# Full Text: Con-cat-enate: emulation of Cat Hippocampus

> Extracted from `0125cat.pdf`

---

## Page 1

to imagine us making the cat 
 
1. we have vision input 
2. we have independent modules 
(keep map, keep objtype) 
 
3. we have drivers (Bev cyc) 
4. we have simulations (planned from table) 
5. we have beacons (another table for obj response) 
 
6. we need to combine them 
 
 
-- 
we end up with two optimizer / agent to handle the output 
starting from the endpoint of triggers (modstream) onto simulations 
ontop of improving how the modstream grade and prioritize trigger 
we also need to improve CYC modulator on judging and continuation 
among with some later improvements relating to 
checking , independent limits, etc

## Page 2

Page added to explain content 
 
QNA 
“ So what exactly drives the whole agent cat? “ 
 
 Two systems;  seemingly at different level  (not actually independent) 
 
A 
 
chem. to trigger to modstream to sim 
imagine you have independent modules that process vision input ; turns them onto triggers 
along with all the other necessary map details; such as objecttypes (confirmation); actual map 
data (actual map that the agent is at);  routes; goals; of such map 
 
So we have one line of processes down below that ends up making Triggers; 
And rely on chems to talk to each other (also built up) 
Triggers by default is processed by modStream; to become latches; and then simulations 
 
B 
 
cyc. To cyc breakdown; to n; to fill with sim; to refold; to judge 
 
 
 
(on which judging element is missing*) 
Then imagine you have an entirely separate system; called the CYC driver 
 
Which is a (process reward model); or decomposition of “two line of policy” ;  
 
policy on which starts from a inherited baseline;  before being “run” and then realizing which 
part contains more (error chems; at the bottom level);  
 and then “after being run” gets judged  
Between two (at the start; this would be the inherited vs the real run; real first run) 
 
So you have a CYC system running on its own; initially with baseline  
 
Composition of steps; that are broken down; as  | n | ‘s  n’s are made out of triggers or sims that 
are deemed most important at that time  (these happen at the chem. layer ) 
 
But once they are done , these |n n n n n |’s get refolded onto one    |cyc| 
 
And that cyc is (somehow) judged along the tree-of-decision; as to which or how to proceed 
 
Given which one of the route  (this vs the baseline); has which component of the steps 
 
That are the better one;   ontop of updating the composition steps of those;

## Page 3

These also judge for whether the step of the current   |Cyc|cyc|cyc|  
 
Three step to satisfy the cycle; was done correctly; 
 
 
For example; if a  
WAKE – HAPPY – WAKE ; ongoing cycle 
 
But the HAPPY parts throws a lot of errors 
 
Then above a certain level of error; the cat continues to    | JUDGE | 
 
That the next  |cyc|   that HAPPY breaks down onto;  
 
Needs to account for that  “Below threshold” (failure) tree continuation 
 
Resulting the next Cyc’s that also contributes to the  
 
“highest context” that becomes a  mod  (to join the Chem.part of the system) 
 
(all of which is vying for the position to publish the “most fitting trigger” 
 
For modstream (of the lower layer); to accomplish and make a sim out of 
 
 
 
This assumes that 
cyc-modulator magickally knows how to proceed  
 
With the steps and how to judge 
<< this is true; the whole system doesn’t explain how 
 
This would be done 
(and simply points to things such as Process Reward Model,  
 
Or any such models that lead to decomposition of steps; and choose the better step, 
 
Whilst; executing the context of the higher chain; and deciding whether the threshold; 
 
Meets the requirement for continuation of such chain) 
 
 
This also assumes that modStream and simulation types are all   hard-coded and table-given 
 
And their filling and their satisfaction is “presumably handled elsewhere” or unmentioned 
 
Which is not yet discussed 
IF discussed; it would look like 
 
 
“THIS CYC ;  would contain  
THESE SIMULATIONS ;  having these SATISFACTION TABLES”

## Page 4

So anyhow; we have two competing level of system 
 
On which the satisfaction of 
 
Each is actually linked; 
 
 
But the bottom layer would go on  UNPERTURBED irregardless of the top layer 
 
Just producing the triggers that are considered by the modstream to be 
 
Of most expedite of the current “millisecond” or such scale of time 
 
 
Meanwhile; any coherent action is actually more dependent on the TOP LAYER 
 
Which the CYC is broken down by the CYC modulator; carries with it  
 
A SIM Type table; and a highest-context to become the (special module) 
 
(modRoam in the park case); but these breaking down 
 
And getting judged has to be done together with the bottom layer 
 
 
This is done by breaking down the chain of steps  (of one cyc) 
 
Onto  |n n n n  n|  like bracket; 
 
Where it is assumed that the filling of these   | n | ‘s 
 
With the “somehow relevant”  SIM of choice (highest trigger); 
 
Will eventually always result in a  
one |Cyc| bracket 
 
That always knows how to decide    which  |n|   and whether the |sim| it contains is correct 
 
This could be doable* (but poorly described in terms of detail) 
 
If the  CYC in question; when being broken down; 
 
Carries with it a set of anchor 
(for every different CYC ; i.e. YOWL / ROAM / EAT/ CHEW) 
 
On which the anchor would set itself a “table of simulations” 
 
On which the context of these “table of simulation” is perceived properly by the

## Page 5

modStream; when deciding which Trigger matters most. 
 
 
So; in summary; 
We have two layer of the system on which the completion of each 
 
Competes for the attention of the 
modStream 
(a trigger grader) 
To compose a simulation 
which is defined by the      sim-table 
Which is defined by the  
|cyc| that is currently being run 
Which is defined by the  
|cyc modulator| that judges the previous   |cyc bracket| 
On which whether 
That |cyc bracket| 
broke down onto  a series of   |n n n n n n|’s 
That got satisfied 
properly or improperly; by the simulations; that was decided 
 
This is the gist of the operation of the system; 
The whole writeup was to depict the details on how each component should be built 
Or run on its own; admittedly;  it was difficult to convince how this is 
Properly buildable; 
without mentioning or including  
 
1. The SIM Table 
2. The CYC Table 
3. Nor 
4. The CHEM table 
 
(for each relevant scenario) 
 
 
Alas. The prediction of these Tables require going from a Baseline SET 
(say .  11 CYC’s   300 downstream CYC’s  ,   100 sim types,  and  100 chem types)

## Page 6

Spread across those modules mentioned; 
All of which go onto the same flow 
 
The purpose of the paper is actually only to justify the  Flow 
On which itself is,  
:/ actually just a posit; that would only be test-able 
 
Given that these components already exist; 
So to summarise 
(actually already written in the Chempool bottom part) 
 
Currently missing parts are: 
1. Sim table 
2. Cyc table 
3. Chem table 
4. Cyc modulator 
(PRM between two line of compositional resolutions) 
5. Trigger table 
(for modstream to know which Trigger is highest priority; 
Half of which is determined by   CHEM^^^ stacking 
(so half of this is already predetermined by  
 
Each module running hard; and producing Error that stacks 
 
6. Sim resolver 
(a game world to resolve) 
7. Supposedly 
8. These table will tell how to 
9. Decompose cyc; 
judge cyc; 
10. Decide chems of each module 
11. Decide triggers and subsequent SIM that comes 
 
Some of these should be “experimentable” using handwritten components / substitute 
But the PRM is critical / process reward model (alphago like break-down-of-the-steps?) 
On which without such knowledge or implementation; it would be impossible 
To check which route was done better  (which CYC was completed what way;)

## Page 7

Although…  if without such a PRM method; we could possibly 
 
(as with DEMO 0.01 
suggest) 
 
1. Simply write the 
11 CYCs 
2. Simply write what 
they break down onto 
3. Handwrite / hardcode a simple simulation 
(any sort of bubble on a map would do) 
4. Steer 
the resolution to fit the actual behavior (by giving it simple conditions) 
 
5. Then cheat the PRM step;  simply show a Tree; on what was decided 
 
6. During the run on a given scenario 
(so no learning was done;) 
 
7. And then we only show how the 
CHEMS were accumulated 
 
8. And then only show how the 
highest TRIGGER was selected 
 
(both by the Chem and a multiplier weight table) 
 
9. And hopefully also  
how a learning step was done  
( in this case; about modstream deciding 
Whether a value of a   CHEM  (stacked) 
Or a value of a  Trigger vs Context (CYC) 
Is as high as it should be, 
 
 
And lowering it if not; 
Prioritizing other table next time 
 
10. This is all assumed to be run on a slightly slow | n n n n n n | block of execution 
 
11. On which instead of some   10 milsec for one |cyc| (nnnn) block; instead we run it in 10 seconds 
 
12. And simply depict how  that 10 milisecond would’ve concluded itself; (or a chain of 10 step of 
these ) would’ve concluded itself; 
by handwritten trigger-to-sim   (and chem. stacked) 
 
13. And this is the essence of the 
DEMO 0.01  (before even adding Checking) (BM1&2)

## Page 8

14. Checking and Limit 
(BM1 & BM2);   
 
Should actually be critical / contributive; producing their own Chems & trigger 
That would be highly graded by the  modStream 
 
Given a scenario was run properly or not; but demo0.01 
Only looks to run a  
Simple run where a cat decides “what to give attention to” 
And how does the   “chem. stacks  when giving or noticing such attention” 
 
And subsequently  “how modstream then decides” 
Filling & concluding the | n n nn n | block with Sim;  getting combined 
And thus judged 
(manually; cheated without any learning) 
 
 
 
 
Apologies if the paper was confusing to mention all of the steps above 
Without mentioning the missing components 
 
(it was actually mentioned in 
BIG NOTE ) 
and 
(it was actually mentioned in 
Chempool page) 
 
But a overall overview of the entire system on what happens 
When these things are missing 
Should’ve been given 
 
 
 
Anyhow, back to resume the original paper 
(with the skim images to depict   
 
parts of the process)

## Page 9

P1P2 
 
 
Vision Oriented Hippocampus 
 
 
 
 
.For cat. 
 
 
Building vision processing nodes 
 
 
that could integrate with simulation   
 
 
and priority decisions 
 
 
 
  
 
 
 
. 
 
 
P3 
skim 
 
 
P26  
big note 
 
 
P11 
qna 
 
 
P30 
paper 
 
 
P16 
example 
 
 
 
 
 
1. Skim over some pics 
2. Ponder QNA 
3. Example 
4. Big Note* (weakness) 
5. Paper 
 
Or 
skip to page 30 /  page 60 for modules and their hardware specifics 
 
 
Mayhap got instant intuition why its built this way  
(with the independent outputs)

## Page 10

Some pics to skim content 
 
 
Pic 1 
Scanning Trio     (map,points,routes) 
 
 
 
 
 
 
 
Modscan modloc modnav 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Tracking Trio 
(shading, attention, tests) 
Vision model 
 
 
 
 
 
Modwatch modlook modtude 
 
 
 
 
 
 
 
 
Modstream and modlatch 
 
 
 
 
 
 
 
For simulations 
 
 
 
Pic1 
intuition: 
 
 
Modules that process vision input; with a set Output 
 
 
How to make them  
both 
“independent?” 
 
 
 
 
 
yet 
“goal connected?” 
 
 
 
 
(with a driver system / satiety system) 
 
 
 
 
Thus we do this part 
 
 
 
 
 
 
 
(:: we add chems.) 
 
 
P1P2 seeks to posit these component 
 
 
 
(if they botch; they still produce; just an #ERROR chem.) 
 
 
 
(they end up in modStream (pre-simulation) chem. Bucket)

## Page 11

Pic 2 
 
 
 
 
 
 
11 core epigene drivers  
 
 
 
 
 
Of a presumed cat 
 
 
 
 
( to be tested and improved as we work ) 
 
 
 
 
 
 
 
 
 
 
11 of these going thru a modulator 
 
 
 
 
Getting decomposed onto a 
 
 
 
 
| n n n n n | n n n n | n n n | 
 
 
 
Blocks; where  | n  | 
 
 
 
 
 
 
 
 
 
 
 
Is a slot for interjection 
 
 
 
 
 
From simulation;  
 
 
Pic2 
intuition: 
 
 
*to be composed and tested and altered 
 
 
OK; 
so we have 11 of these  
 
 
Things like; 
 
CAT WANTS TO BE HAPPY 
 
 
 
 
 
WAKE-HAPPY-WAKE* 
 
 
 
    ; 
 
CAT WANTS TO BE ADULT 
 
 
 
 
 
WAKE-ADULTS-WAKE* 
 
 
 
   ; 
 
CAT SATIATES HORMONE 
 
 
 
 
 
ADULT(stashed) – ADULT!! (trigger) – ADULT. 
 
 
 
And somehow; these has to play with current awareness 
 
 
 
(map n object context; to initiate their satiation)

## Page 12

Pic3 
 
 
 
 
 
 
 
 
 
Our intended first demo..
 
 
 
 
Cre
 
 
 
 
tod
 
 
 
 
 
 
 
 
 
 
 
 
 
Fill 
 
 
 
 
Eac
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
We describ
 
 
We described the b
 
 
Top part is about th
 
 
 
In accordan
with cycs going forward 
eating themes, 
define a 
|cyc| block to decompose 
To 
|n n n |   slots 
N 
are interjections / actions / checking 
from modules 
ch  |  cyc |  is then re-folded; and judged* 
C  
there is just a container for objT objP , map, et
v & t both work with these; they are staple For
bed the circles on the right; the container for objt / m
bottom left; a driver system thru a modulator (morp
his p1p2, where independent modules produce trigg
nce to awareness of the other two parts 
tc 
rmats 
memory 
 
phospace) 
ger

## Page 13

Pic 4 
 
 
 
 
 
 
 
 
 
cyc+modulator  
 
 
 
 
 
 
 
 
 
 
 
 
 
modstream 
 
 
Elect mainmod (modRoam) 
 
 
decide triggers 
 
 
Elect triggers (for modstream)  
 
make sims 
 
both deal with 
 
 
 
 
 
 
 
 
 
 
 
container 
 
 
 
 
 
* 
 
 
 
where CYCs & CYC to fulfill come first.  
Indie mods operate on the side. 
 
 
 
Both of them publish triggers. Especially the     
CYC related to map   
 
 
 
(the highest context for goal direction).    
CYC-map publish modRoam instead 
 
 
 
which will join the 
indie mods, 
in publishing triggers 
 
 
 
all of which is graded by modstream 
for publishing simulations 
 
 
 
*special rule 
 
(for modRoam creation, highest context) 
 
We assign 
CYC-map  
among 10 other CYCs to agent cat 
 
 
 
CYC’s are decomposable cycle needing to always be fulfilled 
 
 
 
 
 
CYCmap is special because modulator is aware that the highest context    
 
(atleast in this demo; would be the MAP, this is mostly handwritten) 
 
 
 
 
 
 
CYC-map break down onto 
|MAP?|      (cyc cycle) to become (|n|) 
(WAKE-MAP?-WAKE)  (name and composition pending),  
 indie mods

## Page 14

which triggers the creation of  modROAM associated with the map 
 
 
 
 
modROAM joins other mods, 
as the publisher of triggers 
 
 
 
triggers get tabled and elected by modStream,  
 
 
 
publishing the simulations. 
 
 
 
 
Other CYC’s (as CYC map do) also break down onto 
 
| n n n n| > continuation chains;  which | n | is to be filled with interjection from those sims 
 
Cyc+ 
 
 
 
 
 
 
 
From other mod, triggs 
 
 
 
 
 
 
From modstream 
 
 
 
 
 
 
Elected triggers 
         ---------------------- 
 
 
 
 
 
 
 
 
 
                     
 
 
 
 
 
 
 
 
 
 
 
modlatch 
 
 
 
 
 
 
 
 
 
(simulations) 
 
 
 
 
 
 
 
Cycs independently 
 
 
Splits onto 
| n n n n n n  | * 
 
 
 
 
 
 
 
| n |’s  are forcibly filled 
 
 
 
 
 
 
Presume one is for vision update 
 
 
 
 
 
 
Presume one is for theme continuation 
 
 
 
 
 
 
Presume one is for sim outcome 
 
 
 
 
 
 
Presume one is for checking 
| cyc | is 
judged by

## Page 15

What ends up happening 
 
 
| 
6 (?) blocks  
| 
 
 
 
 
 
 
 
* 
 
 
| 
becomes one 
 
 
| cyc | |   (of the 3 chain) 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
easier reasoning step 
 
 
x 11 + modulator 
 
 
 
Cyc with its modulator 
 
 
Still wants to go forward 
 
 
(tree search , or ) 
 
 
 
modstream with triggerpool 
 
 
 
 
 
 
 
 
Deciding.. 
 
 
Judge; and make tidier 
 
 
 
Produce triggers again 
 
 
 
 
 
 
 
 
 
 
Modlatch with sims 
 
 
One of the 11 CYCs 
 
 
 
 
 
eventually talking back 
 
 
Decided by modulator   (step search) 
 
 
 
 
to |n| ‘s 
 
 
Become next |cyc| to decompose

## Page 16

Pic 5 
 
Later on… 
 
 
 
 
Screens are.. 
 
 
 
 
 
Lingering theme that lingers too much that they are just 
 
 
 
 
Made onto a static depiction (cat-overhead;  etc) 
 
 
 
 
For quicker referencing 
 
 
 
Chempools are.. 
 
 
 
 
Chemical emulation system.. for attaching to module 
 
 
 
 
To time/ combine / trigger intiations 
 
 
 
Modules are.. 
 
 
 
 
Independent organ-like system.. divided by their critical output 
 
 
 
 
They usually carry chempools & screens with them.. 
 
 
 
 
 
 
module described 
 
 
 
 
module described 
 
 
 
 
 
Produce trigger 
  
 
 
They end up in  
 
 
modstream grades 
 
 
 
 
Theme makes [latch] 
 
 
 
 
modLatch keeps the 
[sim]  
 
 
 
 
the outcome becomes [update] 
 
 
*one of the more important    :. map-related-CYC becomes a main module 
 
 
 
 
 
 
 
(i.e. modroam tracking #roamDONE (chem.))    
Stress^
 
Stress^^ 
     
Stress^^^    
Chems aggregate, 
compounds, each with 
different reaction 
table (see table) 
Used as trigger

## Page 17

> 
 
 
 
 
 
onto detail

## Page 18

A Map of Core Depictions 
 
 
 
Core challenge: depict a  
 
Postprocessing unit of 
 
 
 
Vision Model; and combine them with Goals 
 
 
 
 
And sequential queued goals 
 
 
 
Core queries: 
depict the important 
 
 
 
 
posits 
 
 
1. How to process Vision Input 
by  
Independent Modules 
 
 
 
A number of  Output-dependent Organs 
Called Modules; having their own chempool 
 
 
 
 
 
 
produce something  
 
 
 
 
 
regardless of condition 
 
 
 
 
 
 
* 
 
 
 
 
 
Work with output

## Page 19

2. How those Output are first transformed onto Simulations 
 
 Modules accumulate Triggers 
 modStream  
grades the triggers 
 produces Themes 
 Themes produce 
Latches 
 Latches are a bundle of  
Simulations 
 Handled by  
 modLatch; to resolve; and update 
 
 
accumulate trigger 
 
 
 
 
 
 
trigger graded  
 
 
 
 
 
 
become themes 
 
 
 
 
 
. 
 
 
 
 
 
3. How CYC’s come to play 
 
Everything starts with CYC’s that needs filling 
 
 
 
 
 
We do things to fulfill  CYC’s 
 
 
 
 
 
CYC’s are decomposable 3- (ROS-like) decomposable 
 
 
 
 
 
action sequence; representing  
 
 
 
 
 
states that are to be broken down until it become 
 
 
 
 
 
actions (muscle % tension ) 
 
 
 
 
 
CYC’s are tested and learned as it happen

## Page 20

The way of doing this is to break it down to 
 
 
 
 
*see big note; author is not sure 
 
 
 
*how valid is the protocol of seperation 
 
 
 
*e.g. between  (many n’s) for each;  
 
 
 
*or a decreasing amount representing 
 
 
 
*narrowing window for interjection 
 
 
 
*but we depict one version now 
 
 
 
Break it down onto 
 
| 
n 
n 
n 
n 
n 
| 
  | nnn | = one |cyc| 
 
| 
n 
n 
n 
n 
| 
 
where 
 
 
| 
n 
n 
n 
| 
 
|n| is a  
 
 
 
 
 
 
 
 
processing or queue node 
 
 
 
 
 
 
 
 
for a thing to be focused 
 
 
 
 
 
 
 
 
and call for an update 
 
 
 
 
 
 
 
 
or be refreshed 
 
 
 
 
 
n ‘s are usually filled with 
v .or.  t 
 
 
 
 
 
v 
(vision nodes) – as with scantrio & tracktrio 
 
 
 
 
 
 
telling or putting in their highest Trigger 
 
 
 
 
 
 
(and the subsequent sim to solve from)

## Page 21

T 
(themes)      -  as with modstream’s theme, the elected current  
trigger to think about, 
 
 
 
 
 
 
 
to solve for their latch & simulation 
 
 
 
 
 
 
 
and to report what the decision is 
 
 
 
 
 
 
 
 
or other nodes to come; 
such as  CHECKING 
 
 
 
 
or 
perhaps; 
a search 
 
 
 
 
These are described this way; because they are yet to be tested* (!) 
 
And this is a proposal to make it in this example: 
 
 
EXAMPLE: 
 
 
Say. 
Yowling. 
 
 
(say we go straight to 
 
 
YOWL 
 
(presuming we don’t write the prior  
(something like 
 
 
 
 
 
 
v 
WAKE-HAPPY-WAKE*) 
 
 
 
 
 
v 
HAPPY-PEACE-HAPPY*) 
OTHER-PEACE-OTHER*) 
 
 
 
 
 
 
PEACE-BOGUS*?-PEACE*) 
 
 
 
 
 
 
 
 
 
 
BOGUS-YOWL-BOGUS*) 
 
 
 
 
 
 
YOWL-YOWL?-YOWL*) 
 
 
again, these are arbitrary; and they have top and down nodes that come from a certain baseline 
cycs satisfaction, we need to decompose them and test a lot; to figure out which is the morphospace

## Page 22

(and how to write later) 
 
*notice how these are Homeostasis oriented satisfaction quotas (satiate, stable) 
 
Pretty much a CYC type that demands the agent 
 
Try to be happy; otherwise the CYC goes around 
 
Producing THEMES that end up being SIMS 
 
That result in 
#ERROR or unfulfilled Chems 
 
(when it goes onto the simulation node) 
 
Problem is; we are currently trying to approach the Agent by, missing major components 
(reason why we doing the current indie mod emulation; despite pending on the PRM) 
Constructing an agent that can  
 
 
 
RUN CYC’s 
 
 
Thru 
SCENARIO  (arena) 
 
 
And 
See if good.. 
 
 
 
(apply PRM ; process reward model) 
 
And thus improving as we go along 
 
 
 
.. 
 
 
(see big note about our pending PRM) 
Also that, trying to construct 
 
 a good CYC table, would require 
 
 
..alot of testing .. 
 
 
 
thus. 
 
 
 
 
(thus doubles as an appeal to test!)

## Page 23

Cat example 
 
dropped onto a park 
 
 
 
 
 
Hippo nodes   
 
 
 
( becomes a  | n | ) 
 
 
 
 
 
 
Cat drops to park 
 
 
 
 
 
ScanTrio (makemap) . VisTrio (track obj) 
 
 
Initiate: 
- 
drops to a  
park scen 1 
 
 
- 
panics!  (scan&track trio ) both recognize everything as novelty   
 
 
- 
but. CYC was already running. (several) 
 
 
- 
one of them, say 
CYC-Map  
(namepend) 
 
 
- 
Knows whats what, sends a TRIGGER(THEME) to modStream 
 
 
- 
picturing the instance where that particular THEME becomes MAP 
 
 
- 
and that MAP recalls the relevant objTypes and confirmations 
 
 
- 
mechanism of CYC-MAP electing highest mod is hardcoded*   
 
 
 
 
(map = actually context, highest context wrap always exist) 
(THEMES are mostly hardcoded with alterable nodes for learning) 
- 
    So thus we have a 
MAP and a MAP update,  
 
 
This causes the highest (map relevant) THEME  
 
to become 
mod

## Page 24

 
In this case, 
a modROAM*(park1),  
 
 
o Other cases on which this does not happen / differently are; for example 
o If the Highest CYC 
is danger recovery 
or something else like 
o Bodily harm 
/ 
recognizing inability to (*core future)  
 
o Biology may infer that actually some of the core processes 
 
o Are dealt in the body’s level of organ, (hippocampus being just one of) 
o Letssay a 
modCrisis 
o But ; since we are just trying to have a DEMO 0.01 
o Which is a 
ROS agent traversing the land 
o Lets not worry about that yet 
o (we haven’t port any biology / do such tree-ordering yet) 
 
with modRoam now; a independent; unrelated to other cycs 
 
 
lets depict 
 
For mapping 
 
At this point the cat has 
 
CYC-MAP 
> 
KNOW – MAP – KNOW 
 
CYC-ROAM 
> 
KNOW – (ROAM -) – KNOW 
CYC-ROAM 
> 
 
 
 
 
If don’t know 
 
CYC-MAP 
> 
KNOW- MAP – KNOW 
 
CYC-MAP? 
> 
KNOW- (MAP?)(theme for min. mapping) – KNOW 
CYC-MAP?% 
> 
KNOW- MAP(%) - KNOW 
 
CYC-ROAM 
> 
KNOW –(ROAM) – KNOW 
 
 
 
  (roam = modroam)*  (ongoing)

## Page 25

List of all 
(some of the pondered) 
 
 CYC MAP 
CYC MAP? 
CYC ROAM 
 
- 
(from modRoam) 
 
CYC ROAM > 
CYC FOODPLAU 
CYC NAVS 
CYC TALLY 
 
- 
Foodplau could be decomposed onto 
- 
CYC STALK- CYC HUNT or  
- 
whatever we decide to make for the Tree of  
- 
Hunting that happens 
 
CYC PORT 
 
- 
actively run to double up creation of subCYC or decide such focus 
 
 
 
 
 
(ensuring a prioritization of changing cyc / smoothing transition) 
 
CYC ACTIVE 
 
- 
actively run to double up task-related trigger 
 
CYC REFRESH 
 
- 
actively run to ensure backlog of triggers are queried /   
 
 
 
 
asked-to-check 
CYC BODY 
 
- 
actively run to maintain body health – haven’t made 
 
Say we keep 
these 
10/11 distinct type 
 
To always run 
 
Thru a modulator; 
 
 
 
*Some more active than others*

## Page 26

Resuming on these breakdown of 
11 CYCs; 
 
 
 
We now have a  
elected mod from the  map-specific CYC 
 
 
Resuming: 
- 
drops to a  
park scen 1 
 
 
- 
panics!  (scan&track trio ) both recognize everything as novelty   
 
 
- 
but. CYC was already running. (several) 
 
Resuming 
- 
them 
| cyc | cyc | cyc | 
 
 
- 
becomes 
| n n n n n  | 
 
 
 
- 
nodes in the HIPPO ; run independently 
 
 
- 
if any is triggering 
(modStream) -> (theme) 
 
 
- 
fill one  |n| 
with it 
 
 
- 
fill another one  
|n| with an existing  
(theme) 
 
 
- 
list all the action cues of those  
 
 
- 
calculate the next action for the 
| n n n n n | (as one) 
 
 
- 
that one cyc |,  goes back to the modulator   (an agent) 
 
 
- 
decide to 
decompose , refresh, or pause*  
 
 
- 
pause is a yet-to-introduce 
fallback / checkback mechanism 
 
 
- 
that we haven’t decided yet on how to play well with BM1 
 
 
 
 
 
 
.

## Page 27

(refer to DEMO 0.02) 
 
 
(tbd; likely a case of porting BM1 to no longer be a HIPPO module; but instead ; a 
independent process that checks a string of 
n |cycs| (not n) 
 
 
 
 
 
 
 
 
Or 
a string of   n|cyc->|cyc| decomposed 
 
 
 
 
 
 
 
Or 
any arb time period;  (set by Identity) 
 
 
 
 
 
 
Then produce a special  CYC-PAUSE  for thus 
 
o Welp, we resumed the cat scenario to the part where we suddenly went 
on a tangent about  “moving the pause mechanism to DEMO 0.02” 
o Resuming “Decide to; decompose; refresh; or pause. 
By modulator 
Anyhow  
Resuming 
- 
them 
| cyc | cyc | cyc | 
 
 
- 
becomes 
| n n n n n  |* 
 
 
 
- 
mods run independently   
 
 
- 
storing all their outputs in the CONTAINER 
 
 
- 
with chempools regulating their 
 
trigger and their timing 
 
 
 
(by virtue of waiting for a combination / excess) 
 
 
 
 
 
modstream with modlatch becomes sims 
 
 
 
 
 
n gets filled 
 
 
- 
a | n n n n  n |  becomes back to a  |cyc| 
 
 
- 
gets decided whats next by the  
CYC modulator

## Page 28

- 
if. For example.   
 
Cat DROPPED to a HOUSE 
 
 
- 
repeat the process again from step 1; 
- 
where CYC-MAP 
 
 
goes 
WOT!? > (MAP?) 
 
Within all these  
CYCs 
, 
every SIM 
(inside Latches) 
 
 
 
 
Already represent an  update 
 
 
 
There is also learning episodes in: 
 
 
 
LATCH resolution,  THEME resolution, 
 
 
 
| CYC | resolution,  and object parameters that gets updated 
 
 
In every one of those,  
so theres a lot of room for randomness 
 
 
Before even counting for modSocials / SocialCortex 
 
 
 
 
 
Or other mechanism yet planned 
 
 
 
 
(on further work yet made) 
 
Ontop of that; there’s also a later part, where SIMs & SIM resolution are ported onto 
 
 
Something called 
Quickcalc 
(labeled in the pics as a Triangle) 
 
 
These are 
FE range %-% that can be nested 
 
 
 
 
 
 
(methods akin to multivariate Bayesian linear regression) 
 
 
 
 
 
 
Hoping to optimize the sim process

## Page 29

x

## Page 30

BIG NOTE  1 
 
& 2:  
 
 
 
 
 
 
On PRM 
 
 
Problem 1 worries that we aren’t sure about the 
 
CYC modulator; (whether they are made of two parts; solver? Or input/output) 
 
CYC modulator; (on currently we presume there would be some agent 
 
 
 
That can compare the composition graph of 
 
 
 
A sim;  would be better than another 
 
 
 
(or a policy of a sim) 
 
 
 
thus knowing which 
|cyc| to follow / decompose 
 
 
 
this is partially manually doable 
 
 
 
thru obvious completion nodes that didn’t happen  
 
 
 
i.e 
for YOWL 
 
 
 
if any of the 
HAPPY/PECE/BOGUS/YOWL 
 
 
 
didn’t get 
homeostaticly resolved 
 
 
 
then it would be obvious what the continuation is 
 
 
 
Trouble is, 
we aren’t sure, and we (think) 
 
 
 
that implementing some formal method of comparison 
 
 
 
Is probably (definitely) needed 
 
 
*prob1; 
modulator? 
 
 
 
*use concept selector? Paper?  
Z-score approach by baseline sample?

## Page 31

Problem 2 
worries that the protocol of breaking down cyc 
 
 
 
Is untested for which is which 
 
 
 
And why it has to be so 
 
 
 
OR whether these are simply  
molecular length 
 
 
 
(With varying backbone  
for attachments) 
 
 
 
 
 
And therefore it has always been variative between individuals 
 
 
 
Or health condition or such 
 
 
 
We presume it’s a decreasing amount of 
 
 
| 
n 
n 
n 
n 
n  
| 
 
 
 
| 
n 
n 
n 
n 
| 
 
 
 
 
| 
n 
n 
n 
| 
 
 
 
To currently test. 
 
 
 
Because this would imply that; 
 
 
 
As the three state of a CYC-chain 
is nearing completion; or being run 
 
 
The first node;  
has a lot of interjection points 
 
 
Where;  
 
the action is 
 
observed for “should we?” 
 
 
The second node; 
has less interjection points 
 
 
Where;  
 
the action is 
 
observed for “does this fit?”

## Page 32

The third node;  
has one (least?) interjection points 
 
 
Where;  
 
the action is 
 
observed for “WELL THAT’S THAT(!?)” 
 
 
 
 
 
 
 
“florp?” 
(refreshing confirmation / whole chain cut) 
 
 
 
 
So problem 2 being; 
is this even smooth upon running? 
 
 
 
We figure that just providing a 
 
 
 
TREE of 11 CYCs 
 
 
 
Some 20 length decomposition for each  
 
 
 
 
 
 
 
 
Some tree-search table protocol 
 
 
 
Some object-types templates for which Sim 
 
 
 
Some few theme-solving-table 
 
 
 
 
 
 
(all of which is   (?)doable thru ROS ) 
 
 
We might be able to come up with an agent that; 
 
 
 
 
Upon a short enough 
smushing and combining 
 
 
 
(the 
| n n n | n n | n |   3 cyc cycle ) 
 
 
 
 
Is done within  few dozen miliseconds 
 
 
 
 
Supposedly; if such is possible; 
 
 
 
Then its probably gonna be …

## Page 33

Pretty doable*  
 
 
 
To make it lifelike 
 
(big shrug) 
. 
 
 
 
 
 
 
(and by lifelike;  
 
 
 
Before adding social cortex & its intricacies 
 
 
 
(by lifelike; we probably 
 
 
 
Get a gecko.. 
despite aiming for a cat 
 
 
 
 
 
~_(  ._.)_~ 
 
 
 
 
(no specista! Vs gecko; simply that  
 
 
 
 
they are … more predictable) 
 
 
 
Problem 2… 
| n n n n n | ->  protocol itself 
 
 
Is not so polished 
/ 
  
perhaps theres a paper (existing) 
 
 
 
#something to compare between decomposition nodes 
 
 
#something to time actions and grade the contents quickly 
 
 
 
(some kind of transformer / FE decision calculator 
 
 
 
 
That can interchange some components) 
 
 
 
. 
 
 
That leads to this being practiced well 
 
 
But we’re not quite sure! 
 
 
     So thus we described the limitations. Back to CYC. Then to P1P2 + CYC

## Page 34

Resuming from: 
1. How process vision input 
2. How input becomes simulation 
3. How cyc’ come into play 
v 
Ok.. now we 
4. How to combine it all… 
 
 OK so we have 
CYCs getting broken down 
 map-related-CYC 
becomes mainmod 
(as the highest context) 
 mods process vision input; and run their independent process 
 mods produce triggers 
 modStream has a trigger grader 
 also from cyc 
 trigger grader grade trigs 
 become 
Theme 
 
Themes. (also) Sims. 
Fills 
 
| n | ‘s 
 
 
 
 
| n n n n  | ‘s    get recombined  (in a snap) 
 
 
 
 
 
| cyc |  
get judged on what next  
 
 
 
 
 
 
 
(on the tree search) 
 
 
 
 
 
 
 
(sometimes… these are simple things.. 
 
 
 
 
 
(which is why we think its pretty good to suggest to make!) 
 
 
 
 
 
(these manual chem. ports; and BM1 & BM2 mechanism) 
 
 
 
 
 
 
such as completion checks 
 
 
 
 
 
 
(check sim, sim done, didn’t die, this ok) 
 
 
| cyc | continues. And so the cat traverses around.  
Fulfilling them

## Page 35

… 
some bio stuff to silly ponder .. 
 
 
 
 
 
 
 are these brain waves? 
   *(syke analogy) 
- 
(  cycs   
->  wave 
- 
(  themes 
-> wave v   (less) 
- 
(   sims  
->  wave vv  (less) 
- 
(   vision 
->  wave vvv (less) 
 
*.. probably the inverse.. the cycs are the deepest / most invisible.. 
 
 
(means brainscans are probably (vision?) + sims painting a big picture over a landscape) 
 
 what about audio? 
 
“(maybe) paint the same sim world;  put beacon on self 
 
 
 
(or selves) “   (as described in beacons.doc) 
 
“(have them pulse ) ( w/ audio ) 
“(everything else happens per usual)

## Page 36

onward 
 
 
 
 
List of content 
 
1. abstract 
2. components 
3. component details 
4. examples 
5. summary

## Page 37

Abstract 
 
Hi, updating on the original P1. Cat Hippocampus Emulation, we restate our original intent 
Of creating a Cat Agent with minimum capability of labeling & combining the labeled objects 
With simulation types; that are driven by CYC (epigenetic emulation) drivers 
And then onto SIM resolution to then become updates 
 
# p 
# p 
 
Ontop of referring to our  
Pilot .doc 
for the whole description of a project 
And the sample of how its done 
We’d like to display if this component would run on its own 
 
This part deals with the : 
LABELING & TAGGING of objects 
(ScanTrio ; TrackTrio) 
# p 
This part deals with the : 
Taking CYCs and Triggers (from Trios) onto THEMES & LATCHES (sims) 
# p  
This part then :  
Creates a protocol on putting those THEME and their filling 
 
Once those THEME and VisionNodes independent processes are drawn 
We will then draw a 
CYC-CYC-CYC CYC-CYC-CYC queue bar 
 
# p

## Page 38

Which is the 
 
AC 
 
(action coordinator) (the smushed form is called AC) 
Our current method on operating the Agent lies in 
Dividing each CYC block onto 
| n n n n n n | six smaller blocks insisting on updates / force filling from 
the priority tables (decided by CYC-modulator); and then resolving each block 
 
#p 
#p PRM. et 
 
For how the CYC should progress 
(decompose / stay / other) 
. 
Finally; between the 
PROCESS   + the CYC  + the SMUSHED (AC) outcome 
We decide the next. 
[ combine them ] and have the CYC decide (depending on stage) (refer to $$$ - $$ -$ decreasing tempo 
states), atleast one segment is likely hardcoded 
. 
We compress  (depending on novelty%) onto quickcalc ; using FE% range-range nested atop each other. 
and make a demo 
Later part hope to emulate  
#p ainf 
For result keeping 
 
On the process itself; of deciding which path might be better: 
Ontop of confirmation using the hardcoded (and minimally variable) SIM condition 
we ponder to gain some help using: 
 
#p

## Page 39

Components 
 
 
Screens 
Chempool 
Modules 
- 
discussion 
 
BM 
Sim & Latch 
AC. 
Summary 
 
 
 
 
 
 
 
 
vs 
 
 
 
 
Make cat. Traverse scenario 
 
 
Label things. 
 
 
 
Get CYC driver 
 
 
Solve. Update.  
 
 
Some theme go upward 
 
 
Some chems to tally

## Page 40

Screens 
 
Screens are permanent vision transposes 
Screens used to be recurring themes & cyc 
Always having a distributed reference in the brain 
But since they are likely to linger all the time 
We simply put them as fixtures 
 
Screens only work this way 
 
 
 
 
 
 
 
 
<-  Requests 
 
 
 
 
 
 
 
->  Output 
 
 
Notable screen types are: 
 
- 
cat overhead 
- 
cat shading 
 
 
 
 
 
 
 
- 
cat currentmap  
 
 
 
- 
cat foodplau 
 
       Other 
 
 
 
 
 
a sample overhead 
 
 
 
 
 
        
 
Linger.  
 
 
 
 
 
 
 
Screens are mostly abbreviations of recurring themes ;  they linger and handle requests on the 
 
 
  
 
fly  (source of inference & beacons ) 
Linger 
Input

## Page 41

Chempool 
 
 
Chempools are a depiction / special node to tally  
Accumulated affectors / chemicals / hormones 
That emulate how a organ  
depend on this triggers / combo 
 
 
 
 
 
we describe module 
 
 
 
 
we assign chempool 
 
 
 
 
some to watch individual chems 
 
 
 
 
some to combine chems 
 
 
 
 
 
 
 
 
One for each, 
 
 
 
One for combines, 
 
Most chems behave with an annotation that gets an increased ^ behind it  
To denote how much got combined; (to then change onto) – 
For example: 
Tallying 
 
##-STRESS 
for modRoam 
 
##-Satiety 
for modRoam

## Page 42

increasing 
STRESS^ 
-> 
 
STRESS^^ 
-> 
accumulate
STRESS^^^ 
-> 
 
 
 
 
 
 
 
 
 
 
 
 
 
STRESSU – # 
-> 
becomes a 
- 
These are arbitrary notations 
 
 
meant to mimic bio
 
 
Depiction 
 
add 1X every FE% unexpected beha
also; 
 
 
 
Pool 
 
 
 
merge ,say, 
3x + 2y = 4n 
cap
 
 
(ex:) 
 
es three steps  (1 step each 6 seconds unprocessed)
 
(arbitrary hardware grade parameter)
( in reality; the timing of these ; could actually 
Refer back to the identity* (thus somewhat va
( this is likely done thru blotting;  
we haven’t gone there yet!) 
popped timed affector 
ological tallying 
vior of ObjA. 
 
 
 
pacity at  
8n / second. 
  
 
ariable))

## Page 43

take clump, merge 
 
 
 
 
 
 
merge  
 
 
swipe  
 
 
 
 
 
=
 
 
these inv.tringles a
Some examples 
Onto a effect / trigger 
 
- 
Tallying 
#focus  
- 
Tallying 
#pairwise
- 
Tallying 
#queued
- 
Tallying 
#queued2
- 
Tallying 
#stress 
 
Say. 
modWatch. 
Having  
chempool for 
 
 
 
 
#QUEUED
And 
 
 
#STRESS
And 
 
 
#ERROR
 
 
 
#PING 
for
 
 
 
 
for
 
 
 
 
neg
 
 
 
 
 
 
 
 
 
 
re either tallied / trigger 
at visiontrio  
at visiontrio 
at modStream 
at modLatch 
at every node 
- amoung of chems , might pass on to BM2* (later part)
- amount of failures , chemical failures of any k
-  amount of uncertainty in the whole scene
-   ping^^^  
r “why haven’t you properly shade this pair yet?” 
rcing the shading process to happen by modLook’s 
glected request 
kind

## Page 44

All of which probably exist in most organs & modules; and share-able  
(thus implying that whole-body deterioration could alter mental states) 
 
> 
Anyhow 
, 
that’s that. 
We are not quite sure yet! 
 
On the whole table 
 
 
. 
 
Just to recap; the unsure parts of this work 
(until a whole cat) 
 
LIST OF PENDING COMPONENTS 
 
- 
A model to select method / approach  (might use #p?) 
On cyc modulator 
 
- 
A table to grade triggers 
 
 
- 
A cyc table for initial agent driver 
- 
A cyc decomposition table for the same 
- 
A cyc learning mechanism by taking a clump of “themes” associated to the cycnode / goal 
And then figuring which is which;  
( or if unable to do instantly; then produce #PON chem.; for major thinking theme) 
 
- 
A chemical table for smooth organ function 
- 
A sim table for 
modlatch 
- 
A theme / streme  table for how many sims per each 
- 
A biological porting for some of these;  
- 
For variance / other mechanism 
 
- 
BM1 & BM2  
is sidelined as the next process 
- 
(involving LIMIT & CHECK )

## Page 45

Modules 
 
List the modules first; the things that we attempt to discuss in this paper 
 
- 
(1)  
Scanning Trio 
 
Responsible for the making and maintenance of MAPS 
*maps are actually contexts (in biology) 
 
These are merged with vision, but perhaps in the actual brain 
This is likely to be the endpoint / endstream of vision cortex 
Where it merges with hippocampus / or the region that responsible for a theatre 
 
(a screen). 
And also merge with audio / other sensory input 
 
At the same point 
(in our case; we could represent those with the  
 
 
Same SCREEN +   objTypeSocial Beacons   (with only audio)) 
 
 
Scanning Trio includes: 
 
 
 
modScan 
- scans & make map 
 
 
 
modLoc 
- put points on map 
 
 
 
modNav 
- put routes on points

## Page 46

- 
(2)  
Track Trio 
 
Responsible for keeping track and associating objects with their labels 
Beacons, Themes, Latches; Sims; and goals 
 
Produces, 
shadings. 
attention.   and tests* 
 
 
 
Track Trio includes: 
 
 
 
modWatch 
- 
gather other affectors , put shades overlay 
 
 
 
modLook 
- 
gather other affectors, direct attention 
 
 
 
modTude 
- 
gather beacons,   publish tests,  publish triggers 
 
 
 
modTude is particularly responsible for talking with 
SocialCortex 
 
 
sifting thru the beacons; and publishing tests  (not yet triggers) 
 
 
which is a range of 
FE% (false prediction)  
 
 
when violated; becomes trigger;   or   pre-trigger chem. 
 
 
Other prominent module includes 
 
 
 
- 
(3)  
modElect 
(modRoam / other) 
 
Responsible for electing the highest brain wave context as the core driver of hippocampus 
Most cases this relates to the AREA / MAP of where the agent is at; 
responding to CYC-MAP 
(refer to Example collection 5. at appendix)

## Page 47

modRoam behaves as a tracker of several core goals 
 
Of the highest context, imagine you have a bunch of 
 
 
THEMES. LATCHES. SIMS 
And somehow this magickal crab 
(the modulator) 
Is able to tell you that  
 
“ hey ; so we are here to attain these ” 
 
 
“these” became the core driver of the  module 
 
And they operate independently 
just like modwatch / others 
 
To ensure that the output 
 
a chem. Of 
 
 
 
 
 
 
 
#GOAL1 
satiety 
 
 
 
#GOAL2 
satiety 
 
 
And their play-by-play rules 
 
 
For example. 
modRoam with  
 
 
FoodPlausibility  
producing chems of 
# 
 
 
RoamSafety 
 
 
 
 
# 
 
 
RoamConfirm  
 
 
 
# 
 
 
RoamExcess 
 
 
 
 
# 
 
 
With each a modulator to tally their compounding / the errors within 
 
 
This will make the cat instantly realize whats wrong 
 
 
When the vision node is tallied onto a | cyc | 
 
 
(force filling a  | n | )

## Page 48

This works just like 
 
modRoam of yonder  (the previous version) 
 
 
 
They just insist on the proper production (over time) 
 
 
 
Of the core goals of roaming 
 
 
 
And if not satiated; they behave like other organs 
 
 
 
Producing faulty chems that either 
 
 
 
Put stress  
 
 
 
Put trigger 
 
 
 
Put #PON  (by downstream) 
 
 
 
 
Or worse! 
 
 
 
 
(wat worse?) 
 
 
 
 
 
 
 
 
Other prominent module includes 
 
 
 
- 
(4)  
modStream 
modLatch 
 
modstream and modlatch are endpoints,  
as part of the hippocampus (?) 
They operate to list a number of  
chem.triggers. 
From all sources* 
(or perhaps if later we add modBody for example) 
(we simply put it as a trigger publisher too)

## Page 49

We then conjure a trigger table 
 
 
 
 
 
 
 
 
 *dumb low priority … 
 
We then assign them minimal variability 
 
 
 *dumb^^^^     alas.. 
    (slightly more important (!))  
 
. later updates might include a quick simulator or a layer for quickcalc / #pon chem 
 
 
Modules come with 
Chempool attached (as with described) 
Some of the build to be attempted is written at appendix below 
(slightly edited) they contain first intention of engineered 
 
 
 
Module nodes 
 
These are all hopefully independent, with Fallback chems 
 
And fallback inputs; 
all of them producing ERROR chems 
 
That denotes something is seriously wrong  (with origin) 
 
 
Readily as a goal is composed in real time 
 
 
 
 
 
 
Container (objP , objT ,  maps, routes, etc) 
 
 
modules 
 
 
 
 
 
chems 
( 
) 
 
 
 
 
 
triggers  
( 
)  as by product 
 
works anywy 
 
vision

## Page 50

Pics. 
 
 
 
 
Stream:                              
 
  
 
                    stash 
 
 
track 
            
update 
 
 
Latch:  
 
 
 
 
       FE | % 
 
 
 
 
 
 
 
 
 
 
 
advanced ver would see  
latch try to minimize FE 
 
 
stash 
 
 
 
nest FE# % 
 
 
 
 
See appendix below 
 
For addition of module details 
 
(pic version of   
trios, 
bm,  
n other ) 
 
From previous version 
 
 
(with some edits)

## Page 51

AC 
 
 
AC 
is supposed the QUEUE system for an active agent to fulfill or mark fulfillment 
 
But recent attempt  
(the smushing attempt) 
 
Makes us wonder? 
Whats the tidiest? 
 
Do we  depict queue for CYC’s? 
 
Do we depict queue for SIM’s?  THEME’s ? 
 
Do we depict    queue for all pending stuff? 
 
(these are pretty much the 
UI   for the processes  
under works) 
 
 
 
Wait leme think.. 
 *should we just draw them as brain waves !? 
 Lets think of this for abit 
 
HUH. 
 problem is 
BM1 is probably one of the bigger of those 
 
 
Also  
#PON .. 
 
 
(checking and *daydreaming*  (or just dreaming) ) 
 
 
 
Both of which we haven’t got to yet; 
 
 
So I guess we just separate the AC to two kinds; currently there 
 
 
And simply imply that theres gonna be one 
 
 
 
For the self-other  copying simulation. (PON) 
 
 
And the   default-subconscious simulation? (BM1)

## Page 52

Current proposal for AC 
 
Onion design.  
Uhhh.. not yet I think 
 
So we thought about which one is best to depict 
(to keep track the big part of the model) 
 
And we thought! Maybe best is to display the part where 
The PRM ( Process Reward Model ? ) ( Process Preference Model? ) 
of choice; that is used to : 
(and thus displayed) 
 
AC 
1 
 
Theme resolving / sim resolving  
 
Selecting the proper sim  
 
And what sims are chosen and how does it lead to the next 
 
(applying process Decomposition to a annotated chunk* ) 
. 
 
(then giving several recommendations based on stand-out features ) 
- 
(anyhow; method is beside the point; we want to depict something to track process) 
 
on THEME 
 
Chunk to chunk (based on chunk type!) and its steps

## Page 53

i.e. 
depicting the part where the agent 
Thinks about: 
 
 Hey I need to reach this goal 
 This goal is “this type” 
 “this type” has these “decomposition” 
 “these decomposition”  has these  “chunks”  (lots) 
 Among these “chunks” there are these “chunk types” 
 Among chunk types “a b c” , we diffuse abit for 
 Then we test for result 
 Then we compare on that testing which part 
 Was used most or result in what sort of effects 
 Which seems difficult!  (true) 
But could it be uhhh… 
1. That there already exist a method for doing this 
2. As long as the SIM / game type is generalized? 
3. Thus is a matter of testing 
4. How robust the generalization and 
5. Decomposition of the chunks? 
 
Anyhow! 
It be nice to have a bar to depict these  
 
 
THEME stacking 
 
 
Using the process above 
 
 
 
Which in formalized guide; would mean that 
 
AC1 should depict: 
 
 
Step1. What type is 
 
THEME 
 
Step2. What theme  
 
DECOMPOSE TO 
 
Step3. What those are  
CHUNKS

## Page 54

Step4. What chunks 
---- 
 
Step5. Would it be testable.. 
 
Step6. How to test.. 
 
Step7. Test result.. etc (standard PRM! Steps) 
 
 
To represent these PRM (process reward model) steps; in chunks of  
 
 
THEME stacking / 
THEME decomposition 
 
 
(to about less than a dozen layers preferably!) 
 
 
(or just select the better ones!) 
 
 
Would be really nice!  (and hopefully doable) 
 
 
AC2  should depict: 
 
 
 
Step1.  
SAME THING 
 
Step2.  
But on CYC scale 
 
Step3.  
Which should be simpler? 
 
Step4.  
Because CYC are denoted by known THEMES 
 
Step5.  
And themes starts hardcoded; 
 
Step6.  
Before they get associated with a type 
 
 
 
Anyhow! 
Similar-ish PRM – related depiction 
 
 
And decomposition for the second one;  
 
 
Only for the 
CYC modulator this time

## Page 55

Yep. 
To conlude, 
We think having these 
 
 
PRM STEPS 
 
 
(on what model that we get the chance to use hopefully!) 
 
 
Would be pretty nice to display as 
AC 
 
 
(They also represent which process is currently on the works 
 
 
And why!) 
 
 
Ontop of that;  some later works include: 
 
 
(yet to make, for 0.02) 
 
AC For: 
1. Put  BM1 
( a independent display of BM1 , we could just use BM1’s display ?? ) 
( being a staple that (should always) override or publish pause ) attached to  
( but we could also tag the SIM’s ( or related theme ) 
 
2. Put #PON 
( a duplicate  AC series with an extra difference; representing a daydream ) 
If a daydream lasts too long with a certain long context, 
This could be similar to a baseline  
PRM depiction, 
So maybe not;  
 
*On 
#2. 
Welp… come to think of; 
realizing that by saying these! 
 
Likely means that we haven’t got a firm grasp on what to model and display 
 
(Tho it is likely much helpe-able by doing the other parts!)  (untested prm.. welp)

## Page 56

Summary 
 
 
 
Hi! 
We’d like help! In testing the PRM methods or plugging them 
 
 
From recent papers 
 
Hi! 
Cats can be cool 
:D 
 
Also we hope that the current design is doable  
 
 
(somewhat) 
 
 
Using available ROS-related tools and framework 
 
It would require long hours 
 
On handcrafting the table and the CYCs 
 
(and testing them too!) 
 
 
 
Designing CYCs.. 
speculative Epigenetic Basis 
 
Much like Dr Levin’s  
start-to-end bioelectricity innate patterns*? 
 
 
 
 
(?) 
But! 
surely its worth it! 
 
Think of it like we’re trying to 
 
Compose the early days of 
 
protein sequencing (but much less difficult) (extra romance cuz cat) 
 
._.) 
 
 
 
 
 
Yupp! thanks

## Page 57

X 
 
 
 
 
 
 
Pasted content at below   
                      (includes BM 1 & BM 2 depiction )

## Page 58

References 
 
 
 
 
- 
- 
Same as paper 1 
- 
Plus recent paper 
- 
(moved to end part) 
- 
 
- 
notable new ones 
- 
on approaches of PRM / LSTM /  
- 
on morphospaces / goal-directness cycles 
- 
on youtube content 
- 
regarding consciousness 
- 
epigenes and many 
- 
neuro podcasts such as  
- 
Cognitive Rev / MLST 
- 
-

## Page 59

x

## Page 60

plans to incorporate bm 
 
DEMO 0.01 
 
DEMO 0.02  
proposal 
 
“meanwhile; after we upda
 
 
adding a checking b
 
 
 
To include [checkin
we imagine might look this: 
(BM
 
 
 
 
 
 
 
 
 
 
 
 
Take this part;  
 
add a 
 
 
Block that C
 
Of the Smushed block 
Then add back a Block; to always ac
To the  6 node / breath mode 
 
 
 
 
(de
 
ate from the smushing version, we could consider 
block 
ng] & [limits]  
 
M 1) 
+ 
 
 check block , policy as an
Checks a [variative Length] 
(BM1)   
ccount for that checking 
etails below ) p 55 
| n |

## Page 61

Version 3; adds a Limiter / % modu
 
 
a planned mechani
to combine & publi
 
 
check p59 
 
 
On BM2, we add a node to 
 
 
We list, collect, and
 
 
 
 
 
 
 
 
 
Tra
 
 
 
 
bud
 
 
lator to any input 
(BM2) 
sm  
ish budgets 
gauge & track different processes 
d assign  
acks  
dget 
 
Track stress^ 
Track breath(n)  focus(%) 
Mentioned aplenty in  
modLook / other

## Page 62

BM 1 BM 2 
 
 
. 
 
BarsMod1 
BarsMod2 
 
BM1 
is a checking version attached independently to the Hippocampus 
BM2 
is a limiting version attached independently to hippocampus 
- 
BM1 
makes sure that a person knows if something didn’t happen as it should 
 
 
(instantly; without observing again) 
BM2 
makes sure a person know the overall limit of his budget and doesn’t go wonk 
 
 
(instantly; without attached goal) 
 
- 
BM1 
is needed for quickly realizing a pre-trigger pre-simulation analysis 
BM2 
is needed for quickly keeping a budget of threshold  
(also communicates with other parts) 
- 
 
Drawing them:

## Page 63

Depiction 
. 
. 
 
 
BM1 takes a independent time-checking period 
(not theme dependent; theme or correction is applied afterwards) 
(should also set parameters for bodily tempo; ) 
 
For example 
(100 – 1000 minutes) 
- 
a regenerative long term (affected by concentration etc) 
(10 seconds) 
 
- 
a plan long term 
(affected by attached plan information) 
(1 second) 
 
- 
a execution check 
(affected by focus level) 
 
 
Then we draw each with some variance; 
And fill them; (quickfill with quickcalc’s version of SIMS) 
 
. It is also likely that we can process the quickcalc triangles here.. but not sure 
Then we draw the bars :

## Page 64

BM1 
taking a quickly rendered 
(either this or that would be likely)* 
 
 
(not a single outcome; several outcomes diffused with empty nodes) 
 
 
(diffuse =with empty nodes as in; the chemical doesn’t take exact inputs) 
 
 
(simply allow for ranges; (the initial reconstruction itself is not exact)) 
 
 
(adding the obligatory diffusion would allow this process to be reliable) 
 
 
(i.e. by always assuming for   “this range” of “this leeway”  and  
“that range of “that leeway”, then counting FE for each, 
 
 
 
deciding afterwards what direction 
 
 
 
 
did the instant; went wrong) 
 
 
Compare them with 
modstream’s known composition 
and 
 
 
modlatch’s current best guess on what the  
FE (?) 
 
Seem highly speculative; and yet to be worked on; 
((that’s true)) 
 
(shrug) 
 
for each Bar; you both fill: 
“ 
Whats supposed to happen 
 
 
(learned)(copied)(composed (modstrem) 
“ 
What happens  
 
 
 
(FE% calc separate from latch)

## Page 65

(shallow) bm1  
 
 
 
 
rest area 
Low affordance 
at walk… (!?) *checks back 
 
 
 
 
 
 
“should #pon?” 
 
rat zips  
 
 
 
 
 
 
 
( many resource bm1) 
 
modwatch & bm1 separate trigg 
*trigg  
 
 
 
 
 
on another time tho  
*trigg  
 
 
 
 
 
cat chillax.. many small triggers 
 
 
 
 
 
 
 
(reviewing what happened) 
 
 
 
 
 
 
 
(reliving 2 / 3 minutes letssay) 
 
 
 
 
 
 
 
(producing trigg for #pon) 
 
 
 
 
 
 
 
Triggers are not  
directly accepted tho 
 
 
Cat would get busy as per usual 
and any free period it could devote extra resources to this diffusing 
And the output becomes clear ;  (with directionality) 
 
(subconscious realization becomes clearer as we relax) 
 
This can perhaps (?) double as the 
#PON   basis 
Or such composer 
 
. . .

## Page 66

meanwhile for BM2 
 
 
We. 
Pondering different type of limits 
We could do: 
 
- 
Introduce by each module 
- 
Infer from bodily function , then fit in 
 
- 
Register all those Budgeting 
- 
And Chems 
- 
Make a special tracker for them 
- 
BM2.  
 
 
Say for example 
 
> 
chems stacking- 
track on the side for total on whole 
> 
bodily hardlimit - 
 total progressive alarm to system failure 
> 
embedded limits 
- depicting theme size; perhaps talk to identity  
(in future) (identity = policy keeping) 
 
> 
cycle limit 
 
- could also log each cycs for a modified limit 
 
 
 
 
since each cyc would have its own modulator 
 
 
 
 
maybe this is for some experimental  
 
 
 
 
 
 
 
bodily affector, like, emotional chemicals of doubt 
 
 
 
 
or such like; that are seperable from

## Page 67

Step1) 
 
Make a top controller and a copy 
 
 
 
 
 
 
 
 
 
(nodes, talk on the fly) 
(regarding copies; copies are used for emulating biological process like; 
Copying entire AC’s / identities / ;  
. 
In this case; the just means we have another node ready 
For processing any duplicable process 
 
(suppose the agent wants to #PONDER and copy itself on a simulation;) 
(then to quickly have a space to emulate “ouch that was painful”) 
(since in the body; these copies are also made out of chemical* 
 (actual chemical actually existing), thus, this “keeping a spare node” 
 
 
and 
“when spare node gets cleaned; residue pops out” 
 
 
 
likely makes sense 
 
 
Step2)  
 
Track each 
For whichever processes we want to budget

## Page 68

Chems table 
 
 
 
 
One type simply accumulates 
 
PANIC^ -> PANIC^^ -> PANIC^3  -> et 
 
One type has open ports to sustain; 
Before producing ; 
 
GENERALPATIENCE < < < < <  )    
 ->  produce  PATIENCEBREAK^ 
 
Why not just Patiencebreak^ ^^ ^^ ^^^ ? 
. 
Haha this is just crappy engineering  
~ 
Simply put a wishy-washy temporary component 
Until we have decided whether 
It should be a module or not 
 
Hey if it gotta work; it gotta work 
 
(since the whole point is to track)

## Page 69

We end up with many screens tracking many chems & their compounds! 
Easily introduce a 
 
 
 
stopper of sort 
 
 
yes! This is a tidy way that the body probably also do 
 
 
especially when it comes to “blotting” 
 
 
and bio ported 3d space for the components 
 
 
 
 
 
 
 
 
 
One for every Token? 
One for every LimitBucket? 
(as above) 
+ make rule

## Page 70

BM Summary 
 
BM 1 
& BM 2 
Probably contributes alot 
To lifelikeness 
 
But its kindof too complicated 
Just to suggest all the 
CYC-modulator (and the tree search) 
Before even 
combining them with sims 
Besides that; it is possible that the clustering are  
Done slightly different; pending  
Social Cortex & other porting 
 
 
 
 
 
Moving to 
 
 
 
Modules 
 
 
 
 
Updated 
 
 
 
 
 
 
24 / 01

## Page 71

TrackTrio 
 
modWatch  
- keeps track of objects ; produces shadings; 
- 
denotes for lack of data ; denotes for sufficient data; denotes for ongoing 
 
modWatch is a busy node 
many screens: 
 
 
 
 
 
one main 
-the one the agent uses for decisions 
 
 
  
 
 
 
 
[for the current builds; we only care about this; and the shadings] 
 
 
 
 
 
xx imaginary 
- we have a stashing system 
 
 
 
 
 
 
Where noise/free inference based subconscious 
can be explored, ready to make spontaneous guesswork 
 
 
 
 
 
 
 
 
 
 
 
 
xx alt 
 
- the way it works is; modwatch talks to many modules;  
those modules provide quickly disappearing alternatives, 
constantly regenerated; but most times; one or two become a ; 2-3 
seconds lasting predictive overlay over a vision; in essence; we start 
with everything having 50-80% dosed FE uncertainty (if we want to 
venture onto there);  tiered upwards once;  and we keep things with 
PendingPairs / PendingFeatures; ready for highlight; these, along with 
the main; are rotated as the current pure focus for modLook / modTude 
to infer.   (biologically; this becomes the source of realizing that “OH im 
actually looking at THIS HUGE PATTERN; then that pendingPair becomes 
the real thing to source Tude (object feature assigning) and Look 
(directional) onto) 
This is best illustrated / tethered with a Theme (if we happen to 
make a separate AC simply for feature identification). (otherwise; just 
omit the entire thing and make a makeshift that is always the main)

## Page 72

What is the above writing about? 
1. Listen to other modules 
2. Have many screens / has to be .. 
3. Between 3-6 lessay  
4. For staple PAIR CONFIRMATION 
5. And for staple   FEATURE DETECTION 
6. And for staple 
OBJECT PARAMETER CONFIRMATION 
 
(staple processes to attach quality to objects; as with prior to beacons) 
For these; imagine the  3-6  screen 
Gets filled with shadings, 
that is mostly composed of Quickcalc 
(a abbreviated SIM that gets quickly solved; to check for whether this 
predicted quality or feature is within FE % - %) 
These will be most of modWatch’s main duty; 
These screens are 
SHARED with the simulations from THEMES 
Therefore; 
their amount; their free amount 
And their; 
un-utilized amount 
Becomes the baseline for mechanisms such as modStream FALLBACK 
Or other daydreaming / BM1/ recall by focus capacities 
 
7. (FOR EXAMPLE, un bio ported) 
8. THEMEs copy their SIMULATION 
9. Onto these Screens 
10. They pop in n out  
Still does what this does; 
 
SHADE for Nested FE confirmation 
 
 
 
(shade until threshold) 
 
 
Empty?

## Page 73

Then; a separate quick converter for: 
 
 
 
 
 
 
 
 
 
 
 
 
 
many shadings ; they are always shaded for other modules 
 
 
 
each of this screen has a chempool counterpart;  with one chempool to aggregate for the main module 
itself!  (why? Because each of these need timing; and the main mod also does; for backlogs) 
 
 
 
 
 
 
one chempool for each ; 
one for the module it self 
 
 
 
 
 
currently; only processing token inflow / backlog of process 
 
 
 
 
suchlike   SHADEFOR^  SHADEFOR^^^^ 
 
 
 
 
suchlike   WTFISTHIS!?^   WTFISTHIS^^^^?  (after many backlogs) 
 
 
 
 
when it gets for  ^^ - ^^^^ its very likely to have its own big latch 
 
 
 
these CHEMPOOLS that connect to these Shadings 
 
 
accumulating violated FE range 
 
 
aggregate the violations onto  a 
trigger

## Page 74

modLOOK 
 
 
- 
 
 
governs attention 
& eyes try its best to let this signal through 
- 
due to how modlook refers a lot to movement coordinators ; habit; 
- 
 id intervention; and other nodes of process; we currently put this aside 
 
and use existing modules / codeframework for robotics-head-direction 
 
but in all likelihood; modlook is gonna have  
 
 
 
 
small potential screens – for prediction of what happens when its “looked at” 
 
 
 
 
small coordinative screens – for talking to body; n goal 
 
 
 
 
small ongoing TRY’s    -  robotic protocol for increasingly valid pushes (headdir) 
 
 
Why are these called SCREENS? (instead of nodes) 
Decomposing these snap subconscious decision onto 
 
themes & sims would be too much, also, 
in all likelihood; there exist an organ in the brain 
That serves as a empty node 
(that hungers for filling) 
So its more appropriate to design it this way? 
 
 
(it’s a empty node; but it behaves like screen; it just copies and transpose slightly) 
 
(to then talk back on the fly)

## Page 75

. 
Same mechanism as stashing for modWatch; tiered FE resolution with the highest  
Becoming the main; and the second highest(s) become chained with a Condition / quickclue 
:: 
 in essence; these are blips of consideration that LINGERS 
 and filled with quick resolution latches (already at formulaic) 
 
if any small timing component; it should be  
 
one for consideration; one for blip<->latch 
and one for the main module just to log  overall stress 
 
 
 
 
 
 
 
blip/latch-worthy? Consideration^ 
3 chempools 
 
 
 
 
blip/latch-worthy? Consideration^^ 
 
 
 
 
 
 
Overall stress logger 
 
.anyway. SYKE!  Lets just admit modlook is wip~ (for p4) 
 
 
modTude 
 
modTude 
takes all the data; and assign a label 
 
 
(especially BEACONS) 
 
 
 
For an assigned BEACON origin; or BEACON type 
 
(Two or far more can definitely be attached to a person; given a signal behavior) 
 
modTude then assign a range of 
FE%-FE% of allowable

## Page 76

violating the FE range would cause a trigger to be formed 
 
 
to be queued , compounded (a chem.) 
 
 
 
or just kinda stay there to  
burden the chem. system 
 
modtude is busy trying to confirm calls from modWatch  
or have its own supportive identification of WatchScreens 
all it does; 
is identify everything; 
possibly pair everything; 
possibly featurize everything; 
 
modTude is divided onto 3 major categories: 
(they trigger by available stamina) 
 
 
ONE ON INTRO  
 
- 
new things; log and process 
ONE ON SUPPORT 
 
- 
always copy; always reprocess 
 
 
 
 
 
(redundancy)  
ONE ON FOCUS  
 
- 
always ready for a Latch 
 
 
 
 
(being connected to latch means that it also connects to LatchFallback) 
 
 
 
 
(thus doesn’t need its own fallback) 
 
FOCUS gets the most budget; despite not always used;  
. 
INTRO gets secondmost budget; actually a latch; but formulized per typical / prior to upgrade to latch

## Page 77

. 
SUPPORT is ongoing; sometimes painted by  ID  (identity) and habits.  
(subconscious preference) 
 
Make a screen to tally 
Overall density 
Make a chempool to go along with it 
 
 
Make a screen for 
SUPPORT – subconscious expectation 
(stashed) (we probably cant simulate this yet) 
(too much bandwith / hardware costs) 
A chempool too whynot (not using anywy) 
 
Make TWO screens 
For each OBJECT  in     INTRO & FOCUS  
 
 
 
 
quickresolve latches 
(two for every in both)  
 
 
 
 
 
 
unless it doesn’t resolve 
 
 
 
 
 
 
 
 
 
 
Then its ongoing MBLR 
 
 
 
 
 
 
 
 
 
Which makes it a latch + tude; 
 
 
 
 
 
 
 
 
 
And processed as both 
 
 
 
 
 
 
 
 
 
(tracked by tude; filled by latch) 
Make a overall chempool for  
Overall logger for each  
 
 
 
 
 
support & focus & intro chems

## Page 78

( agent would say “im busy understanding what im looking at, due to ## ) 
 
 
 
 
 
 
 
Overall for main (stress related) 
 
 
Best way to intuit this is; modTude / object feature recognition is always supposed to have its own AC; 
and overlapping THEMES that help them tier up their recognition; but we omit all this for current agent. 
Frankly.. ._.) (just a hunch) biologically; if you see a Brainscan that goes like: 
[ Clusters of electronic Activity ] x 3   in a brain letssay.   Well; those ElectricClock are all supposed to be 
AC’s with tiered Themes. But we just omit this for now. 
 
Now we move on to MAPPING TRIO 
 
 
Guh, for Scanning trio, we aren’t sure the best policy 
 
Of separation / for best output 
 
Whether modscan should do the tagging or 
 
Whether modscan just makes a map out of patches 
 
And modLoc would trace where the agent is at 
 
And perhaps also trace the goals 
Anyhow, we aren’t sure, there are completely different version  
of these trio  .. lets just gist it for now

## Page 79

modScan 
 
modscan takes vision input 
modscan makes patches 
(From known pattern & duplicate patterns) 
modscan makes map 
from that, 
map could just be a data-format/ molecule size 
 
 
that is now big enough to afford being a context for 
 
 
upper level chemical process 
 
current proposal 
 
arbitrary example on how things go 
 
Make patches.  
 
Make map. 
 
 
Take Request. Make more Map. 
 
##pattern 
 
 
map-TAGtoconcepts 
 
x 
 
 
scale bigger? 
##pattern 
 
 
map-TAGtoconcepts 
 
x 
 
 
scale smaller? 
##duplicates 
 
 
smaller map? wall 
 
modwatch 
 
scale concept? 
##recognized 
 
 
smallermap indeed 
 
modwatch 
 
search patt? 
Epitemplate 
 
 
smallermapConcept 
 
modtude 
 
attach patt? 
##pattern 
 
 
scale up on force 
 
x 
 
 
x 
##pattern 
 
 
becomes as big as 
 
sims 
 
 
scale as big? 
 
 
 
 
Focus afford. 
 
 
X 
 
 
enroutemap? 
 
 
 
 
Actual map. 
 
 
x 
 
 
 
 
Actual context. 
etc

## Page 80

Take Scannables 
 
take request 
 
Make Tags 
Take Tasks 
 
 
transform 
 
Make Output (Map?) 
 
 
 
 
 
 
Scannables 
 
tasklist  
 
 
 
tags 
 
 
 
 
 
Tags 
 
 
task 
 
 
 
 
maps 
 
 
 
 
 
 
 
Chempool to document fulfillment, and table to signify what happens if not 
 
 
 
 
biologically 
it works like this:  
 
      tags              imply 
a Bucket of Tags needing filling 
a Bucket of Sensory requests …  a bucket of output 
Weights / requests
For modLook / lowlevel 
themes  
To recognize / query  
Certain input sources

## Page 81

modLOC 
 
modmap takes the colorlogged snippets of surfaces and clues; and convert them onto a map 
 
 
 
 
 
 
 
 
GOTTA HAVE MAP 
 
 
 
GOTTA MAKE SURE EVERYTHING HAS CONTEXT 
 
 
 
 
Raw concepts  
 
 
concepts + map 
 
In reality; 
perhaps there is some part of this that is simultaneously used by  
modLatch  
or some sort of sim-related uses? 
NOT SURE! 
we are currently just 
concerned about making triggers that fit 
 
 
 
 
 
 
 
 
       rawconcepts 
conc+map 
things that help 
 
what things help? 
For example, perhaps this mod necessitates the forming of 
 
 
 
CatOverhead 
 
 
 
 
 
(a staple screen)

## Page 82

Who knows which organ actually produces or contains  (!) 
 
 
Which actual staple 
(in terms of biology) 
 
 
But we posit that; 
 
We have a staple structure that needs to attach 
 
Maps 
to  
Concepts 
 
Sometimes; 
the concept demands the map 
 
(this makes sense; because 
 
 
Remember that it came from 
CYC 
 
And CYC breakdown; 
before it goes to these structures 
 
CYCs are triggers therefore they come from concepts first 
 
Welp! Not sure how that impacts in detail tho  
 
 
modMap deals with converting a 
CONCEPT to a CONCEPT + MAP 
and therefore, a goal is always attached*  (being a concept n all) 
 
 
 
make map. 
have goal. 
Put self?* or otherpoints

## Page 83

modNAV 
 
modNav firstly collects the necessary links 
- 
Maps 
- 
Goals 
- 
Objects of threat 
- 
Objects of uncertainty 
- 
Objects of note (themewise) 
 
modNav colors the map with objectives and the relevant parts 
to an actionplan / sequence data that relates to such map 
it talks with other mods;  (this is usually modStream   ;; page XX) 
 
Each one of them is attached to a maptype 
And when a few of them are located together in a row; 
We cluster them together and make a Big Screen (a new Map) 
Make big screen; pepper the things inside of it; with smaller map fragments 
(as context) 
 
 
 
 
 
Collect  
 
combine 
 
offer & prioritize in pools 
 
 
 
 
 
 
(the pools optimize by priority themselves) 
 
 
 
 
 
 
(this part is likely to be optimized in future)

## Page 84

overall,  
modNAV 
deals with producing 
 
ROUTES 
 
 
 
 
(and shadings too?) 
 
 
 
(not sure, maybe yes) 
 
 
 
(both modLoc & modNav shades) 
 
 
 
 
 
( ? or modnav puts the route 
 
 
 
( ? and modloc shades the route  
 
 
 
( not sure!  Looking for best practices 
 
 
 
Before (posit) (hoping) 
confirming biologically 
 
 
Mayhaps, 
later mechanisms involving 
algorithm learning 
 
 
Or some sort of  
simulation update 
 
 
Would update the  
objP inside the MAPS 
 
 
Used for the sim, 
therefore, 
 
 
Eventually becoming a  sort of policy data for Route? 
 
Thus, 
maybe modNav  
 
deals primarily with 
adapting this 
 
 
 
 
(prev POLICY)  +  (new MAP*?)  =  new Route 
 
 
Or maybe even straight up conjoined purpose with 
 
 
Policy Gradient / maybe this is PRM? Who knows.

## Page 85

Epilogue 
 
 
Endnotes 
 
 
 
Hur hur! 
paper attempts to depict some conjoin-able  
 
 
That eventually function to produce simulations 
 
 
From inputs 
(The relevant ones!) 
 
 
 
But! 
all too many missing elements 
 
 
(tho already hypothesized for purpose) 
 
 
 
MUCH THANKS AND >:D 
 
 
CIAO 
 
 
at 
 
 
 
Page 77!

## Page 86

References #2 
 
- 
- 
YT Sources ( mlst / cognitivrev / etc) 
- 
HOPING TO GET PRM HELP    
 
 
. 
- 
Kunihiko Fukushima Neocognitron (1979) - First CNN Architecture with Convolutional and 
Downsampling Layers The foundational CNN architecture introducing convolution + downsampling. 
https://www.rctn.org/bruno/public/papers/Fukushima1980.pdf  
Alex Waibel Phoneme Recognition Using Time-Delay Neural Networks Method using time-delay neural 
networks for speech/phoneme recognition. 
https://isl.anthropomatik.kit.edu/downloads/Pheome_Recognition_Using_Time-
Delay_Neural_Networks_SP87-100_6.pdf  
Jürgen Schmidhuber Linnainmaa (1970) and the First Publication of Modern Backpropagation Discusses 
Seppo Linnainmaa’s contribution to backpropagation. https://www.idsia.ch/~juergen/who-invented-
backpropagation.html  
W. Zhang Proceedings of Annual Conference of the Japan Society of Applied Physics Sept. 1988 Conference 
reference from September 1988 in Japan. https://drive.google.com/file/d/1nN_5odSG_QVae54EsQN_qSz-
0ZsX6wA0/view  
Sepp Hochreiter Long Short-Term Memory (LSTM) Neural Network Architecture (1997) Seminal paper 
introducing the LSTM architecture (Hochreiter & Schmidhuber). 
https://www.bioinf.jku.at/publications/older/2604.pdf 
Jürgen Schmidhuber Learning to Control Fast-Weight Memories: An Alternative to Dynamic Recurrent 
Networks 1991 paper proposing an alternative to dynamic recurrent networks, today called "unnormalized 
linear Transformer." https://people.idsia.ch/~juergen/FKI-147-91ocr.pdf  
Ashish Vaswani Attention Is All You Need Seminal 2017 paper introducing the modern "quadratic" 
Transformer architecture, which scales quadratically. https://arxiv.org/abs/1706.03762 
 
- 
On biology / et 
 
Spread across many YT sources ; iai . MLevin’sacademicchannel 
 
 
 
 
 
  ainf. Channel / et

## Page 87

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*Extraction method: pymupdf*
