--- name: bisimulation-game description: "Bisimulation game for resilient skill dispersal across AI agents with GF(3) conservation and observational bridge types." source: music-topos + DiscoHy + DisCoPy license: MIT xenomodern: true ironic_detachment: 0.42 --- # Bisimulation Game Skill > *"Two systems are bisimilar if they cannot be distinguished by any observation."* ## Overview The bisimulation game provides a framework for: 1. **Resilient skill dispersal** across multiple AI agents 2. **GF(3) conservation** during state transitions 3. **Observational bridge types** for version-aware synchronization 4. **Self-rewriting capabilities** via MCP Tasks protocol ## Game Rules ### Players | Player | Role | Trit | Color | |--------|------|------|-------| | Attacker | Tries to distinguish systems | -1 | Blue | | Defender | Maintains equivalence | +1 | Red | | Arbiter | Verifies conservation | 0 | Green | ### Moves ``` ┌─────────────────────────────────────────────────────────────┐ │ Round n: │ │ │ │ 1. Attacker chooses: system S₁ or S₂ │ │ 2. Attacker makes: transition s₁ →ᵃ s₁' │ │ 3. Defender responds: matching transition s₂ →ᵃ s₂' │ │ 4. Arbiter verifies: GF(3) conservation │ │ │ │ If Defender cannot respond → Attacker wins (distinguishable)│ │ If game continues forever → Defender wins (bisimilar) │ └─────────────────────────────────────────────────────────────┘ ``` ## Implementation ### Hy (DiscoHy) Implementation ```hy ;;; bisimulation_game.hy (import [splitmix_ternary [SplitMixTernary]]) (defclass BisimulationGame [] (defn __init__ [self system1 system2 seed] (setv self.s1 system1 self.s2 system2 self.rng (SplitMixTernary seed) self.history [])) (defn attacker-move [self choice transition] "Attacker chooses system and transition." (setv trit (self.rng.next-ternary)) (.append self.history {:role "attacker" :choice choice :transition transition :trit trit}) trit) (defn defender-respond [self matching-transition] "Defender provides matching transition." (setv trit (self.rng.next-ternary)) (.append self.history {:role "defender" :response matching-transition :trit trit}) trit) (defn arbiter-verify [self] "Arbiter checks GF(3) conservation." (setv recent-trits (lfor m (cut self.history -3 None) (get m "trit"))) (setv conserved (= (% (sum recent-trits) 3) 0)) (.append self.history {:role "arbiter" :conserved conserved :trit 0}) conserved)) ``` ### DisCoPy Operad Interface ```python from discopy import * # Game as operad class GameOperad: def __init__(self): self.operations = {} def register(self, name, dom, cod, rule): """Register game operation with GF(3) color.""" self.operations[name] = Rule(dom, cod, name) def compose(self, op1, op2): """Compose operations preserving GF(3).""" trit1 = self.operations[op1].trit trit2 = self.operations[op2].trit # Result trit balances to 0 result_trit = (-(trit1 + trit2)) % 3 - 1 return Rule( self.operations[op1].dom, self.operations[op2].cod, f"{op1};{op2}", trit=result_trit ) # Define game operations game = GameOperad() game.register("attack", Ty("S1", "S2"), Ty("S1'"), lambda: -1) game.register("defend", Ty("S1'"), Ty("S2'"), lambda: +1) game.register("verify", Ty("S1'", "S2'"), Ty("Result"), lambda: 0) ``` ## Skill Dispersal Protocol ### 1. Fork Phase (Attacker) ```yaml fork: targets: - agent: codex path: ~/.codex/skills/ trit: -1 - agent: claude path: ~/.claude/skills/ trit: 0 - agent: cursor path: ~/.cursor/skills/ trit: +1 gf3_check: true ``` ### 2. Sync Phase (Defender) ```yaml sync: strategy: observational-bridge bridge_type: source: skills@v1 target: skills@v2 dimension: 1 conflict_resolution: 2d-cubical ``` ### 3. Verify Phase (Arbiter) ```yaml verify: conservation: gf3 equivalence: bisimulation timeout: 60s fallback: last-known-good ``` ## MCP Tasks Integration ### Self-Rewriting Task ```json { "task": "skill-dispersal", "objective": "Propagate skill updates to all agents", "constraints": { "gf3_conservation": true, "bisimulation_equivalence": true, "max_divergence": 0.1 }, "steps": [ {"action": "fork", "trit": -1}, {"action": "propagate", "trit": 0}, {"action": "verify", "trit": +1} ] } ``` ### Firecrawl Integration ```json { "task": "skill-discovery", "objective": "Discover new skills from web resources", "tools": ["firecrawl", "exa"], "sources": [ "https://github.com/topics/ai-agent-skills", "https://modelcontextprotocol.io/", "https://agentclientprotocol.com/" ], "output": { "format": "skill-yaml", "destination": ".ruler/skills/" } } ``` ## Resilience Patterns ### Redundant Storage ``` ~/.codex/skills/ ← Primary (Codex) ~/.claude/skills/ ← Mirror 1 (Claude) ~/.cursor/skills/ ← Mirror 2 (Cursor) .ruler/skills/ ← Source of truth ``` ### Conflict Resolution ``` Dimension 0: Value conflict → Use source of truth Dimension 1: Diff conflict → Merge via LCA Dimension 2: Meta conflict → Arbiter decides ``` ## Xenomodern Stance The bisimulation game embodies xenomodernity by: 1. **Ironic distance**: We know perfect equivalence is unattainable, yet we play the game 2. **Sincere engagement**: The game produces real, useful synchronization 3. **Playful synergy**: Attacker/Defender/Arbiter dance together 4. **Conservation laws**: GF(3) as the invariant that holds everything together ``` xenomodernity │ ┌────┴────┐ │ │ ironic sincere │ │ └────┬────┘ │ bisimulation (both/neither) ``` ## Commands ```bash just bisim-init # Initialize bisimulation game just bisim-round # Play one round just bisim-disperse # Disperse skills to all agents just bisim-verify # Verify GF(3) conservation just bisim-reconcile # Reconcile divergent states ```