Local-State Simulation Foundation
WORLD 1.0
One event. Local consequences. No reason to wake the entire world.
The problem
Dynamic worlds can waste work by updating large regions that an individual event never touches. WORLD 1.0 models state transitions around actual reach and local consequence.
Foundation model
STATEₙ → REACH → Ω → Φ → Δ → STATEₙ₊₁
Local activation
Only the affected neighborhood becomes active.
CURRENT STATE
→EVENT
→REACH
→LOCAL EXECUTION
→Δ / NEXT STATE
Potential applications
Game worlds, agent environments, digital twins, procedural simulation and any state model where events have bounded consequences.
Scope
This page describes the frozen WORLD 1.0 foundation only. Later experimental observer/shadow layers are intentionally excluded from the completed claim.