git clone https://github.com/plurigrid/asi
T=$(mktemp -d) && git clone --depth=1 https://github.com/plurigrid/asi "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/transitive-weep" ~/.claude/skills/plurigrid-asi-transitive-weep && rm -rf "$T"
skills/transitive-weep/SKILL.mdTransitive Weep Skill
Trit: 0 (ERGODIC/Coordinator)
Domain: open-games, category-theory, flow-networks, self-organization
Algebra: GF(3) conservation via coplay feedback
Overview
Transitive Weep = flow propagation through open games network with self-balancing GF(3) conservation. The "weep" metaphor: value flows like tears through the graph, finding its own level.
╔════════════════════════════════════════════════════════════════════════╗ ║ TRANSITIVE WEEP ARCHITECTURE ║ ╠════════════════════════════════════════════════════════════════════════╣ ║ ║ ║ Source ──play──▶ Game₁ ──play──▶ Game₂ ──play──▶ ... ──▶ Balance ║ ║ │ │ │ │ ║ ║ │ ◀─coplay───┘ ◀─coplay───┘ ◀─coplay──────┘ ║ ║ │ ║ ║ └────────────────── Σ(trit × flow) ≈ 0 ──────────────────────────┘║ ║ ║ ║ Play: Forward flow transformation at each node ║ ║ Coplay: Backward utility → strategy update for GF(3) balance ║ ║ ║ ╚════════════════════════════════════════════════════════════════════════╝
Core Concepts
1. Open Games (Play/Coplay)
Each world is an open game with:
- Play:
(incoming_flow, bias) → observation - Coplay:
(utility, global_sum, generation) → strategy_update
struct OpenGame id::Symbol trit::Int8 # -1, 0, +1 play::Function # Forward pass coplay::Function # Backward pass (self-reinvention) state::State # Mutable: generation, bias, memory end
2. Transitive Closure
If A weeps to B, and B weeps to C, then A transitively weeps to C:
A →weep→ B →weep→ C ⟹ A →weep*→ C
The flow decays exponentially:
flow(C) = flow(A) × w(A,B) × w(B,C) × decay²
3. GF(3) Self-Balancing
The weep stops when global sum is conserved:
Σ(trit_i × flow_i) ≈ 0 (mod 3)
Coplay feedback adjusts routing to prioritize nodes whose trits would correct the running sum.
Triadic World Graph
┌──────────────────────────────────────────┐ │ 26 ACCESSIBLE WORLDS │ └──────────────────────────────────────────┘ MINUS (-1) ERGODIC (0) PLUS (+1) ────────── ────────── ───────── A: algebraic B: bmorphism C: catcolab D: ducklake E: elevenlabs F: firecracker G: gay-colors H: hatchery I: iroh J: juvix K: kubernetes L: localsend M: mcp N: narya O: open-games P: plurigrid Q: quantum R: rama S: siggraph T: topos U: unison V: voice W: wasm X: xogot Y: yoneda Z: zig
Adjacency (Triadic Connections)
Each world connects to worlds that form balanced triads:
{:A [:B :C] ;; -1 → {0, +1} = balanced potential :B [:A :C :G] ;; 0 → {-1, +1, -1} :C [:T :N :A] ;; +1 → {0, 0, -1} :G [:J :R :B] ;; -1 → {-1, +1, 0} ...}
Algorithm
(defn transitive-weep [source initial-flow max-depth] (loop [frontier [[source initial-flow 0]] visited #{} global-sum 0.0 trace []] ;; Early exit: balanced (when (and (> (count trace) 5) (< (abs global-sum) 0.1)) (return {:status :balanced :trace trace :sum global-sum})) (let [[node flow depth] (first frontier) game (get-game node) result (play! game flow global-sum)] ;; Update global sum (swap! global-sum + (:contribution result)) ;; Coplay: which neighbors would balance? (let [needed-trit (cond (> global-sum 0.3) -1 (< global-sum -0.3) +1 :else 0) neighbors (sort-by-trit-distance (get-neighbors node) needed-trit)] ;; Add top neighbors to frontier (recur (into (rest frontier) (map #(vector % (* flow 0.7) (inc depth)) (take 2 neighbors))) (conj visited node) global-sum (conj trace result))))))
Game Composition
Sequential: G₁ ; G₂
G₁ ; G₂ : trit(G₁;G₂) = trit(G₁) + trit(G₂)
Flow passes through G₁, then G₂.
Parallel: G₁ ⊗ G₂
G₁ ⊗ G₂ : trit(G₁⊗G₂) = (trit(G₁) + trit(G₂)) mod 3
Flow splits, processes in parallel, recombines.
Balanced Triad Composition
A(-1) ; B(0) ; C(+1) → trit = 0 ✓
Example: Weep from A
A (algebraic-julia) trit:-1 obs:0.905 Δ:-0.905 Σ:-0.905 C (catcolab) trit:+1 obs:0.573 Δ:+0.573 Σ:-0.332 ← balancing! B (bmorphism) trit:+0 obs:0.317 Δ:+0.000 Σ:-0.332 T (topos) trit:+0 obs:0.401 Δ:+0.000 Σ:-0.332 N (narya) trit:+0 obs:0.201 Δ:+0.000 Σ:-0.332 O (open-games) trit:+1 obs:0.254 Δ:+0.254 Σ:-0.078 ✓ BALANCED!
Status: balanced-early at iteration 6, Σ = -0.078 ≈ 0
DuckDB Schema
CREATE TABLE weep_traces ( trace_id VARCHAR PRIMARY KEY, source VARCHAR NOT NULL, node VARCHAR NOT NULL, depth INT NOT NULL, observation DOUBLE NOT NULL, contribution DOUBLE NOT NULL, running_sum DOUBLE NOT NULL, utility DOUBLE NOT NULL, trit TINYINT NOT NULL ); CREATE TABLE game_compositions ( composition_id VARCHAR PRIMARY KEY, game_id VARCHAR NOT NULL, composition_type VARCHAR NOT NULL, components VARCHAR[] NOT NULL, combined_trit TINYINT NOT NULL, gf3_conserved BOOLEAN NOT NULL );
Integration
| Skill | Trit | Bridge |
|---|---|---|
| +1 | Play/Coplay semantics |
| 0 | 26-world superposition |
| +1 | Color assignment to nodes |
| 0 | Attacker/Defender structure |
| 0 | Badiou triangle navigation |
Self-Reinvention
The weep is autopoietic: each game modifies its own bias based on utility feedback:
function coplay(utility, global_sum, generation) correction = if global_sum > 0.5 && trit == -1 0.1 # Boost MINUS to correct positive imbalance elseif global_sum < -0.5 && trit == 1 0.1 # Boost PLUS to correct negative imbalance else -0.05 # Default decay end correction / (1 + 0.1 * generation) # Diminishing returns end
Commands
# Run transitive weep demo bb src/openapi_to_catp.bb --tts-demo # Query weep traces duckdb zubyul_interactome.duckdb "SELECT * FROM weep_traces WHERE source='A'" # Check game compositions duckdb zubyul_interactome.duckdb "SELECT * FROM game_compositions WHERE gf3_conserved"
Skill Name: transitive-weep
Type: Flow Network / Open Games
Trit: 0 (ERGODIC)
GF(3): Self-balancing via coplay feedback
Autopoietic Marginalia
The interaction IS the skill improving itself.
Every use of this skill is an opportunity for worlding:
- MEMORY (-1): Record what was learned
- REMEMBERING (0): Connect patterns to other skills
- WORLDING (+1): Evolve the skill based on use
Add Interaction Exemplars here as the skill is used.