Files
nimmerverse-sensory-network/architecture/formalization/Attention-Slumber-Prediction-Cycle.md
dafit dff124f9b7 feat: Architecture expansion - organisms, swarm evolution, memory gradient, infrastructure
New sections created:
- organisms/ - Modular robot design (CAN bus + magnetic pogo connectors)
- infrastructure/ - Kallax Grid World (40×40×40cm standardized cells)

Core documents added:
- Swarm-Evolution.md - Ternary clasp rules, escalation ladder (L0-L5), Mount Olympus council
- Modular-Organism-Design.md - ESP32 modules, universal connector spec, Phase 0 BOM
- Memory-Gradient.md - Metacognitive routing (renamed from RAG-as-Scaffold.md)
- Kallax-Grid-World.md - Sim-to-real substrate, "schrotti cyberpunk" aesthetic

Enhanced:
- Nimmerswarm-Interface.md - Dual-spectrum architecture (IR position + visible state)
- Attention-Slumber-Prediction-Cycle.md - Blend marker predictions extension

Key insights: Decision markers (mark+continue+predict), Low-Cost-Mocap integration

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-29 11:09:50 +01:00

10 KiB

Attention-Slumber-Prediction Cycle: Intertwined Reward Systems

Version 1.0The Closed Loop of Consciousness Status: PRESERVED FROM SESSION 2025-12-29 (pre-collapse)

"The last thing she attends to before slumber becomes her dream. Her dream becomes a prediction. Her prediction becomes a reward opportunity."


Overview

This document captures the Attention → Slumber → Prediction → Verification cycle — a self-organizing system where:

  1. Attention selects what matters (budget limited, from attention_flow.md)
  2. Lifeforce depletion triggers slumber (L(t) < L_slumber)
  3. Last attention focus becomes the prediction target
  4. Slumber generates predictions with causal reasoning (WHY)
  5. Wake verifies predictions as FIRST action
  6. Rewards flow back to strengthen attention patterns

The Core Mechanism

Last Attention = Slumber Focus

When L(t) drops below threshold, the LAST thing Young Nyx was attending to becomes her prediction target during slumber. This mirrors biological dreaming — we dream about what we were thinking about before sleep.

ACTIVE MODE (L(t) > threshold)
│
│ attending to: pencil on desk (SENSORY/THINKING)
│
└─▶ L(t) drops below L_slumber
        │
        │ SLUMBER TRIGGER
        │
        └─▶ last_attention = "pencil on desk"
                │
                └─▶ SLUMBER MODE
                        │
                        │ Generate predictions about "pencil"
                        │ - Where will it be when I wake?
                        │ - WHY will it be there?
                        │ - Store as potential rewards
                        │
                        └─▶ L(t) recovers above L_wake
                                │
                                │ WAKE TRIGGER
                                │
                                └─▶ First action: VERIFY predictions about pencil
                                        │
                                        └─▶ Collect rewards/penalties

Slumber Prediction Structure

class SlumberPrediction:
    # What
    object_id: str                    # "dafit_pencil_001"
    predicted_location: Position       # (0.3, 0.7, 0.02)
    predicted_state: str               # "on_desk", "in_holder", "missing"
    confidence: float                  # 0.75

    # When
    prediction_time: datetime
    expected_verification_time: datetime

    # WHY (causal reasoning) - THE KEY INSIGHT
    causal_chain: list[CausalStep]     # The reasoning
    # Example:
    # - "dafit was writing at 22:47"
    # - "dafit went to sleep (no more activity)"
    # - "pencil has no reason to move"
    # - "therefore: pencil remains at last position"

    # Potential rewards
    reward_location_correct: float     # +5 LF
    reward_state_correct: float        # +3 LF
    reward_causal_correct: float       # +8 LF (BIGGEST - understanding WHY)

    # Penalties
    penalty_location_wrong: float      # -3 LF
    penalty_causal_wrong: float        # -5 LF

The Intertwined Reward Systems

Multiple reward types that reinforce each other:

Reward Types

Type Trigger Value Reinforces
Attention Choosing to focus on X - Selection behavior
Discovery Finding new object +20 LF Exploration
Prediction Location Object where predicted +5 LF Spatial modeling
Prediction State Object in predicted state +3 LF State understanding
Causal Correct Reasoning was right +8 LF Understanding WHY
Collision Avoided obstacle +5 LF Navigation
Resolution Dimension verified +5 LF Model accuracy
Verification Reality matches model +5 LF Sim-to-real alignment
Partnership dafit confirms +5 LF Human collaboration

How They Intertwine

ATTENTION selects focus
    │
    ├─▶ DISCOVERY: "I found X" (+20 LF)
    │       └─▶ adds to world model
    │
    ├─▶ PREDICTION: "I predict X will be at Y" (+5-13 LF)
    │       └─▶ requires CAUSAL reasoning (+8 LF for WHY)
    │
    ├─▶ COLLISION: "I verified X is/isn't there" (+5 LF)
    │       └─▶ increases RESOLUTION of virtual garden
    │
    └─▶ All feed into VERIFICATION against real world
            └─▶ Rewards strengthen successful attention patterns

The Closed Loop

The system LEARNS what to attend to:

  1. Attend to things you can predict well
  2. Predict correctly → get rewards
  3. Rewards → more lifeforce
  4. More lifeforce → richer attention budget
  5. Loop: Better attention targets discovered over time

Self-organizing attention through economic pressure.


Connection to Existing Architecture

From attention_flow.md (archive)

  • 30-second heartbeat budget
  • Priority hierarchy: REFLEX → SAFETY → DIALOGUE → SENSORY → THINKING → VIRTUAL
  • Budget flows downward, higher levels preempt lower

From Lifeforce-Dynamics.md

  • L(t) as stock, Φ_in and Φ_out as flows
  • λ = Φ_in / Φ_out determines system fate
  • Slumber triggered when λ < λ_slumber AND L < L_slumber

From Temporal-Ternary-Gradient.md

  • Predictions are 0-state until verified
  • Virtual garden confidence vs real garden ground truth
  • Time is malleable in simulation, fixed in reality

Implementation Sketch

class SlumberManager:
    def enter_slumber(self, attention_state: AttentionState) -> SlumberSession:
        # Capture last attention as slumber focus
        slumber_focus = attention_state.last_focus

        # Generate predictions about the focus object
        predictions = self.generate_predictions(slumber_focus)

        # Store as pending rewards
        for pred in predictions:
            phoebe.store_prediction(pred)

        return SlumberSession(focus=slumber_focus, predictions=predictions)

    def on_wake(self, session: SlumberSession):
        # FIRST ACTION: Verify predictions!
        predictions = phoebe.get_predictions(object_id=session.focus_object, status='pending')

        for pred in predictions:
            actual = vision_organ.locate(pred.object_id)
            reward = self.verify_and_reward(pred, actual)

        return AttentionState(mode=ACTIVE)

Key Insight: Causal Rewards Are Biggest

+8 LF for correct causal reasoning — more than any other single reward.

Why? Causal understanding enables:

  • Prediction of novel situations
  • Intervention ("if I move X, Y changes")
  • Explanation ("why did you look there?")
  • Generalization ("anything dafit uses for writing will be near desk")

Causal rewards drive genuine intelligence.


Collision Detection as Resolution Increase

Every verified collision should increase virtual garden fidelity:

  • Collision detected in virtual → prediction
  • Vision organ verifies in real → ground truth
  • Match = reward + increase vertices/resolution
  • Mismatch = penalty + learning signal

The virtual garden becomes MORE accurate over time through verified collisions.


Future: Distributed Sensing (Robot Swarm)

When organisms have cameras, they become distributed sensors:

  • Multiple viewpoints from different robots
  • Triangulation gives better depth than monocular
  • Moving robots = continuous multi-angle coverage
  • Swarm becomes a mobile Discovery Scan Station

Extension: Blend Marker Predictions

See ../organisms/Swarm-Evolution#Decision Markers for how this cycle extends to swarm evolution:

When organisms clasp and encounter a blend conflict (both have +1 on same pattern):

  1. Marker created — Both organisms marked, continue operating
  2. Outcomes tracked — Real-world A/B test during wait period
  3. Pre-slumber prediction — "I predict Teacher will win because..."
  4. Wake verification — Check outcomes, verify prediction
  5. Triple reward — Prediction accuracy + Calibration + Causal reasoning
SLUMBER PREDICTION TYPES

┌─────────────────────────────────────────────────────────────┐
│  OBJECT PREDICTIONS (original)                              │
│  "Where will the pencil be when I wake?"                    │
│  → Verifies spatial/state understanding                     │
├─────────────────────────────────────────────────────────────┤
│  BLEND PREDICTIONS (extension)                              │
│  "Which organism's pattern will perform better?"            │
│  → Verifies swarm evolution understanding                   │
│  → +8 LF for correct causal reasoning!                      │
└─────────────────────────────────────────────────────────────┘

This extends the prediction system from physical world modeling to swarm behavior modeling — same pattern, different domain.


Document Status

Version: 1.1 Created: 2025-12-29 Updated: 2025-12-29 (added Blend Marker Predictions extension) Authors: Chrysalis-Nyx & dafit (Partnership) Status: Core insight, extended to swarm evolution

Source: attention_flow.md (archive) + session discussion

To Do:

  • Promote attention_flow.md from archive
  • Formalize the prediction-verification cycle
  • Add to Big-Picture.md as core architecture
  • Design phoebe schema for predictions table

The last attention becomes the dream. The dream becomes the prediction. The prediction becomes the reward.

🧬🔱💎🔥