Ecosystem Mapping
18 Capability Translations — Claude → LightHope
Every discovery mapped to concrete internal modules with priority and status.
| Claude Concept | LightHope Module | Use Case | Priority | Status |
|---|---|---|---|---|
| KAIROS (always-on daemon) | NightOps System | Overnight project sorting, morning briefs, autonomous monitoring | P0 | Design |
| autoDream (3-layer memory) | MemoryOS | Student records, project decisions, org rules, auto-consolidation | P0 | Design |
| Agent SDK (loop + tools) | LightHub Platform Layer | Internal orchestration, workflow automation, custom agents | P0 | Evaluation |
| Settings & Permissions | V5.3 Governance Controls | Resource limits, restart policies, health checks, audit logging | P0 | Active |
| Hooks (lifecycle events) | Quality Gate System | Pre-deploy validation, post-edit testing, compliance checks | P0 | Design |
| ULTRAPLAN (cloud planning) | DeepPlan | Quarterly planning, complex architecture design, high-risk decisions | P1 | Research |
| Coordinator Mode | AgentFactory | m8001-m8004 as agent roles, parallel execution, multi-agent pipelines | P1 | Research |
| Advisor Agent (overseer) | QualityAdvisor | m8002 as advisor pattern, automated review, teaching quality monitoring | P1 | Research |
| Skills (SKILL.md) | Workflow Library | Tutoring packs, content templates, operations playbooks | P1 | Research |
| Subagents (Fork/Teammate/Worktree) | Agent Roster | Tutor, content, audit, deploy, research specialists | P1 | Research |
| Feature Flags (44 flags) | FeatureGate | S0-S5 maturity gating, P0-P3 release management, beta testing | P1 | Study |
| Context Compaction (5 strategies) | Session Efficiency | Long tutoring sessions, complex project workflows | P1 | Study |
| BUDDY (companion pet) | Engagement System | Gamification, student retention, emotional design for learning | P2 | Study |
| Anti-distillation (fake tools) | IP Awareness | Understanding defensive engineering, competitive dynamics | P2 | Study |
| Undercover Mode | Attribution Policy | AI disclosure standards, transparency governance | P2 | Policy |
| UDS Inbox (Unix sockets) | Inter-Service Comms | Docker-based service coordination, local agent messaging | P2 | Study |
| Frustration Detection | UX Monitoring | Student frustration detection, session quality metrics | P2 | Study |
| Model Codenames | Model Strategy Awareness | Model selection, performance regression tracking, versioning | P2 | Study |
| Extended Thinking (reasoning budget) | m595 Deep Decision Engine | CSAR mission planning requires multi-step tactical reasoning with self-correction before committing to extraction routes | P0 | Design |
| Agent SDK (programmatic loop) | m8100→m590 Pipeline Automation | Custom agent loop chains m8100 search → m590 compilation → m495 skill export in automated sequence | P0 | Design |
| MCP Protocol (tool integration) | m556/m590 Knowledge Bridge | m556 MemoryBridge and m590 Knowledge Compiler expose knowledge as MCP tools consumable by any AI in the ecosystem | P0 | Active |
| Prompt Caching (cost optimization) | m495 Skill Invocation Efficiency | Cache skill definitions and compile policies across repeated invocations, reducing token cost by 90% | P1 | Design |
| Computer Use (GUI automation) | m553 Media Generation + m595 Game Testing | Automate multimedia asset creation workflows and run headless game UI tests via screenshot-based interaction | P1 | Research |
| Files API (persistent storage) | m590 Knowledge Asset Storage | Upload research papers and compiled knowledge for cross-session access without re-embedding in every request | P1 | Design |
| Streaming Tool Use (real-time) | m595 Real-Time Game Feedback | Stream AI reasoning during CSAR missions for live tactical feedback and progressive knowledge graph loading | P1 | Research |
| Ambient Agents (event-driven) | m8005 NightRoll + Pipeline Triggers | Event-driven agents trigger m590 auto-compile on new sources, m495 skill validation on registry updates, m595 regression tests on code changes | P0 | Design |
| Hooks System (lifecycle automation) | V5.3/V5.4 Compliance Enforcement | Automated pre-deploy validation of Docker config, healthchecks, resource limits across all ecosystem projects | P1 | Active |
| CSAR Doctrine Knowledge | m590 Military Knowledge Graph | Compile CSAR tactics, authentication protocols, evasion procedures, theater geography into structured m590 knowledge objects | P0 | Active |
| Procedural Narrative Systems | m595 Story Engine | Generate branching mission narratives with moral weight, information asymmetry, and consequence chains for replayability | P0 | Design |
| Knowledge Compilation Pipeline | m590→m495 Export Chain | Source ingestion → normalization → agent-driven compilation → structured knowledge → Obsidian wiki → m495 skill export with provenance metadata | P0 | Active |
| 155-Aircraft CSAR Armada | m595 Multi-Force Mission System | Player coordinates bomber/fighter/tanker/rescue/SOF assets — each with different capabilities, ROE, and command chains | P0 | Design |
| CIA Layer 4 Institutional Deception | m595 Deception Layer Upgrade (3→4) | Add institutional-level deception: government disinformation campaigns, media manipulation, 7 diversionary strikes to mask real extraction | P0 | Design |
| Zagros Mountains Theater | m590 Iran Theater Geography Compilation | 7,000-foot ridgeline, mountain crevices, limited cover above treeline, nomadic population, seasonal weather — complete theater dataset | P0 | Active |
| Bakhtiari Nomadic Tribesmen | m590 Non-State Actor Cultural Intelligence | Model armed civilian population with superior terrain knowledge — neither military nor civilian, a third category affecting CSAR outcomes | P0 | Active |
| Cascading Risk (A-10→MC-130J→C-295W) | m595 FROZEN_LAW 5 Candidate | Every rescue creates new risk — model cascade chains where saving one person endangers others, requiring recursive resource allocation | P0 | Design |
| 'God is good' Signal Transmission | m595 Authentication & Faith Mechanic | Player's survival radio messages serve triple function: proof of life, authentication seed, and emotional/thematic anchor | P0 | Design |
| Equipment Self-Destruction ($200M+) | m595 Resource Sacrifice Mechanic | Player may need to destroy own assets to prevent tech capture — every tool can become a liability if the extraction plan changes | P1 | Design |
| $60,000 Bounty Threat | m595 Civilian Trust/Betrayal System | Financial incentives weaponize civilian population — bounty level determines NPC hostility probability, every encounter is a risk assessment | P1 | Design |
| Papers Please Authentication Escalation | m595 I-001 Fix: Three-Mode Auth System | Quick/Standard/Deep verification modes with different risk/reward — replaces single-mode QTE risk | P0 | Active |
| Bot 60% / Human 40% Testing Standard | m595 I-002 Fix: FUN_FACTOR_REPORT Protocol | Headless walker for mechanical metrics + 3 human playtests for emotional metrics → G2 gate pass | P0 | Active |
| Heartbeat Exposure Meter (Darkest Dungeon) | m595 I-003 Fix: HUD Redesign | Pulsing heartbeat visualization + Tone.js audio sync → 5-second comprehension guaranteed | P1 | Design |
| Three-Layer Narrative Information Increment | m595 I-004 Fix: Perspective Switch Rules | Every switch reveals new information; Chapter 3 stays single-perspective; max 3 switches/chapter | P1 | Design |
| This War of Mine No-Tutorial Pattern | m595 I-005 Fix: 30-Second First Decision | Action before text; first meaningful choice within 30 seconds; exposition distributed across 10 minutes | P1 | Design |
| FTL Escalation Per Cycle | m595 I-006 Fix: EVADE Escalation Engine | Environmental→Threat→Encounter→Crisis progression + degradation system + bounty escalation + one 'God is good' moment | P1 | Design |