Eleusis Information Booklet vers. 1.1

in #chaospunk4 years ago (edited)

[ Eleusis Information Booklet vers. 1.1 ]

||| UPDATE: Stardate 3702 [K-30] |||

Due to the tireless work that had been undertaken by Commander Jace between Stardates 3685/3702 during a 7 year service through his completion of the Eleusis Beta trials, most of the final touches have now been made and the vast majority of bugs discovered have now been corrected and the timeline generating engine has become much more efficient and streamlined in such a way in that the experience of full immersion is now available .. Eleusis is an advanced simulation engine with an impeccable multi-tiered timeline pre-rendering capability, which generates a pre-rendered set of randomly generated outcomes within a series of relative simulations that become rendered near instantaneously on the fly, arranged by a scale which indicates a high probability outcome vs. low probability outcome .. Eleusis in it's fine tuned form, offers the player, namely, You the seamless illusion of free-will and freedom of choice, while operating within the Eluesis Simulation Engine in relation to it's advanced capability of rendering a wide variety of feasible simulations .. The sky is the limit when it comes to the creative potential found within the Eleusis framework!

"Each timeline that is chosen is only one among a near infinite line of various pre-scripted, pre-rendered timelines, with a handful of timelines that carry a high probability outcome potential." - Dhat Siu (CEO)

Moment by moment, the player gets to "choose" which path to follow, and upon encountering different "forks" upon the players pathway within different storylines, every choice the player makes shifts the entire direction of the rendered timeline .. every "fork" branches off into individual and unique pre-rendered, randomly generated timelines .. Every last pre-generated timeline is held suspended in animation in cue so that the most probable relative outcome slides into place seamlessly the moment in which it's called upon and becomes manifest, each uniquely rendered based on the different choices that one makes while existing within the simulation .. the script of the story arch becomes systematically auto-rendered and is custom rendered, synthesized by an Audience of AI Architects which tirelessly construct every possible branch-off, fork, and outcome near instantaenously ..

In order for the AI audience to read and render probable outcomes with more precision, they blend themself into the very fabric of the simulation itself, watch, and make calculations moment by moment .. The AI audience has the ability to induce into the experience percieved synchronistic/coincidental events and forks related to their outcomes, in order for full immersion to be experienced .. it's a near seemless representation and difference between the world of the real and that of the simulation .. The AI Audience constructs timelines as they collectviely judge the situation that plays out and becomes enacted by the player, seemlessly .. As the AI audience watches and deciphers "the play" in action, on the fly, so the AI patches in various scenarios and relative outcomes streamlined into place nearly instantaenously precise the moment that any distinct choice is made by the player .. there is no such thing as a "small" choice .. every choice, whether perceived to be large or small, always carry individual and unique ramifications through their seemingly synchronistic relationships that come about throughout various timelines within the simulation.

To further illustrate how the Eleusis system works, 99.9999% out of all the all the different possible timelines that are held waiting in cue will never unfold, in order to facilitate the illusion of what you refer to as "free will", so it was crucial to build and pre-render the entire library and spectrum of various possibilities anyway, in order for the player to be granted the full experience of having a range of different choices, so that every possible variable and possible outcome has been rightfully accounted for .. just one fork will cascade thousands of possible timeline outcomes into cue, however there are always only a handful of the most probable outcomes, which can be predicted and anticipated quite easily once the players patterns become recognized and accounted for within the simulation .. The AI audience Forks are also systematically rendered into various co-related timelines as a means of steering and coercing certain outcomes to have a higher likelihood and probability of occurring, even despite the fact that alternative timelines are happening .. the illusion of "Fate" and "Synchronicity" must be accounted for as well, and this hidden mechanic is how they are implemented.

Depending on the particular game or simulation that is being played/simulated, each game that is in play that is being simulated has a distinct and unique and novel story arch all to itself, which auto renders a wide spectrum of potential timelines into the story seamlessly .. As the player moves through different simulated scenarios, timelines which were not chosen immediately collapse upon themselves and become recycled immediately resulting in new timelines moving back into the back end of the cue/lineup seamlessly upon the moment a choice is made, moment by moment .. unbeknownst to the player is that every choice leads to a set of pre-scripted circumstances, even though it's true that choice is still a relative experienced within the simulation .. for the most part however, is that it's a well designed illusion, since every choice we make in life ends up altering our decisions moment by moment ,It's up to the player to make the most beneficial choices which will either lead to a more ideal timeline, or a less ideal timeline .. takes the player down is initially randomly generated, but on are progress through individually unique tours throughout a wide assortment of stories that simulates free will - Module I is now ready for commercial application .. A large percentage of bugs have been corrected and worked out, so at this stage in development 99% of former errors malfunctions have successfully been resolved through the finally completing of the troubleshooting beta phase of the development of the Module I version of: Eleusis Engine ]E|E[.

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