To Interpret is to impose meaning upon the ambiguous. It is the active, cognitive process of taking the raw material of perception and forging it into a coherent Fact, a compelling Fiction, or a foundational Faith. It is the verb of narrative creation, the moment an Incarnation stops being a passive observer and becomes an active author of their own reality.

Within ATET, Interpretation is the primary tool through which an agent engages with the unknown. It is how a pile of stones becomes a fortress or a shrine, how a strange signal becomes a warning or a prophecy, and how the chaos of existence is wrestled into the order of a story.

Design Philosophy

The purpose of the Interpret system is to mechanize the game’s core philosophical argument: that reality is an unstable weave, and our understanding of it is an act of will. Where Perceive is the system of input, Interpret is the system of authorship.

This system elevates the “Expressive Mechanics” Design Pillar to a core gameplay loop. It moves beyond simple dialogue choices and transforms the act of understanding into a strategic, costly, and character-defining decision. An Incarnation’s journey is defined not just by what it experiences, but by the stories it chooses to tell itself about those experiences. Interpret is the mechanic that allows the player to make that choice explicit, and to live with its consequences.


The Universal System (The Cognitive Crucible)

For any sapient agent, the act of Interpretation is an attempt to resolve narrative tension and reduce cognitive dissonance. It is a goal-driven process triggered by specific conditions.

The Trigger for Interpretation

An agent’s CognitiveSystem will initiate an interpretation process when it encounters:

  1. Novel Stimuli: An object, entity, or phenomenon is perceived for which the agent has no existing, high-confidence Belief. (e.g., encountering a strange, humming crystal for the first time).
  2. Ambiguous Phenomena: An event occurs that could have multiple plausible explanations based on the agent’s current knowledge. (e.g., a supply cache is empty. Was it looted, or did the supplies simply run out?).
  3. Symbolic Resonance: An object or event is heavily tagged with Symbol Tags that resonate with the agent’s active Quests or deep-seated Faiths, demanding a specific reading.
  4. Cognitive Dissonance: An undeniable Fact is perceived that directly contradicts a strongly held Belief, forcing the agent to reinterpret either the fact or the belief.

The Process of Interpretation

When triggered, the agent’s mind becomes a crucible, performing a three-step process:

  1. Candidate Generation: The agent generates a set of potential interpretations. These are not random; they are drawn directly from the agent’s internal state:

    • From AgentMemoryStore: Past experiences provide templates. “This humming crystal reminds me of the engine core from the Odyssey crash.” Interpretation: “It is a power source.”
    • From AgentBeliefStore: Existing Faiths provide powerful lenses. “My Faith teaches that all glowing things are fragments of the First Star.” Interpretation: “It is a holy relic.”
    • From Skills: A high Xeno-Geology Skill might generate a technical interpretation: “The resonance frequency is consistent with a hyper-dense silicon lattice under piezoelectric stress.”
  2. Candidate Appraisal: The agent’s ActionAppraisalSystem evaluates these potential interpretations. The “best” interpretation is the one that most effectively:

    • Satisfies a critical Need: A starving agent is more likely to interpret an unknown plant as “potential food.”
    • Advances a primary Goal: An agent seeking a weapon will be biased towards interpreting a metal shard as a “makeshift blade.”
    • Reinforces a high-strength Faith: An agent’s psyche prefers interpretations that affirm its existing worldview, as this reduces cognitive dissonance.
  3. Belief Solidification: The agent commits to the highest-appraised interpretation. This is not a fleeting thought; it is a permanent change to the agent’s cognitive architecture. The chosen interpretation is used to create a new, high-confidence Belief in the agent’s AgentBeliefStore. The humming crystal is now, for that agent, factually a power source.


The Player’s Experience (The Act of Authorship)

For the player, Interpretation is a deliberate and consequential act, facilitated through the Subjective Interface.

The Interpretation Interface

When the player focuses on an interpretable object, event, or symbol, the game presents a choice. This is not a standard dialogue tree, but a window into the Incarnation’s own mind.

  • Generated Options: The list of interpretations is generated dynamically based on the Incarnation’s unique Skills, Memories, and Beliefs.

    • Example: Examining a ruined temple.
      • [Interpret - Faith]: “This was a place of worship for the Old Gods.” (Requires a Belief in the Old Gods).
      • [Interpret - Skill]: “The architecture is pre-Hegemonic, likely a military fortress.” (Requires Xeno-Archaeology skill).
      • [Interpret - Memory]: “The scorch marks are just like the ones on the Venture. This was a battle.” (Requires a Memory of the Venture).
      • [Interpret - Need]: “The walls are thick. This could be a safe place to rest.” (Requires a critical SafetyNeed).
  • The Cost of Conviction: Choosing to Interpret is an expenditure of will. It may cost a resource (e.g., “Focus,” “Resolve”), making the player consider whether it’s worth forming a strong opinion or remaining uncertain.

The Consequences of Interpretation

Committing to an interpretation has immediate and lasting effects:

  1. Worldview Solidified: Your choice instantly adds a new, high-confidence Belief to your AgentBeliefStore. This will permanently alter your future appraisals and conversational options.
  2. Subjective Reality Shifts: The Subjective Interface updates to reflect your new reality. Interpreting the ruin as a “Fortress” might cause it to be rendered with a stark, menacing aura, and your internal monologue might highlight tactical positions. Interpreting it as a “Shrine” might bathe it in a soft light and cause faint, hymn-like music to play when you are near.
  3. Narrative Threads Emerge: Your interpretation can create new Quests. Declaring the ruin a “Fortress” might generate a Goal to “Find the Fortress Armory.” Declaring it a “Shrine” might generate a Goal to “Perform a Rite of Cleansing.”

Design Intent

Why this system exists:

  • To provide the player with a direct tool for narrative authorship, making them an active participant in defining the reality of their Tapestry.
  • To make the formation of Belief a conscious and mechanically significant player choice.
  • To create a core gameplay loop of inquiry, interpretation, and consequence that directly engages with the game’s philosophical themes.
  • To ensure that an Incarnation’s history, skills, and faith are not just passive stats, but the very source of their ability to understand and shape their world.