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Continuación de la historia de IA: Simular la trama

Considera un mundo de ficción como una red de motivos y secretos y observa cómo un solo acontecimiento cambia la trama.

Qué subir

Un capítulo + lo que debería suceder después · 📄 Se incluye un documento de muestra.

Ejemplo de pregunta

¿Cómo se desarrollará la historia tras la desaparición del farero? ¿Qué personajes ganarán influencia, qué conflictos se agudizarán y cómo terminará?
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📄 Documento de muestra

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The Keeper of Saltmouth Light — Chapter One

The storm came in from the north on the night of the ninth of November, and by morning the lamp on Saltmouth Light was dark for the first time in forty-one years. The door at the top of the tower was open. The logbook lay on the table, its last line unfinished: "If Kell comes again, tell him—". Of the keeper, Ansel Vey, there was no trace.

The town

Saltmouth is a port of 2,300 souls at the end of a long coastal road. Its fishing fleet has shrunk from sixty boats to nineteen. The lighthouse stands on a rock 800 metres from the harbour, reached by a causeway that floods twice a day.

The people

  • Mira Vey, 34, Ansel's daughter, left Saltmouth at nineteen after a quarrel no one in town talks about. She has not spoken to her father in twelve years. She arrives on the morning bus with one bag, intending to stay three days.
  • Doran Kell, harbour master, ambitious and polished, wants to modernise the port: automatic beacons, a new container quay, investors from the capital. The old lighthouse is in his way — Ansel refused to leave, and Kell visited him on the evening of the storm.
  • Tess Ord, who runs a "fish transport" boat that rarely carries fish, owed Ansel 4,000 crowns. She was seen on the causeway at midnight. She says she went to pay him back; her boat was out at sea until dawn.
  • Father Elias Brand, the town priest, was Ansel's only friend. Two weeks ago Ansel gave him a sealed letter "for Mira, if anything happens". Brand has not mentioned it to anyone, and he has opened it.
  • Constable Wren Hale, young and new to the town, is in charge of the search and is quietly being told by Kell to call it an accident.

What is known

  • The lamp went out at 01:40, according to the coastguard log.
  • Ansel's boat is still tied at the rock.
  • The town council votes in ten days on Kell's plan to decommission the light.
  • Ansel's will, if found, decides who owns the lighthouse cottage — and the land under it.

The hook

That evening Mira climbs the tower alone. Behind the lens, scratched into the brass, she finds a date — the day she left Saltmouth — and below it a single word: "Forgive." Downstairs, someone is knocking. It is Father Brand, holding an envelope with her name on it, and his hands are shaking.

This material is fictional and was created as an example for a simulation.

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Cómo funciona

  1. 01
    Grafo de conocimiento

    Personas, organizaciones y eventos se extraen de tus materiales y se entretejen en una memoria compartida del mundo.

  2. 02
    Población

    Cada entidad se convierte en un agente con personalidad, intereses y memoria propia; los parámetros de simulación se ajustan automáticamente.

  3. 03
    Simulación

    Los agentes publican, comentan, discuten y cambian de opinión en dos plataformas sociales en paralelo, ronda tras ronda.

  4. 04
    Informe

    Un agente analista estudia todo lo sucedido y elabora una predicción con los puntos de inflexión clave, los riesgos y los grupos influyentes.

  5. 05
    Conversación

    Pregúntale a cualquier agente por qué reaccionó de esa manera, o hazle preguntas de seguimiento al analista.

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