Motion intent engine
Distinguish three implementation paths that share action names.
Implementation paths
| Path | Actual type | Scope |
|---|---|---|
| Legacy engine | MotionIntentEngine | Calibration-relative geometry, configured thresholds, events |
| V3 research | GameplayMotionRecognizerV2 | Local references, temporal evidence, episodes |
| Demo Assist | DemoAssistMotionRecognizer | The current Runner’s default experimental profile |
The historical V2 type name does not describe a separate release claim; it contains the accumulated V3 research. These paths share pose concepts but cannot be documented as having identical action gates or readiness.
Events and acceptance
MotionIntentEvent carries intent, phase, source sequence and pose time, among other fields. In the legacy path, lateral movement and punches trigger events; crouch and block have started, ended and cancelled phases. Event emission and Runner command acceptance are different outcomes.
Action articles
Required evidence and suppression
Frame identity, time ordering, tracking validity, required joints, continuity and action readiness constrain decisions. Missing landmarks do not become valid zero-valued evidence. Repeated frames do not count as new temporal samples.
Current status
All seven intents were found in source. Runner command mapping covers only left, right, jump and crouch. Punch and block are not presented as current Runner gameplay features. No action is labeled physically validated here.