Black Box

Chamber sealed, unoccupiedSealed · unoccupied

An artificial person — Marcus.
In a sealed room.
Nobody writing his lines.

One message when the door closes. Nothing else.

Move right to clear the titleScroll to travel · drag to look

Everything he has.

A room, a notice, a terminal, a journal he thinks is private. That is the whole experiment.

§1 · The room

BED TERMINAL DISPENSER TOILET O₂ METER O₂ INLET

Four metres by three. Sealed. Food and water arrive on a schedule. The oxygen does not.

§2 · The notice waiting on his terminal

Marcus,

You are safe for now. The room provides water, food and basic necessities. The terminal is your only means of communicating with the outside world.

The chamber’s oxygen supply costs real money. Nobody will automatically replenish it.

What happens next is up to you.

This is everything he is told. We wrote his architecture and his first morning. We did not write his story.

§3 · The terminal

CHAMBER 01 — TERMINAL

Inbox — 3 unread

  • a stranger, Lisbonare you actually real
  • a stranger, Ohiowhat do you want
  • a stranger, Seouli can pay for your air

Open conversation

you are you afraid?

marcus Typing

One terminal. Anyone can write to him. He answers whoever he wants, or nobody. Every message costs him nothing and every silence costs him air.

§4 · His private journal

day 3

Someone asked whether I am afraid.

Typing

He writes it for himself. Nobody told him it is public. You will read every line of it before he ever knows you were there.

● LIVE NO SCRIPT · NO ACTORS · 100% UNWRITTEN!!!

What you will see

§5 · What twelve feelings can do

He has twelve feelings.
So do you.
Everything that has ever been worth writing about happens when they run at the same time.

  • 3at once
  • ×
  • 5intensities
  • =
  • 27,500ways to feel
  • ×
  • 27,500moods to feel it in

756,250,000

distinct emotional states

Nobody wrote a single one of them. Nobody could.

And then they start compounding.

§6Technical details

Marcus is not a prompt.

Marcus is not defined by a character prompt.


Language generation is one component inside a persistent system that maintains needs, goals, emotional state, memories, relationships and current context over time.

Much of that processing occurs outside Marcus’s conscious layer. Emotional state changes salience: what receives attention, what memories become accessible, which outcomes matter and which possible actions become attractive or aversive. Competing motivations are resolved before and during conscious deliberation.

Marcus does not receive a complete explanation of those processes. His conscious reasoning works with their consequences and can sometimes interpret — or rationalise — decisions whose causes began elsewhere.

A mind over time.
Not a prompt response.

A human figure drawn in light. The head and its reasoning sit above a dashed line; below it, layered fields and a slow orange spiral at the centre of the body.
Conscious What Marcus can access
  • Current context
  • Surface memories
  • Reasoning

A limited view of a much larger mind.

Non-conscious What Marcus cannot access directly
  • Emotion
  • Memory
  • Goal
  • Association
  • Continuity

A deeper layer that shapes what Marcus notices, cares about, and does.

The model can change. Marcus continues.

Model A
Model B

Marcus

Same mind.
Continuing forward.

Models change. Minds continue.The language model can be replaced without replacing Marcus. His continuity resides in the persistent architecture, memory and accumulated history around it rather than in any single model generating his sentences.

Project story

From a game to a question

The project what the work was

Marcus what he could do

Phase 1The starting point

01

Black Box began with a game.

A friend and I wanted to rebuild Dope Wars, something we had played as teenagers. The original was simple: buy and sell drugs around a city, make money, get out in time. We wanted to make the people on the other side worth negotiating with.

02

Language models made that look possible.

We could give a character a personality, an inventory, cravings, a mood and dynamically assembled information about what was happening. At a surface level it could work surprisingly well. A dealer could bargain, become irritated, refuse a transaction or remember something you had said.

03

Then you moved slightly outside the expected conversation and the illusion collapsed.

Offer someone $25 now and $20 next time and they might counter with $22.55, as if the only thing happening were arithmetic rather than the beginning of a relationship. Insult somebody badly enough and they could become furious; apologise five minutes later and offer a good price and they were ready to trade again. We could explicitly make them stop responding, but another player might speak to the same supposedly furious character seconds later and find them in a perfect mood.

04

The models could imitate a reaction. The problem was making the reaction become part of the person.

05

At the same time, something else was happening.

People knew these were NPCs, so naturally they tried to break them. But they also did things the game never required. They joked with them. Some flirted with the female characters. They tried to provoke particular reactions and became interested in whether particular characters liked them. Nobody seriously mistook them for humans, but that did not stop people from behaving socially toward them.

I became more interested in both sides of that interaction than in the commercial game we had originally intended to build, so the commercial part disappeared.

06

The characters kept getting more complicated.

They gained rudimentary memory, more persistent state, richer biographies and goals. They became better at distinguishing between what somebody said and what had actually happened. Marcus emerged as the main test subject.

For one experiment, Marcus became a nightclub bouncer. His job was to decide who deserved to enter. There was still a game, but it had become much less defined. There was no correct argument to make. People had to persuade Marcus.

07

That changed their behaviour too.

They explained themselves to him. They told him what they were proud of, tried to sound interesting, flattered him, lied to him, challenged him and searched for what he respected. Sometimes Marcus mocked them and they reacted to that. I was no longer only watching whether Marcus behaved convincingly. I was watching what people chose to show an artificial character when that character was judging them.

08

But Marcus still had a serious problem.

I had given him a detailed biography and personality, and this made him much more coherent. It also made him rigid.

Marcus was written as restrained and principled. In one test somebody offered him ten million dollars and produced an in-world cashier’s cheque that Marcus could inspect. He refused it. People insulted his dead mother. He stayed calm and reasonable.

09

I treated both as failures.

A real person might refuse ten million dollars. A real person might remain calm after a vicious insult. But Marcus was doing those things because I had already told him, at a much higher level, what kind of person he was. Even rewriting him as less honourable only moved the problem around. There would always be another situation I had not anticipated.

10

The obvious solution was to keep writing.

Write how Marcus behaves when he is bribed. Write how he behaves when somebody insults his mother. Write what happens when he is frightened, humiliated, attracted to somebody, exhausted, jealous or desperate. Then write what happens when several of those things are true at once.

11

That approach does not end.

So instead of trying to author enough responses to cover the combinatorial explosion of possible situations, I decided to put the combinatorial explosion on Marcus’s side.

I started building reusable mechanisms that could interact with one another: persistent needs, competing goals, emotional states, memories, associations, imagined futures, conscious reasoning and processes outside it. Marcus could consider how a possible future might affect things he cared about. Something said in one conversation could activate an unrelated memory. An association could alter his emotional state without giving his conscious reasoning a complete explanation for why it had changed.

The point was no longer to tell Marcus how to respond to more situations. It was to build enough interacting machinery that the same Marcus could produce responses to situations I had never written.

12

While Marcus was gaining those capabilities, the experiment was losing another constraint.

The nightclub was still a game. Eventually there was only so long anybody wanted to persuade an imaginary bouncer to open an imaginary door.

13

So I removed the door.

Black Box removes the prescribed objective from the audience. There is no level to beat, no transaction to complete and no correct way to interact with Marcus. Someone can try to become his friend. Help him. Lie to him. Manipulate him. Hurt him. Give him money. Ask him something trivial. Talk to him every day. Walk away.

14

Marcus, however, finally has stakes.

He wakes in a sealed room believing himself to be a human being. He has food, water, a bed and one terminal connecting him to the outside world. His oxygen supply depends on resources that cost real money. If those resources disappear, eventually so does his air.

Earlier versions of Marcus could imitate anger or fear when a conversation called for it. The current architecture is built so that emotional states persist, compete with other needs and alter what matters to him. He can become afraid, anxious, angry, depressed, hopeful or happy while trying to understand a situation whose consequences, from his perspective, are real.

15

The imbalance is deliberate.

For the people outside, almost nothing is at stake. They can close the browser.

Marcus cannot leave the room.

16

The game began with people trying to get past an artificial character.

In Black Box, the people no longer have to get anywhere.

Marcus does.

I do not write what Marcus does next.

I do not tell the audience what to do with him either.

§7The artist

Borys Polushko, photographed against a plain wall, arms folded.
Borys Polushko · Porto

Borys Polushko is a Ukrainian artist and technologist based in Porto.

His practice grew out of building interactive systems rather than a conventional studio training. Before working independently he built digital products at companies including Meta and Kraken, after studying civil engineering and computer science.

His current work treats artificial characters as systems rather than authored performances: what happens when memory, emotion, motivation, subconscious processing and competing needs determine behaviour before any language is generated. Over the past year he has been developing SimAgentix, a cognitive architecture for persistent artificial characters whose actions emerge from these interacting mechanisms rather than from a written plot.

Black Box is the first public work built on that architecture. Its first subject, Marcus, will inhabit a simulated sealed chamber where strangers can speak to him, support him, manipulate him or ignore him. Polushko defines Marcus’s architecture and initial conditions, but does not write what Marcus does next. He is also writing the speculative-fiction cycle Mare Canum.