npx skills add smithery/plurigrid --skill glass-hopping
plurigrid/asi
glass-hopping
Glass Bead Game + World Hopping via Observational Bridge Types. Navigate possibility space through ordered locale ≪ relations with Narya-verified transitions.
Installation
npx skills add plurigrid/asi --skill glass-hopping
Similar popular skills
Related neighbors and high-traction skills in the same topics — useful to compare before installing.
네이버 쇼핑 공개 BFF JSON을 k-skill-proxy로 조회해 상품 후보, 최저가, 판매처 링크를 보수적으로 …
3.7K installsOptimize Google Shopping campaigns and product feeds for maximum visibility and ROAS. Feed opti…
7 installsUse when the user asks to shop on Amazon, compare Amazon products, or research purchase options…
333 installsResearch any online purchase with DeepAPI — fair-price checks, best deals, where to buy, shop t…
197 installsGenerate an optimized shopping list from the current meal plan, grouped by store, and send it t…
195 installsSearch Google News, Google Shopping, Google Images, and Google Lens using Serper APIs via x402.…
184 installsAlso in this package
Other skills from plurigrid/asi · top by installs.
npx skills add plurigrid/asi
More details
Agent compatibility
Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.
Also listed on
Alternate registries and mirrors of this skill.
Repository health
main
Package contents
Files included with this skill beyond the listing page.
-
skill md
SKILL.md9,788 B -
docs
SUMMARY.md181 B
History
- First seen on skills.sh
- First recorded snapshot · 1 installs
SKILL.md
Glass Hopping: Observational Bridge Navigation
"The bead connects. The bridge directs. The hop observes."
Overview
Glass Hopping synthesizes three skills into one:
| Skill | Contribution | Type-Theoretic Role |
|---|---|---|
| glass-bead-game | Conceptual connections (beads) | Objects in frame |
| world-hopping | Possibility navigation (hops) | Morphisms between worlds |
| ordered-locale | Directional structure (≪) | Bridge types |
The key insight: World hops are bridge types in an ordered locale.
Bead₁ ────Bridge(B₁, B₂)────→ Bead₂
│ │
↓ observational ↓
World₁ ←────U ≪ V────→ World₂
Core Concepts
Observational Bridge = Hop
A hop from world W₁ to W₂ is an observational bridge type:
def Hop (W₁ W₂ : World) : Type := Bridge W₁ W₂
The bridge is:
- Directed: W₁ ≪ W₂ (not symmetric like HoTT paths)
- Observational: Equality up to observable behavior
- Verifiable: Type-checked by Narya
Glass Beads as Opens
Each bead corresponds to an open in the ordered locale:
class GlassBead:
domain: str # mathematics, music, philosophy
concept: str # The conceptual content
open_set: FrozenSet # Points in the locale where bead is "active"
trit: int # GF(3) polarity: -1, 0, +1
The frame of opens forms a complete Heyting algebra:
- Meet (∧): Bead intersection (shared concepts)
- Join (∨): Bead union (combined concepts)
- Implication (→): Bead entailment
Triangle Inequality via ≪ Order
The Badiou triangle inequality is automatically satisfied by the ≪ order:
If U ≪ V and V ≪ W, then U ≪ W (transitivity)
Distance becomes bridge composition length:
def bridge_distance(W1, W2, locale):
"""Distance = minimum bridge chain length"""
# Find shortest path in ≪ graph
opens = [U for U in locale.frame.carrier if W1.active_in(U)]
for U in opens:
for V in locale.frame.carrier:
if locale.order_ll(U, V) and W2.active_in(V):
return 1 # Direct bridge exists
return float('inf') # No bridge path
The Glass Hopping Game
Setup
game = GlassHoppingGame(
locale=triadic_gf3(), # Ordered locale for structure
seed=0x42D, # Deterministic randomness
players=3 # Triadic (GF(3) conserved)
)
Moves
1. PLACE: Add Bead to Locale
move = GlassHop.Place(
bead=Bead(domain="mathematics", concept="prime"),
open_set=frozenset([1]), # Active in the "plus" region
trit=+1
)
# Creates: Open in frame with bead attached
2. BRIDGE: Create ≪ Connection
move = GlassHop.Bridge(
from_bead=bead_prime,
to_bead=bead_harmony,
bridge_type="harmonic_series" # Primes → overtones
)
# Creates: WayBelow relation in ordered locale
# Verifies: Open cone condition
3. HOP: Navigate via Bridge
move = GlassHop.Hop(
from_world=current_world,
via_bridge=bridge_prime_harmony,
to_world=target_world
)
# Executes: Badiou event along bridge
# Preserves: GF(3) conservation
# Validates: Triangle inequality
4. OBSERVE: Collapse Superposition
move = GlassHop.Observe(
world=superposed_world,
observable=bead_measurement
)
# Collapses: Multiple possible states to one
# Bridge type: Observational equality witness
Scoring
| Move | Points | Bridge Bonus | GF(3) Bonus |
|---|---|---|---|
| PLACE | 10 | — | ×2 if balances |
| BRIDGE | 25 | ×2 if ≪ verified | ×3 if cone-preserving |
| HOP | 50 | ×(1/distance) | ×2 if conserved |
| OBSERVE | 30 | ×2 if unique | — |
Elegance: Shorter bridge chains score higher.
Narya Type Theory
World as Type
def World : Type := sig (
seed : Nat,
epoch : Nat,
state : State,
invariants : List Invariant
)
Bead as Subtype
def Bead (W : World) : Type := sig (
domain : Domain,
concept : String,
active : W .state → Prop
)
Bridge as Directed Path
def GlassHop (W₁ W₂ : World) (B₁ : Bead W₁) (B₂ : Bead W₂) : Type := sig (
bridge : Bridge W₁ W₂,
bead_transfer : (x : W₁ .state) → B₁ .active x → B₂ .active (transport bridge x),
trit_conserved : trit B₁ + trit B₂ + trit bridge ≡ 0 (mod 3)
)
Open Cone Condition
def OpenConeCondition (L : OrderedLocale) (U : Open L) : Type := sig (
up_is_open : IsOpen L (up_closure L U),
down_is_open : IsOpen L (down_closure L U)
)
Triangle Inequality
def TriangleInequality (W₁ W₂ W₃ : World)
(h₁₂ : GlassHop W₁ W₂) (h₂₃ : GlassHop W₂ W₃) : Type :=
sig (
composed : GlassHop W₁ W₃,
distance_bound : distance composed ≤ distance h₁₂ + distance h₂₃
)
GF(3) Conservation
Each glass hop preserves the triadic invariant:
Σ trits = trit(bead₁) + trit(bridge) + trit(bead₂) ≡ 0 (mod 3)
Agent Assignments
| Trit | Role | Voice | Glass Hop Action |
|---|---|---|---|
| -1 | VALIDATOR | Anna (German) | Verify bridge types |
| 0 | COORDINATOR | Amélie (French) | Navigate locale |
| +1 | GENERATOR | Luca (Italian) | Create new beads |
Example Game Session
╔═══════════════════════════════════════════════════════════════╗
║ GLASS HOPPING: Observational Bridge Navigation ║
║ Seed: 0x42D | Players: 3 | GF(3): Conserved ║
╚═══════════════════════════════════════════════════════════════╝
Turn 1 [PLUS/Luca]: PLACE(bead="prime numbers", open={1}, trit=+1)
→ Bead placed in PLUS region
→ Points: 10
Turn 2 [ERGODIC/Amélie]: BRIDGE(prime → harmony, type="overtone series")
→ Bridge created: {1} ≪ {0,1}
→ Open cone verified ✓
→ Points: 25 × 2 = 50
Turn 3 [MINUS/Anna]: HOP(world_math → world_music, via=bridge_overtone)
→ Event: "Harmonic Analysis"
→ Triangle inequality: d(math,music) ≤ d(math,physics) + d(physics,music) ✓
→ GF(3): (-1) + (0) + (+1) = 0 ✓
→ Points: 50 × 2 = 100
Turn 4 [PLUS/Luca]: OBSERVE(world_music, bead="Ramanujan's taxicab")
→ Collapsed: 1729 = 1³+12³ = 9³+10³
→ Observational bridge: number ↔ harmony
→ Points: 30
Total: 190 points
GF(3) Sum: 0 ✓
Bridge Chain: prime ≪ overtone ≪ taxicab
Integration with Ordered Locale
Frame = Possibility Space
from ordered_locale import OrderedLocale, Frame, triadic_gf3
# Create glass hopping locale
locale = triadic_gf3()
# Beads are opens
bead_validator = frozenset([-1, 0, 1]) # Full locale
bead_coordinator = frozenset([0, 1]) # Ergodic + Plus
bead_generator = frozenset([1]) # Plus only
# ≪ order is hop direction
assert locale.order_ll(bead_validator, bead_coordinator)
assert locale.order_ll(bead_coordinator, bead_generator)
Sheaves = Game State
from sheaves import DirectionalSheaf
# Game state as sheaf over locale
game_sheaf = DirectionalSheaf(locale=locale)
# Sections carry bead data
game_sheaf.add_section(
bead_validator,
{"role": "VALIDATOR", "beads": [...]}
)
# Restrictions respect ≪
game_sheaf.add_restriction(
bead_validator,
bead_coordinator,
lambda state: {k: v for k, v in state.items() if k != "role"}
)
Stone Duality = World Correspondence
from ordered_locale import points_functor, spatialization
# Extract worlds from locale
worlds = points_functor(locale)
# Each world = completely prime filter
for w in worlds:
print(f"World {w}: filter = {w.filter_elements}")
# Spatialization recovers point-based topology
spatial = spatialization(locale)
Commands
# Start glass hopping game
just glass-hop
# Single move
just glass-hop-move place "prime" +1
# Bridge creation
just glass-hop-bridge "math/prime" "music/harmony" "overtone"
# Hop execution
just glass-hop-hop world_1 world_2 bridge_name
# Verify triangle inequality
just glass-hop-triangle w1 w2 w3
# Full demo
just glass-hop-demo
Files
~/.agents/skills/glass-hopping/
├── SKILL.md # This file
├── glass_hopping.py # Python implementation
├── glass_hopping.ny # Narya bridge types
├── game_state.py # Sheaf-based state
└── demo.py # Interactive demo
Related Skills
glass-bead-game— Conceptual synthesisworld-hopping— Badiou event navigationordered-locale— ≪ order and frame theorynarya— Bridge type verificationtriad-interleave— GF(3) schedulingunworld— Derivational chains
Skill Name: glass-hopping Type: Synthesis / Navigation / Verification Trit: 0 (ERGODIC - mediator between beads and hops) GF(3): Conserved at each hop Bridge Types: Observational (asymmetric, directed) Triangle Inequality: Enforced by ≪ transitivity