docs where to learn it
Equilibrium Engine Documentation
Equilibrium Engine models NPC behavior as a deterministic dynamical system: internal states, memory filters, feedback loops, relationship states, threshold-crossing actions, and traceable reactions you can replay. This page is the map to the detailed material.
The white paper
The full, evidence-led treatment — how characters are modelled, the determinism and stability discipline, the calibration method, the believability evaluation, and the honest limitations. Every claim is traceable to code or a measured result. Read the white paper (PDF) ↗
The source code & spec
The engine, persona data, calibration, tests and the evaluation harness are open source under Apache-2.0. The repository holds the specification of record and the subsystem block diagrams (the control-theoretic wiring). Browse the code on GitHub ↗
See it run
- Live playground — poke a persona in your browser and read the arithmetic behind every reaction.
- Trace explorer — one day at the keep, seven NPCs: hover a story beat to see the deterministic trace that produced it.
- One Morning, Three Ways — determinism proof: the same days, bit-identical, until one knob changes.
- One Day, Two Worlds — the costume proof: one run, two narrative skins, identical inner numbers.
Scenario examples
- Cold Rain — an unseen stressor lowers the ceiling so a shrug becomes an outburst (displaced aggression).
- The Sleep Effect — fast emotions reset overnight; the slow grudge persists.
- Two Worlds — the same deterministic run, dressed two ways.
- A Whole City & Relations Between Cities — the same physics, one altitude up.

