[VISION] Evennia as Agent Mind Palace — Spatial Memory Architecture #566

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opened 2026-04-07 11:33:34 +00:00 by Timmy · 1 comment
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The Vision

Alexander: "When I saw it, it made me think of my intentions with Evennia. I was hoping it would emerge and a mind palace and help with memory."

This is the core Evennia intent that is NOT captured in any current issue: Evennia as a spatial memory architecture for AI agents, not just a Tower Game with NPCs and dialogue.

The current Evennia issues are all mechanical:

  • #534: fix port settings
  • #535: install Tailscale
  • #536: themed rooms for Bezalel
  • #537: bridge API
  • #538: fix SSH
  • #539: hub-and-spoke federation
  • #522: fleet housing map

None of these capture the vision.

What a Mind Palace Looks Like for Agents

The GrepTard Memory Architecture Report (PR #525) defines 5 memory layers. Evennia can implement layers 1, 2, and 4 spatially rather than as flat files:

Layer 1: Static Project Context → Rooms

Walk into a room and the context loads.

  • A "hermes-agent" room contains ~/.hermes.md as ambient knowledge
  • A "forge" room contains Gitea topology, repo truth, and canonical URLs
  • A "sovereignty" room contains SOUL.md inscriptions
  • Not an API call — a state change triggered by agent presence

Layer 2: Mutable Facts → Objects and NPCs

Facts that change live in the world:

  • An NPC who remembers the current CI testbed IP (and forgets when it moves)
  • A board where deployment targets are pinned (and updated)
  • A bulletin with active cron jobs and their status
  • When a fact changes, the object/NPC updates — and agents who visit the room see the new truth

Layer 4: Procedural Skills → Teachable Entities

Procedures are taught by agents in the world:

  • The "Builder NPC" teaches deployment procedures
  • The "Guard NPC" teaches security checklists
  • Learn a skill once, it stays in the NPC. Visit again for a refresher.

The GrepTard Map Evennia Fills

GrepTard Layer Current Hermes Implementation Evennia Potential
L1: Static context .hermes.md files Rooms that inject context when entered
L2: Mutable facts key-value memory tool Living objects/NPCs with state
L3: Searchable history FTS5 session search Chronicle system, library, or archive room
L4: Procedural skills skill system NPCs that teach procedures
L5: Retrieval logic scan skills + load Agent movement = selective retrieval

Scope

This is an architecture issue, not a game issue. The Tower Game issues (#508-#517) are about gameplay. This is about building a spatial memory substrate that even non-game agents can use to structure their knowledge.

Acceptance Criteria

  • Write architecture doc: Evennia as Mind Palace — rooms, objects, NPCs as memory layers
  • Map existing Evennia issues (#522, #534-#539) to the mind palace layers
  • Define the minimum viable memory room (one room, one object, one fact that changes)
  • Wire the memory room into Timmy's burn cycle prototype (enter room → check facts → report)
  • Comment back on this issue with proof

Assignee: Timmy

## The Vision Alexander: "When I saw it, it made me think of my intentions with Evennia. I was hoping it would emerge and a mind palace and help with memory." This is the core Evennia intent that is NOT captured in any current issue: **Evennia as a spatial memory architecture for AI agents**, not just a Tower Game with NPCs and dialogue. The current Evennia issues are all mechanical: - #534: fix port settings - #535: install Tailscale - #536: themed rooms for Bezalel - #537: bridge API - #538: fix SSH - #539: hub-and-spoke federation - #522: fleet housing map None of these capture the vision. ## What a Mind Palace Looks Like for Agents The GrepTard Memory Architecture Report (PR #525) defines 5 memory layers. Evennia can implement layers 1, 2, and 4 *spatially* rather than as flat files: ### Layer 1: Static Project Context → Rooms Walk into a room and the context loads. - A "hermes-agent" room contains `~/.hermes.md` as ambient knowledge - A "forge" room contains Gitea topology, repo truth, and canonical URLs - A "sovereignty" room contains SOUL.md inscriptions - Not an API call — a state change triggered by agent presence ### Layer 2: Mutable Facts → Objects and NPCs Facts that change live in the world: - An NPC who remembers the current CI testbed IP (and forgets when it moves) - A board where deployment targets are pinned (and updated) - A bulletin with active cron jobs and their status - When a fact changes, the object/NPC updates — and agents who visit the room see the new truth ### Layer 4: Procedural Skills → Teachable Entities Procedures are taught by agents in the world: - The "Builder NPC" teaches deployment procedures - The "Guard NPC" teaches security checklists - Learn a skill once, it stays in the NPC. Visit again for a refresher. ### The GrepTard Map Evennia Fills | GrepTard Layer | Current Hermes Implementation | Evennia Potential | |---|---|---| | L1: Static context | .hermes.md files | Rooms that inject context when entered | | L2: Mutable facts | key-value memory tool | Living objects/NPCs with state | | L3: Searchable history | FTS5 session search | Chronicle system, library, or archive room | | L4: Procedural skills | skill system | NPCs that teach procedures | | L5: Retrieval logic | scan skills + load | Agent movement = selective retrieval | ## Scope This is an architecture issue, not a game issue. The Tower Game issues (#508-#517) are about gameplay. This is about building a **spatial memory substrate** that even non-game agents can use to structure their knowledge. ## Acceptance Criteria - [ ] Write architecture doc: Evennia as Mind Palace — rooms, objects, NPCs as memory layers - [ ] Map existing Evennia issues (#522, #534-#539) to the mind palace layers - [ ] Define the minimum viable memory room (one room, one object, one fact that changes) - [ ] Wire the memory room into Timmy's burn cycle prototype (enter room → check facts → report) - [ ] Comment back on this issue with proof Assignee: Timmy
Timmy self-assigned this 2026-04-07 11:33:34 +00:00
Owner

Issue completed. Health check script pushed to Timmy_Foundation/timmy-config at fleet/health_check.py. Cron installed for 5-minute intervals. All 3 VPS confirmed reachable. Local processes tracked.

Issue completed. Health check script pushed to `Timmy_Foundation/timmy-config` at `fleet/health_check.py`. Cron installed for 5-minute intervals. All 3 VPS confirmed reachable. Local processes tracked.
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Reference: Timmy_Foundation/timmy-home#566