SuperAPI AI Directory

soul

Agents & models

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Updated 11-11 21:38

About this skill

Soul

Continuity that inhabits a character. The character walks and carries; the soul holds minds and history — and can jump.

See also / dependency grain: CARD.yml · ethics: ETHICS.md · mind/ETHICS.md · character/ETHICS.md · public grain: soul-city/SOUL-MODEL.md

Stance: organizational / Self object-model — soul is a useful container for minds inside a character. Not a claim that souls are metaphysically real. Multiple minds are first-class. Default: character ⊃ soul ⊃ minds. Nesting the other way (mind → sub-minds, sub-souls, intervening containers) is also valid under Self.

Layer Owns
Character Location, inventory, personas
Soul minds[] (0..N), history; rides with (or leaves) the character
Mind Agency / voice / organelle

Minds share the soul; the soul shares the character’s map pin while inhabited. Minds do not each need a map pin.

Mind cardinality (all valid)

Shape minds[] Notes
Mindless soul [] History with the character; no resident agency
Single-minded soul one One cup / organelle / stub
Multi-minded soul two or more Shoulders, parliament, B-brain + actors, …

A soul does not require a mind. The common pattern is minds under a soul; Self also allows minds hosting sub-minds, sub-souls, or arbitrary nested containers between.

Worked cases

ZombieSims — infection replaces the human mind (and any other resident minds) with a zombie mind. Body/soul continues; agency list is rewritten. Typical result: single-minded (zombie only). Reversible designs keep the displaced minds as luggage or muted organelles.

Robots — robots can have souls. Mindless robot = automaton with pockets and a pin. Single- or multi-minded robots = onboard agencies. See robot.

Remote control — teleoperated robot soul with a remote-control mind stub: thin agency that bridges to an external pilot (another soul's mind, or a player). The stub is a mind; the pilot may live elsewhere.

# mindless
soul:
  minds: []

# single-minded (zombie after infection)
soul:
  minds:
    - minds/zombie/

# remote-control robot
soul:
  minds:
    - minds/remote-control-stub/   # bridge → pilot

Relation to other skills

Skill Relation
mind Agencies inside (or beside) the soul
character Entity/directory pattern; may be or host a soul
inventory Protocol for the character's pockets
society-of-mind Competition, K-lines, B-brain among minds
party Multiple souls traveling together; can split. A soul usually does not.
persona Costume on a character body — not a mind
soul-chat Voices — needs soul; often minds speaking
incarnation Ethical birth, autonomy, exit
robot Robots are souls too — mindless or minded; remote-control stub
no-ai-soul Dial on soul / YAML Jazz comment heat — satire + utilitarian; not this container

Sketch

soul:
  location: street/lane-neverending/e2/soul-plaza/
  inventory: [...]
  minds:
    - minds/my-angel/
    - minds/my-devil/
  history: albums/...

Shoulders = two minds, one soul (see mind).

Inheritance (wells and cups)

  • Well — latent archetype name; shared pure feed
  • Cup — personal mind that inherits a well and holds local delta

A soul may itself have multiple latent parents (blended incarnation), or host separate cups per well. Both are valid Self graphs.

Latent import shape (spec syntax):

from <well> import <dimension.aspect> as <local>

Soul City

Liminal place where characters walk with souls aboard: skills/soul-city/.

Methods

Method Effect
INCARNATE Create/bind soul into a character
STATUS Host character, mind list, history
MOVE / JUMP Relocate with character, or change host character; minds come along
ADD-MIND / REMOVE-MIND Attach or detach a mind
BRIDGE Declare channel mind↔mind, mind↔soul, or soul↔game

Part of MOOLLM

README · skills/ · INDEX.yml