@
Trait Vector (Mind Dimension)
mutig
0.60
feige
0.25
gierig
0.40
sozial
0.50
geschickt
0.55
Payoff Space — BP1 Decision
⚔ ATTACK
0.00
→ FLEE
0.00
◎ BRIBE
—
⊙ WAIT
0.00
Action Slot — Breakpoint Timeline
BP1
Initiation
decide
decide
🔒
Inertia
Lock
Lock
BP2
No Return
interrupt?
interrupt?
🔒
Inertia
Lock
Lock
BP3
Resolution
gauss
gauss
Gauss Distribution — BP3 Resolution Roll
Failure
roll: —
Success
Tile Context (Environment)
NPC Traits
Simulate
Kahneman (2011) — Thinking Fast and Slow:
System 1 (automatic) = Inertia-Lock execution.
System 2 (deliberate) = Breakpoint evaluation.
Cardinal models exactly this split.
Fitts (1954): Motor actions have irreversible commitment points. After 2/3 of a swing: no abort possible. That is BP2.
Gibson (1979) — Affordances: Action emerges not from planning but from field invitation. BP1 = NPC reads affordance. Lock = affordance accepted.
System 1 (automatic) = Inertia-Lock execution.
System 2 (deliberate) = Breakpoint evaluation.
Cardinal models exactly this split.
Fitts (1954): Motor actions have irreversible commitment points. After 2/3 of a swing: no abort possible. That is BP2.
Gibson (1979) — Affordances: Action emerges not from planning but from field invitation. BP1 = NPC reads affordance. Lock = affordance accepted.