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BenStullsBets c3aa419c53 feat(sim): emotions are a right-brain output (Right knob alone)
The affect channel previously gated on BOTH knobs (strength = min(left, right)),
so the analytical Left brain co-controlled the emotion words. Per operator
direction, emotions are now driven by the Right (dreamlike) knob ALONE — Left no
longer gates them. This sharpens the split: Left = measurement (detections +
measurements), Right = the dream AND the feeling it evokes.

- player/alteration.py: `_affect_strength(right) = right` (was min(left,right));
  `_affect_intensity` keyed off Right. AffectOverlay + is_identity docs updated
  (is_identity still holds: right>0 ⇒ dream.strength>0).
- simulator/static/app.js: renderAffect comments (gating is Right via `strength`);
  the client logic already keyed min_level/tier off the passed strength + right.
- Affect design spec: revision note + every min(left,right) → right.
- Tests rewritten: affect is Right-driven (full Right + Left 0 surfaces affect;
  Right 0 + Left 4 surfaces none).

271 passed, 2 skipped. Live API verified: left=0/right=4 → strength 4; left=4/
right=0 → strength 0.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 04:29:21 -07:00
benstull 5bb762ae53 Merge pull request 'fix(sim): content-hash media URLs + fade pool-landing clip swap' (#23) from fix/media-versions-and-pool-landing into main 2026-06-25 20:04:15 +00:00
4 changed files with 71 additions and 56 deletions
@@ -1,27 +1,36 @@
# Affect channel — emotions in the Left-brain HUD
**Status:** approved (session 0013, 2026-06-22)
**Status:** approved (session 0013, 2026-06-22); **revised session 0018, 2026-06-26**
**Surface:** simulator preview (`simulator/`, `player/alteration.py`)
**Builds on:** the machine-altered-perception design SPEC; the Left HUD look-and-feel
pass (same session).
> **Revision (session 0018) — affect is a RIGHT-brain output.** The original design
> gated emotions on *both* knobs (`strength = min(left, right)`). Per operator
> direction, **emotions are now controlled by the Right (dreamlike) knob alone** —
> the analytical Left knob no longer gates them. This sharpens the left/right split:
> Left = measurement (detections + measurements), Right = the dream **and** the
> feeling it evokes. Every `min(left, right)` below now reads `right`. The data
> shape, rendering, and per-word `min_level` mechanic are unchanged — only the knob
> the strength is keyed off.
## Idea
A third HUD channel beside the cyan *detections* and amber *measurements*: soft,
glowing **emotion-words** that surface the feelings the experience may invoke.
They appear only when *both* the analytical (Left) and dreamlike (Right) knobs are
up — the dream leaking into the machine's reading. This is the uncanny edge of the
thesis: the machine trying to quantify not just what is there, but how you are
meant to feel.
They are a **right-brain output: driven by the dreamlike Right knob alone** (the
analytical Left knob does not gate them) — the dream surfacing as the machine's
felt reading. This is the uncanny edge of the thesis: the machine trying to
quantify not just what is there, but how you are meant to feel.
## Behaviour
- **Trigger / intensity.** Affect strength = `min(left, right)` (04). Either knob
at 0 → no emotions at all. Opacity scales with that strength × `overlay_gain`.
- **Escalation.** A **stable emotional palette per scene** — higher combined
strength reveals *more* words at higher opacity. Each word carries a `min_level`
(the same mechanic the detection channel uses), but compared against the
*combined* `min(left, right)` strength rather than Left alone.
- **Trigger / intensity.** Affect strength = `right` (04). Right at 0 → no
emotions at all, regardless of Left. Opacity scales with that strength ×
`overlay_gain`.
- **Escalation.** A **stable emotional palette per scene** — higher Right reveals
*more* words at higher opacity. Each word carries a `min_level` (the same
mechanic the detection channel uses), compared against the `right` strength.
- **Rendering.** Floating words at authored scene positions — **no boxes or
reticles**, lowercase, semi-transparent with a soft glow, in a distinct **violet**
register so they read as affective and clearly *softer* than the hard clinical
@@ -33,15 +42,15 @@ Consistent with the existing split (alteration math in Python, label-selection i
the client):
- `player/alteration.py` gains an `AffectOverlay(strength, intensity)` on the
`RenderPlan`. `strength = min(left, right)`; `intensity = clamp(overlay_gain *
min(left,right) / KNOB_MAX, 0, 1)`. Returned in `render_plan_to_dict` under
`"affect"`. Pure, unit-tested.
`RenderPlan`. `strength = right`; `intensity = clamp(overlay_gain * right /
KNOB_MAX, 0, 1)`. Returned in `render_plan_to_dict` under `"affect"`. Pure,
unit-tested.
- The simulator client picks *which* words to show by comparing each affect
entry's `min_level` to `plan.affect.strength`, and renders them at
`plan.affect.intensity` opacity.
`is_identity` is unaffected: `min(left,right) > 0` implies `left > 0`, which already
makes `overlay.level > 0`.
`is_identity` is unaffected: `affect.strength == right`, and `right > 0` already
makes `dream.strength > 0`.
## Data
+17 -14
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@@ -88,11 +88,12 @@ class AnalyticalOverlay:
@dataclass(frozen=True)
class AffectOverlay:
"""Affect channel (Left x Right): emotion-words surfaced only when BOTH the
analytical (Left) and dreamlike (Right) knobs are up. `strength` is
`min(left, right)` (0..4) a runtime affect track picks which feeling words
appear by it; `intensity` 0..1 is their opacity. The dream leaking into the
machine's reading (affect-channel design, session 0013)."""
"""Affect channel (RIGHT brain): emotion-words surfaced by the Right (dreamlike)
knob alone the analytical Left knob does NOT gate them. `strength` is the Right
knob (0..4) a runtime affect track picks which feeling words appear by it;
`intensity` 0..1 is their opacity. Feeling is the right brain's output, surfaced
as the machine's felt reading (affect-channel design, session 0013; Right-only
since session 0018)."""
strength: int
intensity: float
@@ -122,8 +123,9 @@ class RenderPlan:
@property
def is_identity(self) -> bool:
"""True when the plan leaves the neutral base un-altered. Affect needs no
clause: `min(left,right) > 0` implies `left > 0`, so `overlay.level > 0`
already makes a plan with active affect non-identity."""
clause: `affect.strength == right`, and `right > 0` already makes
`dream.strength > 0`, so an active-affect plan is non-identity via the
dream check below."""
return (
self.grade.is_identity
and self.overlay.level == 0
@@ -135,13 +137,14 @@ def _overlay_intensity(left: int, cal: Calibration) -> float:
return _clamp(cal.overlay_gain * left / KNOB_MAX, 0.0, 1.0)
def _affect_strength(left: int, right: int) -> int:
"""Affect surfaces only when BOTH knobs are up — gated by the smaller one."""
return min(left, right)
def _affect_strength(right: int) -> int:
"""Affect is a RIGHT-brain output: the emotion channel is driven by the Right
(dreamlike) knob alone the analytical Left knob no longer gates it."""
return right
def _affect_intensity(left: int, right: int, cal: Calibration) -> float:
return _clamp(cal.overlay_gain * _affect_strength(left, right) / KNOB_MAX, 0.0, 1.0)
def _affect_intensity(right: int, cal: Calibration) -> float:
return _clamp(cal.overlay_gain * _affect_strength(right) / KNOB_MAX, 0.0, 1.0)
def _dream_intensity(right: int, cal: Calibration) -> float:
@@ -163,8 +166,8 @@ def plan_alteration(
intensity=_overlay_intensity(coord.left, calibration),
),
affect=AffectOverlay(
strength=_affect_strength(coord.left, coord.right),
intensity=_affect_intensity(coord.left, coord.right, calibration),
strength=_affect_strength(coord.right),
intensity=_affect_intensity(coord.right, calibration),
),
dream=Dream(
strength=coord.right,
+6 -5
View File
@@ -456,10 +456,11 @@ function renderOverlay(level, intensity) {
lastOverlay = { level, intensity };
}
// Affect channel: soft, glowing emotion-words surfaced only when BOTH knobs are
// up. `strength` = min(left, right); `intensity` is the layer opacity. Words are
// placed at authored scene points (no boxes — feelings are scene-level) and read
// softer than the clinical reticles — the dream leaking into the machine's read.
// Affect channel: soft, glowing emotion-words — a RIGHT-brain output, surfaced by
// the Right (dreamlike) knob alone (`strength` = right; the Left analytical knob no
// longer gates them). `intensity` is the layer opacity. Words are placed at authored
// scene points (no boxes — feelings are scene-level) and read softer than the
// clinical reticles — feeling, not measurement.
function renderAffect(strength, intensity, right) {
const clip = activeClip();
if (!affectLayer) return; // tolerate a stale page missing the affect layer
@@ -472,7 +473,7 @@ function renderAffect(strength, intensity, right) {
const [x, y] = f.at.map((n) => n * 100);
const t = svg("text", { x, y, "text-anchor": "middle", class: "hud-affect" }, affectLayer);
// RIGHT emotion tier: the vocabulary escalates basic -> compound as the Right
// knob rises (appearance still gated by min(left,right) above).
// knob rises (appearance is gated by the Right knob via `strength` above).
const raw = strings[f.key];
t.textContent = pickTier(raw !== undefined ? raw : f.key, clamp(right || 0, 1, tierCount(raw)));
}
+23 -21
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@@ -55,42 +55,44 @@ def test_left_and_right_stack_not_cancel():
assert plan.dream.intensity == 1.0
def test_affect_needs_both_knobs_up():
# affect-channel design (session 0013): emotion-words surface only when BOTH
# the Left and Right knobs are up — either at 0 means no affect at all.
def test_affect_is_driven_by_the_right_knob_alone():
# Right-brain affect (session 0018): emotion-words are controlled by the Right
# knob alone — Right at 0 means no affect regardless of Left, and Left no longer
# gates the channel (full Right with Left at 0 still surfaces affect).
assert plan_alteration(_coord(left=4, right=0)).affect.strength == 0
assert plan_alteration(_coord(left=0, right=4)).affect.strength == 0
assert plan_alteration(_coord(left=4, right=0)).affect.intensity == 0.0
assert plan_alteration(_coord(left=0, right=4)).affect.intensity == 0.0
assert plan_alteration(_coord(left=0, right=4)).affect.strength == 4
assert plan_alteration(_coord(left=0, right=4)).affect.intensity == 1.0
def test_affect_strength_is_the_smaller_knob():
# strength = min(left, right)the smaller knob gates the channel.
assert plan_alteration(_coord(left=2, right=4)).affect.strength == 2
def test_affect_strength_is_the_right_knob():
# strength = right — Left is irrelevant to the affect channel.
assert plan_alteration(_coord(left=2, right=4)).affect.strength == 4
assert plan_alteration(_coord(left=4, right=2)).affect.strength == 2
assert plan_alteration(_coord(left=4, right=4)).affect.strength == 4
assert plan_alteration(_coord(left=3, right=1)).affect.strength == 1
assert plan_alteration(_coord(left=0, right=3)).affect.strength == 3
assert plan_alteration(_coord(left=4, right=1)).affect.strength == 1
def test_affect_intensity_scales_with_strength_over_full_scale():
for lo in range(5):
plan = plan_alteration(_coord(left=lo, right=4))
assert plan.affect.intensity == pytest.approx(lo / 4)
assert plan_alteration(_coord(left=4, right=4)).affect.intensity == 1.0
def test_affect_intensity_scales_with_right_over_full_scale():
for r in range(5):
plan = plan_alteration(_coord(left=0, right=r))
assert plan.affect.intensity == pytest.approx(r / 4)
assert plan_alteration(_coord(left=0, right=4)).affect.intensity == 1.0
def test_affect_intensity_honors_overlay_gain():
# affect rides the same overlay_gain as the analytical HUD it belongs to.
# affect text rides the overlay-opacity gain, but is keyed off the Right knob.
cal = Calibration(overlay_gain=0.5)
assert plan_alteration(_coord(left=4, right=4), cal).affect.intensity == pytest.approx(0.5)
assert plan_alteration(_coord(left=0, right=4), cal).affect.intensity == pytest.approx(0.5)
clamp = Calibration(overlay_gain=10.0)
assert plan_alteration(_coord(left=4, right=4), clamp).affect.intensity == 1.0
assert plan_alteration(_coord(left=0, right=4), clamp).affect.intensity == 1.0
def test_affect_active_implies_non_identity():
# min(left,right) > 0 implies left > 0, so an active affect plan is never identity.
plan = plan_alteration(_coord(left=2, right=3))
assert plan.affect.strength == 2
# affect.strength == right, and right > 0 makes dream.strength > 0, so an active
# affect plan (even with Left at 0) is never identity.
plan = plan_alteration(_coord(left=0, right=3))
assert plan.affect.strength == 3
assert not plan.is_identity