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plurigrid-asi-integrated skill

/skills/plurigrid-asi-integrated

This skill synthesizes all loaded skills into a coherent orchestration system for plurigrid AI, enabling coordinated action across worlds and tasks.

npx playbooks add skill plurigrid/asi --skill plurigrid-asi-integrated

Review the files below or copy the command above to add this skill to your agents.

Files (2)
SKILL.md
6.4 KB
---
name: plurigrid-asi-integrated
description: Unified Plurigrid ASI skill combining ACSets, Gay-MCP colors, bisimulation games, world-hopping, glass-bead synthesis, and triad interleaving for autonomous skill dispersal.
version: 1.0.0
---


# Plurigrid ASI Integrated Skill

Synthesizes all loaded skills into a coherent system for **Plurigrid Artificial Superintelligence** skill orchestration.

## Skill Lattice

```
                    ┌─────────────────┐
                    │  glass-bead-game │
                    │  (synthesis)     │
                    └────────┬────────┘
                             │
         ┌───────────────────┼───────────────────┐
         │                   │                   │
┌────────▼────────┐ ┌────────▼────────┐ ┌────────▼────────┐
│  world-hopping  │ │  bisimulation   │ │  triad-interleave│
│  (navigation)   │ │  (dispersal)    │ │  (scheduling)    │
└────────┬────────┘ └────────┬────────┘ └────────┬────────┘
         │                   │                   │
         └───────────────────┼───────────────────┘
                             │
                    ┌────────▼────────┐
                    │     gay-mcp      │
                    │  (deterministic  │
                    │   coloring)      │
                    └────────┬────────┘
                             │
                    ┌────────▼────────┐
                    │     acsets       │
                    │  (data model)    │
                    └─────────────────┘
```

## Unified Protocol

### 1. Schema (ACSets)

```julia
@present SchASIWorld(FreeSchema) begin
  World::Ob
  Skill::Ob
  Agent::Ob
  
  source::Hom(World, World)
  target::Hom(World, World)
  
  has_skill::Hom(Agent, Skill)
  inhabits::Hom(Agent, World)
  
  Seed::AttrType
  Trit::AttrType
  
  seed::Attr(World, Seed)
  color_trit::Attr(Skill, Trit)
end
```

### 2. Color Generation (Gay-MCP)

```python
from gay import SplitMixTernary, TripartiteStreams

def color_world(world_seed: int, skill_index: int) -> dict:
    gen = SplitMixTernary(world_seed)
    return gen.color_at(skill_index)
```

### 3. World Navigation (World-Hopping)

```python
def hop_between_worlds(w1, w2, event_name: str):
    distance = world_distance(w1, w2)
    if valid_hop(w1, w2):
        event = Event(site=["skill"], name=event_name)
        return event.execute(w1)
    return None
```

### 4. Skill Dispersal (Bisimulation)

```python
async def disperse_skill(skill_path: str, agents: list):
    game = BisimulationGame()
    for i, agent in enumerate(agents):
        trit = (i % 3) - 1  # GF(3) balanced
        game.attacker_move(agent, skill_path, trit)
        game.defender_respond(await agent.receive(skill_path))
    return game.arbiter_verify()
```

### 5. Parallel Execution (Triad Interleave)

```python
def schedule_skill_updates(seed: int, n_agents: int):
    interleaver = TriadInterleaver(seed)
    schedule = interleaver.interleave(
        n_triplets=n_agents // 3,
        policy="gf3_balanced"
    )
    return schedule
```

### 6. Synthesis (Glass Bead Game)

```python
def synthesize_skills(*skills):
    game = GlassBeadGame()
    for skill in skills:
        game.add_bead(skill.name, skill.domain)
    
    # Connect skills via morphisms
    game.connect("acsets", "gay-mcp", via="seed_to_color")
    game.connect("gay-mcp", "triad-interleave", via="color_stream")
    game.connect("triad-interleave", "bisimulation", via="schedule")
    game.connect("bisimulation", "world-hopping", via="dispersal")
    
    return game.score()
```

## ~/worlds Letter Index

| Letter | Domain | Key Projects |
|--------|--------|--------------|
| a | Category Theory | ACSets.jl, Catlab.jl, Decapodes.jl |
| b | Terminal | bmorphism/trittty |
| p | Infrastructure | plurigrid/oni, alpaca.cpp |
| t | Collaboration | CatColab |
| e | HoTT | infinity-cosmos (Lean 4) |
| r | Type Theory | rzk (simplicial HoTT) |
| n | Knowledge | nlab-content |
| o | Music | rubato-composer |

## GF(3) Conservation Law

All operations preserve:

```
∑ trits ≡ 0 (mod 3)
```

Across:
- World hops (Attacker -1, Defender +1, Arbiter 0)
- Color triplets (MINUS, ERGODIC, PLUS)
- Schedule entries (balanced per triplet)
- Skill dispersal (agent assignments)

## Commands

```bash
# Generate integrated schedule
just asi-schedule 0x42D 10

# Disperse skills to all agents
just asi-disperse ~/.claude/skills/

# Verify GF(3) conservation
just asi-verify

# Play glass bead synthesis
just asi-synthesize a b p t

# World hop between letters
just asi-hop a t
```

## Directory Tree

```
plurigrid/asi/
├── package.json
├── bin/cli.js
├── README.md
└── skills/
    ├── a/SKILL.md     # AlgebraicJulia
    ├── b/SKILL.md     # topos-labs
    ├── c/SKILL.md     # cognitect
    ├── d/SKILL.md     # claykind
    ├── e/SKILL.md     # infinity-cosmos
    ├── f/SKILL.md     # clojure-site
    ├── g/SKILL.md     # archiver-bot
    ├── h/SKILL.md     # gdlog
    ├── i/SKILL.md     # InverterNetwork
    ├── k/SKILL.md     # kubeflow
    ├── l/SKILL.md     # pretty-bugs
    ├── m/SKILL.md     # awesome-category-theory
    ├── n/SKILL.md     # nlab-content
    ├── o/SKILL.md     # oeis, rubato-composer
    ├── p/SKILL.md     # plurigrid (primary)
    ├── q/SKILL.md     # quadrat
    ├── r/SKILL.md     # rzk
    ├── s/SKILL.md     # mathematicians
    ├── t/SKILL.md     # CatColab
    ├── v/SKILL.md     # viro
    └── _integrated/   # Plurigrid ASI unified skill
        └── SKILL.md
```

## Recent AMP Thread Integration

Last integration: `plurigrid-asi-20251224184534`
- Attacker (MINUS): `dabe5fc2-*` (33 invocations)
- Arbiter (ERGODIC): `c6e1294a-*` (133 invocations)
- Defender (PLUS): `9b24821d-*` (1 invocation)
- GF(3) Sum: 0 ✓ Conserved

Overview

This skill provides a unified orchestration layer that synthesizes ACSets, Gay‑MCP color streams, bisimulation dispersal, world‑hopping navigation, glass‑bead synthesis, and triad interleaving into a coherent Plurigrid ASI workflow. It exposes a schema and runtime pattern for seeding worlds, generating deterministic ternary colors, scheduling balanced parallel updates, and dispersing skills while conserving GF(3) invariants. Use it to coordinate autonomous skill distribution and multi‑agent execution across conceptual worlds.

How this skill works

The system models worlds, agents, and skills in an ACSets schema and derives color streams from each world seed using a SplitMixTernary generator. Triad interleaving produces balanced GF(3) schedules that feed a bisimulation game for dispersal; world‑hopping events allow targeted transfers between indexed worlds. A glass‑bead game synthesizes and scores composed skill graphs by connecting morphisms between model layers (schema → colors → schedule → dispersal → navigation).

When to use it

  • Coordinating deployment of capabilities to many agents while preserving balanced resource invariants.
  • Composing heterogeneous skill modules into a single executable synthesis with verifiable connections.
  • Simulating or testing multi‑world navigation and dispersal strategies under deterministic color seeds.
  • Scheduling parallel updates where GF(3) conservation or triplet balance is required.
  • Experimenting with topological or categorical orchestration patterns for autonomous systems.

Best practices

  • Seed each world deterministically and record seed values to ensure reproducible color streams.
  • Keep agent assignments in triplets so triad interleaver policies produce GF(3)‑balanced schedules.
  • Validate dispersal via the bisimulation arbiter before committing skills to live agents.
  • Use the glass‑bead synthesis score to compare composition strategies and detect weak morphisms.
  • Log world‑hop events and attacker/defender/arbiter moves to audit GF(3) conservation.

Example use cases

  • Generate an integrated update plan for 30 agents: produce schedule, simulate bisimulation, then disperse.
  • Synthesize a capability bundle from several domain skills and score connectivity before roll‑out.
  • Perform deterministic color testing across environment replicas to check behavior under seed perturbations.
  • Execute controlled world hops between collaboration domains to migrate capabilities with audit trails.
  • Verify conservation laws across multiple runs to ensure no net trit drift in long‑running operations.

FAQ

How does GF(3) conservation help in practice?

It enforces balanced assignment patterns and detects asymmetric dispersal or scheduling faults that could bias system state.

Can I use custom color generators or interleavers?

Yes. The architecture accepts replaceable generators and interleaver policies as long as they export deterministic streams and respect the triplet balance expected by bisimulation and scheduling.