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Glossary

Claude Opus 5.5, 4 Nov. 2026

Project overview

Contents

Argumentation

Canonical statement
a proposition reworded so that the terms it shares with another statement are literally the same. See Periodic Table of Arguments.
Character
in debate, a non-player character the player argues with.
Form, substance
two of the three properties that determine an argument’s type in the Periodic Table of Arguments. Form is what the premise and conclusion share; substance is what kinds of statement they are.
Gold map
a human-reviewed argument map, used as game content and as the standard that automated approaches are scored against.
Grounded extension
the arguments that survive a debate under the most cautious reading. See Abstract argumentation.
IAT
Inference Anchoring Theory, a way of mapping the arguments in a text or dialogue. See Inference Anchoring Theory and xAIF.
Lever
the usually unstated principle by which a premise supports a conclusion, such as cause, example or analogy.
Locution, proposition
what was said, and what was asserted by saying it.
PTA
the Periodic Table of Arguments, a classification of 50 argument types.
Thinking editor
the planned in-game tool in which players link statements into arguments. See Debate.
Tier
one of three increasingly costly ways of interpreting a player’s notes. See Reading notes.
xAIF
ARG-tech’s JSON format for IAT maps, which Quell’s maps extend.

Research method

These terms appear mostly in the research records.

Arm
one way of answering a question, either a rule or a model with a given set-up. Arms are compared against each other on the same data.
Exemplar
an individual case, inspected before statistics are computed.
Oracle
a judgement that rules cannot make, answered by a model with a probability.
Spike
a small, quick experiment testing whether an approach works at all.

Procedural generation

Layout
the arrangement of landmarks and trails over fixed terrain. See Trail layout and regeneration.
Pin
a landmark or trail that regeneration must preserve.
Region
the large simulated landscape from which a board is chosen. See Terrain generation.
Tease
a landmark visible from a viewpoint but deliberately far to walk to.
Terrain
the chosen window sampled onto the board’s hex mesh.
Window
the board-sized part of a region chosen for play.

Engine and gameplay

Greybox
a rough test level built from simple shapes, used to try out movement and cameras before real art exists.
Jackdaw
the brush-based level editor used to author Quell’s test levels.
Persistent
an entity that survives a change of screen. See Screens.
Process, program
one running invocation, and the code it runs. See q_os: processes, terminal and shell.
Screen
a self-contained part of the game, with its own lifecycle and entities. See Screens.
Service
a Bevy plugin providing one area of game behavior, used by screens. See Quell’s application structure.
Spring arm
the mechanism that keeps the tracking camera behind the player and pulls it in when scenery is in the way.
Tracking camera
Quell’s third-person gameplay camera. See Cameras.