Concepts
Kiori has five ideas: characters, memories, stories, events and the two minds that tend the brains, the organizer and the auditor.
Characters and the 99/1 brain
Most of what a person is, is shared: how emotions work, attachment, defense mechanisms, biases, humor, conflict. Kiori keeps this once, as the Average Human Model: 296 mechanisms in 12 regions and 41 personality dimensions (Big Five and beyond: attachment anxiety and avoidance, empathy, impulsivity, shame, need for control...).
A character stores only what makes them them:
| Part | What it is |
|---|---|
| Card | who, looks, personality, voice, core. Yours to edit. |
| Personality | 41 values, 0-100. 50 is the average person; only deviations are written into prompts. |
| Core memories | their past before any story: memories, people, places, beliefs, feelings, secrets, habits, skills, objects, traits. |
| Mind notes | how a few human mechanisms work in them ("my anger starts in my stomach, then my voice drops"). |
| Relations and state | how they feel about the people in their life; their mood, what's on their mind, what they want. |
POST /v1/characters builds all of this from a description (and your world's lore) in one organizer call. You can also write memories yourself, or import a markdown vault.
Memories
Every memory has a kind, a title, a body in the character's own voice, keys (words that bring it to mind), about (the people in it), importance, emotion and strength.
- Strength decides how clearly it is recalled: clear, fading, or faded. After each stretch of story, memories that don't matter to the character lose a little strength. Important or emotional ones hold.
- Sleep presses faded memories down to their gist (the meaning stays, the details blur) and merges memories that say the same thing. The full text stays visible to you.
- Evidence: every memory learned from a story carries the exact words of the story it came from.
- Special kinds:
fact(something they now know for sure),intention(a plan or promise, remembered until done or dropped),forgot(something they were made to forget; nothing they say may show they still know it).
Stories, events and presence
A story is one timeline: a player and one or more characters. A one-on-one chat is a story with one character. The same character can live many stories; each story is its own layer over their core brain, and stories never mix.
An event is one thing that happened: a player's line, a character's line, or narration (which may contain several characters' lines, Name: words). Events are the source of truth. Everything learned from a story can be thrown away and learned again (/rebuild). Rewinding (an edited or rerolled message) takes back only what the removed events taught and learns that part again.
Presence is the list of people physically in the scene for each event. It decides everything about who knows what:
- Send
presentwith each event and isolation is exact. - In a story with one character, an event without
presentcounts as the character and the player both being there (a one-on-one chat). - Or leave it out: the organizer reads the story scene by scene (place and time changes, someone described but not named, the message that moves the story to a new place belongs to the new scene) and stores its answer on the events, once.
A character learns only from the events they were present for. Someone who wasn't there doesn't know what was said, not even as a hint.
Names in present are matched strictly: a character's name or alias, or a shortened form that fits exactly one character ("Luc" for Luc Moreau). Two full names that share a word are two people, so Ana Moreau being there doesn't put her brother Luc there; a name that fits several people ("Moreau") puts nobody there.
The organizer
The organizer is the model that writes into brains. It:
- builds a character from a description;
- places people in scenes when presence wasn't sent;
- learns: for each character, from only their scenes, it writes their memories (first person), what they now know for sure, how their feelings toward people changed (trust rises slowly, falls fast), their new state, their plans, and anything they were made to forget. A character's personality and how much they care about someone decides what matters to them.
New named people who keep showing up get a small brain of their own automatically, and grow with their part.
The auditor
The auditor is the model that checks. It works in three places:
- At write time (no model needed): everything the organizer wants to write must quote the story. If the quote isn't really there, it isn't written.
- At read time (
/check): a draft reply is checked against what each speaking character really knows. It flags leaks (knowing what happened where they weren't), contradictions with their memories, invented past (playing along with a shared history nobody can find), and unsupported claims, and returns a minimally fixed draft. - At sleep (
/sleep): fading, gist, merging.
Recall
/context is search, not generation: no model writes anything. It scores the character's memories (core plus this story only) by rare shared words, by meaning (embeddings), by strength and importance, then pulls up memories about the same people as the best hits. It returns a ready-to-use text block and the same data as JSON: their personality's deviations, mood and plans, people, facts, their story so far in order, the memories this moment brings up, the human mechanisms it touches, what they were made to forget, and the ground rules.