Semantic Engine Prototype
Book-to-MUD Generation Pipeline Interface
1. Book Ingestion
Text -> AST
The hero stood in the dusty living room. To the north lay a dark hallway
leading to the ruined kitchen. The air was thick with tension. Suddenly, a
snarling goblin burst from the shadows! He quickly retreated back to the
kitchen to plan his next move.
World Mounted Successfully
2. JSON-Lisp AST State
Memory DB
[
"world",
{
"title": "Generated Story World",
"tick": 0
},
[
"zones",
[
"room",
"CH1_LIVING_ROOM",
{
"name": "The Dusty Living Room",
"description": "A sprawling room with a broken window. Dust motes
dance in the faded light. The air is thick with tension."
},
[
[
"exit",
"north",
"CH1_KITCHEN",
{
"desc": "A dark hallway",
"type": "walkable"
}
]
]
],
[
"room",
"CH1_KITCHEN",
{
"name": "The Ruined Kitchen",
"description": "Rusty appliances line the walls. It smells of rot and
burnt wood."
},
[
[
"exit",
"south",
"CH1_LIVING_ROOM",
{
"desc": "Back to the living room",
"type": "walkable"
}
]
]
]
],
[
"entities",
[
"npc",
"NPC_GOBLIN_1",
{
"name": "Snarling Goblin",
"base_stats": {
"hp": 10,
"atk": 2
},
"location": null
}
]
],
[
"timeline",
[
"event_stream",
"main_plot",
{},
[
[
"event",
{
"tick": 15,
"actor": "NPC_GOBLIN_1",
"action": "SPAWN",
"target": "CH1_LIVING_ROOM",
"msg": "A snarling goblin bursts from the shadows!"
}
],
[
"event",
{
"tick": 30,
"actor": "NPC_GOBLIN_1",
"action": "MOVE",
"target": "CH1_KITCHEN",
"msg": "The goblin retreats to the kitchen, cackling."
}
]
]
]
]
]
3. MUD Navigation Client
REPL Online
== Engine initialized. AST loaded. Map generated. ==
> look
[ The Dusty Living Room ]
A sprawling room with a broken window. Dust motes dance in the faded light.
The air is thick with tension.
Obvious exits: north
>
Enter command (e.g., 'look', 'n', 'south')
4. Event Timeline Controller
Write-Ahead Log
0
Current Story Tick
Tick 0
Tick 25
Tick 50
Hint: Drag the slider to scrub through the generated event WAL. Watch the MUD
terminal for timeline anomalies (e.g. Tick 15).