TRACE-RPG live commit-gate dashboard · The Sealed Lighthouse
English paper 한국어 논문 waiting for game events state — engineering demonstration · not evidence

Playable (public-safe Web build, embedded)

click the canvas, then WASD / mouse / [E] · each proposal runs only the checks its own operation type uses, in engine order; the trace card lights exactly those checks and marks every other family skipped or not evaluated

Commit gate - live per-node evaluation trace

node state = engine family_states for the last proposal (pass / fail / skipped / not evaluated, no default) · family weight = checks evaluated there, not events routed · green/coral = verdict only

Pulses show only the checks the engine executed for that proposal, in execution order, read from the returned trace. A hold lights the failing check and nothing after it: in-scope checks the engine never reached are marked skipped (the disclosure pair is always evaluated together). Families outside the operation's scope stay hatched, are labelled not evaluated, and are listed as such; that is not a pass. Family weight counts checks evaluated there, not events routed. This is engineering demonstration, not efficacy or usability evidence.

    Last proposal trace (execution order · short-circuit rule from the engine's held_at, not inferred)

    
        

    Session top

    reads only committed snapshots and presentation counters
    entries (commits)
    0
    holds
    0
    quest stage
    0
    revision
    0
    facts
    0
    episode
    open

    Holds by predicate family (paper Table II · engine codes)

    Trace hash chain (C3: each commit links a new snapshot hash; holds leave it unchanged)

      Session vs frozen paper counts

      Event timeline

      last 90 s · lanes: proposal · verdict · dialogue · focus

      Harbor plan

      player trail · sites · current lead

      Raw event feed

      0 events