Transition Map

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Definition

The Transition Map defines which stories can naturally move to which other stories, and what triggers those movements.

If the Story Matrix tells you β€œwhere you are,” the Transition Map tells you β€œwhere you can go from here.”


Why a Map Exists

Not every story can transition to every other story. In real techno performances, certain progressions are natural and others are jarring or physically impossible. A β€œFade” (light + falling) cannot jump directly to β€œEscalation” (heavy + rising) without passing through intermediate states β€” the kick has to get heavier and the variance has to reverse direction, which takes time and passes through other matrix cells along the way.

The Transition Map encodes these natural progressions. It prevents the model from producing impossible or incoherent story sequences.


Transition Triggers

Every transition in the map is triggered by a change in one of the confirmed values. There are three categories of trigger:

  PRESENCE TRIGGER
  ─────────────────────────────────────────────
  The Presence gate opens (kick disappears) or closes (kick returns).
  This is the most dramatic trigger β€” it changes the fundamental
  state of the model (Foundation present vs. absent).

  VARIANCE TRIGGER
  ─────────────────────────────────────────────
  Variance direction changes (e.g., stable β†’ rising, rising β†’ falling).
  This is the most common trigger β€” it reflects energy shifts in the
  mix while the kick remains.

  WEIGHT TRIGGER
  ─────────────────────────────────────────────
  Weight crosses a band boundary (e.g., medium β†’ heavy) and holds.
  This is the most gradual trigger β€” it reflects the DJ mixing into
  a track with a different kick character.

Sustain shifts can also trigger transitions, but they more commonly change the character of the current story (e.g., groove_heavy_mid β†’ groove_heavy_dry) rather than moving to a different matrix cell entirely.


Example Map: Common Techno Arcs

The following map illustrates one set of common transitions in techno. This is not the complete graph and is not prescriptive β€” implementations should define their own maps based on the stories they use and the genre they target.

                    β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
                    β”‚                                      β”‚
                    β–Ό                                      β”‚
              β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”                                 β”‚
         β”Œβ”€β”€β”€β–Άβ”‚  GROOVE  │◀──────────────────────┐        β”‚
         β”‚    β”‚ (heavy,  β”‚                       β”‚        β”‚
         β”‚    β”‚  stable) β”‚                       β”‚        β”‚
         β”‚    β””β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”˜                       β”‚        β”‚
         β”‚         β”‚                             β”‚        β”‚
         β”‚    variance   presence                β”‚        β”‚
         β”‚    rises      gate opens              β”‚        β”‚
         β”‚         β”‚           β”‚                 β”‚        β”‚
         β”‚         β–Ό           β–Ό                 β”‚        β”‚
         β”‚   β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”  β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”       β”‚        β”‚
         β”‚   β”‚ ESCALATIONβ”‚  β”‚ BREAKDOWN β”‚       β”‚        β”‚
         β”‚   β”‚ (heavy,   β”‚  β”‚ (absence) β”‚       β”‚        β”‚
         β”‚   β”‚  rising)  β”‚  β”‚           β”‚       β”‚        β”‚
         β”‚   β””β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”˜  β””β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”˜       β”‚        β”‚
         β”‚         β”‚              β”‚              β”‚        β”‚
         β”‚    presence       variance            β”‚        β”‚
         β”‚    gate opens     rises               β”‚        β”‚
         β”‚         β”‚              β”‚              β”‚        β”‚
         β”‚         β–Ό              β–Ό              β”‚        β”‚
         β”‚        β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”            β”‚        β”‚
         β”‚        β”‚  ANTICIPATION  β”‚            β”‚        β”‚
         β”‚        β”‚  (absence,     β”‚            β”‚        β”‚
         β”‚        β”‚   rising)      β”‚            β”‚        β”‚
         β”‚        β””β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”˜            β”‚        β”‚
         β”‚                β”‚                     β”‚        β”‚
         β”‚           presence                   β”‚        β”‚
         β”‚           gate closes                β”‚        β”‚
         β”‚                β”‚                     β”‚        β”‚
         β”‚                β–Ό                     β”‚        β”‚
         β”‚          β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”                β”‚        β”‚
         β”‚          β”‚   DROP   β”‚β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜        β”‚
         β”‚          β”‚ (heavy,  β”‚  (variance stabilizes,  β”‚
         β”‚          β”‚  rising/ β”‚   returns to groove)    β”‚
         β”‚          β”‚  stable) β”‚                         β”‚
         β”‚          β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜                         β”‚
         β”‚                                               β”‚
         β”‚  weight drops          variance falls         β”‚
         β”‚  over time                                    β”‚
         β”‚         β”‚                    β”‚                 β”‚
         β”‚         β–Ό                    β–Ό                 β”‚
         β”‚   β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”       β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”          β”‚
         β”‚   β”‚   DRIVE   β”‚       β”‚ WIND_DOWN β”‚β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
         β”‚   β”‚ (medium,  β”‚       β”‚ (heavy,   β”‚  (variance
         β”‚   β”‚  stable)  β”‚       β”‚  falling) β”‚   stabilizes)
         β”‚   β””β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”˜       β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
         β”‚         β”‚
         β”‚    weight rises
         β”‚         β”‚
         β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜

Reading the Map

Each arrow represents a valid transition. The label on the arrow is the trigger β€” the confirmed state change that causes the transition.

A story cannot transition along an arrow that doesn’t exist. If the model detects a state that would require an impossible transition, it means an intermediate story was skipped (possibly because the change happened faster than the temporal thresholds could track) and the model should jump to the nearest valid state.


Common Arcs

The Standard Build-Drop Cycle

This is the most recognizable arc in techno β€” the structure that drives peak-time sets.

  groove β†’ escalation β†’ breakdown β†’ anticipation β†’ drop β†’ groove

  Duration: typically 4-8 minutes for the full cycle.

  groove (2-4 min):      Locked-in groove, stable energy.
  escalation (1-2 min):  Filter opens, layers add, tension builds.
  breakdown (30s-2 min): Kick drops out. Atmospheric section.
  anticipation (15-30s): Energy builds during breakdown. Noise rise,
                         filter sweep, snare roll β€” the classic build.
  drop (instant):        Kick returns with full weight. Maximum impact.
  groove (continues):    Energy settles back into locked groove.

The Slow Burn

Common in deep techno, minimal sets, and opening DJs.

  minimal β†’ drive β†’ groove β†’ groove β†’ groove

  Duration: can span 30+ minutes.

  The set starts light and slowly gains weight as the DJ mixes into
  heavier tracks. No dramatic breakdowns, no drops β€” just a gradual
  deepening. Weight rises slowly, variance stays stable.
  The story changes not through dramatic triggers but through the
  weight band boundaries being crossed over time.

The Wind_down

How sets end, or how energy is deliberately reduced after a peak.

  groove β†’ wind_down β†’ cool β†’ fade β†’ (silence)

  Duration: 5-15 minutes.

  After the peak, variance starts falling. Layers strip away.
  Weight gradually drops as the DJ mixes into lighter tracks.
  Eventually the kick itself fades (presence drops) and the
  story becomes null β€” silence, or ambient wash, or the next DJ.

The Double Build

A more dramatic variation where the first build is a fake-out.

  groove β†’ escalation β†’ drop β†’ escalation β†’ breakdown β†’ anticipation β†’ drop

  The first "drop" isn't preceded by a breakdown β€” the kick stays
  and the energy just intensifies further. Then the real breakdown
  hits, creating a more dramatic contrast.

The Extended Breakdown

Common in atmospheric and ambient techno.

  groove β†’ breakdown β†’ breakdown β†’ breakdown β†’ drop

  The kick drops out and stays out for an extended period (2-4 minutes
  or more). Variance may rise and fall within the breakdown without
  the kick returning. The model stays in "breakdown" (or shifts to
  "anticipation" if variance rises) throughout.

  This is where "no foundation = no story" might apply β€” if the
  breakdown becomes truly formless ambient, the model may output
  story = null until the kick returns.

Transitions Between Absence and Presence

The most structurally significant transitions are between stories with Foundation present and stories without it.

  ANY story with Foundation β†’ ABSENCE
  ─────────────────────────────────────
  Trigger: Presence gate opens (kick gone for N beats)
  
  This is always dramatic. The anchor disappears.
  Visual systems should respond to this as a major structural event.


  ABSENCE β†’ ANY story with Foundation
  ─────────────────────────────────────
  Trigger: Presence gate closes (kick back for N beats)
  
  Which story enters depends on:
    - The returning kick's Weight (sampled immediately)
    - The current Variance direction (carried from the absence period)
  
  If the kick returns heavy with rising variance β†’ Drop
  If the kick returns heavy with stable variance β†’ Groove
  If the kick returns light with stable variance β†’ Minimal
  etc.

Building Your Own Map

The map shown above is one example. To build a map for your specific context:

  1. Start with the stories from your Story Matrix. Only stories you’ve defined can appear in the map.

  2. For each story, ask: β€œWhat can change from here?” The possible changes are: variance direction shifts, presence gate opens/closes, weight crosses a band, sustain shifts.

  3. For each possible change, determine which story it leads to. Look up the new state in the matrix.

  4. Draw the arrows. Each arrow is a trigger + destination.

  5. Identify impossible transitions. If two stories are far apart in the matrix (e.g., β€œFade” and β€œEscalation”), they can’t transition directly. There must be intermediate stories.

  6. Test against real sets. Play techno sets through the system and watch the story transitions. Do they make sense? Do they match what you hear? Adjust the map where reality diverges from theory.


  • Story β€” the parent concept
  • Story Matrix β€” how stories are determined
  • Presence β€” the gate that triggers presence-based transitions
  • Variance β€” the direction changes that trigger variance-based transitions
  • Temporal Thresholds β€” how triggers are confirmed

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