OSIRIS — an agent you take apart to understand it
In one sentence: an AI agent is not a black box. In the lab, you build it piece by piece — and every piece means something.
A lab, not a game
The 3D lab exists to build 3D and to look at it. No quests, no combat, no score. The moment one of those comes back in, it stops being a lab: it becomes the game, and everything blurs together.
OSIRIS, the agent in parts
At the centre stands OSIRIS. Not a character you admire — an agent you assemble. Seven parts, and not one of them is decoration:
- the hind legs — the living map, and walking through it;
- the hindquarters — its trade, what drives it;
- the chest — what it does, and what it refuses;
- the two front legs — its tools;
- the head — the brain, plugged in last;
- the tail — its mood: content, alert, on guard.
Click a part, it snaps on. Click again, it comes off. You can fit everything, strip everything, make it walk — and press its heart to talk to it.
What it teaches
We picture an agent as a single block: a machine that answers. OSIRIS shows the opposite. An agent is an assembly: a memory to find its bearings, a trade, actions and refusals, tools, a brain, and a way of showing where it stands.
Taking OSIRIS apart answers the question "what is an agent made of?" — by doing it, not by reading about it.
The method behind it
Every part is built from three shapes only — cube, cylinder, sphere — and from real measurements (a door is 2.10 m, a floor 3 m). The rule forces you to understand instead of copying. An assembly diagram does not need to be pretty: it needs to be readable. The polished portrait belongs on the storefront; the lab is the mechanism.