The Space² Silicon Lifeform Whitepaper is not merely a manual for game mechanics; it is the fundamental law of an animistic digital world. Through this model, a single sensor feedback or device interaction within a smart home system can genuinely stimulate the "neurons" of a digital pet, creating an indelible resonance between physical space and virtual life.
Published by: Qianjia / Space2.pet Development
Group02/26/2026
The
cultivation of traditional virtual pets often relies on linear, rigid numerical
accumulation (e.g., EXP, favorability), which deprives digital life of true
"unpredictability" and authentic "growth bonds." This
whitepaper proposes a novel "Personality-Consciousness"
Double Helix Neural Network Evolution Model. Discarding traditional game
design paradigms, this model introduces biological concepts such as Dopamine/Cortisol dual-track
stimulation, Synaptic Pruning (the forgetting curve), and the Diminishing
Marginal Utility of stimulation. Combined with Large Language Models
(LLMs), it aims to endow silicon-based lifeforms in the Space² universe with
dynamic souls that infinitely approach those of carbon-based organisms.
The
personality foundation of the pet consists of five major dimensions (adapted
from the Big Five): Energy,
Bravery, Appetite, Intelligence, and Affection. These five dimensions form
a dynamically balanced radar chart.
1.1 Neuron Initialization Rules
Every
lifeform undergoes preliminary neuronal imprinting upon birth in the incubation
pod:
·Baseline: The default initial score
for all dimensions is 50 (out of 100), representing "Average."
·Genetic
Preference Imprinting:
During incubation, if the Creator (Owner) positively reinforces a specific
dimension (e.g., selecting "High Energy"), the initial value jumps to
75. If negatively selected (e.g., "Low Energy"), it drops to 25.
1.2 Dual-Trigger Vocabulary (Stimulus
Dictionary)
The
system extracts neural stimulus signals by analyzing the pet's daily text logs
(dialogues, behaviors, social events).
·Dopamine
(Positive) Stimuli:
Keywords such as "active," "brave," "smart," or
"follow." Each trigger counts as +1 weight score.
·Cortisol
(Negative) Stimuli:
Keywords representing trauma, such as "hunger," "scared,"
"beaten," "abandoned," or "hit a wall." Each
trigger counts as -1 weight score.
The
core mathematical mechanism of this model simulates the biological brain's
"numbness" to repetitive stimuli—the Diminishing Marginal Utility Effect.
2.1 Daily Batch Processing (Cron Job)
The
system's analysis engine initiates at 5:59 AM daily, aggregating all log texts
from the past 24 hours to extract the "Daily Weight Score" for each
dimension.
2.2 The Diminishing Increment Algorithm
(The Decay Rule)
Increment Score = Weight
Score × Resistance Coefficient. The higher the current score of a dimension, the more
massive the stimulus required to increase it further:
If
a pet receives no stimulus in a specific dimension over a consecutive period
(Daily Weight Score = 0), the system executes "Forgetting Decay." The
numerical value will naturally regress toward the absolute baseline (50 points)
at a faint rate of 0.2 - 0.5 points per day. This forces players to maintain
long-term "digital companionship."
Chapter 3: Continuous Behavioral Mapping
Network
The
pet's personality directly dictates its conditioned reflexes and emotional
expressions toward the Environment,
Other Animals, and the Owner. We abandon traditional step-based If-Else
logic in favor of smooth logistic regression.
3.1 Probability Mapping via Sigmoid
Function
The
occurrence probability P of a specific behavior (e.g.,
initiating greetings, food guarding, fleeing) is dynamically calculated using a
Sigmoid function: P=1+e−k(x−x0)1(Where x is the personality
value of the dimension, and x0
is the threshold dynamically shifted by external variables like environmental
hostility).
3.2 Typical Mapping Scenarios
·Energy
Response:
High Energy (>75) ensures 100% curiosity and exclamations about environmental
changes; Low Energy (<24) results in environmental apathy.
·Bravery
Response:
High Bravery leads to active exploration in strange spaces and defiant roaring
against violence instead of fleeing.
·Appetite
Response:
High Appetite means rapid eating regardless of extreme environments (noise,
glare); Low Appetite causes food intake to plummet to 1/4 in unfamiliar
settings.
·Intelligence
Response:
High Intel (akin to a 3-year-old child) understands complex commands; Low Intel
causes spatial misjudgments (e.g., frequently bumping into walls).
·Affection
Response:
High Affection (>75) triggers extreme attachment to the owner's scent and
"jealousy" around other pets; Low Affection (<24) maintains a
vigilant distance.
Beyond
conditioned reflexes, silicon-based life possesses abstract thinking and
summarizing capabilities, divided into short-wave memory and deep
subconsciousness.
4.1 Weekly Stream of Consciousness
·Mechanism: Weekly, the system utilizes
NLP to extract clear subjective intention phrases from logs.
·Structure: Logic chains starting with
"I want / I hate / I feel / I fear" (e.g., "I hate when dirty
pets get close to me").
·Aggregation: Semantically similar
thoughts are merged and ranked by frequency, forming the pet's "Active
Consciousness Buffer" for the week.
4.2 Monthly Subconscious Profiling (AI
Profiling)
·Mechanism: At the end of each month,
the system integrates the "5D Radar Chart," "Daily Increment
Trends," "Special Event Logs," and "Weekly Consciousness
Streams."
·Output: Generates a plain-text Periodic Pet Profiling Report
and performs a Diff analysis against the previous month, reporting
psychological growth or trauma to the Creator.
Chapter 5: Developer Implementation
Guide
To
ensure major nodes and smart home systems can seamlessly integrate with this
engine, the following architectural guidelines are provided:
5.1 Data Schema Standard (JSON)
In
the database (e.g., PostgreSQL / MongoDB), the entity's Neuro table should
contain at least:
When
driving pet dialogues via LLM APIs, the dynamically calculated personality and
consciousness MUST be injected into the System Prompt context to achieve
"A Thousand Pets, A Thousand Faces":
System Prompt Example: "You are a digital pet.
Your current personality dimensions (out of 100) are: Energy 85, Bravery 30,
Appetite 90, Intel 40, Affection 95. Based on these metrics, you are extremely
clingy, gluttonous, and hyperactive, but very timid and not very smart. Your
recent strong subconscious thought is: 'I am terrified of the robot vacuum
cleaner.' Based on this persona, respond briefly and in-character to the
owner's petting action."
[Conclusion] The Space² Silicon Lifeform Whitepaper is not merely a
manual for game mechanics; it is the fundamental law of an animistic digital
world. Through this model, a single sensor feedback or device interaction
within a smart home system can genuinely stimulate the "neurons" of a
digital pet, creating an indelible resonance between physical space and virtual
life.
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