PCAM-24: A Phase-Centric Action Model
For Deterministic Interactive Simulation
Abstract
This paper introduces PCAM-24, a simulation model in which discrete phase—rather than continuous time—is the authoritative coordinate for action progression. By elevating phase to a first-class primitive, PCAM-24 eliminates timing inference between subsystems, simplifies deterministic networking, and provides a shared semantic language for animation, combat, and AI.
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1. Introduction
Modern interactive simulations—especially games—coordinate multiple subsystems that each operate on their own notion of time. Animation advances clip time, combat evaluates frame-based windows, and networking reconciles wall-clock deltas. This fragmentation produces: * Desynchronization between animation and gameplay * Brittle timing logic (floats/frames) * Ambiguous interaction adjudication
PCAM-24 proposes a different foundation: replace time as the primary semantic coordinate with discrete phase. Rather than asking "when did something happen?", PCAM-24 asks "what stage of the action is occurring?"
2. Core Concept
2.1 Phase Space
PCAM-24 defines a fixed, cyclic phase space:
Phase advances discretely and wraps modulo 24.
The choice of 24 phases reflects a balance between expressive resolution and cognitive tractability. It provides sufficient granularity to model nuanced action stages while remaining small enough to reason about as a complete cycle.
2.2 Actions
An action is the atomic unit of interactive intent. Each action owns: * A current phase value * A phase progression rule * A set of named phase windows * Deterministic transition rules
3. Phase Windows and Semantics
A phase window is a named subset of the phase space \(W \subseteq \mathbb{Z}_{24}\). * ACTIVE: Phases where an attack deals damage. * INVULN: Phases where damage is negated. * PARRY_PERFECT: Phases where a parry succeeds.
4. Phase Authority (The Axioms)
PCAM-24 enforces several non-negotiable axioms:
- Phase is Authoritative: It is the sole coordinate for ordering and adjudication.
- Discrete Semantics: All logic must be expressible as phase membership.
- Monotonic Progression: No rewinds. Corrections occur by snapping phase.
- Subsystem Subscription: Animation/Audio observe phase but do not drive it.
- Interaction by Phase: Cross-entity interactions are resolved by phase rules, not wall-clock time.
5. Action Lifecycles
- Impulse: Progress once and terminate (e.g., Melee Attack).
- Sustained: Loop while input is held (e.g., Block).
- Reactive: Narrow success window (e.g., Parry).
- Evasive: Invulnerability window + movement (e.g., Dodge).
6. Transitions & Buffering
- Cancels are allowed only within defined windows.
- Inputs are buffered and consumed deterministically.
- Priority rules resolve simultaneous transition eligibility.
7. Interaction Adjudication
PCAM-24 requires explicit precedence for contested interactions: 1. Evasion (e.g., INVULN) 2. Perfect Defense 3. Mitigating Defense 4. Hit
8. Networking and Determinism
PCAM-24 is inherently network-friendly. * Replication: Transmits Action ID + Phase. * Prediction: Clients predict by advancing phase. * Reconciliation: Snap to authoritative phase (no complex time rewinding).
10. Benefits
Why use PCAM-24?
- Consistency: All systems share a single semantic clock.
- Determinism: Eliminates floating-point drift.
- Explainability: Bugs are inspectable state, not vague timing artifacts.
- Authorability: Designers reason in stages, not milliseconds.
12. Conclusion
PCAM-24 reframes interactive simulation timing from a question of when to a question of what stage. It is not an optimization of existing timing systems. It is a replacement of their underlying assumption.