This interactive tutorial will guide you through the basics.
VICTORY
You've achieved domination over the network!
SIGNALCORE: GHOST PROTOCOL
You are a signal-emitting mind in a dynamic network.
Define your vector profile to shape your abilities and begin the protocol.
Your choices influence your starting
Clarity (C), Entropy (E),
Intensity (I), and Resonance (R).
Define Your Vector Profile
1. Approach to complex problems?
Methodical analysis
Balanced intuition
Intuitive leaps
2. Preference under uncertainty?
Established patterns
Mix of old & new
Novel solutions
3. Preferred pace of action?
Measured & careful
Context-dependent
Swift & decisive
4. Tendency when working with others?
Independent
Collaborative but autonomous
Highly synergistic
Your Vector Profile
Clarity
50
Entropy
50
Intensity
50
Resonance
50
SignalCore Help
Game Basics
Signal Types
Ghost Bots
Victory
The Equation
Glossary
Game Basics
SignalCore is a strategic influence game on a dynamic graph.
You compete against AI "Ghost Bots" (in some modes) or the network itself to control nodes.
Core Concepts:
Node Sets: Different starting maps acting as levels (Tutorial, Easy, EU, Historical, Real). Unlock them by winning.
Graph: The playing field of Nodes and Edges.
Nodes: Points to influence. Colors show dominant influence (You: Red, Bots: Various, Neutral: Gray).
Special Nodes: Some sets have unique nodes (e.g., Dubbing Nodes in Easy, Real Nodes with prompts).
Influence: Control over a node (0-100%). Hover for details.
Edges: Connections allowing signal propagation.
Signals/Pulses: Your actions to spread influence. Cost Action Points (AP).
AP: You get 10 AP per turn. Signal Strength determines cost.
Kernel Nodes: (Only in modes with active bots) Special nodes representing a bot's core.
Vector Profile (C-E-I-R): Your attributes affecting signal effectiveness.
Node Dimensions: (In Easy/Real modes) Additional properties that affect resistance.
Gameplay Loop:
Select a Node you influence.
Choose Signal Type & Strength.
Click PULSE.
Watch signal propagate.
Bots respond (if active).
Network may morph (except in Tutorial).
Influence decays slightly (Entropy).
New turn begins.
Signal Types
Each signal uses AP based on Strength and has unique effects, modified by your Vector Profile attributes. Node Dimensions can affect resistance.
Spike
Focused, high impact. Limited spread. Influenced by Clarity & Intensity.
Wave
Wider spread, moderate intensity. Influenced by Resonance & Intensity.
Echo
Reinforces existing influence. Ideal for defense. Influenced by Clarity & Resonance.
Disruptor
Weakens enemy influence, increases neutrality. Influenced by Entropy & Intensity.
Special Interactions:
Dubbing Nodes (Easy Set): Amplify signals passing through them.
Ghost Bots / Opposition
Tutorial: Passive dummy bots (EchoBot, ColorBot). They don't act.
Easy / Real Modes: No active bot opponents. Nodes resist based on properties + time-based decay.
EU / Historical Modes: Standard AI opponents
(NietzscheBot,
MandelaBot,
DaVinciBot) with distinct strategies and Kernel nodes.
Bot Kernels: (Only in modes with active bots) Convert a bot's kernel node to disable it.
Victory Conditions
Achieve the condition for the current Node Set:
Tutorial: Gain >60% influence on 3 nodes.
Easy / Real Modes: Maintain >60% total network influence for 3 consecutive turns (Domination).
EU / Historical Modes:
Domination: Maintain >60% total network influence for 3 consecutive turns.
Conversion: Convert all active Ghost Bots' Kernel Nodes.
Unlocking Levels: Winning a Node Set unlocks the next one. Progress is saved in browser.
System Dynamics: The Equation
Depth 0: Core Concept
The system models how influence ($\Xi$) changes over time ($t$)
based on the network ($N$), existing influence ($I$), node resistance ($R$), and incoming signals ($A$).
$\Xi(t) = F(N, I, R, A, t)$
Depth 1: Base Influence Propagation
Influence at a node ($I_v$) changes based on previous influence, incoming signals from other nodes ($u$),
signal strength ($A_u$), node resistance ($R_v$), signal decay ($e^{-D(u,v)}$), and entropy loss ($\eta_v$).
Depth 2: Signal Differentiation + Dimension Coupling
Signals become typed ($A_u^s$). Node resistance becomes dynamic ($R_v^s$), influenced by node 'Dimensions' ($D_v$).
$R_v^s = f_s(D_v)$
$D_v(t) = D_v(t-1) + \Delta_s(I_v^s(t))$
Depth 3: Recursive Narrative Encoding + State Memory
Influence ($I_v$) also considers past patterns ($F_{\text{memory}}$).
Node resistance ($R_v$) adapts based on state & expectation gaps.
Groups of nodes may form meta-entities.
The game simulates influence spread with increasing complexity.
Depth 1 is the base. Depth 2 adds psychological interactions.
Depth 3 introduces memory, self-reference, and emergent narrative.
Glossary
AP: Action Points spent on signals.
Clarity (C): Attribute affecting signal precision.