Data Moving Between Brain and Pinky
These notes explain how live game information travels between Pinky, which works close to the game engine, and Brain, which performs the heavier reasoning and coordination.
They cover the compact frames and entity references used to move information quickly without copying the whole game world or giving either side authority it should not have.
Boundary Frame Semantics
Boundary Frame Semantics defines what information can safely move between Brain and Pinky systems. Frames carry stable facts instead of object references or plugin data. The exact format is not fixed yet. It can change based on real needs. This approach keeps the system secure and flexible.
Brain and Pinky Data Exchange
Pinky reports what the game engine has actually done and applies approved requests back to it. Brain owns ADK-native state and keeps a separate observed projection of host-owned state, so a requested change never masquerades as reality before the game accepts it.
Example: Brain asks Pinky to change a player's host-owned health. The pending request is recorded separately; the observed health changes only after Pinky reports the game's accepted result.
Brain Logic Handles
Handles are compact numeric references used for live players, items, objects, and other runtime state. Plugins pass a handle back to framework functions instead of repeatedly looking up names or account IDs. Brain checks its type and generation before using it.
Example: A player handle can point directly to the player's current data slot. If that slot is later reused for another player, the old generation no longer matches and the handle is rejected.