(links / categories to content will be continually updated)
1. Multi-domain Strategy
Domains and stratgegy
Strategies that anticipate complex and dynamic goal spaces can be considered intelligent. We investigate strategy design from meta-model perspective which will give a foundational multi-domain strategy theory. Based on these principles we derive xd4 which is a peacekeeping strategy that coordinates efforts and observations across multiple domains and dynamics.
Contemporary conflicts take place at a variety of domains. These are social systems, information and physical layers. One actor (conscious agent) can execute a strategy that is dealing with one or more domains while their properties are substantial to understand to effectively interact with them and carry out any specific goal-directed strategy. A generic goal will refer to one specific domain, for example a desired object is allocated in the physical domain, a social experience will take place in the anthropogenic domain. The informational domain is the first complex domain, as access to information and availability of information influence each other. If a goal is a product or a synthesized compound its domain can be refined, e.g. as hardware or food. If the goal of an actor is possession of that object, their strategy will have to anticipate the domain of the goal. If an actor can find food in their garden, their strategy does not need to take into account any other domains then the physical. If the actor has to buy food, their goal-directed strategy will have to contain rudimentary economic information (price estimate and availability) and interaction (shop visit and purchase procedures). If the actor kows of a way to achieve their goal through interacting with another domain (e.g. ask friend or family for food) their strategy can stem from an entirely different domain then the domain of the goal. There are many cases where this indirect access leads to a lack of understanding about the goal (original) domain. Any strategy that contains actions and procedures (causal progression) on multiple domains and makes use of their following interactions is a multi-domain strategy. We can claim that actors will interact with many domains while their intuitive strategy formation and cognitive anticipation will center on discrete domains instead of their ensemble. To build or execute multi-domain strategies requires cognitive effort as for them an ensemble of domains must be observed, influenced and/or anticipated. The interaction with multiple domains requires interactive alignment of subgoals and often improvising as domains will undergo flux (highly dynamic noise and morphology). The robustness of a strategy is characterized by the amount of domain-states it is anticipating (correctly) and the spectrum of automated reactions to variations during its causal progression. Explanation and education about multi-domain strategy design and execution is substantial to behave informed in global information systems. The concept of mutli-domain warfare motivates research on counter strategies for effective peace-keeping which must synchronize and coordinate information and reaction across multiple domains.
Cognitive science and neuromorphic coding provide the basics for neurodynamic theory and research. Consciousness is a quantized resonance effect in complex synchronizing biomorphic computation systems (such as animals). The theoretic perspective of conscious strategy formation is grasped unter terminus ‘anthropocomputation’ while the cellular and hardware aspects fall under neurodynamics.
Discussion of concepts such as memory, consciousness and cognition suffer from lack of unifying framework. Likewise their education is not established in most (if not all) school systems. We develop such framework which pose good reducability and the given graphic is a rough sketch for the contained models. It outlines the content which will eventually be contained in a neurodynamics theory. We will distinguish learning and motivation types to make possible individual rendering of education content (learnet specific adaption of material to their talents/needs/ preferences). This would substantially modernize the effectivity and applicability of educatory services such as schools and universities and online learning. Our model for type selection is compatible to the gamification theory we develop.
Exa-scale architecturization and exacomputation design
While most systems currently present on earth are designed from anthropocentric modelling perspective, exa-scale architectures look at concepts first and align their proportions to given capacities. For our exa-architecture terminus we base our work on scale-invariant system designs that will provide optimized expansion capabilities and also good estimates for requirements of their realization.
Not only the digital realm requires highly flexible (software) architectures. Cultural needs and inventions will further frame a demand for flexible architecturization. These architectures will use meta-material or other geometric compounds to allow real-time or context-adequate reformation and adaption of artificial spaces and their properties. We transcend the architecture terminus as we look at software and digital architectures with the same modelling theory used for physical and volumetric structure formation. While scale-invariant models can be rendered to a spectrum of capacities, our terminus of exa-scale overcomes the scale designation itself. Exa-scale architectures make use of complex compounds and their association is realized through interchangeable (dynamic) systems. We can model any amount of exa-architectures as one exa-architecture (EXA). While any specific EXA will surpass any contemporary system in its dimension and architectural intelligence, EXA among each other will not meaningfully allow dimensional comparison. Instead we induce a gauge evolution which profits (grows) from the number and interconnectivity of (realized) EXA.
CliYuGa – humanities voice and how to approach 4-dimensional language theory
The terminus meta language has been incorrectly established in the philosophical and linguistic community and we must hence fall back on the prefix ‘hyper’ for our artifical language development. We are developing CliYuGa which is a compound hyper language consisting of three artificial languages itself. From the design and development of the CliYuGa, we derive a top-system which will be a true hyper-language. We name this language Quoeto and it has a four-dimensional grammar. We postulate that Quoeto is the first (theory of a) language that enables and communicates collective intelligence.
CliYuGa consists of three languages: one neuromorphic (CliYuGe), one programming (CliYuGo) and one reconformal language (CliYuGa) which acts as a gauge for its development. For each CliYuGa we outline systems for communication and computation. CliYuGo will tap into the field of anthropocomputation and opens up cognition-based access to algorithmic intelligence augmentation. The top-iteration of CliYuGa will associate its compounds and will hence form a compound hyper-language. It can produce a meta-semantic representation of the collective self-reference of human culture and for the first time in human cognition show a self-referential concern and allow its interaction. Concept processing (cognition) can be displayed in CliYuGa with the usage of (scale-invariant) irregular helical operations. A running language system of this kind will form a super-structure that will allow access to current global priorities of language users what we refer to as ‘humanities voice’. From the knowledge of CliYuGa and its development we derived Quoeto as a true hyper-language. Its grammar is a complex architecture which will embed functionality and self-referentiality on a root layer (the grammar will sample context-specific instances of itself that provide algorithmic or automatized functionality).
Foundations of anthropocomputation is derived from the theory and frameworks of hyper-language and neurodynamics
The terminus anthropocomputation is a top-theory for cognition and computation theories. We want to frame awareness and appreciation of biologic intelligence (and life) and how its continuity in the face of artificial intelligence (and cybernetic systems) poses both a challenge and an opportunity. We identify contemporary AI as uninformed algorithmic computation and claim that the assignment of the property ‘intelligence’ is groundless and moreover dangerous. As these algorithms have no scale nor self-relation their performance appears intelligent which leads users to fall into dangerous misconceptions about the implied (apparent lack of) responsibilities. With research and work on anthropocomputation (ATCT) we want to build a foundation how to counter information-free automation computation (AI), how to approach higher order intelligence (SI) and how to maintain biologic naturalness and ecologic- and moral awareness in the face of contemporary hardware industry and exa-scale computation. The current research subject of ATCT is xd4 in its interpretation as hyper-architecture.
When a performance can be described as intelligent this provides nothing more than a sufficient condition for intelligence. If attributed to a system this will cause incorrect assumptions about the management of it. If something is considered ‘intelligent’ users will be framed to believe or trust the system, as intelligence poses a trustability factor. We intend to prevent incorrect usage of the intelligence terminus, also by providing concepts how to realize actual intelligence in computation languages.
To correctly attribute intelligence to a system or an operation requires complex and informed computation steps and coordination, none of which are present in the field of AI nowadays. To make a clear distinction between pseudo-intelligence (AI) and intelligent (and informed) computation we refer to the latter as synthetic intelligence (SI) and it will provide the basis for artifical cognition as well as cognitive augmentation. The work ‘Foundations of Anthropocomputation‘ is the current main focus of our research and we hope to provide a draft within july 2020 on ResearchGate. Funding for thinkularity will first and foremost accelerate the production of this literature-condensate and a pace-setting work on multi-domain peacekeeping (xd4).
Gamification lacked a consistent description and definition as a theory which motivated the work on QPL
My work on gamification started in the setting of a bachelor thesis for cognitive science. In 2018 there was no clear definition and description what gamification is, how it is applied and to what areas and disciplines it connects and relates. Since then we use a framework which accounts for this issue and which we hope to publish either as thesis or literature. We developed QPL (Quest Player Level) as a generic gamification system. We will provide a definition of gamification that makes clear its role and importance for the 21st century as an interaction design discipline. Afterwards we outline TIDE, a contextualizing software architecture of UX and UI. The design and functionality of TIDE will latch into building of GliYuGe as a primal concept transducer. We work on three primal gamification systems: Dream, Alien and xd while the latter contains several life-centered gamification models.
The contextualization of user experience and the (real-time) render (-ing) of user interface design elements requires an overarching theory of the two. A reductionist neurodynamic theory will serve as the modelling approach for a player while we build a Level theory from LMR logic with kea as physical engine plugin. The quest design can load meta-model or multi-domain strategy formalisms as well as story mode settings and variables. As we introduce the development of QLP as a game itself, its canonical name is derived from Quest-Player-Level – QPL. As the framework has a causal architecture and the relations in the framework are diverse (e.g. Player-Quest-Level refers to user-centered case (quest) specific design of environment), usage of tha name QLP will sooner or later turn out to be unclear and might cause confusion for its usage, hence the quoeto gamification we develop carries the name qip. (The hypothetical qip8 from xd4-development indeed has a relation to the abstraction and evolution of gamification theory)
We want to motivate and propose a large set of projects, concepts, startups and ideas that can foster a better future for all involved parties.
Most ideas proposed on thinkularity have a direct relationship to xd4 and hence a specific purpose within a multi-domain peacekeeping strategy. All ideas may be seen as requests to cooperate on them or requests for information in case there are systems with identical properties with convergence intentions (the prioritization of common good over maintenance of particular instances). Any cooperation with thinkularity and its domains or co-domains has to follow ULEF principles, the most generic and conscious formulation of human and life rights as well as behavioral and ethical self-understanding of humanity as a community of diversity. Given acceptance thereof, one may treat my ideas as active requests for cooperative development, decentralized realization and unification of efforts.
Two central projects and some content is in german language (boot.science and interlink.life) and currently lacks consistent english translation. Projects are derived from the central system directory which pose condensates of the most urgent strategies I wish to promote. Among them is a call for equal treatment and unconditional support for (human) life which is referred to as no one is a zero – no1isa0. I call for an educated and literate content design which actualizes and integrates awareness about ecologic and social issues we face 2020, denoted as literal internet. I think the LMR logic is a suiting way to reduce complexity and the iyouwe – language and its family concept might serve as efficient container for cultural modernization. The exchange with other species through language is another important aspect of my language research and calls for cooperation with linguists and engineers. Likewise, many other prototypes and concepts are awaiting prototyping and development but are halted due to the limited amount of time and energy I can contribute.
A clear distinction between concept, system and project is often not meaningful as they transition into each other. We use a dynamic system language (ini) to account for this ambiguity.
A well developed idea which has been formalized is identical to a concept. An elaborate or complex concept will easily rightfully qualify as a system. An idea might fixate a certain aspect of reality or a change of such. In the former case it might remain a conceptual entity while the latter case often makes the idea into a project. Any intentional causal progression towards a goal state might be denoted a project. As we develop and provide autonomous modelling theories and scientific disciplines we attribute the term system only to those concepts that can or will implicitly overarch a number of other concepts (models). In such case these concepts or projects might be casted as subsystems in the respective context.
Main systems which were published by thinkularity are the exa-architectures EXA1 to EXA4, the multiplex.one system and a number of gamification systems. An overview can be found at Macro.
Thinkularity is neither an institution nor a corporation but a research hub which is rooted on the legal representation of a private entity
As I release all creative and formal work under CC-BY-NC, there will be no income from release of music, art or literature for me. As such I hope that my interspersed notions for the need of a funding will be tolerated, and they will only remain until such time as a long term solution to enable my work in full time on this domain could be found/established.
All work of me and the thinkularity hub are not aiming for profit and are hence released under creative commons. I do not aspire ideologic, personal nor economic profiling. I want to share my theories, concepts, systems, art and ideas with anyone who is interested and I do not consider a piece-wise payment a fair option for my sustenance. I think future of culture calls for an unconditional basic income for anyone and until it was established I will provide my ideas how it can be approached and realized faster (ZERO). As no global introduction was announced within 2020, I argue that such initiative could be very efficient as well as realistic.
To allow development of strategies how this can be realized requires research and discussion about specific variants as well as realization and testing of these general support models. I aspire to provide content that will legitimize funding for me independent of an institution or national system. I consider any support for my work as an attempt to support ethical and independent research and/or art and I will base any administration of funds on this assumption as it is identical to my personal paradigm and motivation.
I work to associate with https://totalism.org and must excuse that my systems are not yet fully open (admin overhead) and hope to disperse impressions which I tend to produce by co-operating. (depending on individual entry node to my systems/domains or possible preconception/framing, most common are attribution of diverse types of cognitive disease. One might check my biography for background info and can request medical documents if necessary. Claims on my domains about an authorship (I/We/xeo..) ‘being’ or ‘becoming’ X or ‘holding’ positions X are mostly made from the perspective of the domain/-system and do not refer to a current self (original author). The domain’s operator should very often not be an individual nor myself but teams/taskforces, professional entities or organisations from the respective discipline. As I lack ability to associate quicker, there is some risk to be misunderstood which is a necessary condition for a high-impact system – optimization (early disruption of success nodes for re-iteration)) (as duplex with the function of loop-invariant nominators i.e. intelligent context-sensitive loop-breakers).