Symbolic Experience Encoding

Purpose

To model, store, distort, and propagate memory as symbolic, emotionally-charged fragments. Memories are not logs of events but meaning-bearing residues shaped by Faith, Fiction, and experience. This system underpins perception, belief, emergent narrative, and intergenerational Eidos inheritance.


Core Concepts

  • Memory is Subjective: Memories are not factual records, but reconstructions shaped by internal states, symbolic frameworks, and emotional weight.
  • Memories are Symbolically Tagged: All memory entries are attached to SymbolTags, representing their narrative or thematic resonance.
  • Distortion and Forgetting Are Systemic: Memory may be altered or lost over time, according to pressure from trauma, belief, ritual, or metaphysical entropy.
  • Memory Forms the Backbone of Eidos Accrual: Stored and interpreted memories are the primary source of meaningful Eidos fragments.

Data Structures

struct MemoryEvent {
    id: Uuid,
    timestamp: u64,
    subject: EntityId,
    object: Option<EntityId>,
    location: Option<WorldPosition>,
    tags: Vec<SymbolTagId>,
    valence: EmotionalValence,
    distortion: Option<DistortionProfile>,
    visibility: MemoryVisibility,
    origin: MemoryOrigin,
    notes: Option<String>,
}
enum MemoryOrigin {
    DirectExperience,
    Dream,
    Inherited(ThreadId),
    FictionalNarrative,
    RitualVision,
}
enum MemoryVisibility {
    Conscious,
    Subconscious,
    Forgotten,
}
struct DistortionProfile {
    skewed_tags: Vec<SymbolTagId>,
    altered_valence: Option<EmotionalValence>,
    source: DistortionSource,
}
enum DistortionSource {
    BeliefFilter,
    TraumaResponse,
    CulturalRepression,
    HallucinatoryState,
    MemoryCorruption,
}

Emotional Valence

MemoryEvents are ranked along a continuous emotional scale:

enum EmotionalValence {
    Despair(f32),
    Fear(f32),
    Shame(f32),
    Anger(f32),
    Curiosity(f32),
    Joy(f32),
    Awe(f32),
    Love(f32),
}

Valence can:

  • Affect recall probability
  • Shape memory distortion
  • Influence Eidos flavor

System Functions

  • StoreMemoryEvent(event: MemoryEvent)
    Insert a new symbolic experience into an agent’s memory bank.

  • RecallMemory(agent: EntityId, filter: MemoryQuery)
    Retrieve accessible memories matching symbolic, emotional, or historical criteria.

  • DistortMemory(agent: EntityId, event: MemoryEvent, cause: DistortionSource)
    Transform memory according to belief, trauma, or other interpretive frameworks.

  • ForgetMemory(agent: EntityId, event: MemoryEvent)
    Mark memory as forgotten; optionally propagate symbolic drift into subconscious.

  • PropagateMemory(thread: ThreadId, memory: MemoryEvent)
    Recast significant events as inherited or mythologized memory in new Incarnations.


Gameplay Integration

SystemRole of Memory
Subjective InterfaceDetermines what is perceived and how it is framed
Belief SystemBeliefs form by reconciling recurring memory patterns
Quest SystemQuests arise from tensions rooted in remembered events
Eidos SystemEidos fragments are drawn from emotionally charged memory
Director AIRecognizes symbolic recurrences and injects resonance
Dialogue & RitualNPCs may reference shared or contested memories

Notes

  • Memories are not truth; they are narrative vectors.
  • Repeated recall of the same memory may change its SymbolTags or valence.
  • Some memories will only become visible or interpretable after death, during reflection.
  • Forgotten memories may re-emerge in distorted form in dreams or visions.