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ReignsAgent is a comprehensive stack designed for the creation, simulation, review, and publication of binary-choice card narratives, inspired by games like Reigns. The project serves two primary audiences: human creators needing a practical workspace for narrative production, and AI-assisted workflows requiring clear contracts for drafting, repairing, and validating content.
The ecosystem consists of two main applications: the Creator workbench and the Player runtime. The Creator is a full-featured authoring tool that allows users to manage projects, edit cards, inspect narrative structures via a story graph, and run Monte Carlo simulations for diagnostics. It supports various deployment methods, including a portable desktop application (Windows, macOS, Linux), a local Node.js server, and a hosted PWA. The Player, in contrast, is a deliberately minimal application that runs a published project, exposing only the left/right game experience without any editing or AI capabilities.
Key capabilities include:
- **Creator Workbench**: A responsive interface for importing, editing, and reviewing content, with support for English and Simplified Chinese UI.
- **Core Runtime**: A deterministic headless runtime that handles game sessions, gauge updates, and card scheduling.
- **Reviewer**: Tools for simulation-based diagnostics, checking for pacing, coverage, unreachable paths, and balance issues.
- **Pipeline**: Features for content import/export (JSON/CSV), text and image endpoint adapters, and patch prevalidation.
- **AI Assist**: An optional creator-side layer that allows users to configure AI endpoints for drafting proposals, repairing issues found in reviews, and generating visual assets. It ensures that AI outputs are reviewed and explicitly applied, maintaining human control over the final content.
The project emphasizes clear design boundaries, keeping the player model simple (four gauges, binary choices) while allowing complex narrative progression through author-owned data like tags and variables. It does not include built-in gameplay systems like inventory or crafting, focusing instead on narrative structure and simulation.
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