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Go to Aboutwhile (world) {
observe();
infer();
hallucinate?();
self-correct();
}
while (world) {
observe();
infer();
hallucinate?();
self-correct();
}
while (world) {
observe();
infer();
hallucinate?();
self-correct();
} 001101
010011
sigil::bagua
seed::entropy
trace::mechanical
awe::human
001101
010011
sigil::bagua
seed::entropy
trace::mechanical
awe::human
001101
010011
sigil::bagua
seed::entropy
trace::mechanical
awe::human temperature=0.92
top_p=0.95
sampler=stochastic
runtime=deterministic
user=astonished
temperature=0.92
top_p=0.95
sampler=stochastic
runtime=deterministic
user=astonished
temperature=0.92
top_p=0.95
sampler=stochastic
runtime=deterministic
user=astonished ☰☱☲☳☴☵☶☷
oracle != truth
ritual == interface
meaning <- interpretation
☰☱☲☳☴☵☶☷
oracle != truth
ritual == interface
meaning <- interpretation
☰☱☲☳☴☵☶☷
oracle != truth
ritual == interface
meaning <- interpretation diff
patch
deploy
measure
repeat
diff
patch
deploy
measure
repeat
diff
patch
deploy
measure
repeat seed = hash(question + state);
noise = sample(temperature);
pattern = deterministic(seed, noise);
if (human_can_track === false) mark("mystic");
return explainability_gap(pattern);
seed = hash(question + state);
noise = sample(temperature);
pattern = deterministic(seed, noise);
if (human_can_track === false) mark("mystic");
return explainability_gap(pattern); ## Not a person, still persuasive
- interface implies intention
- language implies confidence
- user infers agency
=> design for interpretability
## Not a person, still persuasive
- interface implies intention
- language implies confidence
- user infers agency
=> design for interpretability cast.bagua = pickTrigrams(seed);
cast.moonBlocks = deriveHexagram(seed);
cast.fortuneSticks = burnModel(intensity);
cast.scapula = generateCracks(seed);
return readable_fiction(cast);
cast.bagua = pickTrigrams(seed);
cast.moonBlocks = deriveHexagram(seed);
cast.fortuneSticks = burnModel(intensity);
cast.scapula = generateCracks(seed);
return readable_fiction(cast); { "observe": true,
"decide": constrained,
"act": reversible,
"measure": behavior,
"learn": weekly }
{ "observe": true,
"decide": constrained,
"act": reversible,
"measure": behavior,
"learn": weekly } def perceivable_randomness(system):
return complexity(system) > attention_budget
if perceivable_randomness(llm):
user.labels_output = "fate"
def perceivable_randomness(system):
return complexity(system) > attention_budget
if perceivable_randomness(llm):
user.labels_output = "fate" [trace] t=02:13 system murmurs
[trace] tokens fall like ash
[trace] certainty simulated
[trace] mechanism remains
[trace] human names it chance
[trace] t=02:13 system murmurs
[trace] tokens fall like ash
[trace] certainty simulated
[trace] mechanism remains
[trace] human names it chance Update
Current projects, learning focus, and collaboration details now live in one place.
Go to About