Ecosystem Mapping

18 Capability Translations — Claude → LightHope

Every discovery mapped to concrete internal modules with priority and status.

Claude ConceptLightHope ModuleUse CasePriorityStatus
KAIROS (always-on daemon)NightOps SystemOvernight project sorting, morning briefs, autonomous monitoringP0Design
autoDream (3-layer memory)MemoryOSStudent records, project decisions, org rules, auto-consolidationP0Design
Agent SDK (loop + tools)LightHub Platform LayerInternal orchestration, workflow automation, custom agentsP0Evaluation
Settings & PermissionsV5.3 Governance ControlsResource limits, restart policies, health checks, audit loggingP0Active
Hooks (lifecycle events)Quality Gate SystemPre-deploy validation, post-edit testing, compliance checksP0Design
ULTRAPLAN (cloud planning)DeepPlanQuarterly planning, complex architecture design, high-risk decisionsP1Research
Coordinator ModeAgentFactorym8001-m8004 as agent roles, parallel execution, multi-agent pipelinesP1Research
Advisor Agent (overseer)QualityAdvisorm8002 as advisor pattern, automated review, teaching quality monitoringP1Research
Skills (SKILL.md)Workflow LibraryTutoring packs, content templates, operations playbooksP1Research
Subagents (Fork/Teammate/Worktree)Agent RosterTutor, content, audit, deploy, research specialistsP1Research
Feature Flags (44 flags)FeatureGateS0-S5 maturity gating, P0-P3 release management, beta testingP1Study
Context Compaction (5 strategies)Session EfficiencyLong tutoring sessions, complex project workflowsP1Study
BUDDY (companion pet)Engagement SystemGamification, student retention, emotional design for learningP2Study
Anti-distillation (fake tools)IP AwarenessUnderstanding defensive engineering, competitive dynamicsP2Study
Undercover ModeAttribution PolicyAI disclosure standards, transparency governanceP2Policy
UDS Inbox (Unix sockets)Inter-Service CommsDocker-based service coordination, local agent messagingP2Study
Frustration DetectionUX MonitoringStudent frustration detection, session quality metricsP2Study
Model CodenamesModel Strategy AwarenessModel selection, performance regression tracking, versioningP2Study
Extended Thinking (reasoning budget)m595 Deep Decision EngineCSAR mission planning requires multi-step tactical reasoning with self-correction before committing to extraction routesP0Design
Agent SDK (programmatic loop)m8100→m590 Pipeline AutomationCustom agent loop chains m8100 search → m590 compilation → m495 skill export in automated sequenceP0Design
MCP Protocol (tool integration)m556/m590 Knowledge Bridgem556 MemoryBridge and m590 Knowledge Compiler expose knowledge as MCP tools consumable by any AI in the ecosystemP0Active
Prompt Caching (cost optimization)m495 Skill Invocation EfficiencyCache skill definitions and compile policies across repeated invocations, reducing token cost by 90%P1Design
Computer Use (GUI automation)m553 Media Generation + m595 Game TestingAutomate multimedia asset creation workflows and run headless game UI tests via screenshot-based interactionP1Research
Files API (persistent storage)m590 Knowledge Asset StorageUpload research papers and compiled knowledge for cross-session access without re-embedding in every requestP1Design
Streaming Tool Use (real-time)m595 Real-Time Game FeedbackStream AI reasoning during CSAR missions for live tactical feedback and progressive knowledge graph loadingP1Research
Ambient Agents (event-driven)m8005 NightRoll + Pipeline TriggersEvent-driven agents trigger m590 auto-compile on new sources, m495 skill validation on registry updates, m595 regression tests on code changesP0Design
Hooks System (lifecycle automation)V5.3/V5.4 Compliance EnforcementAutomated pre-deploy validation of Docker config, healthchecks, resource limits across all ecosystem projectsP1Active
CSAR Doctrine Knowledgem590 Military Knowledge GraphCompile CSAR tactics, authentication protocols, evasion procedures, theater geography into structured m590 knowledge objectsP0Active
Procedural Narrative Systemsm595 Story EngineGenerate branching mission narratives with moral weight, information asymmetry, and consequence chains for replayabilityP0Design
Knowledge Compilation Pipelinem590→m495 Export ChainSource ingestion → normalization → agent-driven compilation → structured knowledge → Obsidian wiki → m495 skill export with provenance metadataP0Active
155-Aircraft CSAR Armadam595 Multi-Force Mission SystemPlayer coordinates bomber/fighter/tanker/rescue/SOF assets — each with different capabilities, ROE, and command chainsP0Design
CIA Layer 4 Institutional Deceptionm595 Deception Layer Upgrade (3→4)Add institutional-level deception: government disinformation campaigns, media manipulation, 7 diversionary strikes to mask real extractionP0Design
Zagros Mountains Theaterm590 Iran Theater Geography Compilation7,000-foot ridgeline, mountain crevices, limited cover above treeline, nomadic population, seasonal weather — complete theater datasetP0Active
Bakhtiari Nomadic Tribesmenm590 Non-State Actor Cultural IntelligenceModel armed civilian population with superior terrain knowledge — neither military nor civilian, a third category affecting CSAR outcomesP0Active
Cascading Risk (A-10→MC-130J→C-295W)m595 FROZEN_LAW 5 CandidateEvery rescue creates new risk — model cascade chains where saving one person endangers others, requiring recursive resource allocationP0Design
'God is good' Signal Transmissionm595 Authentication & Faith MechanicPlayer's survival radio messages serve triple function: proof of life, authentication seed, and emotional/thematic anchorP0Design
Equipment Self-Destruction ($200M+)m595 Resource Sacrifice MechanicPlayer may need to destroy own assets to prevent tech capture — every tool can become a liability if the extraction plan changesP1Design
$60,000 Bounty Threatm595 Civilian Trust/Betrayal SystemFinancial incentives weaponize civilian population — bounty level determines NPC hostility probability, every encounter is a risk assessmentP1Design
Papers Please Authentication Escalationm595 I-001 Fix: Three-Mode Auth SystemQuick/Standard/Deep verification modes with different risk/reward — replaces single-mode QTE riskP0Active
Bot 60% / Human 40% Testing Standardm595 I-002 Fix: FUN_FACTOR_REPORT ProtocolHeadless walker for mechanical metrics + 3 human playtests for emotional metrics → G2 gate passP0Active
Heartbeat Exposure Meter (Darkest Dungeon)m595 I-003 Fix: HUD RedesignPulsing heartbeat visualization + Tone.js audio sync → 5-second comprehension guaranteedP1Design
Three-Layer Narrative Information Incrementm595 I-004 Fix: Perspective Switch RulesEvery switch reveals new information; Chapter 3 stays single-perspective; max 3 switches/chapterP1Design
This War of Mine No-Tutorial Patternm595 I-005 Fix: 30-Second First DecisionAction before text; first meaningful choice within 30 seconds; exposition distributed across 10 minutesP1Design
FTL Escalation Per Cyclem595 I-006 Fix: EVADE Escalation EngineEnvironmental→Threat→Encounter→Crisis progression + degradation system + bounty escalation + one 'God is good' momentP1Design