| description | The root index for all MONITOR agent documentation. | |||
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Welcome to the MONITOR Agent Documentation. This structure is designed to be highly modular and dense to maximize context efficiency.
- Vision & Modes: The core pitch, modes of operation, and non-goals.
- Epics: The 12 core development epics and their coverage.
- Ideal State & Use Cases: Examples of how the three modes should ideally operate.
- The Three Layers: The strict
3-Layer Cakedependency rules. - Layer 1: Data: Databases and tools.
- Layer 2: Agents: Specialized workers and DSPy.
- Layer 3: Interface: CLI and UI.
- MCP Transport: How agents communicate with data.
- Project Status: Canonical what-is-done / what-is-not, verified against code (2026-07-23).
- Gap Remediation Plan: Plan addressing every verified open gap (G-1 to G-9).
- GM Assistant Mode Plan: Full implementation plan for the Co-Pilot mode (supersedes G-5).
- Forge Mode Plan: Full implementation plan for the World Design / authoring mode.
- GM as Authority: How narration works now — the GMAgent → Narrator → Resolver pipeline, the
gm_toolsregistry, andGMVerdict. - Retrieval Service: The single owner of embeddings + Qdrant (pinned model, model/dim guard, HyDE + rerank,
nearest). - De-heuristic Principle: Why classification is semantic/LLM, never keyword tables — and what that removed.
- Play & Forge Direction: Product direction for mode-first play and the authoring/playing split.
- Character Templates & GM Conditioning Plan: Extends Play & Forge §5/§6 with live multi-world test evidence; adds the (previously undesigned) story-premise conditioning gap.
- Ingestion Pipeline Audit: Findings + remediation plan for game-system ingestion and character-creation parsing (silent degenerate extraction, missing provenance, step_type mislabeling).
- Multi-Tenancy Plan: Phase 1 of multi-user support — per-account private campaigns, public template/character-card gallery, and the auth/ownership model needed to get there; preserves the seam for a later multiplayer phase.
- Scene Loop: Turn-by-turn resolution.
- Story Loop: Campaign progression.
- Conversation Loop: NPC dialogue logic.
- World Building Loop: Collaborative creation.
- Image Generation: Canon-anchored image generation — asset lifecycle, provider capabilities, scope budgets, moderation, and loop suggestions.
- Ecosystem Interop: SillyTavern/RisuAI character card import/export, lorebook runtime semantics, card macros, and lorebook directives.
- Fact Canon Levels: How truth is managed.
- Entity Types: Archetypes vs Instances.
- Graph Relationships: How Neo4j nodes connect.
- Visual Identity: Structured, canon-aware appearance description — anchor shapes, precedence, incarnation isolation, and the CanonKeeper boundary.
- Database Cluster: The docker-compose setup.
- Observability: Structlog and tracing.
- Lain MCP Proxy: How Lain integrates.
- Gameplay Examples & GM Craft: Narrative examples and design principles.
- Use Case Catalog: The full list of target workflows and specifications.
- E2E Testing (LLM-vs-LLM + full-stack): How to run the autonomous-GM and replay suites.
- AGENTS.md - The primary system instructions for agents.