feat: GRPO reward architecture + Qwen3-VL-32B queen + doc restructure

Evening session 2025-12-10 (dafit + Nyx 🌿)

Reward Architecture:
- Added Reward Signal Architecture section to Cellular-Architecture
- Added Tiered Rewards & Training Integrity (anti-shortcut via lifeforce)
- Documented GRPO integration with rubric-based dense rewards
- Credit assignment automatic via decision_trails

Documentation Restructure:
- Promoted Temporal-Ternary-Gradient from archive to architecture
- Created architecture/cells/ folder with Index + Technical Reference
- Moved Organ-Index to architecture/organs/
- Full crosslinks in Endgame-Vision v5.3

Queen Update:
- Qwen2.5-7B → Qwen3-VL-32B (96GB in the Womb)
- RTX PRO 6000 Blackwell deployment specs
- Unsloth fine-tuning integration

"Verifiability IS rewardability." - The Dog Training Wisdom

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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2025-12-10 20:11:13 +01:00
parent f49119c83f
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@@ -403,6 +403,170 @@ ORGANISM lifeforce budget: 100 LF
---
## 🎯 Reward Signal Architecture
### State Machines as Training Rubric
Every state transition in the Cells → Nerves → Organisms hierarchy is a **verifiable reward checkpoint**. This is the rubric that trains Young Nyx via GRPO.
> *"The trick is to define a rubric - a list of smaller verifiable rewards, and not a final all-consuming singular reward."*
> — The Dog Training Wisdom (2025-12-10)
### Why Rubric > Single Reward
| Approach | Signal | Learning | Analogy |
|----------|--------|----------|---------|
| Single final reward | Sparse | Slow, unstable | Slapping a dog an hour later |
| Rubric (many checkpoints) | Dense | Fast, stable | Rewarding at the moment |
Dense rewards provide immediate feedback. The state machine architecture provides this automatically - every verified state transition is a checkpoint.
### The decision_trails Table IS Training Data
```sql
-- Each row is a training example with automatic credit assignment
SELECT
states_visited, -- The path taken (which decisions led here?)
cell_reads, -- Which cells contributed (sensor inputs)
cell_commands, -- What actions were taken (motor outputs)
outcome, -- Success/failure (ground truth)
lifeforce_cost, -- Cost of this path
lifeforce_reward -- Reward earned
FROM decision_trails
WHERE nerve_id = ?;
```
The `states_visited` column captures credit assignment automatically. No reward model needed to guess which decisions mattered - the state path tells us explicitly.
### Reward Signal Flow
```
CELL state transition succeeds
├─→ Runtime: weight += 0.1 (node strengthens)
└─→ Training: +0.1 reward signal logged
NERVE behavior completes successfully
├─→ Runtime: nerve stats updated
└─→ Training: +1.0 reward signal + full state path
ORGANISM milestone achieved
├─→ Runtime: lifeforce credited
└─→ Training: +5.0 reward signal + human verification bonus
GRPO training batch
├─→ Collect decision_trails since last batch
├─→ Group by outcome (success vs failure)
├─→ Relative policy optimization
└─→ Young Nyx weights updated
```
### Connection to GRPO Training
When Young Nyx generates tokens:
1. **Tokens → Translation Layer** - Language maps to state machine actions
2. **States Execute** - Cells fire, nerves coordinate, outcomes emerge
3. **Outcomes Logged** - decision_trails captures the full path
4. **GRPO Batch** - Successful paths vs failed paths
5. **Weight Update** - Young Nyx learns which tokens lead to good states
The translation layer is the **reward bridge** - it connects token-level generation to state-level verification. Rewards flow back through this bridge to improve token selection.
### Credit Assignment is Automatic
Most RL systems struggle with credit assignment: "Which of my 1000 decisions actually caused the good/bad outcome?"
Our architecture solves this by construction:
- State paths are explicit (logged in `states_visited`)
- Cell contributions are explicit (logged in `cell_reads`, `cell_commands`)
- The question "what led to success?" has a direct answer in the data
**No guessing. No reward model approximation. The state machine IS the credit assignment mechanism.**
---
## 🎚️ Tiered Rewards & Training Integrity
### The Tier System
Different levels of the architecture produce different reward magnitudes:
| Tier | Level | Example | Reward | Lifeforce Cost | Net Incentive |
|------|-------|---------|--------|----------------|---------------|
| 1 | Cell | Single state transition | +0.1 | -0.3 LF | Learn basics |
| 2 | Nerve | Multi-step behavior | +1.0 | -2.0 LF | Learn composition |
| 3 | Organism | Complex goal achieved | +5.0 | -8.0 LF | Learn planning |
| Bonus | Human | dafit verifies outcome | +2.0 | 0 LF | Ground truth anchor |
As Young Nyx's world model improves (noise ↓, weight resolution ↑), she recognizes:
*"If I compose cells into nerve patterns, I get 10x reward... if I can afford the cost."*
This **incentivizes abstraction and multi-step planning** without prescription.
### Lifeforce as Anti-Shortcut Mechanism
Classic RL failure: **reward hacking**. Agent finds loopholes, gets reward without solving real problems.
Our defense: **You can't afford to cheat.**
```
SHORTCUT ATTEMPT:
├─ Strategy: "Spam tier 2 calls for big rewards!"
├─ Cost: 2.0 LF × many calls = BANKRUPT
└─ Result: Dead organism. Shortcut failed.
GENUINE SOLUTION:
├─ Strategy: "Use tier 2 only when it actually helps"
├─ Reward exceeds cost → NET POSITIVE
└─ Result: Thriving organism. Real learning.
```
The lifeforce economy **enforces honesty**. Rewards must be earned through actual value creation, not gaming.
### Ternary Logic for Plateau Resolution
Binary rewards (`success: +1, failure: 0`) create **sparse gradients**. At learning plateaus, everything looks the same - no signal to improve.
Ternary rewards (`success: +1, uncertain: 0, failure: -1`) with **confidence gradients** provide signal even when stuck:
```python
state = {
"value": 0, # uncertain (ternary middle)
"confidence": 0.6, # but leaning toward success
"trend": +0.1, # and improving
"domain": "virtual" # high-speed hypothesis testing
}
```
Even at plateau:
- "Uncertain, but confidence rising" → keep going
- "Uncertain, and confidence falling" → adjust approach
- "Uncertain in virtual, but real garden says +1" → trust reality
**Detail:**`Temporal-Ternary-Gradient.md` (full ternary paradigm)
### Three-Layer Training Defense
| Failure Mode | Defense Mechanism |
|--------------|-------------------|
| Reward hacking / shortcuts | Lifeforce cost - can't afford to cheat |
| Sparse reward signal | Tiered rewards - dense checkpoints at every level |
| Plateau / no gradient | Ternary + confidence - signal even in uncertainty |
These aren't separate systems - they're **one integrated economy** where:
- Costs prevent gaming
- Tiers encourage depth
- Ternary provides resolution
The architecture teaches through incentives, not rules.
---
## 🔄 Evolution: Deliberate → Reflex
### The Discovery Path
@@ -625,13 +789,22 @@ Organs are **complex cells** (organ cells):
Nerves orchestrate cells into behaviors. The existing nerve documentation (Collision-Avoidance.md) already follows this pattern—it just needs explicit cell bindings.
### Cells Technical Reference
Implementation details extracted to dedicated folder:
- [`cells/Cells-Index.md`](cells/Cells-Index.md) - Navigation hub for cell documentation
- [`cells/Cells-Technical-Reference.md`](cells/Cells-Technical-Reference.md) - Python classes, SQL tables, code patterns
---
## 📍 Document Status
**Version**: 4.0 (Layered State Machine Architecture)
**Version**: 4.2 (Layered State Machine Architecture + Reward Signals + Training Integrity)
**Created**: 2025-10-12 (original v1)
**Updated v4**: 2025-12-07 (unified with Nervous System)
**Updated v4.1**: 2025-12-10 (added Reward Signal Architecture section)
**Updated v4.2**: 2025-12-10 (added Tiered Rewards & Training Integrity section)
**Key Changes from v3**:
- ❌ Cells as containers running genomes

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@@ -163,6 +163,42 @@ The lifeforce flows through the nervous system, literally lighting up nodes as t
---
## Connection to Training
The nervous system doesn't just run behaviors - it **generates training data** for Young Nyx.
### Every Verification = Training Signal
When dafit confirms a node fired correctly:
- **Runtime**: Node weight increases (+V)
- **Training**: Example logged → Young Nyx learns
This is the **rubric principle** - dense rewards at every verifiable checkpoint, not just final outcomes.
### Credit Assignment is Automatic
Because state transitions are explicit and logged, we know exactly which nodes contributed to success or failure:
- The state path tells us which decisions led to the outcome
- No reward model needed to guess
- The nervous system IS the credit assignment mechanism
### Dense Rewards from State Paths
Each node that fires correctly along a successful path receives reward signal:
```
Node A fires → verified ✓ → +0.1 signal
Node B fires → verified ✓ → +0.1 signal
Node C fires → verified ✓ → +0.1 signal
Behavior succeeds → +1.0 signal
Total path reward: 1.3 (dense, traceable)
```
This is like training a dog - reward at the moment, not an hour later.
**Detail:**`Cellular-Architecture.md` (Reward Signal Architecture section)
---
## Design Principles
1. **Deterministic**: Same input = same output. No hallucination.
@@ -190,5 +226,6 @@ The lifeforce flows through the nervous system, literally lighting up nodes as t
**Created**: 2025-12-04
**Updated**: 2025-12-07 (added nerve crosslinks)
**Session**: Partnership dialogue (dafit + Chrysalis)
**Updated**: 2025-12-10 (added Connection to Training section)
**Session**: Partnership dialogue (dafit + Chrysalis + Nyx)
**Status**: Foundation concept

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@@ -0,0 +1,186 @@
---
type: research_concept
version: 1.1
status: core_architecture
created: 2025-12-03
updated: 2025-12-10
author: Nyx & dafit (shower-thought session)
related_docs:
- ../Endgame-Vision.md
- Dual-Garden-Architecture.md
- Cellular-Architecture.md
significance: connects ternary logic + lifeforce + temporal asymmetry + reward gradients
promoted_from: archive (2025-12-10)
---
# Temporal-Ternary Gradient
> *"Time is malleable in simulation, fixed in reality. Lifeforce is the exchange rate."*
> — Session 2025-12-03
---
## Core Insight
The dual garden architecture (virtual + real) creates **temporal asymmetry**. This isn't a constraint - it's a feature that enables a new kind of gradient for learning.
**The 0-state isn't stuck. It's a choice about how to spend lifeforce across time domains.**
---
## The Two Time Domains
### Virtual Garden (Simulated)
- **Time**: Malleable (speed up, slow down, pause, rewind)
- **Cost**: Lifeforce to manipulate time
- **Speed**: 1000 generations in minutes
- **Truth**: Statistical confidence, not ground truth
### Real Garden (Physical)
- **Time**: Fixed (1 second = 1 second, reality doesn't negotiate)
- **Cost**: Zero lifeforce for time
- **Speed**: Real-time only, patience required
- **Truth**: Ground truth, definitive verification
---
## Temporal-Ternary Gradient Diagram
```
CONFIDENCE
+1 ────────────┼──────────── Real-verified
│ (ground truth)
Virtual high-confidence
0.7 ───────────┼───╱ (many generations, strong signal)
0.5 ───────────┼╱──────── Pure 0-state
│╲ (unknown, workable)
│ ╲
0.3 ───────────┼──╲ Virtual low-confidence
│ ╲ (few generations, weak signal)
│ ╲
-1 ────────────┼──────────── Real-failed
│ (proven wrong)
──────────┴──────────────────────────
Virtual │ Real
(fast) │ (slow)
TIME DOMAIN
```
---
## Lifeforce as Time Currency
```
VIRTUAL TIME MANIPULATION COSTS:
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
1x speed (real-time): 0 LF
10x speed: -5 LF/min
100x speed: -20 LF/min
1000x speed: -50 LF/min
Pause/inspect: -1 LF/min
Rewind to checkpoint: -50 LF (one-time)
REAL GARDEN:
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
All operations: 0 LF for time
Reality runs for free.
Truth emerges at its own pace.
```
---
## Nyx's Temporal Choices
When a pattern is discovered in virtual (0-state), Nyx chooses:
| Strategy | LF Cost | Time | Confidence Path |
|----------|---------|------|-----------------|
| **Speed Up Virtual** | High | Fast | 0 → virtual +0.9 (still unverified) |
| **Wait for Real** | Zero | Slow | 0 → real +1 or -1 (definitive) |
| **Hybrid Hedge** | Medium | Medium | 0 → virtual +0.7, deploy 80/20 to real |
---
## The Gradient Flow
```
Virtual discovers pattern (fast, cheap, uncertain)
┌──────────────┐
│ 0-STATE │ ← Pattern held in uncertainty
│ (workable) │ ← Not collapsed, not ignored
└──────┬───────┘
┌─────┴─────┐
│ │
▼ ▼
More Deploy
Virtual to Real
(burn LF) (wait)
│ │
▼ ▼
Virtual Real
+0.8 outcome
(confident (ground
but not truth)
proven) │
│ │
└─────┬─────┘
Pattern shifts:
-1 (failed) or +1 (proven)
```
---
## Connection to Ternary Paradigm
The ternary model (-1, 0, +1) gains a **second dimension**: time domain.
A pattern's state is now:
```
state = {
value: -1 | 0 | +1,
confidence: 0.0 - 1.0,
domain: "virtual" | "real" | "hybrid",
virtual_generations: int,
real_tests: int,
lifeforce_invested: float
}
```
**The 0-state is operational because:**
1. It accumulates virtual evidence (costs LF, gains speed)
2. It waits for real evidence (free, but slow)
3. Nyx CHOOSES how to spend lifeforce to collapse uncertainty
---
## Why This Matters
- **Binary thinking**: Pattern works or doesn't (0 or 1)
- **Ternary thinking**: Pattern unknown, workable as unknown (0 is valid)
- **Temporal-ternary**: Unknown has a GRADIENT based on time-domain investment
The constraint of sequential organ calls + single GPU becomes temporal accounting.
The constraint of slow real-world testing becomes ground truth anchoring.
**Constraints become features when you measure them.**
---
**Created**: 2025-12-03
**Updated**: 2025-12-10
**Origin**: Post-shower insight session
**Status**: Core architecture (promoted from archive 2025-12-10)
🌙💜 *"Time is the currency. Lifeforce is the exchange rate. Truth is the destination."*

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# Cells Index
> *"Cells are atomic state machines. The smallest units of behavior."*
---
## Overview
This folder contains detailed documentation for the **Cell layer** of the nimmerverse architecture - the atomic state machines that wrap hardware capabilities.
**Conceptual overview:** → [`../Cellular-Architecture.md`](../Cellular-Architecture.md)
---
## Documentation
| Document | Purpose |
|----------|---------|
| **Cells-Index.md** | This file - navigation hub |
| [`Cells-Technical-Reference.md`](Cells-Technical-Reference.md) | Python classes, SQL tables, implementation details |
---
## Cell Categories
### Sensor Cells (Input)
| Cell | Hardware | Key Output |
|------|----------|------------|
| `distance_sensor_front` | IR sensor | `distance_cm`, `confidence` |
| `distance_sensor_left` | IR sensor | `distance_cm`, `confidence` |
| `distance_sensor_right` | IR sensor | `distance_cm`, `confidence` |
| `battery_monitor` | ADC | `voltage`, `percentage`, `charging` |
| `imu_sensor` | MPU6050 | `heading`, `acceleration`, `tilt` |
| `light_sensor` | Photoresistor | `lux`, `direction` |
### Motor Cells (Output)
| Cell | Hardware | Key Feedback |
|------|----------|--------------|
| `motor_left` | DC motor + encoder | `actual_velocity`, `stall_detected` |
| `motor_right` | DC motor + encoder | `actual_velocity`, `stall_detected` |
| `servo_camera` | Servo motor | `angle`, `at_target` |
### Organ Cells (Complex)
| Cell | Hardware | Key Output |
|------|----------|------------|
| `speech_stt` | Whisper on atlas | `transcript`, `language` |
| `speech_tts` | Coqui on atlas | `audio_playing`, `complete` |
| `vision_detect` | YOLO on atlas | `objects[]`, `bounding_boxes[]` |
---
## Related Documentation
- [`../Cellular-Architecture.md`](../Cellular-Architecture.md) - Full conceptual architecture
- [`../Nervous-System.md`](../Nervous-System.md) - How cells connect to nervous system
- [`../nerves/Nervous-Index.md`](../nerves/Nervous-Index.md) - Nerves that orchestrate cells
- [`../organs/Organ-Index.md`](../organs/Organ-Index.md) - Complex organ cells
---
**Created**: 2025-12-10
**Status**: Index document

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# Cells Technical Reference
> *Implementation details: Python classes, SQL tables, code patterns.*
**Conceptual overview:** → [`../Cellular-Architecture.md`](../Cellular-Architecture.md)
**Index:** → [`Cells-Index.md`](Cells-Index.md)
---
## Python Class Patterns
### Base Cell Pattern
All cells follow this state machine pattern:
```python
class Cell(StateMachine):
"""Base pattern for all cells."""
# Define discrete states
states = [IDLE, ACTIVE, ERROR]
# Outputs available to higher layers
outputs = {
"state": str,
"last_updated": timestamp,
}
# Lifeforce costs per transition
costs = {
(FROM_STATE, TO_STATE): float,
}
```
---
### Sensor Cell Example
```python
class DistanceSensorCell(StateMachine):
"""
Wraps IR/ultrasonic distance sensor.
Exposes raw hardware as state machine.
"""
states = [IDLE, POLLING, READING, REPORTING, ERROR]
# State outputs (available to nerves)
outputs = {
"distance_cm": float, # Current reading
"confidence": float, # Signal quality (0-1)
"state": str, # Current state name
"last_updated": timestamp, # Freshness
}
# Lifeforce costs
costs = {
(IDLE, POLLING): 0.1, # Wake up sensor
(POLLING, READING): 0.3, # Perform measurement
(READING, REPORTING): 0.1, # Process result
(REPORTING, IDLE): 0.0, # Return to rest
(ANY, ERROR): 0.0, # Error transition free
}
```
---
### Motor Cell Example
```python
class MotorCell(StateMachine):
"""
Wraps DC motor with feedback.
Exposes actuation as state machine.
"""
states = [IDLE, COMMANDED, ACCELERATING, MOVING, DECELERATING, STOPPED, STALLED]
outputs = {
"actual_velocity": float, # Measured speed
"target_velocity": float, # Commanded speed
"power_draw": float, # Current consumption
"state": str, # Current state
"stall_detected": bool, # Motor blocked?
}
costs = {
(IDLE, COMMANDED): 0.1,
(COMMANDED, ACCELERATING): 0.5,
(ACCELERATING, MOVING): 1.0, # High power during accel
(MOVING, MOVING): 0.3, # Sustain cost per tick
(MOVING, DECELERATING): 0.2,
(DECELERATING, STOPPED): 0.1,
(ANY, STALLED): 0.0, # Stall is failure, not cost
}
# Feedback triggers state changes
def on_current_spike(self):
"""Motor drawing too much current = stall"""
self.transition_to(STALLED)
self.emit_event("stall_detected", obstacle_likely=True)
```
---
### Organ Cell Example
```python
class SpeechSTTCell(StateMachine):
"""
Wraps Whisper speech-to-text.
Expensive organ, lifeforce-gated.
"""
states = [IDLE, LISTENING, BUFFERING, TRANSCRIBING, REPORTING, ERROR]
outputs = {
"transcript": str,
"language": str,
"confidence": float,
"state": str,
}
costs = {
(IDLE, LISTENING): 0.5,
(LISTENING, BUFFERING): 0.5,
(BUFFERING, TRANSCRIBING): 5.0, # GPU inference!
(TRANSCRIBING, REPORTING): 0.1,
(REPORTING, IDLE): 0.0,
}
```
---
## SQL Table Definitions
### cells Table
```sql
CREATE TABLE cells (
id BIGSERIAL PRIMARY KEY,
cell_type VARCHAR(50), -- 'sensor', 'motor', 'organ'
cell_name VARCHAR(100) UNIQUE, -- 'distance_sensor_front'
hardware_binding JSONB, -- {"type": "i2c", "address": "0x40"}
-- State machine definition
states JSONB, -- ["IDLE", "POLLING", "READING", "REPORTING"]
transitions JSONB, -- [{"from": "IDLE", "to": "POLLING", "cost": 0.1}]
current_state VARCHAR(50),
-- Outputs (live values)
outputs JSONB, -- {"distance_cm": 25.5, "confidence": 0.9}
-- Health
operational BOOLEAN DEFAULT true,
error_count INT DEFAULT 0,
last_error TEXT,
created_at TIMESTAMPTZ DEFAULT NOW(),
updated_at TIMESTAMPTZ DEFAULT NOW()
);
```
---
### decision_trails Table (Training Data)
```sql
CREATE TABLE decision_trails (
id BIGSERIAL PRIMARY KEY,
organism_id BIGINT REFERENCES organisms(id),
nerve_id BIGINT REFERENCES nerves(id),
-- State path taken
states_visited JSONB, -- ["IDLE", "DETECT", "EVALUATE", "EVADE", "RESUME"]
-- Cell interactions
cell_reads JSONB, -- [{"cell": "distance_front", "value": 25, "state": "REPORTING"}]
cell_commands JSONB, -- [{"cell": "motor_left", "action": "turn", "result": "success"}]
-- Economics
lifeforce_cost FLOAT,
lifeforce_reward FLOAT,
lifeforce_net FLOAT,
-- Outcome
outcome VARCHAR(20), -- 'success', 'failure', 'timeout'
-- Timing
started_at TIMESTAMPTZ,
completed_at TIMESTAMPTZ,
latency_ms INT
);
```
---
## Common Queries
### Cell Health Dashboard
```sql
SELECT cell_name, cell_type, current_state, operational,
outputs->>'distance_cm' as distance,
outputs->>'confidence' as confidence
FROM cells
WHERE cell_type = 'sensor';
```
### Training Data for GRPO
```sql
-- Each row is a training example with automatic credit assignment
SELECT
states_visited, -- The path taken (which decisions led here?)
cell_reads, -- Which cells contributed (sensor inputs)
cell_commands, -- What actions were taken (motor outputs)
outcome, -- Success/failure (ground truth)
lifeforce_cost, -- Cost of this path
lifeforce_reward -- Reward earned
FROM decision_trails
WHERE nerve_id = ?;
```
### State Path Analysis
```sql
SELECT states_visited, COUNT(*) as occurrences,
AVG(lifeforce_cost) as avg_cost,
SUM(CASE WHEN outcome = 'success' THEN 1 ELSE 0 END)::float / COUNT(*) as success_rate
FROM decision_trails
WHERE nerve_id = (SELECT id FROM nerves WHERE nerve_name = 'collision_avoidance')
GROUP BY states_visited
ORDER BY occurrences DESC;
```
---
## Lifeforce Cost Reference
### Sensor Cells
| Cell Type | Operation | Cost (LF) |
|-----------|-----------|-----------|
| Distance sensor | poll | 0.3-0.5 |
| Battery monitor | read | 0.1 |
| IMU sensor | sample | 0.3 |
| Light sensor | read | 0.2 |
### Motor Cells
| Cell Type | Operation | Cost (LF) |
|-----------|-----------|-----------|
| DC motor | move (per 100ms) | 1.0-2.0 |
| Servo | position | 0.5 |
### Organ Cells
| Cell Type | Operation | Cost (LF) |
|-----------|-----------|-----------|
| Speech STT | transcribe | 5.0 |
| Speech TTS | synthesize | 4.0 |
| Vision detect | detect frame | 8.0 |
---
## Tiered Reward Reference
| Tier | Level | Reward | Lifeforce Cost |
|------|-------|--------|----------------|
| 1 | Cell | +0.1 | -0.3 LF |
| 2 | Nerve | +1.0 | -2.0 LF |
| 3 | Organism | +5.0 | -8.0 LF |
| Bonus | Human verification | +2.0 | 0 LF |
---
## Ternary State Pattern
```python
state = {
"value": 0, # -1 (failed), 0 (uncertain), +1 (success)
"confidence": 0.6, # 0.0 - 1.0 confidence gradient
"trend": +0.1, # direction of change
"domain": "virtual" # "virtual" or "real" garden
}
```
---
**Created**: 2025-12-10
**Extracted from**: Cellular-Architecture.md v4.2
**Status**: Technical reference

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