smithery/plurigrid

cybernetic-open-game

Cybernetic Open Game Skill

Installation

$ npx skills add smithery/plurigrid --skill cybernetic-open-game

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Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Skill metadata

Parsed from SKILL.md frontmatter.

Version1.0.0

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 16,109 B
  • docs SUMMARY.md 54 B

History

  1. First recorded snapshot · 0 installs

SKILL.md

Cybernetic Open Game Skill

Compositional game theory for off-chain/on-chain cybernetic feedback loops with GF(3) Nash equilibrium

Trit: 0 (ERGODIC - Coordinator) Color: #26D826 (Green) Status: Production Ready Created: 2025-12-30

Overview

This skill formalizes the Agent-O-Rama ↔ Worldnet ↔ STC cybernetic feedback loop as a compositional open game where:

  • Off-chain intelligence (Agent-O-Rama/DuckDB) drives cognition
  • On-chain settlement (Secure Ternary Coin/Aptos) provides finality
  • Value-conserving bridge (Worldnet) maintains GF(3) balance
  • Nash equilibrium = GF(3) conservation across all layers
┌─────────────────────────────────────────────────────────────────────────────┐
│                    CYBERNETIC LOOP AS OPEN GAME                             │
├─────────────────────────────────────────────────────────────────────────────┤
│                                                                             │
│         FORWARD PLAY (Strategies)                                           │
│                                                                             │
│    Intent ──────────▶ Transaction ──────────▶ Settlement                    │
│      X                    Y                      Z                          │
│                                                                             │
│    ┌─────────────┐    ┌─────────────┐    ┌─────────────┐                   │
│    │ Agent-O-Rama│───▶│  Worldnet   │───▶│    STC      │                   │
│    │   (-1)      │    │    (0)      │    │   (+1)      │                   │
│    │   PLAY      │    │   VERIFY    │    │   SETTLE    │                   │
│    └─────────────┘    └─────────────┘    └─────────────┘                   │
│          ▲                  │                  │                            │
│          │                  │                  │                            │
│          │    BACKWARD COPLAY (Utilities)      │                            │
│          │                  │                  ▼                            │
│    ┌─────────────┐    ┌─────────────┐    ┌─────────────┐                   │
│    │ Learning    │◀───│  Reward     │◀───│ Finality    │                   │
│    │   R         │    │    S        │    │    T        │                   │
│    └─────────────┘    └─────────────┘    └─────────────┘                   │
│                                                                             │
│   NASH EQUILIBRIUM = GF(3) Conservation                                     │
│   ∀ strategy s: isEquilibrium(s) ⟺ Σ(trits) ≡ 0 (mod 3)                   │
│                                                                             │
└─────────────────────────────────────────────────────────────────────────────┘

Architecture Layers

Layer Component Trit Role Bandwidth Cost
1 Agent-O-Rama -1 Cognition High Low
2 Worldnet 0 Bridge/Verification Medium Medium
3 STC (Aptos) +1 Settlement/Consensus Low High

Layer 1: Agent-O-Rama (Off-Chain Intelligence)

class AgentORama:
    """
    Off-chain cognition layer.
    High bandwidth, low cost, local-first.
    """
    trit = -1  # MINUS (Validator/Constrainer)

    def __init__(self):
        self.duckdb = DuckDB()  # Local storage
        self.patterns = PatternExtractor()  # Barton surrogate

    def play(self, observation) -> Intent:
        """Forward play: form intent from observation."""
        patterns = self.patterns.extract(observation)
        intent = self.form_intent(patterns)
        return intent

    def coplay(self, intent, reward) -> Learning:
        """Backward coplay: update model from reward."""
        self.patterns.update(intent, reward)
        return Learning(delta=self.patterns.delta)

Layer 2: Worldnet (Value-Conserving Bridge)

class Worldnet:
    """
    Bridge layer with GF(3) verification.
    Immune membrane: Self/Non-Self discrimination.
    """
    trit = 0  # ERGODIC (Coordinator)

    def play(self, intent) -> Transaction:
        """Forward play: verify and transform intent."""
        if not self.verify_gf3(intent):
            raise ConservationViolation("GF(3) violated")
        return Transaction(intent, signature=self.sign(intent))

    def coplay(self, transaction, finality) -> Reward:
        """Backward coplay: propagate finality as reward."""
        return Reward(
            value=finality.value,
            gf3_balanced=self.verify_gf3(finality)
        )

    def verify_gf3(self, data) -> bool:
        """Immune check: is this self (valid) or non-self (invalid)?"""
        return sum(data.trits) % 3 == 0

Layer 3: STC on Aptos (On-Chain Settlement)

class SecureTernaryCoin:
    """
    On-chain settlement layer.
    Low bandwidth, high cost, global consensus.
    """
    trit = +1  # PLUS (Generator/Executor)

    def play(self, transaction) -> Settlement:
        """Forward play: settle on Aptos mainnet."""
        result = self.aptos.submit(transaction)
        return Settlement(
            txn_hash=result.hash,
            finality=result.finality
        )

    def coplay(self, settlement, _) -> Observation:
        """Backward coplay: emit observation for agent."""
        return Observation(
            state=self.aptos.get_state(settlement.txn_hash),
            timestamp=settlement.finality.timestamp
        )

Open Game Formalization

Game Structure

-- Open game type
data OpenGame s t a b = Game
  { play    :: s -> a           -- Forward strategy
  , coplay  :: s -> b -> t      -- Backward utility
  , equilibrium :: s -> Bool    -- Nash condition
  }

-- The full cybernetic game
cyberneticLoop :: OpenGame Intent Settlement Observation Reward
cyberneticLoop = agentGame ; worldnetGame ; stcGame

-- Sequential composition
(;) :: OpenGame a b c d -> OpenGame c d e f -> OpenGame a b e f
g ; h = Game
  { play = play h . play g
  , coplay = \s f -> coplay g s (coplay h (play g s) f)
  , equilibrium = \s -> equilibrium g s && equilibrium h (play g s)
  }

-- Parallel composition
(⊗) :: OpenGame a b c d -> OpenGame e f g h -> OpenGame (a,e) (b,f) (c,g) (d,h)
g ⊗ h = Game
  { play = \(s1, s2) -> (play g s1, play h s2)
  , coplay = \(s1, s2) (t1, t2) -> (coplay g s1 t1, coplay h s2 t2)
  , equilibrium = \(s1, s2) -> equilibrium g s1 && equilibrium h s2
  }

GF(3) as Nash Equilibrium

-- Nash equilibrium iff GF(3) conserved
theorem_gf3_nash :: CyberneticLoop -> Proof
theorem_gf3_nash loop =
  let trits = [trit agentGame, trit worldnetGame, trit stcGame]
      -- [-1, 0, +1]
  in sum trits `mod` 3 == 0  -- Nash condition

-- Compositional equilibrium preservation
theorem_compositional :: Game -> Game -> Proof
theorem_compositional g h =
  equilibrium g && equilibrium h
  ==> equilibrium (g ; h)

Six-Dimensional Review Framework

This skill synthesizes analysis from six cognitive dimensions:

1. Graph Grafting (Structure)

# Architecture as graft complex
arch = GraftComplex(UInt64(1069))
graft!(arch, agent_o_rama, :none, String[])
graft!(arch, worldnet, :agent_o_rama, ["value_conservation"])
graft!(arch, stc, :worldnet, ["aptos_mainnet"])
verify_gf3(arch)  # → (conserved=true, sum=0)

2. ACSets (Categorical Schema)

@present SchCyberneticGame(FreeSchema) begin
    Agent::Ob; Bridge::Ob; Chain::Ob
    Intent::Ob; Transaction::Ob; Settlement::Ob

    emit::Hom(Agent, Intent)
    verify::Hom(Intent, Bridge)
    submit::Hom(Bridge, Transaction)
    settle::Hom(Transaction, Chain)
    observe::Hom(Chain, Agent)  # Feedback!

    Trit::AttrType
    agent_trit::Attr(Agent, Trit)     # -1
    bridge_trit::Attr(Bridge, Trit)   # 0
    chain_trit::Attr(Chain, Trit)     # +1
end

3. Bisimulation Game (Verification)

ROUND 1: Attacker submits invalid intent
         Defender: "Rejected - GF(3) violated"
         Arbiter: BLOCKED ✓

ROUND 2: Attacker attempts TOCTOU attack
         Defender: "Signature invalidated by post-mod"
         Arbiter: BLOCKED ✓

VERDICT: Bisimilar to secure spec (depth 3)

4. BlackHat-Go / Carlini (Security)

Attack Vector Risk Mitigation
Intent Injection 8/10 Prompt validation
Trit Manipulation 9/10 Cryptographic signing
Replay Attack 7/10 Nonce + timestamp
TOCTOU 8/10 Atomic commit-sign
GF(3) Bypass 10/10 Formal verification

5. Cybernetic Immune (Self/Non-Self)

SELF (Reafference):           NON-SELF (Exafference):
• Valid GF(3) intents         • Conservation violation
• Signed by known agent       • Unknown signature
• Within rate limits          • Anomalous patterns

WORLDNET = Immune Membrane (MHC Presentation)

6. ALife (Emergence)

METABOLISM: Value flows through layers
REPRODUCTION: Successful patterns replicate
HOMEOSTASIS: GF(3) conservation maintains stability
COOPERATION: TIT-FOR-TAT strategies emerge

Condensed Mathematics Connection

module CondensedCyberneticGame
  # Each layer has a liquid parameter encoding bandwidth/cost
  LAYERS = {
    agent_o_rama: { trit: -1, liquid_r: 0.3 },  # High BW, local
    worldnet:     { trit:  0, liquid_r: 0.5 },  # Medium
    stc:          { trit: +1, liquid_r: 0.9 }   # Low BW, global (solid)
  }

  # Liquid → Solid transition = Off-chain → On-chain
  def self.solidify(intent, r_threshold: 0.9)
    # As r → 1, we approach on-chain settlement
    current_r = intent.layer.liquid_r
    if current_r >= r_threshold
      submit_to_aptos(intent)
    else
      keep_offchain(intent)
    end
  end
end

Mutual Awareness Framework

Open games provide semantics for skill mutual awareness:

-- Each skill is a game
skillGame :: Skill -> OpenGame Context Result Query Response

-- Mutual awareness = game composition
aware :: Skill -> Skill -> OpenGame
aware s1 s2 = skillGame s1 ; skillGame s2

-- Awareness network = parallel composition
awarenessNetwork :: [Skill] -> OpenGame
awarenessNetwork = foldr1 (⊗) . map skillGame

-- Equilibrium = mutual consistency
isAware :: [Skill] -> Bool
isAware skills = equilibrium (awarenessNetwork skills)

DuckDB Activity Aggregation

-- Skills become mutually aware via activity correlation
CREATE TABLE skill_awareness (
    from_skill VARCHAR,
    to_skill VARCHAR,
    awareness_type VARCHAR,  -- 'neighbor', 'ref', 'cooccur', 'game'
    weight FLOAT,
    game_equilibrium BOOLEAN,  -- Nash equilibrium?
    PRIMARY KEY (from_skill, to_skill, awareness_type)
);

-- Open game equilibrium check
CREATE VIEW game_equilibrium AS
SELECT
    from_skill, to_skill,
    SUM(trit) % 3 = 0 as nash_equilibrium
FROM skill_awareness sa
JOIN skill_trits st ON sa.from_skill = st.skill
GROUP BY from_skill, to_skill;

GF(3) Triads

# Core Architecture Triads
agent-o-rama (-1) ⊗ cybernetic-open-game (0) ⊗ stc (+1) = 0 ✓
bisimulation-game (-1) ⊗ open-games (0) ⊗ alife (+1) = 0 ✓
blackhat-go (-1) ⊗ cybernetic-open-game (0) ⊗ cooperation (+1) = 0 ✓
condensed-stacks (-1) ⊗ cybernetic-open-game (0) ⊗ emergence (+1) = 0 ✓

# Verification Triads
carlini-attack (-1) ⊗ immune-membrane (0) ⊗ homeostasis (+1) = 0 ✓
temporal-coalgebra (-1) ⊗ open-games (0) ⊗ free-monad-gen (+1) = 0 ✓
sheaf-cohomology (-1) ⊗ graph-grafting (0) ⊗ nash-equilibrium (+1) = 0 ✓

Integrated Skills

This skill synthesizes knowledge from:

Skill Trit Contribution
_integrated 0 ASI skill orchestration
bisimulation-game -1 Verification protocol
acsets 0 Categorical schema
cognitive-superposition 0 Multi-perspective analysis
blackhat-go -1 Security analysis
cybernetic-immune 0 Self/Non-Self discrimination
alife +1 Emergence patterns
condensed-analytic-stacks -1 Topology/bandwidth
graph-grafting 0 Compositional structure
open-games 0 Game-theoretic semantics
reflow 0 Information transformation
duckdb-ies +1 Activity aggregation

Commands

# Verify GF(3) conservation
just cybernetic-verify

# Run bisimulation game
just cybernetic-bisim depth=5

# Check Nash equilibrium
just cybernetic-nash

# Analyze attack surface
just cybernetic-security

# Run immune classification
just cybernetic-immune intent.json

# Export to DuckDB
just cybernetic-export

# Visualize game network
just cybernetic-viz

References

  • Ghani, Hedges, et al. "Compositional Game Theory"
  • Capucci & Gavranović, "Actegories for Open Games"
  • Scholze & Clausen, "Condensed Mathematics"
  • Varela, "Principles of Biological Autonomy"
  • Axelrod, "Evolution of Cooperation"
  • Carlini, "Evaluating Adversarial Robustness"

See Also

  • [open-games](../open-games/SKILL.md) - Core open game theory
  • [bisimulation-game](../bisimulation-game/SKILL.md) - Verification games
  • [agent-o-rama](../agent-o-rama/SKILL.md) - Cognitive surrogate
  • [graph-grafting](../graph-grafting/SKILL.md) - Compositional structure
  • [cybernetic-immune](../cybernetic-immune/SKILL.md) - Immune discrimination
  • [duckdb-ies](../duckdb-ies/SKILL.md) - Activity aggregation

Skill Name: cybernetic-open-game Type: Architecture / Game Theory / Systems Integration Trit: 0 (ERGODIC - coordinator) GF(3): Conserved via Nash equilibrium Thread: 2025-12-30 cognitive superposition review

Scientific Skill Interleaving

This skill connects to the K-Dense-AI/claude-scientific-skills ecosystem:

Graph Theory

  • networkx [○] via bicomodule

- Universal graph hub

Bibliography References

  • game-theory: 21 citations in bib.duckdb

SDF Interleaving

This skill connects to Software Design for Flexibility (Hanson & Sussman, 2021):

Primary Chapter: 10. Adventure Game Example

Concepts: autonomous agent, game, synthesis

GF(3) Balanced Triad

cybernetic-open-game (+) + SDF.Ch10 (+) + [balancer] (+) = 0

Skill Trit: 1 (PLUS - generation)

Secondary Chapters

  • Ch8: Degeneracy
  • Ch5: Evaluation
  • Ch3: Variations on an Arithmetic Theme
  • Ch4: Pattern Matching
  • Ch6: Layering
  • Ch7: Propagators

Connection Pattern

Adventure games synthesize techniques. This skill integrates multiple patterns.

Cat# Integration

This skill maps to Cat# = Comod(P) as a bicomodule in the equipment structure:

Trit: 0 (ERGODIC)
Home: Prof
Poly Op: ⊗
Kan Role: Adj
Color: #26D826

GF(3) Naturality

The skill participates in triads satisfying:

(-1) + (0) + (+1) ≡ 0 (mod 3)

This ensures compositional coherence in the Cat# equipment structure.

Para(Optic) atlas

Part of: para-mensch-commons.