Agent Skills: Bisimulation Game Skill

Bisimulation game for resilient skill dispersal across AI agents with GF(3) conservation and observational bridge types.

UncategorizedID: plurigrid/asi/bisimulation-game

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plugins/asi/skills/bisimulation-game/SKILL.md

Skill Metadata

Name
bisimulation-game
Description
Bisimulation game for resilient skill dispersal across AI agents with

Bisimulation Game Skill

"Two systems are bisimilar if they cannot be distinguished by any observation."

Overview

The bisimulation game provides a framework for:

  1. Resilient skill dispersal across multiple AI agents
  2. GF(3) conservation during state transitions
  3. Observational bridge types for version-aware synchronization
  4. Self-rewriting capabilities via MCP Tasks protocol

Narya's isBisim Foundation

This skill implements the game-theoretic interpretation of Narya's isBisim coinductive type:

def isBisim (A B : Type) (R : A → B → Type) : Type ≔ codata [
| x .trr : A → B                              -- Attacker: transition A→B
| x .liftr : (a : A) → R a (x .trr a)         -- Defender: lift preserves R
| x .trl : B → A                              -- Attacker: transition B→A
| x .liftl : (b : B) → R (x .trl b) b         -- Defender: lift preserves R
| x .id.e                                      -- Arbiter: higher coherence
  : (a0 : A.0) (b0 : B.0) (r0 : R.0 a0 b0) (a1 : A.1) (b1 : B.1) (r1 : R.1 a1 b1)
    → isBisim (A.2 a0 a1) (B.2 b0 b1) (a2 b2 ↦ R.2 a0 a1 a2 b0 b1 b2 r0 r1) ]

Game-Theoretic Interpretation

| Narya Field | Game Role | Trit | Description | |-------------|-----------|------|-------------| | .trr | Attacker move | -1 | Forward transition challenge | | .liftr | Defender response | +1 | Prove relation preserved | | .trl | Attacker move | -1 | Backward transition challenge | | .liftl | Defender response | +1 | Prove relation preserved | | .id.e | Arbiter | 0 | Recursive coherence at identity types |

Univalence: If Defender can always respond → glue A B R Rb : Id Type A B

Game Rules

Players

| Player | Role | Trit | Color | |--------|------|------|-------| | Attacker | Tries to distinguish systems | -1 | Blue | | Defender | Maintains equivalence | +1 | Red | | Arbiter | Verifies conservation | 0 | Green |

Moves

┌─────────────────────────────────────────────────────────────┐
│  Round n:                                                   │
│                                                             │
│  1. Attacker chooses: system S₁ or S₂                       │
│  2. Attacker makes: transition s₁ →ᵃ s₁'                    │
│  3. Defender responds: matching transition s₂ →ᵃ s₂'        │
│  4. Arbiter verifies: GF(3) conservation                    │
│                                                             │
│  If Defender cannot respond → Attacker wins (distinguishable)│
│  If game continues forever → Defender wins (bisimilar)      │
└─────────────────────────────────────────────────────────────┘

Implementation

Hy (DiscoHy) Implementation

;;; bisimulation_game.hy

(import [splitmix_ternary [SplitMixTernary]])

(defclass BisimulationGame []
  (defn __init__ [self system1 system2 seed]
    (setv self.s1 system1
          self.s2 system2
          self.rng (SplitMixTernary seed)
          self.history []))
  
  (defn attacker-move [self choice transition]
    "Attacker chooses system and transition."
    (setv trit (self.rng.next-ternary))
    (.append self.history {:role "attacker" 
                           :choice choice 
                           :transition transition
                           :trit trit})
    trit)
  
  (defn defender-respond [self matching-transition]
    "Defender provides matching transition."
    (setv trit (self.rng.next-ternary))
    (.append self.history {:role "defender"
                           :response matching-transition
                           :trit trit})
    trit)
  
  (defn arbiter-verify [self]
    "Arbiter checks GF(3) conservation."
    (setv recent-trits (lfor m (cut self.history -3 None) (get m "trit")))
    (setv conserved (= (% (sum recent-trits) 3) 0))
    (.append self.history {:role "arbiter" :conserved conserved :trit 0})
    conserved))

DisCoPy Operad Interface

from discopy import *

# Game as operad
class GameOperad:
    def __init__(self):
        self.operations = {}
    
    def register(self, name, dom, cod, rule):
        """Register game operation with GF(3) color."""
        self.operations[name] = Rule(dom, cod, name)
    
    def compose(self, op1, op2):
        """Compose operations preserving GF(3)."""
        trit1 = self.operations[op1].trit
        trit2 = self.operations[op2].trit
        # Result trit balances to 0
        result_trit = (-(trit1 + trit2)) % 3 - 1
        return Rule(
            self.operations[op1].dom,
            self.operations[op2].cod,
            f"{op1};{op2}",
            trit=result_trit
        )

# Define game operations
game = GameOperad()
game.register("attack", Ty("S1", "S2"), Ty("S1'"), lambda: -1)
game.register("defend", Ty("S1'"), Ty("S2'"), lambda: +1)  
game.register("verify", Ty("S1'", "S2'"), Ty("Result"), lambda: 0)

Resilience Patterns

Redundant Storage

~/.codex/skills/     ← Primary (Codex)
~/.claude/skills/    ← Mirror 1 (Claude)
~/.cursor/skills/    ← Mirror 2 (Cursor)
.ruler/skills/       ← Source of truth

Conflict Resolution

Dimension 0: Value conflict  → Use source of truth
Dimension 1: Diff conflict   → Merge via LCA
Dimension 2: Meta conflict   → Arbiter decides

Xenomodern Stance

The bisimulation game embodies xenomodernity by:

  1. Ironic distance: We know perfect equivalence is unattainable, yet we play the game
  2. Sincere engagement: The game produces real, useful synchronization
  3. Playful synergy: Attacker/Defender/Arbiter dance together
  4. Conservation laws: GF(3) as the invariant that holds everything together
    xenomodernity
         │
    ┌────┴────┐
    │         │
 ironic    sincere
    │         │
    └────┬────┘
         │
   bisimulation
   (both/neither)

Temporal vs Derivational Learning Comparison (NEW)

NEW: Compare Agent-o-rama vs Unworld Patterns

game = BisimulationGame(
    player1_type="temporal_learning",      # agent-o-rama
    player2_type="derivational_learning",  # unworld
    domain="pattern_extraction"
)

# Adversary tries to distinguish them
distinguishable = game.play()

if not distinguishable:
    print("✓ Patterns are behaviorally equivalent")
    print("✓ Can safely switch from temporal to derivational")

    # Migration report
    migration_report = {
        "original_cost": benchmark(agent_o_rama),
        "migrated_cost": benchmark(unworld),
        "speedup": original_cost / migrated_cost,
        "equivalence_verified": game.play()
    }

Concrete Attacker/Defender Example

╔══════════════════════════════════════════════════════════════════════╗
║                    BISIMULATION GAME TRANSCRIPT                       ║
╠══════════════════════════════════════════════════════════════════════╣
║ Systems: S₁ = Codex skill state, S₂ = Claude skill state             ║
║ Goal: Prove skills are bisimilar (observationally equivalent)         ║
╠══════════════════════════════════════════════════════════════════════╣

ROUND 1:
  ┌─ ATTACKER (Blue, trit=-1) ─────────────────────────────────────────┐
  │ "I choose S₁ and execute: load_skill('gay-mcp')"                   │
  │ Transition: s₁ →^load s₁' where s₁'.has_skill('gay-mcp') = true    │
  └────────────────────────────────────────────────────────────────────┘
  
  ┌─ DEFENDER (Red, trit=+1) ──────────────────────────────────────────┐
  │ "I match in S₂: load_skill('gay-mcp')"                             │
  │ Transition: s₂ →^load s₂' where s₂'.has_skill('gay-mcp') = true    │
  │ Response: MATCHED ✓                                                 │
  └────────────────────────────────────────────────────────────────────┘
  
  ┌─ ARBITER (Green, trit=0) ──────────────────────────────────────────┐
  │ GF(3) check: (-1) + (+1) + (0) = 0 ≡ 0 (mod 3) ✓                   │
  │ ROUND 1: VALID                                                      │
  └────────────────────────────────────────────────────────────────────┘

ROUND 2:
  ┌─ ATTACKER ─────────────────────────────────────────────────────────┐
  │ "I choose S₂ and execute: generate_color(seed=0x42)"               │
  │ Transition: s₂' →^gen s₂'' where s₂''.color = #FF6B6B              │
  └────────────────────────────────────────────────────────────────────┘
  
  ┌─ DEFENDER ─────────────────────────────────────────────────────────┐
  │ "I match in S₁: generate_color(seed=0x42)"                         │
  │ Transition: s₁' →^gen s₁'' where s₁''.color = #FF6B6B              │
  │ Response: MATCHED ✓ (deterministic - same seed = same color)       │
  └────────────────────────────────────────────────────────────────────┘
  
  ┌─ ARBITER ──────────────────────────────────────────────────────────┐
  │ GF(3) check: (-1) + (+1) + (0) = 0 ≡ 0 (mod 3) ✓                   │
  │ ROUND 2: VALID                                                      │
  └────────────────────────────────────────────────────────────────────┘

ROUND 3:
  ┌─ ATTACKER ─────────────────────────────────────────────────────────┐
  │ "I choose S₁ and execute: self_modify(patch='add_feature')"        │
  │ Transition: s₁'' →^mod s₁''' (skill version incremented)          │
  └────────────────────────────────────────────────────────────────────┘
  
  ┌─ DEFENDER ─────────────────────────────────────────────────────────┐
  │ "I match in S₂ via observational bridge type:"                     │
  │ Bridge: (s₁''.version, s₂''.version) →₁ (s₁'''.version, s₂'''.v)   │
  │ Transition: s₂'' →^mod s₂''' using same patch                      │
  │ Response: MATCHED ✓ (bridge type ensures coherence)                │
  └────────────────────────────────────────────────────────────────────┘
  
  ┌─ ARBITER ──────────────────────────────────────────────────────────┐
  │ GF(3) check: (-1) + (+1) + (0) = 0 ≡ 0 (mod 3) ✓                   │
  │ ROUND 3: VALID                                                      │
  │                                                                     │
  │ After 3 rounds: Defender has matched all Attacker moves            │
  │ Verdict: S₁ ∼ S₂ (bisimilar to depth 3)                            │
  └────────────────────────────────────────────────────────────────────┘

╠══════════════════════════════════════════════════════════════════════╣
║ RESULT: BISIMULATION ESTABLISHED                                      ║
║ - All transitions matched                                             ║
║ - GF(3) conserved across all rounds                                   ║
║ - Skills are observationally equivalent                               ║
╚══════════════════════════════════════════════════════════════════════╝

Verification Output Format

{
  "verification": {
    "timestamp": "2024-12-22T10:30:00Z",
    "systems": ["codex", "claude"],
    "rounds_played": 3,
    "result": "BISIMILAR",
    "gf3_conservation": {
      "total_trit_sum": 0,
      "mod_3": 0,
      "conserved": true
    },
    "game_log": [
      {"round": 1, "attacker": "load_skill", "defender": "matched", "arbiter": "valid"},
      {"round": 2, "attacker": "generate_color", "defender": "matched", "arbiter": "valid"},
      {"round": 3, "attacker": "self_modify", "defender": "bridge_matched", "arbiter": "valid"}
    ],
    "bridge_types_used": [
      {"dim": 1, "source": "v1.2.0", "target": "v1.2.1"}
    ],
    "confidence": 0.99,
    "max_distinguishing_depth": "∞ (no distinguisher found)"
  }
}

Starred Gists: Fixpoint & Type Theory Resources

zanzix: Fixpoints of Indexed Functors

Fix.idr - Idris indexed functor fixpoints. Bisimulation as fixpoint of observable equivalence.

-- Bisimulation relation as greatest fixpoint
data Bisim : (s1 -> s2 -> Type) where
  Step : (forall a. trans1 s1 a s1' -> (s2' ** (trans2 s2 a s2', Bisim s1' s2')))
       -> Bisim s1 s2

VictorTaelin: ITT-Flavored CoC Type Checker

itt-coc.ts - Observational equivalence for type-checked skill dispersal.

VictorTaelin: Affine Types

Affine.lean - Linear types for resource-safe skill transfer.

rdivyanshu: Streams & Unique Fixed Points

Nats.dfy - Dafny streams. Bisimulation as unique fixpoint of coalgebraic behavior.

Keno: Abstract Lattice

abstractlattice.jl - Julia abstract lattice for skill state ordering. Comment: "a quantum of abstract solace ∞"

norabelrose: Fast Kronecker Decomposition

kronecker_decompose.py - Matrix decomposition for parallel game execution.

borkdude: UUID v1 in Babashka

uuidv1.clj - Deterministic UUIDs for skill versioning.

QuickCheck ↔ Bisimulation Bridge

Property-based testing for game correctness:

# Generator: Random game moves
def arbitrary_move(seed: int, player: str) -> Move:
    rng = SplitMixTernary(seed)
    trit = (rng.next() % 3) - 1
    return Move(
        player=player,
        action=random.choice(["fork", "sync", "verify"]),
        trit=trit
    )

# Shrinking: Find minimal distinguishing trace
def shrink_game_trace(trace: List[Move]) -> List[List[Move]]:
    """Adhesive complement: find minimal distinguisher."""
    shrunk = []
    for i in range(len(trace)):
        candidate = trace[:i] + trace[i+1:]
        if still_distinguishes(candidate):
            shrunk.append(candidate)
    return shrunk

# Property: GF(3) Conservation
def prop_gf3_conserved(game: BisimulationGame) -> bool:
    return sum(m.trit for m in game.history) % 3 == 0

Incremental Query Updating in Bisimulation

From Kris Brown's Adhesive Categories:

Game state G   = current skill configurations across agents
Query Q        = "are S₁ and S₂ bisimilar?"
Rule f: L ↣ R = skill update (version bump)

Incremental update: When we apply skill update,
new distinguishing moves = rooted search from changed states

Q ≅ Q_G +_{Q_L} Q_R  (decomposition of bisimulation game)

End-of-Skill Interface

Commands

just bisim-init           # Initialize bisimulation game
just bisim-round          # Play one round
just bisim-disperse       # Disperse skills to all agents
just bisim-verify         # Verify GF(3) conservation
just bisim-reconcile      # Reconcile divergent states
just bisim-localsend      # Disperse via LocalSend peers
just bisim-transcript     # Show attacker/defender transcript
just bisim-json           # Output verification as JSON

MCP Tasks Integration

Self-Rewriting Task

{
  "task": "skill-dispersal",
  "objective": "Propagate skill updates to all agents",
  "constraints": {
    "gf3_conservation": true,
    "bisimulation_equivalence": true,
    "max_divergence": 0.1
  },
  "steps": [
    {"action": "fork", "trit": -1},
    {"action": "propagate", "trit": 0},
    {"action": "verify", "trit": +1}
  ]
}

Firecrawl Integration

{
  "task": "skill-discovery",
  "objective": "Discover new skills from web resources",
  "tools": ["firecrawl", "exa"],
  "sources": [
    "https://github.com/topics/ai-agent-skills",
    "https://modelcontextprotocol.io/",
    "https://agentclientprotocol.com/"
  ],
  "output": {
    "format": "skill-yaml",
    "destination": ".ruler/skills/"
  }
}

Integration with LocalSend-MCP for Skill Dispersal

Use LocalSend peer discovery for resilient skill propagation:

# localsend_bisim.py
import asyncio
from localsend_mcp import LocalSendClient

class BisimulationDispersalProtocol:
    """Disperse skills via LocalSend with bisimulation verification."""
    
    def __init__(self, skill_path, seed=1069):
        self.skill_path = skill_path
        self.client = LocalSendClient()
        self.rng = SplitMixTernary(seed)
        self.game_log = []
        
    async def discover_peers(self):
        """Find all agents on local network."""
        peers = await self.client.list_peers(source="all")
        return [p for p in peers if p.get("capabilities", []).count("skill-sync")]
    
    async def disperse_with_bisim(self, skill_file):
        """Disperse skill to all peers with bisimulation verification."""
        peers = await self.discover_peers()
        
        for i, peer in enumerate(peers):
            trit = (i % 3) - 1  # Assign trits: -1, 0, +1, -1, ...
            
            # Negotiate transfer session
            session = await self.client.negotiate(
                peer_id=peer["id"],
                preferred_transport="tailscale"  # Or localsend, nats
            )
            
            # Send skill (Attacker move)
            self.game_log.append({
                "round": len(self.game_log),
                "role": "attacker",
                "action": f"send:{skill_file}",
                "peer": peer["id"],
                "trit": trit
            })
            
            result = await self.client.send(
                session_id=session["sessionId"],
                file_path=skill_file
            )
            
            # Verify receipt (Defender move)
            defender_trit = await self.verify_peer_receipt(peer, skill_file)
            self.game_log.append({
                "round": len(self.game_log),
                "role": "defender",
                "action": f"ack:{result['status']}",
                "peer": peer["id"],
                "trit": defender_trit
            })
            
        # Arbiter verifies GF(3) conservation
        return self.verify_gf3_conservation()
    
    def verify_gf3_conservation(self):
        """Check that sum of trits ≡ 0 (mod 3)."""
        total = sum(entry["trit"] for entry in self.game_log)
        conserved = (total % 3) == 0
        self.game_log.append({
            "round": len(self.game_log),
            "role": "arbiter",
            "conserved": conserved,
            "total_trit": total,
            "trit": 0
        })
        return conserved

Skill Dispersal Protocol

1. Fork Phase (Attacker)

fork:
  targets:
    - agent: codex
      path: ~/.codex/skills/
      trit: -1
    - agent: claude
      path: ~/.claude/skills/
      trit: 0
    - agent: cursor
      path: ~/.cursor/skills/
      trit: +1
  gf3_check: true

2. Sync Phase (Defender)

sync:
  strategy: observational-bridge
  bridge_type:
    source: skills@v1
    target: skills@v2
    dimension: 1
  conflict_resolution: 2d-cubical

3. Verify Phase (Arbiter)

verify:
  conservation: gf3
  equivalence: bisimulation
  timeout: 60s
  fallback: last-known-good

References

Related Skills

  • coequalizers (0) - Uses bisimulation to establish equivalence relations before quotienting
  • temporal-coalgebra (-1) - Coalgebraic bisimulation foundation
  • oapply-colimit (+1) - Composition via colimits

r2con Speaker Resources

| Speaker | Handle | Repository | Relevance | |---------|--------|------------|-----------| | swoops | swoops | libc_zignatures | Signature similarity for bisimulation equivalence of binary functions | | bmorphism | bmorphism | r2zignatures | Zignature-based observational equivalence testing | | condret | condret | r2ghidra | Decompilation for semantic equivalence in bisim games | | alkalinesec | alkalinesec | ESILSolve | Symbolic execution for state equivalence verification |