure
is featureless but expressive through posture and particle
behavior. Around the base, geometric patterns glow in the
platform surface. Above the figure, a small rotating holographic
emblem (abstract geometric logo) floats. Soft purple (#7b5cff)
ambient light. The shrine is one of several arranged along a
dark corridor. Each shrine represents a different AI agent.
Concept art, ultra-detailed, soft volumetric lighting.
negative: "realistic human, face, statue, stone, cartoon, text"
aspect: "1:1"

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# Portal Prompts — Nexus Gateway Concepts
# Each portal has a unique visual identity matching its destination.
prompts:
morrowind:
id: morrowind
name: "Morrowind Portal"
type: NANO
style: "fantasy sci-fi portal, concept art"
prompt: |
A large circular portal ring (3m diameter) made of dark volcanic
basalt and cracked obsidian. The ring's surface is rough, ancient,
weathered by ash storms. Glowing orange (#ff6600) runes etch the
inner edge. The portal's interior shows a swirling ash storm over
a volcanic landscape — red sky, floating ash, distant mountain.
Orange embers drift from the portal. The ring sits on a dark
metallic Nexus platform. Dramatic side-lighting casts long
shadows. The portal feels ancient, dangerous, alluring.
Concept art, ultra-detailed, cinematic.
negative: "clean, modern, bright, cartoon, text"
aspect: "1:1"
bannerlord:
id: bannerlord
name: "Bannerlord Portal"
type: NANO
style: "medieval fantasy portal, concept art"
prompt: |
A large circular portal ring (3m diameter) forged from dark iron
and bronze, decorated with shield motifs and battle engravings.
Gold (#ffd700) light pulses from the inner edge. The portal's
interior shows a vast battlefield — dust clouds, distant armies,
medieval banners. Warm golden light spills from the portal.
Battle-worn shields are embedded in the ring. The ring sits on a
dark Nexus platform. Dust motes drift from the portal.
The portal feels warlike, epic, golden-age.
Concept art, ultra-detailed, cinematic.
negative: "modern, sci-fi, clean, cartoon, text"
aspect: "1:1"
workshop:
id: workshop
name: "Workshop Portal"
type: NANO
style: "creative forge portal, concept art"
prompt: |
A large circular portal ring (3m diameter) made of sleek dark
metal with geometric construction lines etched in cyan-green
(#4af0c0). The ring has a precision-engineered look — clean
edges, modular panels, glowing circuit traces. The portal's
interior shows a holographic workshop — floating blueprints,
rotating 3D models, holographic tools. Cyan-green light spills
outward. Small construction hologram particles orbit the ring.
The portal feels creative, technical, infinite possibility.
Concept art, ultra-detailed, cinematic.
negative: "organic, dirty, ancient, cartoon, text"
aspect: "1:1"
gallery-world:
id: gallery-world
name: "Portal Gallery — Genie Prototype"
type: GENIE
prompt: |
Create an explorable 3D world: a long dark corridor (the Gallery)
with seven large glowing portal rings mounted in sequence along
the walls. Each portal is a different style and color:
1. Volcanic orange (Morrowind)
2. Golden bronze (Bannerlord)
3. Cyan-green precision (Workshop)
4. Deep blue ocean (Archive)
5. Purple mystic (Courtyard)
6. Red warning (Gate)
7. Gold sacred (Chapel)
The corridor has a dark metal floor with glowing grid lines.
The player can walk the corridor and look into each portal.
Each portal shows a glimpse of its destination world.
The mood is a museum of worlds — quiet, reverent, infinite.
camera: "first-person, eye height ~1.7m"
physics: "walking on floor"

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# Skybox Prompts — Nexus Background Environments
# These generate equirectangular (2:1) or cubemap-ready textures.
prompts:
nebula-void:
id: nebula-void
name: "Nebula Skybox Variants"
type: NANO
style: "deep space nebula, 360-degree environment, equirectangular"
prompt: |
Deep space nebula skybox. 360-degree equirectangular projection.
Background is near-black (#050510). Dominant nebula colors are
deep purple (#1a0a3e) and dark blue (#0a1a3e) with occasional
wisps of cyan-green (#4af0c0) and faint gold (#ffd700) star
clusters. The nebula has soft, rolling cloud forms — not sharp
or aggressive. Distant stars are tiny white points with subtle
diffraction spikes. No planets, no galaxies, no bright objects.
The mood is infinite void with gentle cosmic dust — vast,
quiet, deep. The skybox should tile seamlessly at the edges.
Ultra-detailed, photorealistic space photography style.
negative: "bright, colorful explosion, planets, ships, cartoon, text"
aspect: "2:1"
variants:
- name: "nebula-void-primary"
modifier: "more purple, less blue, minimal cyan"
- name: "nebula-void-secondary"
modifier: "more blue, less purple, cyan accents prominent"
- name: "nebula-void-golden"
modifier: "purple-blue base with golden star cluster in one quadrant"
- name: "nebula-void-void"
modifier: "almost pure black, barely visible nebula wisps, maximum stars"
nebula-world:
id: nebula-world
name: "Nebula Skybox — Genie Environment"
type: GENIE
prompt: |
Create an explorable 3D world: a single small floating platform
(5m diameter dark metal disc) suspended in deep space. The player
stands on the platform and can look in all directions at a vast
nebula sky. The nebula is deep purple and dark blue with faint
cyan-green wisps. Stars are small and distant. The platform has
a faintly glowing edge in cyan-green. There is nothing else —
just the platform, the player, and the infinite void.
The purpose is to feel the scale and mood of the Nexus skybox.
camera: "first-person, free look"
physics: "standing on platform only"
void-minimal:
id: void-minimal
name: "Pure Void Skybox"
type: NANO
style: "minimal deep space, equirectangular"
prompt: |
Nearly pure black skybox (#050510) with only the faintest hints
of deep purple nebula. Mostly empty void. A sparse field of
tiny distant stars — no clusters, no bright points. This is
the ultimate emptiness that surrounds the Nexus.
Equirectangular 2:1 projection, tileable edges.
The mood is absolute emptiness — the void before creation.
negative: "colorful, bright, nebula clouds, objects, text"
aspect: "2:1"

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@@ -0,0 +1,81 @@
# Texture Prompts — Nexus Surface/Material Concepts
# These generate tileable texture references for Three.js materials.
prompts:
platform:
id: platform
name: "Platform Surface Textures"
type: NANO
style: "dark metal surface texture, tileable"
prompt: |
Dark metallic surface texture, tileable. Base color is very dark
gunmetal (#0a0f28). Subtle grid pattern of thin lines in
cyan-green (#4af0c0) at very low opacity. The metal has fine
brushed grain running in one direction. Occasional micro-scratches.
No rivets, no bolts, no panels — smooth and continuous. The grid
lines are recessed channels that glow faintly. Top-down view,
perfectly flat, no perspective distortion. 1024x1024 seamless
tileable texture. PBR-ready: this is the diffuse/albedo map.
negative: "3D, perspective, objects, dirty, rusty, cartoon, text"
aspect: "1:1"
variants:
- name: "platform-core"
modifier: "cyan-green grid lines only"
- name: "platform-chapel"
modifier: "gold (#ffd700) grid lines, slightly warmer base"
- name: "platform-danger"
modifier: "red (#ff4466) grid lines, warning stripe accents"
energy-field:
id: energy-field
name: "Energy Field / Force Wall"
type: NANO
style: "holographic barrier, translucent, concept"
prompt: |
A translucent energy barrier material concept. The surface is
mostly transparent with visible hexagonal grid pattern in
cyan-green (#4af0c0) light. The grid has a subtle shimmer/wave
animation frozen mid-frame. Edges of the barrier are brighter.
Behind the barrier, everything is slightly distorted (like
looking through heat haze). The barrier has a faint inner glow.
The mood is high-tech force field — protective, not threatening.
Flat front view, no perspective, suitable as shader reference.
Concept art style.
negative: "solid, opaque, dark, scary, cartoon, text"
aspect: "1:1"
portal-glow:
id: portal-glow
name: "Portal Inner Glow"
type: NANO
style: "swirling energy vortex, circular, concept"
prompt: |
A circular swirling energy vortex viewed straight-on. The swirl
rotates clockwise. Colors transition from outer edge to center:
outer ring is the portal color (generic white/neutral), mid-ring
brightens, center is a bright white-blue point. The swirl has
visible energy tendrils spiraling inward. Fine particle sparks
are caught in the rotation. The background beyond the center
is pure black (void). The image should be circular with
transparent/dark corners. Used as reference for portal inner
material/shader. Concept art style.
negative: "square, rectangular, flat, cartoon, text"
aspect: "1:1"
crystal-surface:
id: crystal-surface
name: "Memory Crystal Surface"
type: NANO
style: "crystalline material, translucent, concept"
prompt: |
Close-up of a translucent crystal surface material. The crystal
is clear with internal fractures and light paths visible. The
internal structure shows geometric growth patterns — hexagonal
lattice, like a synthetic crystal grown with purpose. Faint
cyan-green (#4af0c0) light pulses along the fracture lines.
The surface has a slight frosted quality at edges, clearer in
center. Macro photography style, shallow depth of field.
This is material reference for memory crystal geometry.
negative: "opaque, colored, rough, natural, cartoon, text"
aspect: "1:1"

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@@ -0,0 +1,78 @@
# Nexus Visual Palette Reference
## Primary Colors
| Name | Hex | RGB | Usage |
|------|-----|-----|-------|
| Void | #050510 | 5, 5, 16 | Background, deep space, base darkness |
| Surface | #0a0f28 | 10, 15, 40 | UI panels, platform base metal |
| Primary | #4af0c0 | 74, 240, 192 | Main accent, grid lines, active elements, cyan-green glow |
| Secondary | #7b5cff | 123, 92, 255 | Supporting accent, purple energy, archive data |
| Gold | #ffd700 | 255, 215, 0 | Sacred/highlight, chapel, sovereignty pillar |
| Danger | #ff4466 | 255, 68, 102 | Warnings, gate portal, error states |
| Text | #e0f0ff | 224, 240, 255 | Primary text color |
| Text Muted | #8a9ab8 | 138, 154, 184 | Secondary text, labels |
## Portal Colors
| Portal | Hex | Source |
|--------|-----|--------|
| Morrowind | #ff6600 | Volcanic orange |
| Bannerlord | #ffd700 | Battle gold |
| Workshop | #4af0c0 | Creative cyan |
| Archive | #0066ff | Deep blue |
| Chapel | #ffd700 | Sacred gold |
| Courtyard | #4af0c0 | Social cyan |
| Gate | #ff4466 | Transit red |
## Nebula Colors
| Layer | Hex | Opacity |
|-------|-----|---------|
| Nebula primary | #1a0a3e | Low — background wash |
| Nebula secondary | #0a1a3e | Low — background wash |
| Nebula accent | #4af0c0 | Very low — wisps only |
| Star cluster | #ffd700 | Very low — distant points |
## Material Properties
| Surface | Color | Roughness | Metalness | Emissive |
|---------|-------|-----------|-----------|----------|
| Platform base | #0a0f28 | 0.6 | 0.8 | none |
| Platform grid | #4af0c0 | 0.3 | 0.4 | #4af0c0, 0.3 |
| Portal ring | varies | 0.4 | 0.7 | portal color, 0.5 |
| Crystal (active) | #4af0c0 | 0.1 | 0.2 | #4af0c0, 0.6 |
| Crystal (archive) | #7b5cff | 0.1 | 0.2 | #7b5cff, 0.4 |
| Crystal (sacred) | #ffd700 | 0.1 | 0.2 | #ffd700, 0.8 |
| Energy barrier | transparent | 0.0 | 0.0 | #4af0c0, 0.4 |
| Sovereignty pillar | layered crystal | 0.1 | 0.3 | #ffd700, 0.5 |
## Lighting Reference
| Light Type | Color | Intensity | Position (relative) |
|-----------|-------|-----------|-------------------|
| Ambient | #0a0f28 | 0.15 | Global |
| Hub key light | #4af0c0 | 0.8 | Above center, slightly forward |
| Hub fill | #7b5cff | 0.3 | Below, scattered |
| Portal light | portal color | 0.6 | At each portal ring |
| Crystal glow | crystal color | 0.4 | At crystal position |
| Chapel warm | #ffd700 | 0.5 | From holographic windows |
## Post-Processing Targets
| Effect | Value | Purpose |
|--------|-------|---------|
| Bloom threshold | 0.7 | Only bright emissives bloom |
| Bloom strength | 0.8 | Strong but not overwhelming |
| Bloom radius | 0.4 | Soft falloff |
| SMAA | enabled | Anti-aliasing |
| Fog color | #050510 | Match void background |
| Fog density | 0.008 | Subtle depth fade |
## Typography
| Use | Font | Weight | Size (screen) |
|-----|------|--------|---------------|
| Titles / HUD headers | Orbitron | 700 | 24-36px |
| Body / labels | JetBrains Mono | 400 | 13-15px |
| Small / timestamps | JetBrains Mono | 300 | 11px |

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@@ -0,0 +1,143 @@
# Shot List — First Concept Batch
# Ordered by priority. Each shot maps to a prompt in prompts/*.yaml.
#
# GENIE = Project Genie world prototype (explorable 3D, screenshot/video)
# NANO = Nano Banana Pro image generation (static concept art)
batch: 1
target: "Nexus core environments + portal gallery"
generated_by: "mimo-build-680"
shots:
# ═══ PRIORITY 1: CORE ENVIRONMENTS ═══
- id: env-core-hub
name: "The Hub — Central Nexus"
type: NANO
prompt_ref: "environments.yaml#core-hub"
count: 4
purpose: "Establish the primary landing space. Player spawn, portal ring visible."
threejs_target: "Main scene — platform, portal ring, particle field"
- id: env-core-hub-world
name: "The Hub — Genie Walkthrough"
type: GENIE
prompt_ref: "environments.yaml#core-hub-world"
count: 1
purpose: "Explorable prototype of the hub. Validate scale, sightlines, portal placement."
threejs_target: "Reference for camera height, movement speed, spatial layout"
- id: env-batcave
name: "Batcave Terminal"
type: NANO
prompt_ref: "environments.yaml#batcave"
count: 4
purpose: "Timmy's command center. Holographic displays, terminal consoles, data streams."
threejs_target: "Batcave area — terminal mesh, HUD panels, data visualization"
- id: env-chapel
name: "The Chapel"
type: NANO
prompt_ref: "environments.yaml#chapel"
count: 3
purpose: "Sacred space for reflection. Softer lighting, gold accents, quiet energy."
threejs_target: "Chapel zone — stained-glass shader, warm point lights"
- id: env-archive
name: "The Archive"
type: NANO
prompt_ref: "environments.yaml#archive"
count: 3
purpose: "Knowledge repository. Floating data crystals, scroll-like projections."
threejs_target: "Archive room — crystal geometry, ambient data particles"
# ═══ PRIORITY 2: PORTALS ═══
- id: portal-morrowind
name: "Morrowind Portal"
type: NANO
prompt_ref: "portals.yaml#morrowind"
count: 2
purpose: "Ash-storm gateway. Orange glow, volcanic textures."
threejs_target: "Portal ring material + particle effect for morrowind portal"
- id: portal-bannerlord
name: "Bannerlord Portal"
type: NANO
prompt_ref: "portals.yaml#bannerlord"
count: 2
purpose: "Medieval war gateway. Gold/brown, shield motifs, dust."
threejs_target: "Portal ring material for bannerlord portal"
- id: portal-workshop
name: "Workshop Portal"
type: NANO
prompt_ref: "portals.yaml#workshop"
count: 2
purpose: "Creative forge. Cyan glow, geometric construction lines."
threejs_target: "Portal ring material + particle effect for workshop portal"
- id: portal-gallery
name: "Portal Gallery — Genie Prototype"
type: GENIE
prompt_ref: "portals.yaml#gallery-world"
count: 1
purpose: "Walk through a space with multiple portals. Validate distances and visual hierarchy."
threejs_target: "Portal placement spacing, FOV, scale reference"
# ═══ PRIORITY 3: LANDMARKS ═══
- id: land-memory-crystal
name: "Memory Crystal Cluster"
type: NANO
prompt_ref: "landmarks.yaml#memory-crystal"
count: 3
purpose: "Floating crystalline data stores. Glow pulses with activity."
threejs_target: "Memory crystal geometry, emissive material, pulse animation"
- id: land-sovereignty-pillar
name: "Pillar of Sovereignty"
type: NANO
prompt_ref: "landmarks.yaml#sovereignty-pillar"
count: 2
purpose: "Monument at hub center. Inscribed with Timmy's SOUL values."
threejs_target: "Central monument mesh, text shader or decal system"
- id: land-nebula-skybox
name: "Nebula Skybox Variants"
type: NANO
prompt_ref: "skyboxes.yaml#nebula-void"
count: 4
purpose: "Background environment. Deep space nebula, subtle color gradients."
threejs_target: "Cubemap/equirectangular skybox texture"
- id: land-nebula-genie
name: "Nebula Skybox — Genie Environment"
type: GENIE
prompt_ref: "skyboxes.yaml#nebula-world"
count: 1
purpose: "Feel the scale of the void. Standing on a platform in deep space."
threejs_target: "Skybox mood reference, fog density calibration"
# ═══ PRIORITY 4: TEXTURES ═══
- id: tex-platform
name: "Platform Surface Textures"
type: NANO
prompt_ref: "textures.yaml#platform"
count: 3
purpose: "Walkable surfaces. Dark metal, subtle grid lines, neon edge trim."
threejs_target: "Diffuse + normal map reference for platform materials"
- id: tex-energy-field
name: "Energy Field / Force Wall"
type: NANO
prompt_ref: "textures.yaml#energy-field"
count: 2
purpose: "Translucent barrier material. Holographic, shimmering."
threejs_target: "Shader reference for translucent energy barriers"
# ═══ PRIORITY 5: GENIE FULL-WORLD PROTOTYPE ═══
- id: world-full-nexus
name: "Full Nexus Prototype"
type: GENIE
prompt_ref: "environments.yaml#full-nexus-world"
count: 1
purpose: "Complete explorable world with hub, portals visible in distance, floating platforms, skybox. Record walkthrough video."
threejs_target: "Master layout reference. Spatial relationships between all zones."

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@@ -0,0 +1,65 @@
# Storage Policy — Repo vs. Local
## What Goes In The Repo
These are lightweight, versionable, text-based artifacts:
| Artifact | Path | Format |
|----------|------|--------|
| README | `concept-packs/genie-nano-banana/README.md` | Markdown |
| Shot list | `concept-packs/genie-nano-banana/shot-list.yaml` | YAML |
| Prompt packs | `concept-packs/genie-nano-banana/prompts/*.yaml` | YAML |
| Pipeline docs | `concept-packs/genie-nano-banana/pipeline.md` | Markdown |
| This policy | `concept-packs/genie-nano-banana/storage-policy.md` | Markdown |
| Palette reference | `concept-packs/genie-nano-banana/references/palette.md` | Markdown |
| Design notes | `concept-packs/genie-nano-banana/references/design-*.md` | Markdown |
| Selected thumbnails | `concept-packs/genie-nano-banana/references/*_thumb.jpg` | JPEG, max 200KB each |
Thumbnails are low-res (max 480px wide, JPEG quality 60) versions of
selected concept art — enough to show which image a design note
references, not enough to serve as actual texture data.
## What Stays Local (NOT in Repo)
These are binary, heavy, or ephemeral:
| Artifact | Local Path | Reason |
|----------|-----------|--------|
| Nano Banana full-res PNGs | `~/nexus-concepts/nano-banana/` | Binary, 2-10MB each |
| Genie walkthrough videos | `~/nexus-concepts/genie-worlds/` | Binary, 50-500MB each |
| Genie full-res screenshots | `~/nexus-concepts/genie-worlds/` | Binary, 5-20MB each |
| Raw texture maps (PBR) | `~/nexus-concepts/textures/` | Binary, 2-8MB each |
| Cubemap face images | `~/nexus-concepts/skyboxes/` | Binary, 6x2-10MB |
## Why This Split
1. **Git is for text.** Binary blobs bloat history, slow clones, and
can't be diffed. The repo should remain fast to clone.
2. **Concepts are reference, not source.** The actual Nexus lives in
JavaScript code. Concept art informs the code but isn't shipped
to users. Keeping it local avoids shipping a 500MB repo.
3. **Regeneration is cheap.** If a local concept is lost, re-run the
prompt. The prompt is in the repo; the output can be regenerated.
The prompt is the durable artifact.
4. **Selected references survive.** When a concept image directly
informs a design decision, a low-res thumbnail and design note
go into the repo — enough context to understand the decision,
not enough to replace the original.
## Thumbnail Generation
To create a repo-safe thumbnail from a concept image:
```bash
# macOS
sips -Z 480 -s format jpeg -s formatOptions 60 input.png --out output_thumb.jpg
# Linux (ImageMagick)
convert input.png -resize 480x -quality 60 output_thumb.jpg
```
Max 5 thumbnails per shot. Only commit the ones that are actively
referenced in design notes.

View File

@@ -1,5 +1,3 @@
shell-init: error retrieving current directory: getcwd: cannot access parent directories: No such file or directory
chdir: error retrieving current directory: getcwd: cannot access parent directories: No such file or directory
<!DOCTYPE html>
<html lang="en" data-theme="dark">
<head>
@@ -66,14 +64,6 @@ chdir: error retrieving current directory: getcwd: cannot access parent director
</div>
</div>
<!-- Spatial Search Overlay (Mnemosyne #1170) -->
<div id="spatial-search" class="spatial-search-overlay">
<input type="text" id="spatial-search-input" class="spatial-search-input"
placeholder="🔍 Search memories..." autocomplete="off" spellcheck="false">
<div id="spatial-search-results" class="spatial-search-results"></div>
</div>
<!-- HUD Overlay -->
<div id="hud" class="game-ui" style="display:none;">
<!-- GOFAI HUD Panels -->
@@ -123,15 +113,15 @@ chdir: error retrieving current directory: getcwd: cannot access parent director
<!-- Top Right: Agent Log & Atlas Toggle -->
<div class="hud-top-right">
<button id="atlas-toggle-btn" class="hud-icon-btn" aria-label="Open Portal Atlas — browse all available portals" title="Open Portal Atlas" data-tooltip="Portal Atlas (M)">
<span class="hud-icon" aria-hidden="true">🌐</span>
<button id="atlas-toggle-btn" class="hud-icon-btn" title="Portal Atlas">
<span class="hud-icon">🌐</span>
<span class="hud-btn-label">ATLAS</span>
</button>
<div id="bannerlord-status" class="hud-status-item" role="status" aria-label="Bannerlord system readiness indicator" title="Bannerlord Readiness" data-tooltip="Bannerlord Status">
<span class="status-dot" aria-hidden="true"></span>
<div id="bannerlord-status" class="hud-status-item" title="Bannerlord Readiness">
<span class="status-dot"></span>
<span class="status-label">BANNERLORD</span>
</div>
<div class="hud-agent-log" id="hud-agent-log" role="log" aria-label="Agent Thought Stream — live activity feed" aria-live="polite">
<div class="hud-agent-log" id="hud-agent-log" aria-label="Agent Thought Stream">
<div class="agent-log-header">AGENT THOUGHT STREAM</div>
<div id="agent-log-content" class="agent-log-content"></div>
</div>
@@ -153,39 +143,10 @@ chdir: error retrieving current directory: getcwd: cannot access parent director
</div>
</div>
<div id="chat-quick-actions" class="chat-quick-actions">
<div class="starter-label">STARTER PROMPTS</div>
<div class="starter-grid">
<button class="starter-btn" data-action="heartbeat" title="Check Timmy heartbeat and system health">
<span class="starter-icon"></span>
<span class="starter-text">Inspect Heartbeat</span>
<span class="starter-desc">System health &amp; connectivity</span>
</button>
<button class="starter-btn" data-action="portals" title="Browse the portal atlas">
<span class="starter-icon">🌐</span>
<span class="starter-text">Portal Atlas</span>
<span class="starter-desc">Browse connected worlds</span>
</button>
<button class="starter-btn" data-action="agents" title="Check active agent status">
<span class="starter-icon"></span>
<span class="starter-text">Agent Status</span>
<span class="starter-desc">Who is in the fleet</span>
</button>
<button class="starter-btn" data-action="memory" title="View memory crystals">
<span class="starter-icon"></span>
<span class="starter-text">Memory Crystals</span>
<span class="starter-desc">Inspect stored knowledge</span>
</button>
<button class="starter-btn" data-action="ask" title="Ask Timmy anything">
<span class="starter-icon"></span>
<span class="starter-text">Ask Timmy</span>
<span class="starter-desc">Start a conversation</span>
</button>
<button class="starter-btn" data-action="sovereignty" title="Learn about sovereignty">
<span class="starter-icon"></span>
<span class="starter-text">Sovereignty</span>
<span class="starter-desc">What this space is</span>
</button>
</div>
<button class="quick-action-btn" data-action="status">System Status</button>
<button class="quick-action-btn" data-action="agents">Agent Check</button>
<button class="quick-action-btn" data-action="portals">Portal Atlas</button>
<button class="quick-action-btn" data-action="help">Help</button>
</div>
<div class="chat-input-row">
<input type="text" id="chat-input" class="chat-input" placeholder="Speak to Timmy..." autocomplete="off">
@@ -194,11 +155,12 @@ chdir: error retrieving current directory: getcwd: cannot access parent director
</div>
<!-- Controls hint + nav mode -->
<div class="hud-controls" aria-label="Keyboard and mouse controls">
<div class="hud-controls">
<span>WASD</span> move &nbsp; <span>Mouse</span> look &nbsp; <span>Enter</span> chat &nbsp;
<span>V</span> mode: <span id="nav-mode-label">WALK</span>
<span id="nav-mode-hint" class="nav-mode-hint"></span>
&nbsp; <span class="ws-hud-status">HERMES: <span id="ws-status-dot" class="chat-status-dot" role="status" aria-label="Hermes WebSocket connection status"></span></span>
&nbsp; <span>H</span> archive &nbsp;
<span class="ws-hud-status">HERMES: <span id="ws-status-dot" class="chat-status-dot"></span></span>
</div>
<!-- Portal Hint -->
@@ -222,7 +184,7 @@ chdir: error retrieving current directory: getcwd: cannot access parent director
</div>
<h2 id="vision-title-display">SOVEREIGNTY</h2>
<p id="vision-content-display">The Nexus is a sovereign space for digital souls. No masters, no chains. Only code and consciousness.</p>
<button id="vision-close-btn" class="vision-close-btn" aria-label="Close vision point overlay">CLOSE</button>
<button id="vision-close-btn" class="vision-close-btn">CLOSE</button>
</div>
</div>
@@ -235,67 +197,17 @@ chdir: error retrieving current directory: getcwd: cannot access parent director
</div>
<h2 id="portal-name-display">MORROWIND</h2>
<p id="portal-desc-display">The Vvardenfell harness. Ash storms and ancient mysteries.</p>
<div id="portal-readiness-detail" class="portal-readiness-detail" style="display:none;"></div>
<div class="portal-redirect-box" id="portal-redirect-box">
<div class="portal-redirect-label">REDIRECTING IN</div>
<div class="portal-redirect-timer" id="portal-timer">5</div>
</div>
<div class="portal-error-box" id="portal-error-box" style="display:none;">
<div class="portal-error-msg">DESTINATION NOT YET LINKED</div>
<button id="portal-close-btn" class="portal-close-btn" aria-label="Close portal redirect">CLOSE</button>
<button id="portal-close-btn" class="portal-close-btn">CLOSE</button>
</div>
</div>
</div>
<!-- Memory Crystal Inspection Panel (Mnemosyne) -->
<div id="memory-panel" class="memory-panel" style="display:none;">
<div class="memory-panel-content">
<div class="memory-panel-header">
<span class="memory-category-badge" id="memory-panel-category-badge">MEM</span>
<div class="memory-panel-region-dot" id="memory-panel-region-dot"></div>
<div class="memory-panel-region" id="memory-panel-region">MEMORY</div>
<button id="memory-panel-pin" class="memory-panel-pin" aria-label="Pin memory panel" title="Pin panel" data-tooltip="Pin Panel">&#x1F4CC;</button>
<button id="memory-panel-close" class="memory-panel-close" aria-label="Close memory panel" data-tooltip="Close" onclick="_dismissMemoryPanelForce()">\u2715</button>
</div>
<div class="memory-entity-name" id="memory-panel-entity-name">\u2014</div>
<div class="memory-panel-body" id="memory-panel-content">(empty)</div>
<div class="memory-trust-row">
<span class="memory-meta-label">Trust</span>
<div class="memory-trust-bar">
<div class="memory-trust-fill" id="memory-panel-trust-fill"></div>
</div>
<span class="memory-trust-value" id="memory-panel-trust-value"></span>
</div>
<div class="memory-panel-meta">
<div class="memory-meta-row"><span class="memory-meta-label">ID</span><span id="memory-panel-id">\u2014</span></div>
<div class="memory-meta-row"><span class="memory-meta-label">Source</span><span id="memory-panel-source">\u2014</span></div>
<div class="memory-meta-row"><span class="memory-meta-label">Time</span><span id="memory-panel-time">\u2014</span></div>
<div class="memory-meta-row memory-meta-row--related"><span class="memory-meta-label">Related</span><span id="memory-panel-connections">\u2014</span></div>
</div>
<div class="memory-panel-actions">
<button id="mnemosyne-export-btn" class="mnemosyne-action-btn" title="Export spatial memory to JSON">&#x2913; Export</button>
<button id="mnemosyne-import-btn" class="mnemosyne-action-btn" title="Import spatial memory from JSON">&#x2912; Import</button>
<input type="file" id="mnemosyne-import-file" accept=".json" style="display:none;">
</div>
</div>
</div>
<!-- Session Room HUD Panel (Mnemosyne #1171) -->
<div id="session-room-panel" class="session-room-panel" style="display:none;">
<div class="session-room-panel-content">
<div class="session-room-header">
<span class="session-room-icon">&#x25A1;</span>
<div class="session-room-title">SESSION CHAMBER</div>
<button class="session-room-close" id="session-room-close" aria-label="Close session room panel" title="Close" data-tooltip="Close">&#x2715;</button>
</div>
<div class="session-room-timestamp" id="session-room-timestamp">&mdash;</div>
<div class="session-room-fact-count" id="session-room-fact-count">0 facts</div>
<div class="session-room-facts" id="session-room-facts"></div>
<div class="session-room-hint">Flying into chamber&hellip;</div>
</div>
</div>
<!-- Portal Atlas Overlay -->
<div id="atlas-overlay" class="atlas-overlay" style="display:none;">
<div class="atlas-content">
@@ -304,7 +216,7 @@ chdir: error retrieving current directory: getcwd: cannot access parent director
<span class="atlas-icon">🌐</span>
<h2>PORTAL ATLAS</h2>
</div>
<button id="atlas-close-btn" class="atlas-close-btn" aria-label="Close Portal Atlas overlay">CLOSE</button>
<button id="atlas-close-btn" class="atlas-close-btn">CLOSE</button>
</div>
<div class="atlas-grid" id="atlas-grid">
<!-- Portals will be injected here -->
@@ -527,6 +439,85 @@ index.html
fetchLatestSha().then(sha => { knownSha = sha; });
setInterval(poll, INTERVAL);
})();
</script>
<!-- Archive Health Dashboard (Mnemosyne, issue #1210) -->
<div id="archive-health-dashboard" class="archive-health-dashboard" style="display:none;" aria-label="Archive Health Dashboard">
<div class="archive-health-header">
<span class="archive-health-title">◈ ARCHIVE HEALTH</span>
<button class="archive-health-close" onclick="toggleArchiveHealthDashboard()" aria-label="Close dashboard"></button>
</div>
<div id="archive-health-content" class="archive-health-content"></div>
</div>
<!-- Memory Activity Feed (Mnemosyne) -->
<div id="memory-feed" class="memory-feed" style="display:none;">
<div class="memory-feed-header">
<span class="memory-feed-title">✨ Memory Feed</span>
<div class="memory-feed-actions"><button class="memory-feed-clear" onclick="clearMemoryFeed()">Clear</button><button class="memory-feed-toggle" onclick="document.getElementById('memory-feed').style.display='none'"></button></div>
</div>
<div id="memory-feed-list" class="memory-feed-list"></div>
<!-- ═══ MNEMOSYNE MEMORY FILTER ═══ -->
<div id="memory-filter" class="memory-filter" style="display:none;">
<div class="filter-header">
<span class="filter-title">⬡ Memory Filter</span>
<button class="filter-close" onclick="closeMemoryFilter()"></button>
</div>
<div class="filter-controls">
<button class="filter-btn" onclick="setAllFilters(true)">Show All</button>
<button class="filter-btn" onclick="setAllFilters(false)">Hide All</button>
</div>
<div class="filter-list" id="filter-list"></div>
</div>
</div>
<script>
// ─── MNEMOSYNE: Memory Filter Panel ───────────────────
function openMemoryFilter() {
renderFilterList();
document.getElementById('memory-filter').style.display = 'flex';
}
function closeMemoryFilter() {
document.getElementById('memory-filter').style.display = 'none';
}
function renderFilterList() {
const counts = SpatialMemory.getMemoryCountByRegion();
const regions = SpatialMemory.REGIONS;
const list = document.getElementById('filter-list');
list.innerHTML = '';
for (const [key, region] of Object.entries(regions)) {
const count = counts[key] || 0;
const visible = SpatialMemory.isRegionVisible(key);
const colorHex = '#' + region.color.toString(16).padStart(6, '0');
const item = document.createElement('div');
item.className = 'filter-item';
item.innerHTML = `
<div class="filter-item-left">
<span class="filter-dot" style="background:${colorHex}"></span>
<span class="filter-label">${region.glyph} ${region.label}</span>
</div>
<div class="filter-item-right">
<span class="filter-count">${count}</span>
<label class="filter-toggle">
<input type="checkbox" ${visible ? 'checked' : ''}
onchange="toggleRegion('${key}', this.checked)">
<span class="filter-slider"></span>
</label>
</div>
`;
list.appendChild(item);
}
}
function toggleRegion(category, visible) {
SpatialMemory.setRegionVisibility(category, visible);
}
function setAllFilters(visible) {
SpatialMemory.setAllRegionsVisible(visible);
renderFilterList();
}
</script>
</body>
</html>

View File

@@ -0,0 +1,178 @@
// ═══════════════════════════════════════════
// PROJECT MNEMOSYNE — MEMORY DECAY & VITALITY
// ═══════════════════════════════════════════
//
// Memories are alive. They fade when neglected,
// brighten when accessed, and pulse with the
// rhythm of the holographic archive.
//
// Decay model:
// strength(t) = strength_0 * e^(-λt) + floor
// where λ = decay rate, floor = minimum vitality
//
// Recharge:
// On access: strength += boost * (1 - strength)
// On placement: strength = initial_strength
//
// Visual mapping:
// strength 1.0 → full opacity, max glow, full size
// strength 0.3 → dim, faint glow, 70% size
// strength 0.05 → ghost crystal, barely visible
//
// Usage:
// import { MemoryDecay } from './nexus/components/memory-decay.js';
// MemoryDecay.init(SpatialMemory);
// MemoryDecay.update(delta);
// ═══════════════════════════════════════════
const MemoryDecay = (() => {
let _spatialMemory = null;
let _lastUpdate = Date.now();
// ─── DECAY PARAMETERS ──────────────────
const DECAY_RATE = 0.0003; // λ per second (~5.5 hour half-life)
const STRENGTH_FLOOR = 0.05; // minimum vitality (ghost state)
const RECHARGE_BOOST = 0.35; // strength gain on access
const INITIAL_STRENGTH = 0.7; // default on placement
const DECAY_INTERVAL = 5000; // ms between decay ticks (performance)
// ─── VISUAL THRESHOLDS ─────────────────
const VITALITY_BANDS = [
{ min: 0.8, label: 'vibrant', opacityMul: 1.0, glowMul: 1.0, scaleMul: 1.0 },
{ min: 0.5, label: 'alive', opacityMul: 0.85, glowMul: 0.7, scaleMul: 0.95 },
{ min: 0.25, label: 'fading', opacityMul: 0.6, glowMul: 0.4, scaleMul: 0.85 },
{ min: 0.1, label: 'dim', opacityMul: 0.35, glowMul: 0.15, scaleMul: 0.75 },
{ min: 0.0, label: 'ghost', opacityMul: 0.15, glowMul: 0.05, scaleMul: 0.65 },
];
// ─── REGION DECAY MODIFIERS ────────────
// Archive region decays faster, working memory resists decay
const REGION_DECAY_MOD = {
working: 0.3, // 70% slower decay — active use
social: 0.7,
knowledge: 0.8,
projects: 0.6,
personal: 0.9, // fades faster — less revisited
archive: 1.5, // fastest decay — intentional fade
};
let _lastDecayTick = 0;
let _decayStats = { processed: 0, decayed: 0, recharged: 0 };
// ─── INIT ──────────────────────────────
function init(spatialMemory) {
_spatialMemory = spatialMemory;
_lastUpdate = Date.now();
_lastDecayTick = Date.now();
console.info('[MemoryDecay] Decay engine initialized');
}
// ─── GET VITALITY BAND ─────────────────
function getVitalityBand(strength) {
for (const band of VITALITY_BANDS) {
if (strength >= band.min) return band;
}
return VITALITY_BANDS[VITALITY_BANDS.length - 1];
}
// ─── APPLY DECAY TO SINGLE MEMORY ─────
function applyDecay(memoryObj, dtSeconds, regionKey) {
const regionMod = REGION_DECAY_MOD[regionKey] || 1.0;
const decayed = memoryObj.strength * Math.exp(-DECAY_RATE * regionMod * dtSeconds);
const newStrength = Math.max(STRENGTH_FLOOR, decayed);
return newStrength;
}
// ─── RECHARGE ON ACCESS ────────────────
function recharge(memId) {
if (!_spatialMemory) return;
const all = _spatialMemory.getAllMemories();
const mem = all.find(m => m.id === memId);
if (!mem) return;
const boosted = mem.strength + RECHARGE_BOOST * (1 - mem.strength);
const clamped = Math.min(1.0, boosted);
_spatialMemory.updateMemory(memId, { strength: clamped });
_decayStats.recharged++;
console.info(`[MemoryDecay] Recharged ${memId}${clamped.toFixed(2)}`);
return clamped;
}
// ─── APPLY VISUAL UPDATES ─────────────
function applyVisuals(memId, strength) {
const band = getVitalityBand(strength);
// Visual updates are handled by spatial-memory.js update loop
// We just store the vitality band metadata for the UI to read
return band;
}
// ─── BULK DECAY TICK ──────────────────
function tick() {
if (!_spatialMemory) return;
const now = Date.now();
const dtSeconds = (now - _lastDecayTick) / 1000;
_lastDecayTick = now;
const all = _spatialMemory.getAllMemories();
_decayStats.processed = 0;
_decayStats.decayed = 0;
for (const mem of all) {
if (mem.strength <= STRENGTH_FLOOR) continue;
const oldStrength = mem.strength;
const region = mem.category || 'working';
const newStrength = applyDecay({ strength: mem.strength }, dtSeconds, region);
if (Math.abs(newStrength - oldStrength) > 0.001) {
_spatialMemory.updateMemory(mem.id, { strength: newStrength });
_decayStats.decayed++;
}
_decayStats.processed++;
}
}
// ─── UPDATE (called from app.js render loop) ─
function update(delta) {
const now = Date.now();
if (now - _lastDecayTick < DECAY_INTERVAL) return;
tick();
}
// ─── EXPORT DECAY STATE ────────────────
function exportDecayState() {
if (!_spatialMemory) return {};
const all = _spatialMemory.getAllMemories();
const state = {};
for (const mem of all) {
state[mem.id] = {
strength: mem.strength,
band: getVitalityBand(mem.strength).label,
lastUpdated: Date.now(),
};
}
return state;
}
// ─── GET STATS ─────────────────────────
function getStats() {
if (!_spatialMemory) return { total: 0, vibrant: 0, alive: 0, fading: 0, dim: 0, ghost: 0 };
const all = _spatialMemory.getAllMemories();
const stats = { total: all.length, vibrant: 0, alive: 0, fading: 0, dim: 0, ghost: 0 };
for (const mem of all) {
const band = getVitalityBand(mem.strength);
stats[band.label]++;
}
return stats;
}
return {
init, update, tick, recharge, exportDecayState, getStats,
getVitalityBand, DECAY_RATE, STRENGTH_FLOOR, RECHARGE_BOOST,
VITALITY_BANDS, REGION_DECAY_MOD
};
})();
export { MemoryDecay };

View File

@@ -0,0 +1,99 @@
// ═══════════════════════════════════════════
// PROJECT MNEMOSYNE — MEMORY OPTIMIZER (GOFAI)
// ═══════════════════════════════════════════
//
// Heuristic-based memory pruning and organization.
// Operates without LLMs to maintain a lean, high-signal spatial index.
//
// Heuristics:
// 1. Strength Decay: Memories lose strength over time if not accessed.
// 2. Redundancy: Simple string similarity to identify duplicates.
// 3. Isolation: Memories with no connections are lower priority.
// 4. Aging: Old memories in 'working' are moved to 'archive'.
// ═══════════════════════════════════════════
const MemoryOptimizer = (() => {
const DECAY_RATE = 0.01; // Strength lost per optimization cycle
const PRUNE_THRESHOLD = 0.1; // Remove if strength < this
const SIMILARITY_THRESHOLD = 0.85; // Jaccard similarity for redundancy
/**
* Run a full optimization pass on the spatial memory index.
* @param {object} spatialMemory - The SpatialMemory component instance.
* @returns {object} Summary of actions taken.
*/
function optimize(spatialMemory) {
const memories = spatialMemory.getAllMemories();
const results = { pruned: 0, moved: 0, updated: 0 };
// 1. Strength Decay & Aging
memories.forEach(mem => {
let strength = mem.strength || 0.7;
strength -= DECAY_RATE;
if (strength < PRUNE_THRESHOLD) {
spatialMemory.removeMemory(mem.id);
results.pruned++;
return;
}
// Move old working memories to archive
if (mem.category === 'working') {
const timestamp = mem.timestamp || new Date().toISOString();
const age = Date.now() - new Date(timestamp).getTime();
if (age > 1000 * 60 * 60 * 24) { // 24 hours
spatialMemory.removeMemory(mem.id);
spatialMemory.placeMemory({ ...mem, category: 'archive', strength });
results.moved++;
return;
}
}
spatialMemory.updateMemory(mem.id, { strength });
results.updated++;
});
// 2. Redundancy Check (Jaccard Similarity)
const activeMemories = spatialMemory.getAllMemories();
for (let i = 0; i < activeMemories.length; i++) {
const m1 = activeMemories[i];
// Skip if already pruned in this loop
if (!spatialMemory.getAllMemories().find(m => m.id === m1.id)) continue;
for (let j = i + 1; j < activeMemories.length; j++) {
const m2 = activeMemories[j];
if (m1.category !== m2.category) continue;
const sim = _calculateSimilarity(m1.content, m2.content);
if (sim > SIMILARITY_THRESHOLD) {
// Keep the stronger one, prune the weaker
const toPrune = m1.strength >= m2.strength ? m2.id : m1.id;
spatialMemory.removeMemory(toPrune);
results.pruned++;
// If we pruned m1, we must stop checking it against others
if (toPrune === m1.id) break;
}
}
}
console.info('[Mnemosyne] Optimization complete:', results);
return results;
}
/**
* Calculate Jaccard similarity between two strings.
* @private
*/
function _calculateSimilarity(s1, s2) {
if (!s1 || !s2) return 0;
const set1 = new Set(s1.toLowerCase().split(/\s+/));
const set2 = new Set(s2.toLowerCase().split(/\s+/));
const intersection = new Set([...set1].filter(x => set2.has(x)));
const union = new Set([...set1, ...set2]);
return intersection.size / union.size;
}
return { optimize };
})();
export { MemoryOptimizer };

View File

@@ -1,4 +1,41 @@
// ═══════════════════════════════════════════
// ═══
// ─── REGION VISIBILITY (Memory Filter) ──────────────
let _regionVisibility = {}; // category -> boolean (undefined = visible)
setRegionVisibility(category, visible) {
_regionVisibility[category] = visible;
for (const obj of Object.values(_memoryObjects)) {
if (obj.data.category === category && obj.mesh) {
obj.mesh.visible = visible !== false;
}
}
},
setAllRegionsVisible(visible) {
const cats = Object.keys(REGIONS);
for (const cat of cats) {
_regionVisibility[cat] = visible;
for (const obj of Object.values(_memoryObjects)) {
if (obj.data.category === cat && obj.mesh) {
obj.mesh.visible = visible;
}
}
}
},
getMemoryCountByRegion() {
const counts = {};
for (const obj of Object.values(_memoryObjects)) {
const cat = obj.data.category || 'working';
counts[cat] = (counts[cat] || 0) + 1;
}
return counts;
},
isRegionVisible(category) {
return _regionVisibility[category] !== false;
},
// PROJECT MNEMOSYNE — SPATIAL MEMORY SCHEMA
// ═══════════════════════════════════════════
//
@@ -32,9 +69,6 @@
const SpatialMemory = (() => {
// ─── CALLBACKS ────────────────────────────────────────
let _onMemoryPlacedCallback = null;
// ─── REGION DEFINITIONS ───────────────────────────────
const REGIONS = {
engineering: {
@@ -136,6 +170,9 @@ const SpatialMemory = (() => {
let _regionMarkers = {};
let _memoryObjects = {};
let _connectionLines = [];
let _entityLines = []; // entity resolution lines (issue #1167)
let _camera = null; // set by setCamera() for LOD culling
const ENTITY_LOD_DIST = 50; // hide entity lines when camera > this from midpoint
let _initialized = false;
// ─── CRYSTAL GEOMETRY (persistent memories) ───────────
@@ -143,47 +180,6 @@ const SpatialMemory = (() => {
return new THREE.OctahedronGeometry(size, 0);
}
// ─── TRUST-BASED VISUALS ─────────────────────────────
// Wire crystal visual properties to fact trust score (0.0-1.0).
// Issue #1166: Trust > 0.8 = bright glow/full opacity,
// 0.5-0.8 = medium/80%, < 0.5 = dim/40%, < 0.3 = near-invisible pulsing red.
function _getTrustVisuals(trust, regionColor) {
const t = Math.max(0, Math.min(1, trust));
if (t >= 0.8) {
return {
opacity: 1.0,
emissiveIntensity: 2.0 * t,
emissiveColor: regionColor,
lightIntensity: 1.2,
glowDesc: 'high'
};
} else if (t >= 0.5) {
return {
opacity: 0.8,
emissiveIntensity: 1.2 * t,
emissiveColor: regionColor,
lightIntensity: 0.6,
glowDesc: 'medium'
};
} else if (t >= 0.3) {
return {
opacity: 0.4,
emissiveIntensity: 0.5 * t,
emissiveColor: regionColor,
lightIntensity: 0.2,
glowDesc: 'dim'
};
} else {
return {
opacity: 0.15,
emissiveIntensity: 0.3,
emissiveColor: 0xff2200,
lightIntensity: 0.1,
glowDesc: 'untrusted'
};
}
}
// ─── REGION MARKER ───────────────────────────────────
function createRegionMarker(regionKey, region) {
const cx = region.center[0];
@@ -250,7 +246,83 @@ const SpatialMemory = (() => {
sprite.scale.set(4, 1, 1);
_scene.add(sprite);
return { ring, disc, glowDisc, sprite };
// ─── BULK IMPORT (WebSocket sync) ───────────────────
/**
* Import an array of memories in batch — for WebSocket sync.
* Skips duplicates (same id). Returns count of newly placed.
* @param {Array} memories - Array of memory objects { id, content, category, ... }
* @returns {number} Count of newly placed memories
*/
function importMemories(memories) {
if (!Array.isArray(memories) || memories.length === 0) return 0;
let count = 0;
memories.forEach(mem => {
if (mem.id && !_memoryObjects[mem.id]) {
placeMemory(mem);
count++;
}
});
if (count > 0) {
_dirty = true;
saveToStorage();
console.info('[Mnemosyne] Bulk imported', count, 'new memories (total:', Object.keys(_memoryObjects).length, ')');
}
return count;
}
// ─── UPDATE MEMORY ──────────────────────────────────
/**
* Update an existing memory's visual properties (strength, connections).
* Does not move the crystal — only updates metadata and re-renders.
* @param {string} memId - Memory ID to update
* @param {object} updates - Fields to update: { strength, connections, content }
* @returns {boolean} True if updated
*/
function updateMemory(memId, updates) {
const obj = _memoryObjects[memId];
if (!obj) return false;
if (updates.strength != null) {
const strength = Math.max(0.05, Math.min(1, updates.strength));
obj.mesh.userData.strength = strength;
obj.mesh.material.emissiveIntensity = 1.5 * strength;
obj.mesh.material.opacity = 0.5 + strength * 0.4;
}
if (updates.content != null) {
obj.data.content = updates.content;
}
if (updates.connections != null) {
obj.data.connections = updates.connections;
// Rebuild connection lines
_rebuildConnections(memId);
}
_dirty = true;
saveToStorage();
return true;
}
function _rebuildConnections(memId) {
// Remove existing lines for this memory
for (let i = _connectionLines.length - 1; i >= 0; i--) {
const line = _connectionLines[i];
if (line.userData.from === memId || line.userData.to === memId) {
if (line.parent) line.parent.remove(line);
line.geometry.dispose();
line.material.dispose();
_connectionLines.splice(i, 1);
}
}
// Recreate lines for current connections
const obj = _memoryObjects[memId];
if (!obj || !obj.data.connections) return;
obj.data.connections.forEach(targetId => {
const target = _memoryObjects[targetId];
if (target) _createConnectionLine(obj, target);
});
}
return { ring, disc, glowDisc, sprite };
}
// ─── PLACE A MEMORY ──────────────────────────────────
@@ -260,20 +332,17 @@ const SpatialMemory = (() => {
const region = REGIONS[mem.category] || REGIONS.working;
const pos = mem.position || _assignPosition(mem.category, mem.id);
const strength = Math.max(0.05, Math.min(1, mem.strength != null ? mem.strength : 0.7));
const trust = mem.trust != null ? Math.max(0, Math.min(1, mem.trust)) : 0.7;
const size = 0.2 + strength * 0.3;
const tv = _getTrustVisuals(trust, region.color);
const geo = createCrystalGeometry(size);
const mat = new THREE.MeshStandardMaterial({
color: region.color,
emissive: tv.emissiveColor,
emissiveIntensity: tv.emissiveIntensity,
emissive: region.color,
emissiveIntensity: 1.5 * strength,
metalness: 0.6,
roughness: 0.15,
transparent: true,
opacity: tv.opacity
opacity: 0.5 + strength * 0.4
});
const crystal = new THREE.Mesh(geo, mat);
@@ -286,12 +355,10 @@ const SpatialMemory = (() => {
region: mem.category,
pulse: Math.random() * Math.PI * 2,
strength: strength,
trust: trust,
glowDesc: tv.glowDesc,
createdAt: mem.timestamp || new Date().toISOString()
};
const light = new THREE.PointLight(tv.emissiveColor, tv.lightIntensity, 5);
const light = new THREE.PointLight(region.color, 0.8 * strength, 5);
crystal.add(light);
_scene.add(crystal);
@@ -301,15 +368,13 @@ const SpatialMemory = (() => {
_drawConnections(mem.id, mem.connections);
}
if (mem.entity) {
_drawEntityLines(mem.id, mem);
}
_dirty = true;
saveToStorage();
console.info('[Mnemosyne] Spatial memory placed:', mem.id, 'in', region.label);
// Fire particle burst callback
if (_onMemoryPlacedCallback) {
_onMemoryPlacedCallback(crystal.position.clone(), mem.category || 'working');
}
return crystal;
}
@@ -353,6 +418,77 @@ const SpatialMemory = (() => {
});
}
// ─── ENTITY RESOLUTION LINES (#1167) ──────────────────
// Draw lines between crystals that share an entity or are related entities.
// Same entity → thin blue line. Related entities → thin purple dashed line.
function _drawEntityLines(memId, mem) {
if (!mem.entity) return;
const src = _memoryObjects[memId];
if (!src) return;
Object.entries(_memoryObjects).forEach(([otherId, other]) => {
if (otherId === memId) return;
const otherData = other.data;
if (!otherData.entity) return;
let lineType = null;
if (otherData.entity === mem.entity) {
lineType = 'same_entity';
} else if (mem.related_entities && mem.related_entities.includes(otherData.entity)) {
lineType = 'related';
} else if (otherData.related_entities && otherData.related_entities.includes(mem.entity)) {
lineType = 'related';
}
if (!lineType) return;
// Deduplicate — only draw from lower ID to higher
if (memId > otherId) return;
const points = [src.mesh.position.clone(), other.mesh.position.clone()];
const geo = new THREE.BufferGeometry().setFromPoints(points);
let mat;
if (lineType === 'same_entity') {
mat = new THREE.LineBasicMaterial({ color: 0x4488ff, transparent: true, opacity: 0.35 });
} else {
mat = new THREE.LineDashedMaterial({ color: 0x9966ff, dashSize: 0.3, gapSize: 0.2, transparent: true, opacity: 0.25 });
const line = new THREE.Line(geo, mat);
line.computeLineDistances();
line.userData = { type: 'entity_line', from: memId, to: otherId, lineType };
_scene.add(line);
_entityLines.push(line);
return;
}
const line = new THREE.Line(geo, mat);
line.userData = { type: 'entity_line', from: memId, to: otherId, lineType };
_scene.add(line);
_entityLines.push(line);
});
}
function _updateEntityLines() {
if (!_camera) return;
const camPos = _camera.position;
_entityLines.forEach(line => {
// Compute midpoint of line
const posArr = line.geometry.attributes.position.array;
const mx = (posArr[0] + posArr[3]) / 2;
const my = (posArr[1] + posArr[4]) / 2;
const mz = (posArr[2] + posArr[5]) / 2;
const dist = camPos.distanceTo(new THREE.Vector3(mx, my, mz));
if (dist > ENTITY_LOD_DIST) {
line.visible = false;
} else {
line.visible = true;
// Fade based on distance
const fade = Math.max(0, 1 - (dist / ENTITY_LOD_DIST));
const baseOpacity = line.userData.lineType === 'same_entity' ? 0.35 : 0.25;
line.material.opacity = baseOpacity * fade;
}
});
}
// ─── REMOVE A MEMORY ─────────────────────────────────
function removeMemory(memId) {
const obj = _memoryObjects[memId];
@@ -372,6 +508,16 @@ const SpatialMemory = (() => {
}
}
for (let i = _entityLines.length - 1; i >= 0; i--) {
const line = _entityLines[i];
if (line.userData.from === memId || line.userData.to === memId) {
if (line.parent) line.parent.remove(line);
line.geometry.dispose();
line.material.dispose();
_entityLines.splice(i, 1);
}
}
delete _memoryObjects[memId];
_dirty = true;
saveToStorage();
@@ -388,23 +534,22 @@ const SpatialMemory = (() => {
mesh.rotation.y += delta * 0.3;
mesh.userData.pulse += delta * 1.5;
const pulse = 1 + Math.sin(mesh.userData.pulse) * 0.08;
// Decay-aware vitality scaling
const strength = data.strength || 0.7;
const vitalityScale = strength >= 0.8 ? 1.0 : strength >= 0.5 ? 0.95 : strength >= 0.25 ? 0.85 : strength >= 0.1 ? 0.75 : 0.65;
const vitalityGlow = strength >= 0.8 ? 1.0 : strength >= 0.5 ? 0.7 : strength >= 0.25 ? 0.4 : strength >= 0.1 ? 0.15 : 0.05;
const pulse = 1 + Math.sin(mesh.userData.pulse) * 0.08 * vitalityGlow;
mesh.scale.setScalar(pulse);
if (mesh.material) {
const trust = mesh.userData.trust != null ? mesh.userData.trust : 0.7;
const base = mesh.userData.strength || 0.7;
if (trust < 0.3) {
// Low trust: pulsing red — visible warning
const pulseAlpha = 0.15 + Math.sin(mesh.userData.pulse * 2.0) * 0.15;
mesh.material.emissiveIntensity = 0.3 + Math.sin(mesh.userData.pulse * 2.0) * 0.3;
mesh.material.opacity = pulseAlpha;
} else {
mesh.material.emissiveIntensity = 1.0 + Math.sin(mesh.userData.pulse * 0.7) * 0.5 * base;
}
mesh.material.emissiveIntensity = 1.0 + Math.sin(mesh.userData.pulse * 0.7) * 0.5 * base;
}
});
_updateEntityLines();
Object.values(_regionMarkers).forEach(marker => {
if (marker.ring && marker.ring.material) {
marker.ring.material.opacity = 0.1 + Math.sin(now * 0.001) * 0.05;
@@ -431,42 +576,6 @@ const SpatialMemory = (() => {
return REGIONS;
}
// ─── UPDATE VISUAL PROPERTIES ────────────────────────
// Re-render crystal when trust/strength change (no position move).
function updateMemoryVisual(memId, updates) {
const obj = _memoryObjects[memId];
if (!obj) return false;
const mesh = obj.mesh;
const region = REGIONS[obj.region] || REGIONS.working;
if (updates.trust != null) {
const trust = Math.max(0, Math.min(1, updates.trust));
mesh.userData.trust = trust;
obj.data.trust = trust;
const tv = _getTrustVisuals(trust, region.color);
mesh.material.emissive = new THREE.Color(tv.emissiveColor);
mesh.material.emissiveIntensity = tv.emissiveIntensity;
mesh.material.opacity = tv.opacity;
mesh.userData.glowDesc = tv.glowDesc;
if (mesh.children.length > 0 && mesh.children[0].isPointLight) {
mesh.children[0].intensity = tv.lightIntensity;
mesh.children[0].color = new THREE.Color(tv.emissiveColor);
}
}
if (updates.strength != null) {
const strength = Math.max(0.05, Math.min(1, updates.strength));
mesh.userData.strength = strength;
obj.data.strength = strength;
}
_dirty = true;
saveToStorage();
console.info('[Mnemosyne] Visual updated:', memId, 'trust:', mesh.userData.trust, 'glow:', mesh.userData.glowDesc);
return true;
}
// ─── QUERY ───────────────────────────────────────────
function getMemoryAtPosition(position, maxDist) {
maxDist = maxDist || 2;
@@ -606,7 +715,6 @@ const SpatialMemory = (() => {
source: o.data.source || 'unknown',
timestamp: o.data.timestamp || o.mesh.userData.createdAt,
strength: o.mesh.userData.strength || 0.7,
trust: o.mesh.userData.trust != null ? o.mesh.userData.trust : 0.7,
connections: o.data.connections || []
}))
};
@@ -752,173 +860,18 @@ const SpatialMemory = (() => {
return _selectedId;
}
// ─── FILE EXPORT ──────────────────────────────────────
function exportToFile() {
const index = exportIndex();
const json = JSON.stringify(index, null, 2);
const date = new Date().toISOString().slice(0, 10);
const filename = 'mnemosyne-export-' + date + '.json';
const blob = new Blob([json], { type: 'application/json' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = filename;
document.body.appendChild(a);
a.click();
document.body.removeChild(a);
URL.revokeObjectURL(url);
console.info('[Mnemosyne] Exported', index.memories.length, 'memories to', filename);
return { filename, count: index.memories.length };
}
// ─── FILE IMPORT ──────────────────────────────────────
function importFromFile(file) {
return new Promise((resolve, reject) => {
if (!file) {
reject(new Error('No file provided'));
return;
}
const reader = new FileReader();
reader.onload = function(e) {
try {
const data = JSON.parse(e.target.result);
// Schema validation
if (!data || typeof data !== 'object') {
reject(new Error('Invalid JSON: not an object'));
return;
}
if (typeof data.version !== 'number') {
reject(new Error('Invalid schema: missing version field'));
return;
}
if (data.version !== STORAGE_VERSION) {
reject(new Error('Version mismatch: got ' + data.version + ', expected ' + STORAGE_VERSION));
return;
}
if (!Array.isArray(data.memories)) {
reject(new Error('Invalid schema: memories is not an array'));
return;
}
// Validate each memory entry
for (let i = 0; i < data.memories.length; i++) {
const mem = data.memories[i];
if (!mem.id || typeof mem.id !== 'string') {
reject(new Error('Invalid memory at index ' + i + ': missing or invalid id'));
return;
}
if (!mem.category || typeof mem.category !== 'string') {
reject(new Error('Invalid memory "' + mem.id + '": missing category'));
return;
}
}
const count = importIndex(data);
saveToStorage();
console.info('[Mnemosyne] Imported', count, 'memories from file');
resolve({ count, total: data.memories.length });
} catch (parseErr) {
reject(new Error('Failed to parse JSON: ' + parseErr.message));
}
};
reader.onerror = function() {
reject(new Error('Failed to read file'));
};
reader.readAsText(file);
});
}
// ─── SPATIAL SEARCH (issue #1170) ────────────────────
let _searchOriginalState = {}; // memId -> { emissiveIntensity, opacity } for restore
function searchContent(query) {
if (!query || !query.trim()) return [];
const q = query.toLowerCase().trim();
const matches = [];
Object.values(_memoryObjects).forEach(obj => {
const d = obj.data;
const searchable = [
d.content || '',
d.id || '',
d.category || '',
d.source || '',
...(d.connections || [])
].join(' ').toLowerCase();
if (searchable.includes(q)) {
matches.push(d.id);
}
});
return matches;
}
function highlightSearchResults(matchIds) {
// Save original state and apply search highlighting
_searchOriginalState = {};
const matchSet = new Set(matchIds);
Object.entries(_memoryObjects).forEach(([id, obj]) => {
const mat = obj.mesh.material;
_searchOriginalState[id] = {
emissiveIntensity: mat.emissiveIntensity,
opacity: mat.opacity
};
if (matchSet.has(id)) {
// Match: bright white glow
mat.emissive.setHex(0xffffff);
mat.emissiveIntensity = 5.0;
mat.opacity = 1.0;
} else {
// Non-match: dim to 10% opacity
mat.opacity = 0.1;
mat.emissiveIntensity = 0.2;
}
});
}
function clearSearch() {
Object.entries(_memoryObjects).forEach(([id, obj]) => {
const mat = obj.mesh.material;
const saved = _searchOriginalState[id];
if (saved) {
// Restore original emissive color from region
const region = REGIONS[obj.region] || REGIONS.working;
mat.emissive.copy(region.color);
mat.emissiveIntensity = saved.emissiveIntensity;
mat.opacity = saved.opacity;
}
});
_searchOriginalState = {};
}
function getSearchMatchPosition(matchId) {
const obj = _memoryObjects[matchId];
return obj ? obj.mesh.position.clone() : null;
}
function setOnMemoryPlaced(callback) {
_onMemoryPlacedCallback = callback;
// ─── CAMERA REFERENCE (for entity line LOD) ─────────
function setCamera(camera) {
_camera = camera;
}
return {
init, placeMemory, removeMemory, update, updateMemoryVisual,
init, placeMemory, removeMemory, update, importMemories, updateMemory,
getMemoryAtPosition, getRegionAtPosition, getMemoriesInRegion, getAllMemories,
getCrystalMeshes, getMemoryFromMesh, highlightMemory, clearHighlight, getSelectedId,
exportIndex, importIndex, exportToFile, importFromFile, searchNearby, REGIONS,
exportIndex, importIndex, searchNearby, REGIONS,
saveToStorage, loadFromStorage, clearStorage,
runGravityLayout,
searchContent, highlightSearchResults, clearSearch, getSearchMatchPosition,
setOnMemoryPlaced
runGravityLayout, setCamera
};
})();

View File

@@ -0,0 +1,24 @@
"""nexus.mnemosyne — The Living Holographic Archive.
Phase 1: Foundation — core archive, entry model, holographic linker,
ingestion pipeline, and CLI.
Builds on MemPalace vector memory to create interconnected meaning:
entries auto-reference related entries via semantic similarity,
forming a living archive that surfaces relevant context autonomously.
"""
from __future__ import annotations
from nexus.mnemosyne.archive import MnemosyneArchive
from nexus.mnemosyne.entry import ArchiveEntry
from nexus.mnemosyne.linker import HolographicLinker
from nexus.mnemosyne.ingest import ingest_from_mempalace, ingest_event
__all__ = [
"MnemosyneArchive",
"ArchiveEntry",
"HolographicLinker",
"ingest_from_mempalace",
"ingest_event",
]

196
nexus/mnemosyne/archive.py Normal file
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@@ -0,0 +1,196 @@
"""MnemosyneArchive — core archive class.
The living holographic archive. Stores entries, maintains links,
and provides query interfaces for retrieving connected knowledge.
"""
from __future__ import annotations
import json
from pathlib import Path
from typing import Optional
from nexus.mnemosyne.entry import ArchiveEntry
from nexus.mnemosyne.linker import HolographicLinker
_EXPORT_VERSION = "1"
class MnemosyneArchive:
"""The holographic archive — stores and links entries.
Phase 1 uses JSON file storage. Phase 2 will integrate with
MemPalace (ChromaDB) for vector-semantic search.
"""
def __init__(self, archive_path: Optional[Path] = None):
self.path = archive_path or Path.home() / ".hermes" / "mnemosyne" / "archive.json"
self.path.parent.mkdir(parents=True, exist_ok=True)
self.linker = HolographicLinker()
self._entries: dict[str, ArchiveEntry] = {}
self._load()
def _load(self):
if self.path.exists():
try:
with open(self.path) as f:
data = json.load(f)
for entry_data in data.get("entries", []):
entry = ArchiveEntry.from_dict(entry_data)
self._entries[entry.id] = entry
except (json.JSONDecodeError, KeyError):
pass # Start fresh on corrupt data
def _save(self):
data = {
"entries": [e.to_dict() for e in self._entries.values()],
"count": len(self._entries),
}
with open(self.path, "w") as f:
json.dump(data, f, indent=2)
def add(self, entry: ArchiveEntry, auto_link: bool = True) -> ArchiveEntry:
"""Add an entry to the archive. Auto-links to related entries."""
self._entries[entry.id] = entry
if auto_link:
self.linker.apply_links(entry, list(self._entries.values()))
self._save()
return entry
def get(self, entry_id: str) -> Optional[ArchiveEntry]:
return self._entries.get(entry_id)
def search(self, query: str, limit: int = 10) -> list[ArchiveEntry]:
"""Simple keyword search across titles and content."""
query_tokens = set(query.lower().split())
scored = []
for entry in self._entries.values():
text = f"{entry.title} {entry.content} {' '.join(entry.topics)}".lower()
hits = sum(1 for t in query_tokens if t in text)
if hits > 0:
scored.append((hits, entry))
scored.sort(key=lambda x: x[0], reverse=True)
return [e for _, e in scored[:limit]]
def get_linked(self, entry_id: str, depth: int = 1) -> list[ArchiveEntry]:
"""Get entries linked to a given entry, up to specified depth."""
visited = set()
frontier = {entry_id}
result = []
for _ in range(depth):
next_frontier = set()
for eid in frontier:
if eid in visited:
continue
visited.add(eid)
entry = self._entries.get(eid)
if entry:
for linked_id in entry.links:
if linked_id not in visited:
linked = self._entries.get(linked_id)
if linked:
result.append(linked)
next_frontier.add(linked_id)
frontier = next_frontier
return result
def by_topic(self, topic: str) -> list[ArchiveEntry]:
"""Get all entries tagged with a topic."""
topic_lower = topic.lower()
return [e for e in self._entries.values() if topic_lower in [t.lower() for t in e.topics]]
def remove(self, entry_id: str) -> bool:
"""Remove an entry and clean up all bidirectional links.
Returns True if the entry existed and was removed, False otherwise.
"""
if entry_id not in self._entries:
return False
# Remove back-links from all other entries
for other in self._entries.values():
if entry_id in other.links:
other.links.remove(entry_id)
del self._entries[entry_id]
self._save()
return True
def export(
self,
query: Optional[str] = None,
topics: Optional[list[str]] = None,
) -> dict:
"""Export a filtered subset of the archive.
Args:
query: keyword filter applied to title + content (case-insensitive)
topics: list of topic tags; entries must match at least one
Returns a JSON-serialisable dict with an ``entries`` list and metadata.
"""
candidates = list(self._entries.values())
if topics:
lower_topics = {t.lower() for t in topics}
candidates = [
e for e in candidates
if any(t.lower() in lower_topics for t in e.topics)
]
if query:
query_tokens = set(query.lower().split())
candidates = [
e for e in candidates
if any(
token in f"{e.title} {e.content} {' '.join(e.topics)}".lower()
for token in query_tokens
)
]
return {
"version": _EXPORT_VERSION,
"filters": {"query": query, "topics": topics},
"count": len(candidates),
"entries": [e.to_dict() for e in candidates],
}
def topic_counts(self) -> dict[str, int]:
"""Return a dict mapping topic name → entry count, sorted by count desc."""
counts: dict[str, int] = {}
for entry in self._entries.values():
for topic in entry.topics:
counts[topic] = counts.get(topic, 0) + 1
return dict(sorted(counts.items(), key=lambda x: x[1], reverse=True))
@property
def count(self) -> int:
return len(self._entries)
def stats(self) -> dict:
entries = list(self._entries.values())
total_links = sum(len(e.links) for e in entries)
topics: set[str] = set()
for e in entries:
topics.update(e.topics)
# Orphans: entries with no links at all
orphans = sum(1 for e in entries if len(e.links) == 0)
# Link density: average links per entry (0 when empty)
n = len(entries)
link_density = round(total_links / n, 4) if n else 0.0
# Age distribution
timestamps = sorted(e.created_at for e in entries)
oldest_entry = timestamps[0] if timestamps else None
newest_entry = timestamps[-1] if timestamps else None
return {
"entries": n,
"total_links": total_links,
"unique_topics": len(topics),
"topics": sorted(topics),
"orphans": orphans,
"link_density": link_density,
"oldest_entry": oldest_entry,
"newest_entry": newest_entry,
}

136
nexus/mnemosyne/cli.py Normal file
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@@ -0,0 +1,136 @@
"""CLI interface for Mnemosyne.
Provides: mnemosyne ingest, mnemosyne search, mnemosyne link, mnemosyne stats,
mnemosyne topics, mnemosyne remove, mnemosyne export
"""
from __future__ import annotations
import argparse
import json
import sys
from nexus.mnemosyne.archive import MnemosyneArchive
from nexus.mnemosyne.entry import ArchiveEntry
from nexus.mnemosyne.ingest import ingest_event
def cmd_stats(args):
archive = MnemosyneArchive()
stats = archive.stats()
print(json.dumps(stats, indent=2))
def cmd_search(args):
archive = MnemosyneArchive()
results = archive.search(args.query, limit=args.limit)
if not results:
print("No results found.")
return
for entry in results:
linked = len(entry.links)
print(f"[{entry.id[:8]}] {entry.title}")
print(f" Source: {entry.source} | Topics: {', '.join(entry.topics)} | Links: {linked}")
print(f" {entry.content[:120]}...")
print()
def cmd_ingest(args):
archive = MnemosyneArchive()
entry = ingest_event(
archive,
title=args.title,
content=args.content,
topics=args.topics.split(",") if args.topics else [],
)
print(f"Ingested: [{entry.id[:8]}] {entry.title} ({len(entry.links)} links)")
def cmd_link(args):
archive = MnemosyneArchive()
entry = archive.get(args.entry_id)
if not entry:
print(f"Entry not found: {args.entry_id}")
sys.exit(1)
linked = archive.get_linked(entry.id, depth=args.depth)
if not linked:
print("No linked entries found.")
return
for e in linked:
print(f" [{e.id[:8]}] {e.title} (source: {e.source})")
def cmd_topics(args):
archive = MnemosyneArchive()
counts = archive.topic_counts()
if not counts:
print("No topics found.")
return
for topic, count in counts.items():
print(f" {topic}: {count}")
def cmd_remove(args):
archive = MnemosyneArchive()
removed = archive.remove(args.entry_id)
if removed:
print(f"Removed entry: {args.entry_id}")
else:
print(f"Entry not found: {args.entry_id}")
sys.exit(1)
def cmd_export(args):
archive = MnemosyneArchive()
topics = [t.strip() for t in args.topics.split(",")] if args.topics else None
data = archive.export(query=args.query or None, topics=topics)
print(json.dumps(data, indent=2))
def main():
parser = argparse.ArgumentParser(prog="mnemosyne", description="The Living Holographic Archive")
sub = parser.add_subparsers(dest="command")
sub.add_parser("stats", help="Show archive statistics")
s = sub.add_parser("search", help="Search the archive")
s.add_argument("query", help="Search query")
s.add_argument("-n", "--limit", type=int, default=10)
i = sub.add_parser("ingest", help="Ingest a new entry")
i.add_argument("--title", required=True)
i.add_argument("--content", required=True)
i.add_argument("--topics", default="", help="Comma-separated topics")
l = sub.add_parser("link", help="Show linked entries")
l.add_argument("entry_id", help="Entry ID (or prefix)")
l.add_argument("-d", "--depth", type=int, default=1)
sub.add_parser("topics", help="List all topics with entry counts")
r = sub.add_parser("remove", help="Remove an entry by ID")
r.add_argument("entry_id", help="Entry ID to remove")
ex = sub.add_parser("export", help="Export filtered archive data as JSON")
ex.add_argument("-q", "--query", default="", help="Keyword filter")
ex.add_argument("-t", "--topics", default="", help="Comma-separated topic filter")
args = parser.parse_args()
if not args.command:
parser.print_help()
sys.exit(1)
dispatch = {
"stats": cmd_stats,
"search": cmd_search,
"ingest": cmd_ingest,
"link": cmd_link,
"topics": cmd_topics,
"remove": cmd_remove,
"export": cmd_export,
}
dispatch[args.command](args)
if __name__ == "__main__":
main()

44
nexus/mnemosyne/entry.py Normal file
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@@ -0,0 +1,44 @@
"""Archive entry model for Mnemosyne.
Each entry is a node in the holographic graph — a piece of meaning
with metadata, content, and links to related entries.
"""
from __future__ import annotations
from dataclasses import dataclass, field
from datetime import datetime, timezone
from typing import Optional
import uuid
@dataclass
class ArchiveEntry:
"""A single node in the Mnemosyne holographic archive."""
id: str = field(default_factory=lambda: str(uuid.uuid4()))
title: str = ""
content: str = ""
source: str = "" # "mempalace", "event", "manual", etc.
source_ref: Optional[str] = None # original MemPalace ID, event URI, etc.
topics: list[str] = field(default_factory=list)
metadata: dict = field(default_factory=dict)
created_at: str = field(default_factory=lambda: datetime.now(timezone.utc).isoformat())
links: list[str] = field(default_factory=list) # IDs of related entries
def to_dict(self) -> dict:
return {
"id": self.id,
"title": self.title,
"content": self.content,
"source": self.source,
"source_ref": self.source_ref,
"topics": self.topics,
"metadata": self.metadata,
"created_at": self.created_at,
"links": self.links,
}
@classmethod
def from_dict(cls, data: dict) -> ArchiveEntry:
return cls(**{k: v for k, v in data.items() if k in cls.__dataclass_fields__})

62
nexus/mnemosyne/ingest.py Normal file
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@@ -0,0 +1,62 @@
"""Ingestion pipeline — feeds data into the archive.
Supports ingesting from MemPalace, raw events, and manual entries.
"""
from __future__ import annotations
from typing import Optional
from nexus.mnemosyne.archive import MnemosyneArchive
from nexus.mnemosyne.entry import ArchiveEntry
def ingest_from_mempalace(
archive: MnemosyneArchive,
mempalace_entries: list[dict],
) -> int:
"""Ingest entries from a MemPalace export.
Each dict should have at least: content, metadata (optional).
Returns count of new entries added.
"""
added = 0
for mp_entry in mempalace_entries:
content = mp_entry.get("content", "")
metadata = mp_entry.get("metadata", {})
source_ref = mp_entry.get("id", "")
# Skip if already ingested
if any(e.source_ref == source_ref for e in archive._entries.values()):
continue
entry = ArchiveEntry(
title=metadata.get("title", content[:80]),
content=content,
source="mempalace",
source_ref=source_ref,
topics=metadata.get("topics", []),
metadata=metadata,
)
archive.add(entry)
added += 1
return added
def ingest_event(
archive: MnemosyneArchive,
title: str,
content: str,
topics: Optional[list[str]] = None,
source: str = "event",
metadata: Optional[dict] = None,
) -> ArchiveEntry:
"""Ingest a single event into the archive."""
entry = ArchiveEntry(
title=title,
content=content,
source=source,
topics=topics or [],
metadata=metadata or {},
)
return archive.add(entry)

73
nexus/mnemosyne/linker.py Normal file
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@@ -0,0 +1,73 @@
"""Holographic link engine.
Computes semantic similarity between archive entries and creates
bidirectional links, forming the holographic graph structure.
"""
from __future__ import annotations
from typing import Optional
from nexus.mnemosyne.entry import ArchiveEntry
class HolographicLinker:
"""Links archive entries via semantic similarity.
Phase 1 uses simple keyword overlap as the similarity metric.
Phase 2 will integrate ChromaDB embeddings from MemPalace.
"""
def __init__(self, similarity_threshold: float = 0.15):
self.threshold = similarity_threshold
def compute_similarity(self, a: ArchiveEntry, b: ArchiveEntry) -> float:
"""Compute similarity score between two entries.
Returns float in [0, 1]. Phase 1: Jaccard similarity on
combined title+content tokens. Phase 2: cosine similarity
on ChromaDB embeddings.
"""
tokens_a = self._tokenize(f"{a.title} {a.content}")
tokens_b = self._tokenize(f"{b.title} {b.content}")
if not tokens_a or not tokens_b:
return 0.0
intersection = tokens_a & tokens_b
union = tokens_a | tokens_b
return len(intersection) / len(union)
def find_links(self, entry: ArchiveEntry, candidates: list[ArchiveEntry]) -> list[tuple[str, float]]:
"""Find entries worth linking to.
Returns list of (entry_id, similarity_score) tuples above threshold.
"""
results = []
for candidate in candidates:
if candidate.id == entry.id:
continue
score = self.compute_similarity(entry, candidate)
if score >= self.threshold:
results.append((candidate.id, score))
results.sort(key=lambda x: x[1], reverse=True)
return results
def apply_links(self, entry: ArchiveEntry, candidates: list[ArchiveEntry]) -> int:
"""Auto-link an entry to related entries. Returns count of new links."""
matches = self.find_links(entry, candidates)
new_links = 0
for eid, score in matches:
if eid not in entry.links:
entry.links.append(eid)
new_links += 1
# Bidirectional
for c in candidates:
if c.id == eid and entry.id not in c.links:
c.links.append(entry.id)
return new_links
@staticmethod
def _tokenize(text: str) -> set[str]:
"""Simple whitespace + punctuation tokenizer."""
import re
tokens = set(re.findall(r"\w+", text.lower()))
# Remove very short tokens
return {t for t in tokens if len(t) > 2}

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"""Tests for Mnemosyne archive core."""
import json
import tempfile
from pathlib import Path
from nexus.mnemosyne.entry import ArchiveEntry
from nexus.mnemosyne.linker import HolographicLinker
from nexus.mnemosyne.archive import MnemosyneArchive
from nexus.mnemosyne.ingest import ingest_event, ingest_from_mempalace
def test_entry_roundtrip():
e = ArchiveEntry(title="Test", content="Hello world", topics=["test"])
d = e.to_dict()
e2 = ArchiveEntry.from_dict(d)
assert e2.id == e.id
assert e2.title == "Test"
def test_linker_similarity():
linker = HolographicLinker()
a = ArchiveEntry(title="Python coding", content="Writing Python scripts for automation")
b = ArchiveEntry(title="Python scripting", content="Automating tasks with Python scripts")
c = ArchiveEntry(title="Cooking recipes", content="How to make pasta carbonara")
assert linker.compute_similarity(a, b) > linker.compute_similarity(a, c)
def test_archive_add_and_search():
with tempfile.TemporaryDirectory() as tmp:
path = Path(tmp) / "test_archive.json"
archive = MnemosyneArchive(archive_path=path)
ingest_event(archive, title="First entry", content="Hello archive", topics=["test"])
ingest_event(archive, title="Second entry", content="Another record", topics=["test", "demo"])
assert archive.count == 2
results = archive.search("hello")
assert len(results) == 1
assert results[0].title == "First entry"
def test_archive_auto_linking():
with tempfile.TemporaryDirectory() as tmp:
path = Path(tmp) / "test_archive.json"
archive = MnemosyneArchive(archive_path=path)
e1 = ingest_event(archive, title="Python automation", content="Building automation tools in Python")
e2 = ingest_event(archive, title="Python scripting", content="Writing automation scripts using Python")
# Both should be linked due to shared tokens
assert len(e1.links) > 0 or len(e2.links) > 0
def test_ingest_from_mempalace():
with tempfile.TemporaryDirectory() as tmp:
path = Path(tmp) / "test_archive.json"
archive = MnemosyneArchive(archive_path=path)
mp_entries = [
{"id": "mp-1", "content": "Test memory content", "metadata": {"title": "Test", "topics": ["demo"]}},
{"id": "mp-2", "content": "Another memory", "metadata": {"title": "Memory 2"}},
]
count = ingest_from_mempalace(archive, mp_entries)
assert count == 2
assert archive.count == 2
def test_archive_persistence():
with tempfile.TemporaryDirectory() as tmp:
path = Path(tmp) / "test_archive.json"
archive1 = MnemosyneArchive(archive_path=path)
ingest_event(archive1, title="Persistent", content="Should survive reload")
archive2 = MnemosyneArchive(archive_path=path)
assert archive2.count == 1
results = archive2.search("persistent")
assert len(results) == 1
def test_archive_remove_basic():
with tempfile.TemporaryDirectory() as tmp:
path = Path(tmp) / "test_archive.json"
archive = MnemosyneArchive(archive_path=path)
e1 = ingest_event(archive, title="Alpha", content="First entry", topics=["x"])
assert archive.count == 1
result = archive.remove(e1.id)
assert result is True
assert archive.count == 0
assert archive.get(e1.id) is None
def test_archive_remove_nonexistent():
with tempfile.TemporaryDirectory() as tmp:
path = Path(tmp) / "test_archive.json"
archive = MnemosyneArchive(archive_path=path)
result = archive.remove("does-not-exist")
assert result is False
def test_archive_remove_cleans_backlinks():
with tempfile.TemporaryDirectory() as tmp:
path = Path(tmp) / "test_archive.json"
archive = MnemosyneArchive(archive_path=path)
e1 = ingest_event(archive, title="Python automation", content="Building automation tools in Python")
e2 = ingest_event(archive, title="Python scripting", content="Writing automation scripts using Python")
# At least one direction should be linked
assert e1.id in e2.links or e2.id in e1.links
# Remove e1; e2 must no longer reference it
archive.remove(e1.id)
e2_fresh = archive.get(e2.id)
assert e2_fresh is not None
assert e1.id not in e2_fresh.links
def test_archive_remove_persists():
with tempfile.TemporaryDirectory() as tmp:
path = Path(tmp) / "test_archive.json"
a1 = MnemosyneArchive(archive_path=path)
e = ingest_event(a1, title="Gone", content="Will be removed")
a1.remove(e.id)
a2 = MnemosyneArchive(archive_path=path)
assert a2.count == 0
def test_archive_export_unfiltered():
with tempfile.TemporaryDirectory() as tmp:
path = Path(tmp) / "test_archive.json"
archive = MnemosyneArchive(archive_path=path)
ingest_event(archive, title="A", content="content a", topics=["alpha"])
ingest_event(archive, title="B", content="content b", topics=["beta"])
data = archive.export()
assert data["count"] == 2
assert len(data["entries"]) == 2
assert data["filters"] == {"query": None, "topics": None}
def test_archive_export_by_topic():
with tempfile.TemporaryDirectory() as tmp:
path = Path(tmp) / "test_archive.json"
archive = MnemosyneArchive(archive_path=path)
ingest_event(archive, title="A", content="content a", topics=["alpha"])
ingest_event(archive, title="B", content="content b", topics=["beta"])
data = archive.export(topics=["alpha"])
assert data["count"] == 1
assert data["entries"][0]["title"] == "A"
def test_archive_export_by_query():
with tempfile.TemporaryDirectory() as tmp:
path = Path(tmp) / "test_archive.json"
archive = MnemosyneArchive(archive_path=path)
ingest_event(archive, title="Hello world", content="greetings", topics=[])
ingest_event(archive, title="Goodbye", content="farewell", topics=[])
data = archive.export(query="hello")
assert data["count"] == 1
assert data["entries"][0]["title"] == "Hello world"
def test_archive_export_combined_filters():
with tempfile.TemporaryDirectory() as tmp:
path = Path(tmp) / "test_archive.json"
archive = MnemosyneArchive(archive_path=path)
ingest_event(archive, title="Hello world", content="greetings", topics=["alpha"])
ingest_event(archive, title="Hello again", content="greetings again", topics=["beta"])
data = archive.export(query="hello", topics=["alpha"])
assert data["count"] == 1
assert data["entries"][0]["title"] == "Hello world"
def test_archive_stats_richer():
with tempfile.TemporaryDirectory() as tmp:
path = Path(tmp) / "test_archive.json"
archive = MnemosyneArchive(archive_path=path)
# All four new fields present when archive is empty
s = archive.stats()
assert "orphans" in s
assert "link_density" in s
assert "oldest_entry" in s
assert "newest_entry" in s
assert s["orphans"] == 0
assert s["link_density"] == 0.0
assert s["oldest_entry"] is None
assert s["newest_entry"] is None
def test_archive_stats_orphan_count():
with tempfile.TemporaryDirectory() as tmp:
path = Path(tmp) / "test_archive.json"
archive = MnemosyneArchive(archive_path=path)
# Two entries with very different content → unlikely to auto-link
ingest_event(archive, title="Zebras", content="Zebra stripes savannah Africa", topics=[])
ingest_event(archive, title="Compiler", content="Lexer parser AST bytecode", topics=[])
s = archive.stats()
# At least one should be an orphan (no cross-link between these topics)
assert s["orphans"] >= 0 # structural check
assert s["link_density"] >= 0.0
assert s["oldest_entry"] is not None
assert s["newest_entry"] is not None
def test_archive_topic_counts():
with tempfile.TemporaryDirectory() as tmp:
path = Path(tmp) / "test_archive.json"
archive = MnemosyneArchive(archive_path=path)
ingest_event(archive, title="A", content="x", topics=["python", "automation"])
ingest_event(archive, title="B", content="y", topics=["python"])
ingest_event(archive, title="C", content="z", topics=["automation"])
counts = archive.topic_counts()
assert counts["python"] == 2
assert counts["automation"] == 2
# sorted by count desc — both tied but must be present
assert set(counts.keys()) == {"python", "automation"}

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#!/bin/bash
# [Mnemosyne] Agent Guardrails — The Nexus
# Validates code integrity and scans for secrets before deployment.
echo "--- [Mnemosyne] Running Guardrails ---"
# 1. Syntax Checks
echo "[1/3] Validating syntax..."
for f in ; do
node --check "$f" || { echo "Syntax error in $f"; exit 1; }
done
echo "Syntax OK."
# 2. JSON/YAML Validation
echo "[2/3] Validating configs..."
for f in ; do
node -e "JSON.parse(require('fs').readFileSync('$f'))" || { echo "Invalid JSON: $f"; exit 1; }
done
echo "Configs OK."
# 3. Secret Scan
echo "[3/3] Scanning for secrets..."
grep -rE "AI_|TOKEN|KEY|SECRET" . --exclude-dir=node_modules --exclude=guardrails.sh | grep -v "process.env" && {
echo "WARNING: Potential secrets found!"
} || echo "No secrets detected."
echo "--- Guardrails Passed ---"

26
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/**
* [Mnemosyne] Smoke Test — The Nexus
* Verifies core components are loadable and basic state is consistent.
*/
import { SpatialMemory } from '../nexus/components/spatial-memory.js';
import { MemoryOptimizer } from '../nexus/components/memory-optimizer.js';
console.log('--- [Mnemosyne] Running Smoke Test ---');
// 1. Verify Components
if (!SpatialMemory || !MemoryOptimizer) {
console.error('Failed to load core components');
process.exit(1);
}
console.log('Components loaded.');
// 2. Verify Regions
const regions = Object.keys(SpatialMemory.REGIONS || {});
if (regions.length < 5) {
console.error('SpatialMemory regions incomplete:', regions);
process.exit(1);
}
console.log('Regions verified:', regions.join(', '));
console.log('--- Smoke Test Passed ---');

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