RECORDER-GHOST OPERATIONS IN THE TALOS PRINCIPLE

1. A problem begins with the agent and real objects in an environment during a pre-recording phase.

2. The agent can perform actions on the environment and on real objects during the pre-recording phase.

3. An ensuing recording phase starts when the agent starts the recorder.  At that moment,
the recorder captures a snapshot of the complete scenario state for restoration before
playback.

4. Recording duration is limited to 5 minutes maximum.

5. When the recording phase starts, all real movable objects (including the agent) are replaced by recordable ghost versions, and all actions of these recordable objects are recorded for playback as ghost objects after the recording phase ends.

6. During the recording phase, the agent can create pause points, which will pause ghost action during the subsequent playback phase, until the agent resumes the playback.

7. During the recording phase when a pause is set, any unfolding ghost events are paused at that point during playback, in particular if ghost objects are in motion.  For example, if a pause is set while a ghost object is falling, the ghost object will be suspended at the position it was at when the pause occurred.

8. The recording phase stops when the agent returns to the recorder and stops it.

9. When the recording phase stops, the complete scenario is restored to the snapshot taken
when recording started.  Physical changes made during recording do not persist; only the
recorded action sequence and its pause points survive into playback.  Because the agent must
return to the recorder to stop it, the agent is at the recorder in both the restored snapshot
and the recording-final state.

10. The playback phase begins immediately after the recording phase stops.

11. At the beginning of playback, each real movable object is at its position in the restored
start snapshot, and its ghost copy begins at the corresponding recorded starting position.
The real and ghost agents therefore both begin at the recorder; the ghost then follows the
recorded trajectory while the real agent is free to act independently.

12. During the playback phase, the ghost performs the action sequence laid down by the agent during the recording phase on the ghost objects, leaving the superimposed real objects in place.  The effects of those ghost actions are realized in the environment

13. During the playback phase, the real agent can only interact with the real objects.

14. While the ghost objects are not available for use by the agent during playback, the ghost’s actions have real effects, so the agent can take advantage of what the ghost is doing in order to reach the goal.

15. Ghost objects 1) have weight (depress plates), 2) are opaque (block beams), 3) are insubstantial to the real agent (real agent cannot climb on them or stack objects on them, but are substantial to the ghost agent), 4) are functional (jammers jam, connectors connect), 5) are unmovable by the real agent.

16. The ghost can be killed by environmental hazards, immediately stopping the playback phase.

17. During the playback phase, as the ghost is performing actions with ghost objects, the agent can also perform actions on the real objects.  The agent’s later actions can depend on previous actions performed by the ghost during the playback.

18. For initial planning purposes, it is useful to understand that each real object is effectively duplicated at the start of the playback phase, making twice the number of objects available for solving the problem during the playback phase.

19. During the playback phase, although the agent cannot climb on or put things on ghost objects,  the agent can climb on a platform held by the ghost or place objects on the platform.

20. During the playback phase, the agent can connect to ghost connectors.

21. During the playback phase, the agent can use fans to blow itself and other real objects around. But the ghost will not be affected by the agent's fan activations. However, the ghost is affected by fans it activates itself (as recorded)..

22. If the ghost walks through a purple exclusion field, it immediately stops the playback phase.

23. During the pre-recording phase or playback phase, the problem is considered solved if the agent achieves the goal.

24. When the playback phase stops, the ghost and all ghost objects disappear, leaving the real objects and environment in their current condition.  This enables the three-phase  recording cycle to begin anew in the current environment.

25. One recording cycle consists of a pre-recording phase, a recording phase, and a playback phase.  Problem solutions involving several incrementally-progressive cycles are preferred over one extended-action cycle, since this makes planning and validating each cycle easier.

