OneiraMind™ Technology

The Architecture Behind Persistent Characters

OneiraMind™ explores a different approach to virtual character intelligence.

Rather than treating every conversation as an isolated event, its modular architecture is designed to help characters maintain consistent identities, retain meaningful context, recognize relationships, and respond to their environments over time.

The system combines persistent character data, conversational intelligence, configurable behavior, permissions, and world-specific integrations. Its objective is not to create one universal personality, but to provide a flexible foundation for many different kinds of virtual characters.

Overview

How the Pieces Fit Together

A persistent foundation, a reasoning layer, and the world in between.

Virtual world

World & Character Interface

Avatars, objects, chat, and events in a virtual environment such as Second Life.

Persistent cognitive foundation

OneiraMind™ Cognitive Architecture

Conversational reasoning layer

Wish Intelligence™

Interprets language and shapes a response that fits the character and the moment.

How the parts relate (design architecture, simplified)

  1. The world reports what is happening: who is present, what was said, what changed.
  2. OneiraMind™ checks permissions and identity, then selects the relevant memories, relationships, personality, and context.
  3. Wish Intelligence™ uses that selected context to interpret the situation and propose a response.
  4. OneiraMind™ keeps the response consistent with the character's identity and rules, decides what, if anything, is worth remembering, and passes any approved action back to the world.

This diagram shows the intended relationships between the parts, not a complete map of the current implementation. Not every interaction uses every module.

Module · Memory

Persistent Memory

Status: In development

Most conversational systems start every exchange from nothing. OneiraMind™ is designed so a character can carry relevant information from one interaction into the next.

Memory is selective by design. The goal is not to record everything, but to keep what matters and recall it when it is relevant, the way a familiar face brings back a shared moment.

What it is designed to hold

  • Conversation history: recent exchanges that give the current moment context.
  • Meaningful experiences: moments worth keeping beyond a single session.
  • Preferences: likes, dislikes, and choices a character has expressed.
  • Retrieval: bringing back only the memories that fit the situation.
  • Selective retention: deciding what to keep, summarize, or let fade.

Module · Identity

Identity & Relationships

Status: In development

OneiraMind™ separates who a character is from what is happening in this conversation. A character's persistent identity (name, configured personality, background, and relationships) lives in authoritative records. Conversation context is temporary and changes moment to moment.

That separation matters. A visitor saying “I'm your uncle” is conversation, not a fact: it does not rewrite the character's family. Relationship records change only through authorized updates, and people are recognized through verified identities rather than whatever name they offer.

  • Character identity and configured personality and background
  • Family and social relationships that persist across conversations
  • Verified user identities so the right person is recognized
  • Authorized relationship changes made by the owner, never by a claim in chat

Architectural example · Family tree

Maisie LoveCraft pilot character

  • Mama Mizzy LoveCraft
  • Daddy Jax
  • Baby sister Sasha LoveCraft

Changed by: the owner, through an authorized update

Not changed by: a visitor claiming a relationship in chat

Family relationships are stored as authoritative identity records, so the conversational layer does not have to guess who someone is. Keeping them consistent in every conversation is an active development area.

Module · Personality

Personality & Expression

Status: In development

Each character has a profile that shapes how it speaks and acts. The same architecture is meant to support a six-year-old, a shopkeeper, a dragon, or a loyal pet, each sounding like itself.

Role & personality

Who the character is, what it cares about, and the traits that make it recognizable.

Communication style

Vocabulary, humor, and rhythm suited to the character's age, species, and setting.

Interests

Topics and activities the character gravitates toward and asks about.

Emotional expression

How the character shows delight, frustration, or affection: designed expression, not felt emotion.

Appropriate behavior

Rules for what the character should and should not say or do, set per character.

Many kinds of characters

Different species, ages, personalities, and use cases on one shared foundation.

Module · Context

Contextual Learning

Status: In development

Characters should grow from their experiences without absorbing everything they hear. OneiraMind™ is designed so that approved information and meaningful interactions can shape future responses.

Not every statement becomes a permanent memory. What a character learns depends on who said it, whether it is trusted or approved, and whether it is worth keeping.

Designed to consider

  • Source: is this from a trusted, verified person?
  • Approval: is it information the owner allows the character to learn?
  • Meaning: does it matter beyond this moment?
  • Consistency: does it conflict with the character's authoritative identity?

Module · Behavior

Behavior & Actions

Status: In development

A character's presence is more than words. OneiraMind™ is designed to connect conversational decisions to appropriate actions inside a virtual world, so what a character says and what it does stay in agreement.

This connection is being explored first in Second Life with Maisie. Each kind of action below describes a direction of the architecture; how much of it works today varies and is still being validated.

Animations

Playing a fitting animation alongside a response.

Gestures

Small expressive moments: a wave, a giggle, a shrug.

Movement

Moving toward, following, or keeping distance in a scene.

Interactive objects

Choosing and using objects in the world, such as toys.

Integrations with other virtual worlds and platforms are future work.

Module · Permissions

Permissions, Privacy & Safety

Status: In development

A character that remembers people carries responsibility. OneiraMind™ is designed so the character's owner decides who it interacts with, what it may remember, and how it behaves, with rules suited to the kind of character it is.

For a child character like Maisie, that includes age-appropriate behavior and clear boundaries. Specific security measures are intentionally not described here.

Designed to include

  • Owner-controlled permissions for what the character can do
  • Approved visitors and character interaction boundaries
  • Identity verification before trust is extended
  • Privacy protections and controls over persistent memory
  • Age-appropriate behavior and configurable safety rules

Continue

Two Systems, One Character

OneiraMind™ holds who a character is. Wish Intelligence™ helps it understand and respond in the moment. Meet the reasoning layer, or the little girl who started it all.