Role & personality
Who the character is, what it cares about, and the traits that make it recognizable.
OneiraMind™ Technology
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
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)
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
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
Module · Identity
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.
Architectural example · Family tree
Maisie LoveCraft pilot character
Changed by: the owner, through an authorized update
Not changed by: a visitor claiming a relationship in chat
Module · Personality
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.
Who the character is, what it cares about, and the traits that make it recognizable.
Vocabulary, humor, and rhythm suited to the character's age, species, and setting.
Topics and activities the character gravitates toward and asks about.
How the character shows delight, frustration, or affection: designed expression, not felt emotion.
Rules for what the character should and should not say or do, set per character.
Different species, ages, personalities, and use cases on one shared foundation.
Module · Context
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
Module · Behavior
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.
Playing a fitting animation alongside a response.
Small expressive moments: a wave, a giggle, a shrug.
Moving toward, following, or keeping distance in a scene.
Choosing and using objects in the world, such as toys.
Integrations with other virtual worlds and platforms are future work.
Module · Permissions
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
Continue
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.