Each world is an **open game** with:
Scanned 9/6/2026
Install to Claude Code
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---
name: transitive-weep
description: 'Each world is an **open game** with:'
---
# Transitive 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`
```julia
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:
```clojure
{: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
```clojure
(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
```julia
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
```sql
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 |
|-------|------|--------|
| `open-games` | +1 | Play/Coplay semantics |
| `accessible-worlds` | 0 | 26-world superposition |
| `gay-mcp` | +1 | Color assignment to nodes |
| `bisimulation-game` | 0 | Attacker/Defender structure |
| `world-hopping` | 0 | Badiou triangle navigation |
---
## Self-Reinvention
The weep is **autopoietic**: each game modifies its own bias based on utility feedback:
```julia
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
```bash
# 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.*
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