Skip to content

CastaliaInstitute/cup

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

2 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

🏆 Inquiry Cup

Season 1 — Canonical Design Document


1. Purpose & Frame

Inquiry Cup is a performed inquiry staged using the visual grammar of football.

It is not:

  • a simulation of football,
  • a debate panel,
  • or a philosophy lecture.

It is:

  • inquiry under constraint,
  • staged as competition,
  • observed as sport,
  • delivered as live performance (scripted, premiered in real time).

The guiding inspiration is the Monty Python Philosophers' Football Match, but with:

  • stricter internal rules,
  • sustained inquiry,
  • and contemporary tooling (Matrix, TTS, WorkAdventure).

2. Season 1 Scope (Locked)

Season 1 is intentionally minimal and controlled.

  • Scripted matches (authored in advance)
  • Delivered live, line-by-line
  • No improvisation by humans
  • No substitutions mid-match
  • No real-time physics
  • No crowd participation beyond reaction

This is a proof of form, not a full league simulator.


3. Match Structure (Final)

Teams

  • Two teams per match
  • Example: NAT vs LOG

Formation (LOCKED)

Each team fields:

  • 1 Tender (goalkeeper / epistemic anchor)
  • 4 Field Players

Total:

  • 5 players per team
  • 10 players on the pitch
  • No substitutes

Any deviation renders the match invalid unless explicitly narrated (e.g., red card).


4. The Tender (Critical Role)

The Tender is foundational.

Conceptual Role

  • First principles
  • Axioms
  • Ground assumptions
  • Reset point when inquiry collapses

Behavioral Rules

  • Remains near goal
  • Rarely speaks
  • Rarely moves
  • Holds the ball during dead play
  • Never sits
  • Never leaves the pitch

Visual Rules

  • Positioned inside the goal box
  • Slightly forward from the goal line
  • Visually distinct (posture, subtle aura, or framing)
  • Same sprite resolution as others (no scale inflation)

A match must show two visible Tenders at all times.


5. The Pitch (Updated)

Geometry

  • Standard football pitch markings
  • Pitch size increased ~20%
  • Avatars remain at the same resolution

Rationale

  • Empty space communicates hesitation and pressure
  • Movement becomes meaningful
  • Silence reads as intentional
  • The ball becomes the focal point

Spatial Zones

  • Defensive thirds (expanded)
  • Midfield (more breathing room)
  • Center circle emphasized
  • Goals fixed at ends (never repurposed)

No benches on the pitch for Season 1.


6. The Ball (Narrative Object)

The ball represents initiative under constraint.

Properties

  • One ball per match
  • Always visible
  • Glows subtly
  • Has a single holder at any time

Rules

  • Only the holder may initiate a play
  • Possession changes via:
    • explicit pass
    • Ref decision
    • dead ball reset

Dead Ball

Occurs at:

  • kickoff
  • halftime
  • ref stoppage

Ball snaps to center or Tender.

There is no physics simulation. Movement is symbolic and instant.


7. Movement & Stage Direction

Movement is rare and meaningful.

Allowed Actions

  • stand
  • step forward
  • retreat
  • remain still
  • walk off (exit tunnel)

Disallowed

  • running
  • crowding
  • chaotic motion

Stage directions are authored in script and executed deterministically.


8. Authority Roles

Referee

  • Singular authority
  • Positioned below the pitch
  • Interrupts play without explanation
  • Issues penalties tersely
  • Can confiscate the ball
  • Can eject players

Ref interruptions are essential for realism.

Play-by-Play (PbP)

  • Announces time
  • Announces possession
  • Names speakers
  • Frames silence

PbP is the clock.

Color Commentator

  • Context
  • Interpretation
  • Tension
  • Irony

Commentary never enters the pitch.


9. Identity Rules (Non-Negotiable)

  • One faculty = one body
  • No duplicate identities
  • No name appears twice anywhere
  • No one appears on both teams
  • All identities are singular and persistent

Violations invalidate assets.


10. Bots & Delivery

Faculty as Bots

  • All players, Ref, PbP, and Color are bots
  • Humans are spectators only
  • Bots post to Matrix
  • Bots appear as avatars in WorkAdventure

Audio

  • SSML generated by the LLM
  • Plain-text mirror messages for Element compatibility
  • Custom frontend interprets SSML for TTS
  • Stage directions are metadata, not chat text

11. Presentation Modes

Element (Matrix)

  • Clean transcript
  • No SSML noise
  • Readable narrative

Custom / WorkAdventure Frontend

  • Live avatars
  • Ball visualization
  • Movement execution
  • Audio playback
  • Spatial authority

12. What This Is (and Isn't)

This is:

  • performative inquiry
  • conceptual sport
  • systems art
  • absurdist seriousness

This is not:

  • mass entertainment
  • casual gameplay
  • debate TV
  • edutainment

A small audience deeply engaged is success.


13. Design Principle (Final)

Inquiry Cup is not about motion. It is about permission to act under constraint.

Everything in this document serves that principle.


14. Season 1 Status

At this point, the design is:

  • internally consistent
  • visually legible
  • philosophically coherent
  • production-feasible

Further iteration should focus on:

  • scripting quality
  • commentary rhythm
  • audience onboarding

—not structural changes.

About

No description, website, or topics provided.

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

 
 
 

Contributors