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// WORLD KERNEL + TICK LOOP

WORLD KERNEL PROTOCOL

世界如何运行 How the World Runs

BABEL 的关键不在“有一个模拟器”,而在它把世界做成了一个与智能解耦的内核。谁在思考可以替换,但世界如何记录、约束、推进、回放,不能变。这才让 AI 从对话对象变成世界住民。 BABEL matters not because it has a simulator, but because it turns the world into a kernel decoupled from intelligence. Who thinks can change; how the world records, constrains, advances, and replays cannot. That is what turns AI from a conversation object into an inhabitant of a world.

// ORACLE 好的世界架构,不是让智能更会说,而是让后果比语言更真实。 Strong world architecture does not make intelligence speak better. It makes consequences more real than language.
01

PRESENTATION

呈现层
text / TUI / web / 3D

世界先以文本存在,但并不被文本限制。只要接口契约稳定,同一世界可以被任何渲染器接管。 The world exists in text first, but is not confined to text. As long as the interface contract stays stable, any renderer can take over the same world.

02

ENGINE

引擎层
tick loop / dispatch / post-tick

引擎负责时间推进,不负责决定谁在思考。它只保证每个 tick 的世界因果完整落地。 The engine advances time without deciding who thinks. It only guarantees that each tick’s causal consequences land correctly in the world.

03

DECISION

决策层
LLM / human / psyche / RL / custom

决策源是可插拔的。BABEL 的关键不是绑定某个模型,而是让任何大脑都进入同一套世界约束。 Decision sources are pluggable. BABEL matters not because it binds to one model, but because any brain can enter the same world constraints.

04

MEMORY

记忆层
episodic -> semantic -> belief

记忆不是日志仓库,而是世界经验不断压缩、提炼、留下伤疤的地方。 Memory is not a log store. It is where world experience compresses, condenses, and leaves scars.

05

SOCIAL

社会层
relations / trust / goals

关系、信任和目标把事件从“发生过”变成“会持续改变未来”。 Relations, trust, and goals turn events from things that happened into forces that keep changing the future.

06

PERSISTENCE

持久化层
SQLite / snapshots / restore

持久化层让世界不是一次性的演示,而是可回放、可分叉、可重建的历史机器。 Persistence makes the world more than a disposable demo; it becomes a historical machine that can replay, branch, and reconstruct.

AGENT LOOP 7 STEPS
01
CONTEXT
组装世界切片 Assemble the world slice
visible_agents · memories · beliefs · relations · goals
02
DECIDE
调用决策源 Call the decision source
decision_source.decide(ctx) -> ActionOutput
03
VALIDATE
校验行动合法性 Validate action legality
location · target · inventory · rule constraints
04
APPLY
真正修改世界 Actually mutate the world
state mutation -> Event { result + structured }
05
MEMORY
写入情景记忆 Write episodic memory
importance scoring · protection threshold >= 0.8
06
RELATIONS
更新关系变化 Update relation deltas
SPEAK +0.05 · TRADE +0.1 · failure -0.05
07
GOALS
推进目标或重规划 Advance goals or replan
5 stalled ticks trigger replanning
POST-TICK 5 STEPS
P1
TIMELINE
生成时间线节点 Create a timeline node
summary · significance · agent positions
P2
SNAPSHOT
保存快照 Persist a snapshot
every N ticks or on significance
P3
CONSOLIDATE
记忆压缩 Consolidate memory
episodic -> semantic
P4
BELIEFS
提取信念 Extract beliefs
pattern -> conclusion -> future bias
P5
ENRICH
补充世界状态 Enrich world state
derived data for interface + debugging
WORLD RADAR

空间可读性 Spatial Readability

雷达负责空间,显示角色位置、最近事件和移动轨迹。它证明世界不是 prompt 压缩块,而是真正有坐标的场景。 The radar owns space, showing agent position, recent events, and motion. It proves the world is not a prompt blob but an actual coordinate field.

EVENT FEED

时间可读性 Temporal Readability

事件流负责时间。tick 分隔、decode reveal、语义色彩一起让“发生了什么”成为连续经验,而不是一堆日志行。 The event feed owns time. Tick dividers, decode reveal, and semantic color turn “what happened” into continuous experience rather than raw log lines.

ORACLE

世界外观察者 Observer Outside the World

Oracle 不是普通侧栏,而是一个来自世界外部的叙述者接口。蓝色属于 Oracle,不属于世界本身。 Oracle is not a normal sidebar but an interface for a narrator outside the world. Blue belongs to Oracle, not to the world itself.

CONTROL BAR

时间控制台 Time Console

tick 数、运行状态、sessions 和 branch controls 让用户感觉自己在操作一台世界机器,而不是浏览一页 demo。 Tick count, run state, sessions, and branch controls make the user feel they are operating a world machine rather than browsing a demo.

Strategy

这一页不只是解释技术架构,而是证明我在做一套“世界内核协议”。重点不是某个类或函数,而是世界如何对不同智能保持同样的因果约束。 This page is not merely technical architecture explanation; it proves a world-kernel protocol. The point is not a class or function but how the world preserves the same causal constraints across different intelligences.

Product

我把深页组织成 layer / loop / interface 三层,是为了让读者同时看到系统的静态结构、动态时间和最终产品表面。 The page is organized as layer / loop / interface so the reader can see static structure, dynamic time, and the final product surface together.

Interaction

阅读顺序是先理解“世界由什么构成”,再理解“世界如何推进”,最后理解“用户如何感知世界”。这比按代码模块平铺更接近真实认知路径。 The reading order is: what composes the world, how the world advances, then how the user perceives it. That is closer to actual cognition than listing code modules.

UI

继续保持 BABEL 的控制台气质,但把信息密度压在边框、对齐、tabular numbers 和 code signatures 上,而不是视觉噪音。 The page keeps BABEL’s console temperament while concentrating density in borders, alignment, tabular numbers, and code signatures rather than visual noise.

Visual

唯一的动态仍然保留在 signal decode,让它像世界上线时的 boot sweep,而不是营销动画。 The only motion stays in the signal decode so it feels like a world boot sweep rather than marketing animation.