eae7e68caf4e24986dbdf184c2af5f89aa48ef48
Second half of the design session. The realisation that resets the whole cost budget: everyone shares one seed per season, so there is exactly one world per season and the composer never runs on a player's machine. It runs once, on a build box. Not "fast enough for a loading screen" -- "runs overnight". It can generate a thousand candidates, keep eight, and let Jahni veto the season before it publishes. What ships is the seed plus the chosen parameter vectors. The measurement pass itself is one coarse grid and one flood fill, producing one feature vector that serves validation, danger and rarity at once. Noted the one place coarse sampling can lie -- a wall thinner than the sample spacing makes sealed spaces look connected, which would pass the primordial-law check on an impassable strate. Coarse to find the route, full resolution to confirm it. And the answer to "how do we ever judge what's good": the judge is the corpus, not a model. Good never gets defined, only collected -- strate-level thumbs up/down, player behaviour, and best of all where players choose to snapshot their home, which is an ungameable "I love this place" that costs nothing to collect. Known risk written down: promote only what you already liked and the system converges on a comfortable middle. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DPUuCtn5zTLui6WybLbkNb
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