Principle

Combination rules

How tokens may be put together, checked over about 26,000 simulated combinations.HARD rules block generation; SOFT rules warn and allow.

One mind inside a beat

A beat should feel like one state of mind. Between beats, contrast is free.

Beat AOne arousal level inside
Beat B"Quiet, then suddenly" is allowed (S3)
One mind inside a beat, freedom between beats.

HARD — not generated

The H1 and H3 thresholds are still written in the old units (AMP 1.2×, OVER > 10%) and will be restated in ROM %.

H1 Don't Stack Large AMP and OVERLarge AMP and large OVER in one beat get loud.
H2 Don't Wait Too Longdelay + pause + ANTIC before moving ≤ 1.2 s, ≤ 0.8 s recommended.
H3 Don't Overshoot Precise TasksNo OVER and limited AMP for precision tasks such as handing over an object.
H4 Don't Break the SlotsANTIC once at the front; REACT · FOLLOW only after a finished main motion; no ANTIC on every beat.
H5 Don't Decorate IdleNo ANTIC · REACT · OVER in idle loops. Only continuous EASE breathing and micro SECOND.
H6 Don't Break PhysicsMin-jerk profile, minimum duration from vmax / amax, dead band.
H7 Don't Send Two Commands to One ChannelFor example light breathing and a light pulse at the same time.

SOFT — warning, then allowed

CalmExcited
S1 · warning
Arousal match inside a beatMixing calm and excited signals in one beat warns — e.g. slow but bouncy.
StateMood
S2 · warning
State matchA motion mood far from the intended state warns.
QuietSudden
S3 · allowed
Contrast between beats"Quiet, then suddenly" is how surprise is staged.