A deterministic emotional inertia runtime for NPC systems and persistent interactive state.
Project description
ghocentric-ghost-engine
A lightweight, deterministic internal state engine for experimenting with persistent state, temporal dynamics, emotional inertia, and emergent behavior in interactive systems.
Ghost is NOT a language model and NOT a decision-maker.
It is a minimal, stateful core designed to accumulate interaction signals over time and expose them in a clean, predictable, and serialization-safe way.
Ghost is designed to sit underneath higher-level systems such as:
- NPC behavior systems
- dialogue engines
- faction reputation systems
- shopkeeper / guard logic
- simulation sandboxes
- game AI prototypes
- LLM-driven character layers
This project is intentionally focused on architecture and correctness first.
Surface features, integrations, dialogue, reasoning, and decision-making are expected to be layered on top of the core.
Installation
pip install ghocentric-ghost-engine
Demo Commands
After installation, Ghost includes five runnable demo commands:
ghost-demo
ghost-npc-demo
ghost-shopkeeper-demo
ghost-math-demo
ghost-diagnostics-demo
Each demo proves a different layer of the engine:
ghost-democompares Ghost emotional inertia against a linear baselineghost-npc-demoshows Ghost API state being mapped into external NPC behaviorghost-shopkeeper-demolaunches a playable terminal shopkeeper demoghost-math-demoexplains Ghost relationship math with formulas, worked examples, personality tuning, maturity, volatility, and gameplay mappingghost-diagnostics-demoexplains relationship transitions with measurable diagnostics such as trust delta, severity, pressure, maturity, and volatility
Basic Usage
from ghost.engine import GhostEngine
engine = GhostEngine()
engine.step({
"source": "npc_engine",
"intent": "threat",
"actor": "player",
"target": "guard",
"intensity": 0.5,
})
state = engine.state()
print(state["npc"]["threat_level"])
Ghost mutates state only through explicit step() calls.
All public-facing state is exposed as dictionaries and is safe to serialize.
Public Relationship API (v1.1.0)
v1.1.0 adds a direct public API for working with Ghost relationships as a reusable runtime system.
You can now apply emotional events directly, advance time, and inspect relationship state without reaching into internal modules.
from ghost.engine import GhostEngine
ghost = GhostEngine()
ghost.apply_event("player", "shopkeeper", "help")
ghost.apply_event("player", "shopkeeper", "insult")
ghost.apply_event("player", "shopkeeper", "betrayal")
rel = ghost.get_relationship("player", "shopkeeper")
print(rel)
Example returned structure:
{
"trust": -0.703,
"state": "hostile",
"transition": ("neutral", "hostile"),
"trigger": {
"event": "relationship_broken"
},
"diagnostics": {
"event": "betrayal",
"channel": "neg",
"from_state": "neutral",
"to_state": "hostile",
"trust_before": 0.047,
"trust_after": -0.703,
"delta": -0.750,
"abs_delta": 0.750,
"direction": "negative",
"severity": 0.750,
"pressure": "relationship_broken",
},
"maturity": 0.03,
"volatility": 1.0,
"positive_volatility": 1.0,
"negative_volatility": 1.0,
}
The public relationship API includes:
ghost.apply_event(a, b, event)
ghost.tick()
ghost.get_relationship(a, b)
These methods make Ghost usable as a direct emotional runtime for NPC systems.
What v1.1.0 Adds
v1.1.0 expands Ghost from a proof-demo emotional model into a reusable public API.
New public behavior includes:
- direct relationship event application
- public relationship inspection
- time-based relationship ticking
- relationship state output
- transition output
- trigger output
- cleaner runtime access for external systems
- reusable API surface for NPC logic
This means external systems can now consume Ghost relationship state directly for things like:
- dialogue changes
- shopkeeper pricing
- guard suspicion
- faction hostility
- reputation recovery
- betrayal consequences
- forgiveness events
- long-term NPC memory
Ghost still does not decide what an NPC does.
Ghost exposes state.
Your game, simulation, LLM layer, or behavior system decides how to respond.
Emotional Inertia System
Ghost includes a deterministic emotional inertia system for modeling NPC relationships over time.
Unlike simple accumulation or smoothing systems, relationships in Ghost:
- remember past interactions
- resist sudden changes
- decay over time
- respond differently depending on history
This enables more realistic behavior under oscillating inputs such as:
insult → help → insult → help
Where traditional systems reset or average out, Ghost preserves emotional direction.
Dual-Channel Relationship Model
Relationships are no longer a single value.
Each relationship tracks:
- positive reservoir (
pos) - negative reservoir (
neg)
trust = pos - neg
This allows:
- damage to persist independently of recovery
- recovery to require sustained effort
- asymmetric emotional behavior
A character can receive positive input while still carrying unresolved negative history.
That means a single helpful action after betrayal does not instantly erase the betrayal.
Emotional Dynamics
Ghost relationships include resistance, saturation, and time-based decay.
Resistance
High negative history reduces the effectiveness of positive events.
For example, helping an NPC after repeated insults or betrayal may improve the relationship slightly, but it will not instantly restore trust.
Saturation
Repeated positive interactions produce diminishing returns.
This prevents simple positive-event spam from producing unrealistic instant loyalty.
Time-Based Decay
Relationships evolve over time using:
ghost.tick()
Decay is no longer tied only to events.
This allows long-running simulations to model gradual cooling, recovery, stabilization, or emotional drift over time.
Personality Presets
Relationships can have different emotional profiles.
ghost.relationships.set_personality("A", "B", "resentful")
Available presets:
- balanced
- forgiving
- resentful
- volatile
Each preset modifies:
- gain sensitivity
- decay speed
- recovery behavior
- maturity behavior
- positive volatility
- negative volatility
Personality presets allow the same event sequence to produce different emotional outcomes depending on the relationship profile.
Relationship Maturity and Volatility
v1.4.0 adds relationship maturity and volatility to Ghost's relationship runtime.
Maturity represents relationship stability over repeated interactions.
Volatility controls how strongly new events affect a relationship.
Ghost now tracks:
maturityvolatilitypositive_volatilitynegative_volatilitymaturity_gainmaturity_cap
Maturity does not erase history.
It reduces future emotional swing.
This means the same betrayal can produce different outcomes depending on relationship history.
A short relationship can still break immediately after betrayal.
A long relationship with repeated positive history may absorb one betrayal without instantly becoming hostile.
Positive and negative volatility can also differ.
This allows personalities to behave differently under the same event sequence:
- balanced relationships respond normally
- forgiving relationships resist negative swings
- resentful relationships are hit harder by negative events
- volatile relationships can bond quickly and drop sharply
Relationship Diagnostics
v1.5.0 adds relationship diagnostics to Ghost's public relationship output.
Diagnostics explain what changed, how strongly it changed, and why the state shifted.
Ghost now exposes a diagnostics packet after relationship events and ticks.
Diagnostics include:
eventchannelbase_amounteffective_gainfrom_stateto_statetrust_beforetrust_afterdeltaabs_deltadirectionseveritymaturitymaturity_modifiervolatilitypositive_volatilitynegative_volatilitytransitiontriggerpressure
This makes relationship changes inspectable.
A game, simulation, tool, or adapter can now see not only the final relationship state, but also the measurable cause of the change.
Example diagnostic packet:
{
"event": "betrayal",
"channel": "neg",
"base_amount": 0.7,
"effective_gain": 0.7546,
"from_state": "friendly",
"to_state": "hostile",
"trust_before": 0.2009,
"trust_after": -0.5537,
"delta": -0.7546,
"abs_delta": 0.7546,
"direction": "negative",
"severity": 0.7546,
"maturity": 0.02,
"maturity_modifier": 0.98,
"volatility": 1.0,
"positive_volatility": 1.0,
"negative_volatility": 1.0,
"transition": ("friendly", "hostile"),
"trigger": {
"event": "relationship_broken"
},
"pressure": "relationship_broken",
}
Diagnostics are designed to support future systems such as:
- NPC-to-NPC social propagation
- faction reputation changes
- guard suspicion
- town pressure
- expression metadata
- external debug tools
- gameplay consequence systems
Ghost still does not decide what happens next.
Ghost exposes the measurable state change so another system can decide how to respond.
Relationship State System
Ghost exposes human-readable relationship states.
rel = ghost.get_relationship("A", "B")
rel["state"] # "hostile", "neutral", "friendly"
rel["transition"] # ("neutral", "hostile")
rel["trigger"] # {"event": "relationship_broken"}
rel["diagnostics"] # measurable explanation of the latest change
rel["maturity"] # relationship stability over repeated interactions
rel["volatility"] # general event sensitivity
Relationship state gives external systems a clean way to respond to emotional history without needing to interpret raw internal values.
Relationship diagnostics give external systems a clean way to understand how strongly the relationship changed and why.
Event Triggers
State transitions generate structured events.
Examples include:
- relationship_broken
- deescalation
- forgiveness
- state_shift
These can be used by external systems for:
- dialogue changes
- combat behavior
- faction reactions
- narrative events
- shopkeeper behavior
- guard escalation
- reputation consequences
Ghost does not perform those actions directly.
It exposes the emotional state, trigger information, and diagnostics so another system can decide what to do.
Oscillation Behavior
Ghost is specifically designed to handle oscillating interaction patterns.
Example:
sequence = ["insult", "insult", "help", "help"]
Produces:
- escalation into hostility
- resistance to recovery
- gradual de-escalation, not instant reset
This behavior cannot be replicated by:
- additive systems, such as
trust += delta - low-pass filters, such as exponential smoothing
Ghost introduces stateful emotional inertia, not just value smoothing.
Packaged Demos
Ghost includes five small demos that each prove a different layer of the engine.
Proof Demo
The proof demo compares Ghost’s emotional inertia model against a standard linear baseline.
Run:
ghost-demo
Or as a module:
python -m ghost.examples.relationship_proof_demo
This demonstrates that Ghost retains emotional history after betrayal while a simple baseline rapidly normalizes.
Example output:
Step | Event | Baseline | Ghost | State
----------------------------------------------------------------------
5 | betrayal | -0.209 | -0.750 | hostile
6 | help | -0.107 | -0.680 | hostile
Key result:
Ghost retained stronger negative state.
Baseline normalized more quickly.
✔ Emotional inertia confirmed.
NPC API Mapping Demo
The NPC demo shows how a small external behavior layer can consume Ghost state over a deterministic 10-tick sequence.
Run:
ghost-npc-demo
Or as a module:
python -m ghost.examples.simple_npc_demo
This demo uses:
engine.step(...)
engine.apply_event(a, b, event)
engine.tick()
engine.get_relationship(a, b)
It demonstrates threat state and relationship state working together.
Example output:
Tick | Threat | Trust | Rel | Trig | NPC
---------------------------------------------------
0 | 0.00 | 0.054 | neutral | - | idle
1 | 0.00 | 0.204 | friendly | forgive | help
5 | 1.00 | -0.768 | hostile | broken | refuse
9 | 0.93 | -0.510 | neutral | deesc | warn
The NPC behavior is not chosen by Ghost directly.
Ghost exposes state. The NPC code decides how to respond.
Playable Shopkeeper Mini Game
The shopkeeper demo is a playable terminal mini game.
Run:
ghost-shopkeeper-demo
Or as a module:
python -m ghost.examples.shopkeeper_mini_game
The shopkeeper demo uses only the public GhostEngine API and shows how trust, emotional pressure, relationship state, prices, quest availability, and dialogue can change based on player actions.
Example status output:
Trust: -0.401
State: neutral
Pressure: damaged, but not broken
Price: 1.50x
Quest: unavailable
Then after further damage:
Trust: -0.570
State: hostile
Pressure: broken
Price: 2.00x
Quest: unavailable
Trigger: relationship_broken
The mini game demonstrates that behavior can begin changing before a relationship fully breaks.
Ghost exposes the emotional state. The game logic decides how to respond.
Ghost Math Demo
The math demo explains the small mathematical contract behind Ghost.
Run:
ghost-math-demo
Or as a module:
python -m ghost.examples.ghost_math_helper
This demo walks through Ghost relationship math step by step:
- clamp behavior
- relationship reservoirs
- trust calculation
- tick decay
- state thresholds
- game behavior mapping
- balanced personality math
- resentful personality math
- maturity behavior
- volatility behavior
- positive and negative volatility
- short-history versus long-history betrayal outcomes
- personality-specific relationship outcomes
Example output:
trust = positive_reservoir - negative_reservoir
positive_next = 0.024 + 0.12 * 0.60
positive_next = 0.096
negative_next = 0.000 + 0.70 * 1.40
negative_next = 0.980
trust = 0.096 - 0.980
trust = -0.884
state = hostile
price = 2.00x
base_cost = 10
final_cost = 10 * 2.00
final_cost = 20
v1.4.0 also demonstrates maturity and split volatility:
maturity_modifier = 1.0 - maturity
positive_effective_gain = base_gain * volatility * positive_volatility * maturity_modifier
negative_effective_gain = base_gain * volatility * negative_volatility * maturity_modifier
Short relationship:
2x help, then betrayal
after betrayal:
trust = -0.554
state = hostile
maturity = 0.03
Long relationship:
20x help, then betrayal
after betrayal:
trust = 0.940
state = friendly
maturity = 0.21
This demo is intended as a developer-facing reference for understanding how Ghost turns deterministic relationship math into gameplay-readable output.
Ghost still does not choose actions.
Ghost exposes state. The game logic decides what to do with that state.
Ghost Diagnostics Demo
The diagnostics demo explains the measurable diagnostic packet behind relationship changes.
Run:
ghost-diagnostics-demo
Or as a module:
python -m ghost.examples.relationship_diagnostics_demo
This demo shows how Ghost exposes what changed, how hard it changed, and why.
It demonstrates:
- short relationship break diagnostics
- long relationship betrayal resistance
- volatile personality diagnostics
- trust before and after
- trust delta
- severity
- direction
- pressure
- effective gain
- maturity
- volatility
- split positive and negative volatility
Example output:
Diagnostics:
event: betrayal
channel: neg
from_state: friendly
to_state: hostile
trust_before: 0.201
trust_after: -0.554
delta: -0.755
abs_delta: 0.755
direction: negative
severity: 0.755
pressure: relationship_broken
base_amount: 0.700
effective_gain: 0.755
maturity: 0.020
maturity_modifier: 0.980
volatility: 1.00
positive_volatility: 1.00
negative_volatility: 1.00
The diagnostics demo is intended as a developer-facing inspection tool.
It shows how Ghost turns relationship changes into measurable data that external systems can use.
Ghost still does not choose actions.
Ghost exposes diagnostics. The game logic decides what to do with them.
Relationship Runtime Summary
Ghost relationships provide:
- dual-channel emotional memory
- resistance and saturation modeling
- time-based decay
- per-relationship personality tuning
- relationship maturity
- general volatility
- split positive and negative volatility
- state interpretation
- transition tracking
- trigger events
- relationship diagnostics
- trust delta tracking
- severity tracking
- public relationship inspection
- direct event application
Ghost is no longer just a state engine.
It is a deterministic emotional inertia runtime for NPC systems.
Core Design Principles
- deterministic, persistent state core
- explicit state transitions via
step() - no hidden execution or side effects
- public API remains dict-based and serialization-safe
- internal typed representations may exist but never leak
- designed to be expanded around a stable core
Ghost Does NOT
Ghost does not:
- choose actions
- generate dialogue
- interpret semantics
- replace an LLM
- act as an autonomous agent
- store memory implicitly
- decide what a character should do
These responsibilities belong to external systems that consume Ghost’s state.
Ghost provides the persistent emotional state those systems can use.
Stability & Guarantees
Ghost maintains deterministic runtime guarantees across public engine state.
The engine guarantees:
- deterministic runtime behavior, meaning same inputs produce same outputs
- explicit, bounded state mutation per step
- actor state updates across interactions
- actor-level threat accumulation tracking
- pairwise relationship mutation with symmetric consistency
- bounded cascade propagation across interaction networks
- deterministic nonlinear modulation of global system tension
- passive decay behavior during idle cycles
- fully JSON-safe public state and immutable snapshots
These guarantees hold under repeated execution, long-run simulation, and adversarial input streams.
Architectural Expansion
Recent releases introduced a multi-agent interaction model on top of Ghost’s deterministic state core.
Agent State Mutation
Agents maintain evolving internal state, such as mood, tension, and last intent, and react deterministically to interaction signals.
Relationship Graph
Pairwise relationships evolve through explicit interaction deltas, supporting long-term system memory without hidden state.
Bounded Cascade Propagation
Signals propagate deterministically through local interaction networks with strict bounds to prevent runaway behavior.
Global System Tension
The engine tracks shared system pressure across interactions using deterministic nonlinear modulation.
Actor Threat Memory
Agents maintain explicit per-actor threat accumulation history for structured introspection.
Idle-State Decay Dynamics
Bounded passive decay improves long-run stability and prevents runaway system pressure.
Testing Philosophy
Ghost uses property-based testing and invariant validation rather than relying solely on example-driven tests.
Core validation includes:
- determinism verification
- bounded-state guarantees
- serialization safety validation
- public state safety checks
- long-run stability checks
- relationship diagnostics checks
This ensures the engine remains correct and predictable as new systems are layered on top.
Project Structure
ghost/ core engine modules
ghost/examples/ packaged demos
tests/ invariant and runtime tests
pyproject.toml build configuration
README.md project documentation
Demos are intentionally minimal and act as experimental sandboxes.
They are not representative of Ghost’s final scope.
Status
Ghost Engine remains in early development.
As of v1.5.0:
- the deterministic interaction core is stable
- the emotional inertia runtime is available through public API methods
- relationship maturity and volatility are available through public relationship state
- relationship diagnostics are available through public relationship state
- the proof demo is packaged and runnable
- the NPC API mapping demo is packaged and runnable
- the playable shopkeeper mini game is packaged and runnable
- the Ghost math demo is packaged and runnable
- the Ghost diagnostics demo is packaged and runnable
This project is intended as a foundation for experimentation, research, and future system design rather than a finished product.
Release History
v1.5.0
- Added relationship diagnostics output
- Added diagnostic packets to public relationship state
- Added trust before and trust after tracking
- Added trust delta and absolute delta tracking
- Added direction labels for positive, negative, and stable changes
- Added severity calculation for relationship changes
- Added pressure labels for relationship transitions and major shifts
- Added effective gain reporting after maturity and volatility modifiers
- Added maturity and volatility values to diagnostics
- Added diagnostics for relationship tick decay
- Added JSON-safe diagnostics validation
- Added
ghost-diagnostics-demoCLI entry point - Added
ghost.examples.relationship_diagnostics_demo - Added tests for relationship diagnostics behavior
- Added tests for diagnostics through
get_relationship() - Added tests for diagnostics JSON safety
v1.4.0
- Added relationship maturity
- Added relationship volatility
- Added split positive and negative volatility
- Added maturity gain and maturity cap fields
- Exposed maturity through public relationship output
- Exposed volatility through public relationship output
- Exposed positive and negative volatility through public relationship output
- Updated personality presets with maturity and volatility behavior
- Expanded
ghost-math-demowith maturity and volatility examples - Demonstrated short-history versus long-history betrayal outcomes
- Demonstrated personality-specific relationship outcomes
- Added tests for relationship maturity and volatility behavior
v1.3.0
- Added
ghost-math-demoCLI entry point - Added
ghost.examples.ghost_math_helper - Added developer-facing math demo for Ghost relationship mechanics
- Documented clamp behavior, relationship reservoirs, trust calculation, tick decay, and state thresholds
- Added balanced personality math walkthrough
- Added resentful personality math walkthrough
- Demonstrated how relationship state maps into gameplay behavior such as price changes and NPC behavior
- Updated the public demo suite:
ghost-demoghost-npc-demoghost-shopkeeper-demoghost-math-demo
v1.2.1
- Cleaned packaged demo command structure
- Removed redundant
ghost-relationship-democommand from the public demo set - Restored
ghost-demoas the relationship proof / baseline comparison demo - Updated
ghost-npc-demointo a deterministic 10-tick Ghost API mapping demo - Improved NPC demo terminal formatting for phone-safe output
- Shortened NPC behavior labels and dialogue to reduce terminal wrapping
- Removed unused proof demo variable cleanup
- Clarified the final public demo suite:
ghost-demoghost-npc-demoghost-shopkeeper-demo
v1.2.0
- Added playable terminal shopkeeper mini game
- Added
ghost-shopkeeper-demoCLI entry point - Added playable terminal demo behavior for shopkeeper interactions
- Demonstrated trust, emotional pressure, relationship state, pricing, quest availability, and dialogue changes through public API usage
- Added resentful NPC personality setup to the shopkeeper demo
- Added wait/tick explanation to demonstrate time-based relationship decay
- Added emotional pressure display such as damaged, but not broken and broken
- Improved command input support for typed commands such as buy bread, show status, and wait
v1.1.1
- Fixed missing public
GhostEngine.apply_event()wrapper - Fixed missing public
GhostEngine.tick()wrapper - Fixed missing public
GhostEngine.get_relationship()wrapper - Added missing relationship graph support for public event application
- Confirmed public relationship API returns trust, state, transition, and trigger output directly from
GhostEngine
v1.1.0
- Added public relationship runtime API
- Added
ghost.apply_event(a, b, event) - Added
ghost.tick() - Added
ghost.get_relationship(a, b) - Exposed relationship trust through public API
- Exposed relationship state through public API
- Exposed relationship transitions through public API
- Exposed structured relationship triggers through public API
- Expanded Ghost from proof-demo behavior into reusable runtime behavior
- Made emotional inertia directly usable by external NPC, dialogue, faction, and simulation systems
v1.0.1
- Finalized proof demo packaging
- Added
ghost-demoCLI entry point - Added proper demo
main()entry point - Packaged proof demo inside
ghost.examples - Made proof demo runnable without cloning the repository
v1.0.0
- Promoted Ghost from state engine to emotional inertia runtime
- Introduced dual-channel emotional memory model with positive and negative reservoirs
- Replaced single-value trust updates with persistent emotional accumulation using
pos - neg - Added resistance mechanics where negative history reduces the effectiveness of positive events
- Added saturation mechanics with diminishing returns on repeated positive interactions
- Implemented time-based relationship decay via
tick() - Added per-relationship parameter system for gain and decay tuning
- Introduced personality presets: balanced, forgiving, resentful, volatile
- Added relationship state classification from hostile to loyal spectrum
- Implemented transition detection between relationship states
- Added structured trigger system with
relationship_broken,deescalation,forgiveness, andstate_shift - Expanded public API to expose state, transitions, and triggers
- Established emotional inertia model as a first-class runtime system
v0.2.2
- Fixed public state serialization issue in relationship subsystem
- Replaced set-based storage with JSON-safe structures
- Strengthened invariant coverage across runtime state
v0.2.1
- Added actor-level threat accumulation tracking
- Introduced deterministic nonlinear system modulation
- Implemented passive idle-cycle decay
- Added immutable JSON-safe snapshots
v0.2.0
- Introduced multi-agent state mutation
- Added relationship mutation logic
- Implemented bounded cascade propagation
- Achieved deterministic runtime guarantees
v0.1.x
- Foundational architecture releases
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