# V8 Features — Ariadne: The Self-Authoring Detective Universe (Unreal Engine 5)

Status: V8 feature inventory. Source: **originating design document for V8.**
Like V6 (Egbe) and V7 (Mawu) — and unlike V1–V5, whose feature maps were derived
from a pre-existing implementation backlog — V8 begins from this document.
`V8_TODOS.md` is derived from the scope defined here, and thereafter the backlog
checklist becomes the source of truth for completion state. V8 extends the
**V5** open-world detective game (`V5/V5_features.md` § "Cross-Cell Mind Palace
(Sherlock)" and § "Vice Squad"), reuses the **V1/Isis** generation pipeline
(`libs/isis`), the **Yemaya** multi-agent creative studio
(`libs/yemaya/agents`), the **Hathor** LLM-NPC layer (`libs/hathor/llm-npc`),
the **V6** Ori portable agent identity (`V6/V6_features.md` § "The Ori"), and
the **V7** trust-and-safety regime (`V7/V7_features.md` § "Sekhmet"). Audience:
product, design, narrative, gameplay, AI/agents, generative-AI, art, audio,
netcode, security, trust-and-safety, live-service, research, and rights leads
scoping V8. Inspired by the design footprint of L.A. Noire, the Frogwares
_Sherlock Holmes_ line (Crimes & Punishments / Chapter One), _Return of the Obra
Dinn_, _Her Story_, _Outer Wilds_, _Disco Elysium_, _The Case of the Golden
Idol_, _Pentiment_, the Inworld × NVIDIA "Covert Protocol" UE5 demo, and the
research lines of Stanford "Generative Agents", procedural-mystery constraint
solving (EXAG "Eliminating the Impossible"), and fair-play-in-detective-fiction
modeling (arXiv 2507.13841). See `V8_SOTA_RESEARCH.md` for the full grounding.
Date derived: 2026-06-04.

Naming note: V8's product and core subsystems are named for the **Ariadne /
labyrinth myth cycle**, consistent with the Oshun monorepo convention of
mythological subsystem names, and each name was checked against the existing
`libs/`, `apps/`, and `DOMAINS/` registries to avoid collision (Ariadne, Clew,
Minos, Theseus, Daedalus, Oracle, Palimpsest are free; Ori is reused as an
explicit bridge to an existing asset). _(The continuity-graph subsystem was
briefly codenamed "Mnemosyne Canon"; it was renamed **Palimpsest** to avoid
colliding with the existing `libs/mnemosyne/*` learning-science domain, which is
unrelated and which V9 reuses directly.)_ The labyrinth is the deliberate
metaphor: a fair mystery _is_ a solvable maze, Ariadne's thread (the _clew_ —
the etymological root of "clue") is the deduction chain, and Theseus is the
player who walks it.

---

> **This feature map has been decomposed into focused pages under
> [`features/`](./features/README.md).** This file remains the canonical hub —
> it preserves every section heading (so existing `features§"…"` and
> `V8_features.md#…` anchors keep resolving); the in-depth, code-grounded
> companion pages live under [`features/`](./features/README.md). Start at the
> [features page index](./features/README.md). The runtime/package architecture
> is in [`V8_ARCHITECTURE.md`](./V8_ARCHITECTURE.md) /
> [`architecture/`](./architecture/README.md).

## Purpose

This document is the **feature map for V8**. V8 is **one coherent product — a
self-authoring detective universe — not a tool.** It turns V5's authored
detective game into a living world where an integrated system of
state-of-the-art AI agents generates an **endless supply of fair, solvable,
fully-voiced, fully-realized cases**, and wires every existing Oshun generation
system into the shipping V5/V6 game at runtime.

V8's entire thesis is **integration + generation-completion**. V1–V7 already
ship the two halves — a real playable detective game and a real multi-modal AI
content factory — but they are not connected, and neither half can _generate a
complete case_. V8 builds the missing generative core, **proves each case
solvable before it ships**, and compiles output into V5's _existing_ authored
case format so the playable game needs no rewrite. (See `V8_GAP_ANALYSIS.md`.)

`V8_TODOS.md` carries the numbered execution backlog and agent execution order;
`V8_ARCHITECTURE.md` carries the technical design and exact data contracts;
`V8_DEPENDENCIES.md` carries the dependency graph; `V8_SOTA_RESEARCH.md` carries
the external state-of-the-art that grounds every design decision.

---

## The product, layered

- **Ariadne** — the product: the system that hands the player an unbreakable
  thread out of any labyrinth it builds. Ariadne guarantees that every case it
  authors _can_ be solved with the clues it provides — fairness is a property
  the system _proves_, not hopes for.
- **The Labyrinth** — a single generated case: a crime, a cast, a timeline, a
  web of evidence and red herrings, and exactly one culprit who is the _only_
  suspect consistent with the player-available clues.
- **The Clew** — Ariadne's thread: the canonical deduction chain from first clue
  to accusation. It is generated _first_ (solve-first) and the case is built
  backward from it.
- **Minos** — the judge at the labyrinth's gate: the formal verifier that
  refuses to let any case ship unless its solution is uniquely entailed and
  fair.
- **Theseus** — the hero who walks the maze: an autonomous AI detective that
  _plays_ every generated case before release to prove it is solvable end-to-end
  and to calibrate its difficulty.
- **Daedalus** — the architect: the compiler and runtime bridge that turns a
  verified case into V5 data (`FV5*` structs + `cold_cases_manifest.json`
  packs + an asset manifest) and streams it into the running game.
- **The Oracle** — the storyteller that decides _which_ labyrinths appear in the
  open world, for _whom_, and _when_ — the drama/experience manager.

---

## Player-facing experience (what V8 ships)

### 1. The Endless Case Board

The Vice Squad case-desk and the cross-cell Mind Palace stop being a fixed set
of 25 + 20 authored cases. The **Bureau Case Board** continuously offers fresh,
themed, difficulty-tuned cases — daily drops, player-requested commissions ("a
1947 arson case in the warehouse district, hard, two suspects"), and ambient
open-world mysteries seeded into the living city. Every one is generated, fair,
voiced, and solvable.

### 2. Cases that fit the world (and remember)

Generated cases are **canon-consistent**: they reuse the persistent city's
districts, recurring NPCs, factions, and the _outcomes of the player's prior
cases_. Accuse the wrong man in case #7 and he can resurface — freed and
vengeful — in case #19. The world has a memory because Ariadne writes to and
reads from a shared canon knowledge graph.

### 3. Living suspects you actually interrogate

Suspects are not branching dialogue trees. Each carries an **Ori** (the V6
portable agent identity) — memory, personality, secrets, and a stake in the case
— and is driven at runtime by Hathor LLM-NPC + NVIDIA ACE / Inworld for live,
lip-synced, MotionScan-style interrogation. They hold consistent alibis, crack
under correctly-presented evidence, and lie _fairly_ (every lie is catchable
with a clue the game actually gives you).

### 4. Fully-realized, not text-only

Every generated case ships with generated **crime-scene environment art and 3D
props** (Hunyuan3D/Meshy), **suspect portraits and document/photo evidence**
(Stability/Flux), **case music and stings** (Suno), and **full voice-over for
every line** (ElevenLabs) — all produced by the Isis fabric, keyed to the case,
and provenance-stamped (C2PA, per V3).

### 5. Fairness you can feel

Because Minos proves uniqueness and Theseus plays the case first, players never
hit an unsolvable wall or a "gotcha" solution. Difficulty is honest: harder
cases have more suspects and subtler clue chains, never _hidden_ information.
The "Brilliant / Good / Doubtful / Wrong" accusation rating (V5's
`EV5MindPalaceAccusationRating`) is earned against a solution the system can
defend.

### 6. Co-op and creator cases

A **Co-op Bureau** lets a party work one generated case together (shared Mind
Palace, divided legwork). A **Commission Studio** lets creators steer Ariadne
(set era, tone, cast, constraints) and publish vetted cases to the community
through the V7 Mawu distribution + Sekhmet safety regime.

---

## Subsystem ownership

| Subsystem                        | Codename          | Owns                                                                                                                                                                                                                                                                                                |
| -------------------------------- | ----------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Generative Case Engine           | **Clew**          | Solve-first ground-truth construction; clue derivation tied to solution variables; red-herring generation; the case as a constraint network.                                                                                                                                                        |
| Solvability & Fair-Play Verifier | **Minos**         | Formal CSP/ASP unique-solution proof; deductive-completeness check; gating via the existing yemaya mystery-fairness + investigation-balance validators.                                                                                                                                             |
| Canon & Continuity Graph         | **Palimpsest**    | The world/character/timeline/prior-outcome knowledge graph; SCORE-style state tracking + graph-RAG retrieval that grounds all generation (`@yemaya/canon-graph`). _Codename:_ a palimpsest — the canon is overwritten after each case (write-back) while prior-case outcomes persist and resurface. |
| Writers' Room Orchestration      | **Anansesɛm**     | The multi-agent DAG (showrunner → specialists → integrator) on yemaya's `WorkflowBuilder`/`StateGraph`; narrative realization via `CreativeAgent`s.                                                                                                                                                 |
| Asset Realization Fabric         | **Loom**          | Per-case orchestration of Isis jobs (env/3D/portrait/document/music/VO/video); retrieve-then-generate; asset binding.                                                                                                                                                                               |
| Living Suspects                  | **Ori-Detective** | Suspect minds (V6 Ori memory/reflection/planning) + Hathor LLM-NPC + ACE/Inworld runtime interrogation.                                                                                                                                                                                             |
| Case Compiler & Runtime Bridge   | **Daedalus**      | Compile verified case → `FV5*` + `cold_cases_manifest.json` + asset manifest; the UE5 backend-relay; case-on-demand streaming.                                                                                                                                                                      |
| Automated Playtester & Eval      | **Theseus**       | Autonomous solver that plays each case; LLM-as-judge 8-dimension quality gate; difficulty calibration; release gating.                                                                                                                                                                              |
| Open-World Case Director         | **Oracle**        | Drama/experience manager: which cases appear where/when/for whom; pacing to a player model; ambient-mystery seeding.                                                                                                                                                                                |
| Cross-cutting                    | —                 | Cost/budget (yemaya `budget-management`), HITL (yemaya `hitl`), provenance (V3 C2PA), safety (V7 Sekhmet), determinism/replay, multiplayer canon sync, localization, accessibility, telemetry/evals.                                                                                                |

---

## Non-goals

- V8 does **not** replace authored cases — V5's 25 hand-made cases remain the
  golden corpus and Theseus/judge calibration fixtures.
- V8 does **not** rebuild V5's deduction UI, interrogation rig, or world
  streaming — it emits data those systems already consume.
- V8 does **not** add new asset providers — it orchestrates Isis's existing
  ones.
- V8 does **not** let an LLM "freestyle" a whole mystery — the symbolic
  ground-truth + constraint solver is authoritative; the LLM realizes the
  skeleton (see `V8_SOTA_RESEARCH.md` §1, "the LLM proposes, the solver
  disposes").

---

## Definition of done (GA)

V8 is GA-complete when, with zero human authoring per case:

1. A player requests or is offered a case; within the cost/latency budget the
   system generates it.
2. Minos has **proven** the culprit is the unique solution consistent with
   player-available clues, and the case passes the Knox/Van-Dine fairness gate.
3. Theseus has **solved** the compiled case in V5's actual data and confirmed
   the intended deduction path reaches a "Brilliant"-eligible accusation.
4. The case ships with generated environment/props/portraits/documents/music and
   full VO, all provenance-stamped and safety-cleared.
5. Suspects interrogate live (ACE/Inworld) with consistent alibis and
   fairly-catchable lies.
6. The case is canon-consistent with the persistent world and prior player
   outcomes, and its own outcome writes back to canon.
7. Everything is reproducible from a seed and auditable; nothing unsafe,
   unsolvable, unfair, or canon-breaking can reach a player.
