A Belief is the cognitive architecture of an Incarnation’s mind; the set of assumptions, convictions, and interpretive frameworks that translates the raw data of existence into a coherent worldview.
Within ATET, Beliefs are not static lore entries or character traits. They are dynamic, living systems that actively shape perception, guide action, and form the very bedrock of an Incarnation’s identity. They are the lenses through which Fact is viewed, and the soil in which Fiction can grow into Faith.
Core Philosophy
The purpose of the Belief system is to mechanize an Incarnation’s “mind.” While Needs provide the raw impetus for action—the “why”—Beliefs provide the direction and justification—the “how” and “what it means.” An agent’s behavior is not just a reaction to stimulus; it is a performance of its beliefs about the world.
A core tenet of the design is that Beliefs are not necessarily “true.” They are, however, always functional. A Belief that “all strangers are dangerous” might be factually incorrect, but it serves the function of keeping an Incarnation safe, at the cost of community. A Belief that “our glorious empress is immortal” may be a grand Fiction, but it provides the function of societal stability. The game is less interested in whether a Belief is right or wrong, and more interested in what an Incarnation does because of it.
Gameplay Function
The Belief system is a cornerstone of the emergent narrative, influencing gameplay in several critical ways:
- Guiding Action and Appraisal: Beliefs are the primary drivers of the
ActionAppraisalSystem
. When an agent considers a potential action, it evaluates it through the filter of its Beliefs. A Belief thatRedBerries
areHAS_HIGH_SATIATION_VALUE
will make the action “Eat RedBerry” seem highly desirable. A Belief thatThe Void
isIS_HOSTILE
will make “Explore the derelict ship” seem incredibly risky. This makes an agent’s choices a direct expression of its worldview. - Shaping the Subjective Interface: Beliefs directly alter how an Incarnation perceives the world. This is one of the most direct ways the player experiences an agent’s internal state.
- An Incarnation with the Belief that
Technology is Corrupting
might see advanced machinery with a sickly, distorted visual filter, and the UI might label it with words like “Abomination” or “Anomaly.” - A character who Believes
The Forest is Sacred
might see it in vibrant, hyper-real color, with UI elements that are ornate and reverential.
- An Incarnation with the Belief that
- Creating Narrative Tension (Cognitive Dissonance): One of the most powerful story engines in ATET is the conflict between an Incarnation’s Beliefs and its lived experience. When a hard Fact (e.g., witnessing a trusted friend’s betrayal) collides with a strong Belief (e.g.,
Friend is IS_TRUSTWORTHY
), it creates a state of cognitive dissonance. This is a tangible gameplay state that can lead to psychological stress, erratic behavior, or the emergent creation of a Quest to resolve the contradiction—either by rejecting the Fact or shattering the Belief. - Driving Social Dynamics: Shared Beliefs are the glue that binds factions, cultures, and religions together. Conflicting Beliefs are the sparks that ignite wars, schisms, and ideological debates. An Incarnation’s
AgentBeliefStore
acts as its “ideological passport,” determining which groups will see it as an ally, a convert, a heretic, or an enemy.
The Anatomy of a Belief
To create nuanced behavior, every Belief is defined by two key axes: Strength and Confidence.
- Strength: Represents how deeply ingrained and emotionally potent a Belief is. A high-strength Belief dictates behavior even against logic. It’s the gut feeling, the ingrained dogma. An Incarnation might have a high-strength Belief that “spiders are terrifying” and will flee from them, even if it also has a low-confidence Belief that “most local spiders are harmless.” Strength is hard to change.
- Confidence: Represents the degree of certainty an Incarnation has in a Belief’s factual accuracy. A high-confidence Belief is supported by what the agent considers to be reliable evidence. A low-confidence Belief might be based on a single data point or questionable hearsay. Confidence is more fluid and susceptible to new evidence.
This distinction allows for complex internal states. An agent can be a devout follower of a Faith (high-strength) while secretly wrestling with doubts about its tenets (low-confidence).
The Origin of Belief
Beliefs are not assigned; they are grown. They emerge primarily from:
- Experience (Memory Patterns): The most common source. An agent that successfully hunts prey ten times develops a high-confidence Belief in its own competence. An agent that is attacked every time it enters a forest develops a high-strength Belief that the forest is dangerous.
- Culture (Hearsay & Social Proof): Beliefs are contagious. An Incarnation can adopt a Belief simply by being told it repeatedly by trusted sources, or by observing the consensus of its community. This is how Fiction becomes Faith.
- Trauma (Significant Events): A single, highly significant and emotional event can forge a powerful, high-strength Belief instantly. Surviving a catastrophic ship crash can create an unshakable Belief that “space travel is inherently unsafe,” regardless of statistical Fact.
Design Intent
Why this system exists:
- To give agents a simulated “mind,” making their behaviors feel motivated and consistent with a personality, rather than just reactive.
- To create a powerful engine for emergent narrative, where internal mental conflicts are as important as external physical ones.
- To mechanically link an Incarnation’s history and experiences directly to its future choices and perception of the world.
- To explore the game’s core themes by making the very act of believing a central and dynamic mechanic.
Key Design Notes
- A Belief is a tool for interpretation. It is the agent’s attempt to impose a coherent story onto a chaotic reality.
- Changing an agent’s Beliefs—especially high-strength ones—should be difficult and feel like a significant narrative accomplishment.
- The system must allow for “irrational” but internally consistent behavior. An agent acting on a high-strength, low-confidence belief is not a bug; it is a feature of a believable mind.