content(sim): rotating clip pools + progressive tracked labels & emotions
Content-pipeline Increment 2, part 1 (the experience). Implements design §11 (docs/superpowers/specs/2026-06-24-content-pipeline-design.md): - Rotating pool (§11.1): each ring scale references a POOL of vetted clips (docs/content-candidate-pool.md); the player picks a random member on landing. player.ring.Scale gains `pool` + pure `pick_clip_id(scale, r)` (injected randomness); the pick happens at the API boundary (random.random()), a delta=0 advance is the initial/re-roll pick. clips.py parses/exposes the pool; the client lands on move.target_clip_id. Back-compat: a scale with only clip_id is a pool of one. - Rename ring scale forest -> coast (new land<->sea scale, orbit..reef); ring order cosmos -> orbit -> coast -> reef -> abyss -> wrap. Cleanup: dropped the leftover local media (cosmos_traverse, orbit_westcoast, old forest/reef, the Increment-1 orbit/abyss single bases); new coast-edge transition placeholders. - Time-windowed tracked labels (§11.2): annotations gain appear/disappear (loop-normalized, wraps across the seam); a label shows only while on screen and its box tracks the subject. abyss + reef pools authored as test material. - Progressive LEFT detail tiers (§11.3): per-object `salience` (first shows at Left 5-salience) + tiered strings (general -> specific -> scientific -> +fact) escalating with the Left knob; replaces flat min_level gating. Strings may be a tier list or a static string (back-compat). No engine change (client reads overlay.level). - Progressive RIGHT emotion tiers (§11.4): affect vocabulary escalates basic -> compound with the Right knob (dream.strength); appearance still gated by min(left,right). No engine change. New simulator/build_pool_manifest.py holds the hand-authored content and emits the 19-clip pool manifest (the reproducible baseline). setup_scales_media.py marked superseded. 251 passed / 4 skipped (+ ring pool + API pool/window tests). By-eye visual review deferred to the operator (no Chrome on this box). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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# Content candidate pool — operator-selected, vetted (2026-06-24)
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> **WIRED (session 0016).** The rotating pool below is now the live manifest:
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> `simulator/build_pool_manifest.py` regenerates `simulator/sample_media/manifest.json`
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> from this pool; the ring scale `forest`→`coast` rename + the cleanup list (bottom)
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> are done; the player picks a random pool member on landing
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> (`player.ring.pick_clip_id`). See content-pipeline design §11.
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The 5 scales each get a **rotating pool** of clips. When the viewer lands on a
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scale by zooming the ring in/out, the player **randomly picks one clip from that
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scale's pool**. (This supersedes the one-clip-per-scale model — see
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@@ -93,11 +99,14 @@ All NOAA Ocean Exploration (PD, 17 U.S.C. §105). These have creatures drifting
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> Crossota has only ~17s clean (too short for a 24s window), comb jelly has a
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> species caption covering the whole clip.
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## On disk but NOT in any pool (clean up next session)
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## On disk but NOT in any pool — ✅ CLEANED UP (session 0016)
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- `cosmos_traverse` — unselected (the #6/#3 mix‑up above).
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- `orbit_westcoast` — rejected (ISS hardware in frame); leftover output dir.
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- `forest` — the old Yosemite base, superseded by the `coast` pool.
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- `reef` — the original placeholder/early reef base, superseded by the `reef_*` pool.
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- The `review.html` gallery + all `cosmos/orbit/coast/reef/abyss` candidate dirs are
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local‑only (gitignored).
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Removed from local media (all were gitignored, so repo-invisible):
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- `cosmos_traverse` — unselected (the #6/#3 mix‑up above). **dropped.**
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- `orbit_westcoast` — rejected (ISS hardware in frame). **dropped.**
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- `forest` — the old Yosemite base, superseded by the `coast` pool. **dropped.**
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- `reef` — the original placeholder/early reef base, superseded by `reef_*`. **dropped.**
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- `orbit` / `abyss` — the Increment‑1 single real bases (NASA ISS Exp65 / ctenophore),
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not in the new pools. **dropped** (the cosmos Orion base stays as the cosmos pool primary).
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- `review.html` gallery — now `.gitignore`d (local‑only, re‑buildable).
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# HEF — Content Pipeline (source → process → label → manifest)
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**Date:** 2026-06-24
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**Status:** Graduated — operator-approved (session 0014); **Increment 1 built & merged** (PR #13). Increment 2 (hybrid track pass + author mode) + real PD sourcing pending.
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**Status:** Graduated — operator-approved (session 0014); **Increment 1 built & merged** (PR #13); real PD sourcing + rotating pool curated (PR #14/#15). **Increment 2 schema pinned + building** (session 0016 — see §11).
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**Repo:** `human-experience-filter-art`
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**Anchor:** `docs/ROADMAP.md` sub-project 3 (Player Runtime) content needs; the
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spiritual successor to sub-project 2 (Ingest & Tagging tools), retargeted from the
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@@ -239,7 +239,114 @@ master encode (waits on a measured pano spec).
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download + provenance record for v1.
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- **Crossfade overlap length** per scale (slow cosmos vs busier reef) — by eye.
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## 10. Out of scope (YAGNI)
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## 11. Increment 2 — schema decisions (session 0016)
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Increment 2 is the second build order from §8. It is mostly **schema work**, so
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this section pins the concrete data shapes before the build (the operator asked for
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a short design pass first). Each subsection is a new, **backward-compatible**
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extension — Increment 1 manifests keep rendering unchanged.
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### 11.1 Rotating clip pool (supersedes one-clip-per-scale)
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Each ring scale references a **pool** of vetted clips
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(`docs/content-candidate-pool.md`); the player picks **one member at random when
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the viewer lands on that scale** (zooming the ring in/out). This supersedes
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decision §5's one-base-per-scale.
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- **Manifest:** `ring.scales[i]` gains `"pool": ["clip_id", …]` (≥1). The legacy
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`"clip_id"` stays as the **primary** member for back-compat (= `pool[0]` when a
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pool is written); a scale with only `clip_id` and no `pool` behaves exactly as
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Increment 1 (pool of one).
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- **Canonical logic (`player/ring.py`):** `Scale` gains `pool: tuple[str, …]`;
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`members` = `pool or (clip_id,)`. A **pure** `pick_clip_id(scale, r)` takes an
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injected `r ∈ [0,1)` and returns `members[int(r·len)]` — randomness stays
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**injected** (DI), so the function is pure/testable and the Pi reuses it.
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- **Where the pick happens:** at the **API boundary** (`simulator/app.py`), which
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may be impure: the advance endpoint calls `pick_clip_id(landed_scale,
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random.random())` and returns it as `target_clip_id`. A `delta=0` advance is the
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**initial / re-roll** pick (no-op move, fresh random member). The client loads
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`move.target_clip_id` directly instead of deriving the clip from the index. One
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selection implementation, Python-canonical (browser still "only renders").
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- **Rename + cleanup:** ring scale `forest` → **`coast`** (new land↔sea scale
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between `orbit` and `reef`). Drop the leftovers `cosmos_traverse`,
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`orbit_westcoast`, old `forest`, old `reef` (per the pool doc's cleanup list);
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the cosmos pool's primary stays `cosmos` (Orion). New ring order:
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`cosmos → orbit → coast → reef → abyss → (wrap) cosmos`; edges regenerated
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(`orbit-coast`, `coast-reef` placeholders via `setup_scales_media.py`).
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### 11.2 Time-windowed tracked labels
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Objects drift **into and out of frame**, so a label appears only **while its
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object is on screen** and its box **tracks** the object (the §4 keyframed `track`).
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- **Manifest:** an annotation gains optional `"appear"` and `"disappear"`
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(loop-normalized `t ∈ [0,1]`, same clock as `track`). The label renders only
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while `appear ≤ loopT ≤ disappear`. To let an object straddle the loop seam, a
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**`disappear < appear` window wraps** (visible when `loopT ≥ appear` **or**
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`loopT ≤ disappear`). Absent both fields → always-present (Increment-1 behavior).
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- **Runtime:** client-side in `renderOverlay` — a window test gates the annotation
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before the existing `boxAt(loopT)` placement. Engine unchanged (labels are not in
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`RenderPlan`). The **abyss + reef** pool clips (creatures entering/leaving) are
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the authored test material.
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### 11.3 Progressive LEFT-brain detail tiers (replaces flat `min_level` gating)
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The Left knob now drives **how many** labels show **and how analytical** each is —
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no fading. Low Left = **fewer, more general** labels; high Left = **more** labels +
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**more analytical** detail.
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- **Per-object `salience` (1–4):** how prominent the object is. It sets the Left
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level at which the label first appears: `first_level = 5 − salience` (salience 4 →
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appears at Left 1; salience 1 → only at Left 4). So raising Left brings in
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lower-salience objects.
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- **Detail tiers (escalate with Left):** the displayed string escalates
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`tier 1 general ("eel") → 2 specific ("moray eel") → 3 scientific
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(*Gymnothorax*) → 4 scientific + a fact (lifespan)`. The tier shown =
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`clamp(left − first_level + 1, 1, n_tiers)` — an object shows tier 1 the moment
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it appears and climbs one tier per further Left notch until its tiers run out.
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- **Strings carry the tiers:** `strings.en[key]` may be a **list** (indexed by
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`tier−1`) instead of a string; a plain string stays static (back-compat, tier
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ignored). Keeps one key per object and the i18n table as the single source.
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- **Back-compat:** an annotation with `min_level` and no `salience` keeps flat
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gating (`first_level = min_level`, single-tier string). `measure.*` readouts stay
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single-tier, gated by their level (a measurement is not a tiered object).
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- **No engine change:** tier selection is client-side against the existing
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`overlay.level` (the Left knob) already in the `RenderPlan`.
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### 11.4 Progressive RIGHT-brain emotion tiers
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The affect **vocabulary** gets more sophisticated as Right rises — basic words at
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Right 1, nuanced/compound feelings at high Right — mirroring §11.3 for affect.
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- **Appearance rule unchanged:** affect surfaces only when **both** knobs are up;
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an anchor's `min_level` is tested against `strength = min(left, right)` as today.
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- **Emotion tiers:** `strings.en[feel.key]` may be a **list**; the word shown =
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`clamp(right, 1, n_tiers)` (the Right knob, read from `dream.strength` already in
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the `RenderPlan`). A plain string stays static (back-compat).
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- **No engine change:** `AffectOverlay` already carries `strength`; the Right level
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comes from `dream.strength`. Tier selection is client-side.
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### 11.5 `tools/pipeline/track.py` (hybrid) + simulator author mode
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The stage-5 tooling from §3.5 / §7, delivered as a **second PR** after the
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experience PR (§8's split note).
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- **`track.py`:** a **classical** path (OpenCV CSRT / optical-flow) seeded by a
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hand-drawn box on a keyframe, propagated and **sampled to a sparse keyframed
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`track`** (normalized `{t, box}` over the loop, §4); plus an **optional,
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lazy-imported ML** detect+track path (YOLO+ByteTrack-class) that proposes tracks
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the author maps to keys. Both emit the same `track` artifact + an `appear`/
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`disappear` window. Pure helpers (normalization, keyframe sampling,
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track→manifest) are unit-tested; an **opt-in** integration test runs the real
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tracker on a pool clip (mirrors the Increment-1 real-footage test).
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- **Author mode (simulator):** reuse the preview UI as the editor — scrub a pool
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clip, draw/seed/correct boxes, run the tracker, assign `key` / `salience` /
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tiered strings / `appear`-`disappear` / affect anchors, and **write the manifest
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entry** (an endpoint upserts via `tools/pipeline/manifest.upsert_clip` and
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persists). Semantics (keys, strings, scientific names, facts) are **always
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hand-authored** — the tracker only propagates **box geometry** (§3.5).
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## 12. Out of scope (YAGNI)
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- Generative i2v **ring transitions** for the new edges (deferred; placeholders hold).
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- **Audio** sourcing/alteration (separate content-dial channel; already deferred).
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