让你的Bot不再只是记住你,Sylanne致力于为你的Bot提供一个足以回答“Ta是谁、Ta如何看待你、Ta为什么这样回应、Ta如何因经历而改变”的试验性方案。
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Updated
Oct 2, 2026 - Python
让你的Bot不再只是记住你,Sylanne致力于为你的Bot提供一个足以回答“Ta是谁、Ta如何看待你、Ta为什么这样回应、Ta如何因经历而改变”的试验性方案。
情感引擎 × LLM 的数字人 — 贝叶斯主动推断确定性地生成情绪,LLM 只在输入/输出两端结合;三时间尺度+稳态、短时注意力与长时记忆的桥、可指定人格
A four-layer framework for building verifiable, consistent AI digital personas
macOS digital life system — FastAPI backend + Flutter macOS app with L1/L2/L3 long memory, PAD emotion engine, plugin system, and vector store
Structural documentation of Tales of the Abyss (PlayStation 2, 2005, SLPS-25586): the Tales block codec's nine-byte header restored after Legendia's CPS, 47,513 of 47,513 blocks decoding, and a decoder that shares 69 bytes with the one copy of Symphonia's source nobody edited.
Toward a native PC port of Extermination (PS2, 2001): disc and format analysis, tools, and ps2kit, a game-agnostic PS2 toolkit. BYOA.
Structural documentation of Tales of Rebirth (PlayStation 2, SLPS-25450, 2004, Japan): three headerless .BIN containers indexed from the executable, 744 SCPK bundles, 2,851 codec blocks, and the measurement showing Wolf Team's LZSS decoder had forked per title by 2004.
Structural documentation of Tales of Symphonia on GameCube (2003, two discs) and PlayStation 2 (2004, one disc): the 1995 Wolf Team block codec on a big-endian console, the first source edit to its decoder since 1997, and the gigabyte the two-disc split cost.
Structural documentation of Tales of Destiny 2 (PS2, SLPS-25172, 2002): the 1995 Tales block codec still running a console generation later, an archive index that packs padding into its offsets, the whole overlay map recovered from the linker, and 173 MB of an unreleased game shipped with every file stubbed to one byte.
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