Goals and specs
0 — Purpose
- 0-1. Project objective the library must make it possible to represent, generate, validate, serialize, and exploit multi-actor, multi-space, and multi-metric systems.
- 0-2. Nature of the core the core must be abstract, agnostic, extensible, and minimally teleological; it must not impose any substantive objective on the model.
- 0-3. Target domains the library must be usable in simulation, symbolic AI, generative AI, strategic games, synthetic worlds, and structural analysis.
P — Principles
- P-1. Teleological neutrality no concrete purpose must be imposed by the core.
- P-2. Extensibility new spaces, metrics, actors, rules, and formats must be addable without structural breakage.
- P-3. Multi-space an actor or a resource must be able to exist in several spaces simultaneously.
- P-4. Hierarchy and emergence an actor must be able to contain other actors or emerge from perceived, real, or projected properties.
- P-5. Reality/perception dissociation decisions must depend on perception, not necessarily on ontological reality.
- P-6. Text interoperability every object in the system must be exportable to a text format usable by AI systems.
A — Axioms
- A-1. Existence there are objects in the model; an object is any distinguishable and representable entity.
- A-2. Temporality every object, actor, resource, and attribute exists in time; time is ordered, irreversible, and common to the model.
- A-3. Spaces of existence every object exists in one or more spaces of existence, physical or abstract, whose validity depends on time.
- A-4. Actor an actor is an object capable of perception, decision, and action.
- A-5. Finitude every actor is finite in time, space, resources, and cognitive capacities.
- A-6. Resources an actor’s resources are objects with their own spaces of existence, and may consist of objects, actors, or both.
- A-7. Composition an actor may contain sub-actors with distinct attributes, constraints, and intentions.
- A-8. Reality of the model the past of the model is ontologically certain at the system level.
- A-9. Partial perception each actor has its own partial, biased, and potentially erroneous perception of the past, present, and future.
- A-10. Reality/perception dissociation actors’ decisions depend on their perception, not on the ontological reality of the model.
- A-11. Manipulability of perceptions perceptions can be modified by action, noise, forgetting, or informational transformation.
- A-12. Objectives an actor may have objectives concerning its own space of existence, that of others, its resources, or its continuity.
- A-13. Final and intermediate objectives final objectives may be stable and distant; intermediate objectives emerge dynamically from the perceived state of the world, resources, and competition.
- A-14. Capacity for conception an actor can only formulate or pursue objectives that it is capable of conceiving and sustaining in light of its resources, constraints, values, and horizon.
- A-15. Coexistence two actors can interact only if they coexist in time and share at least one relevant space of existence.
- A-16. Emergent conflict conflict can emerge from mere coexistence, without prior hostile intent, if spaces, resources, or objectives overlap.
- A-17. Harm harming an actor consists in reducing one or more dimensions of its space of existence toward null or critical values.
- A-18. Emergence of actors actors may emerge from other actors, from perceived properties, or from projections, even without full formal existence.
- A-19. Multiplicity of spaces spaces of existence may be physical, informational, symbolic, social, cognitive, legal, digital, or conceptual, and new spaces may emerge.
- A-20. Structural isomorphism actions of radically different nature may be considered equivalent if they produce structurally analogous effects on relevant metrics.
- A-21. Heterogeneous metrics effects are described by vectors of quantitative, qualitative, subjective, symbolic, or physical metrics, with no imposed common unit.
- A-22. Interpretive framework any global optimum exists only relative to an explicit interpretive framework defining objectives, weights, values, and constraints.
- A-23. Teleological neutrality the model presupposes no concrete goal; it provides a structure for representation, comparison, and evaluation.
- A-24. Emerging irrationality goals and strategies are valid for an actor only according to their perceptions, projections and belief, independently of the world ontological reality.
G — Game Theory
- G-1. Actors → players each actor in the model can be projected as a player in a game.
- G-2. Admissible actions → available strategies the set of actions compatible with resources, constraints, time, and space forms the set of admissible strategies.
- G-3. World state → game state the multi-space configuration of actors, resources, and perceptions defines the current game state.
- G-4. Partial perception → imperfect information games derived from the model are naturally games with incomplete or imperfect information.
- G-5. Intermediate objectives → subgames / stages intermediate objectives structure strategic trajectories as successive subgames.
- G-6. Heterogeneous metrics → multi-criteria utility functions utilities are not given a priori; they are derived from metrics through an interpretive framework.
- G-7. Conflict through coexistence → strategic competition mere coexistence in a shared space is enough to generate a potential competitive game.
- G-8. Limited resources → constraints and rivalries strategic rivalry may arise from overlap in resource spaces of existence, even without initial hostility.
- G-9. Reduction of the adversary’s space of existence → strategic gain/loss harming an opponent amounts to reducing their useful space of existence, which naturally translates into game utilities.
- G-10. Irreversible time → path-dependent dynamic games time irreversibility imposes a sequential, historical, and path-dependent reading of interactions.
- G-11. Uncertain future → optimization under projection an actor does not optimize a certain future, but a transition between a known past and an anticipated future.
- G-12. Internal hierarchy → nested games / internal coordination a composite actor may itself contain subgames of alignment, leadership, or coordination.
F — Functional Requirements
- F-1. Canonical serialization all core objects must implement a canonical serialization protocol.
- F-2. Canonical format the reference format must be JSON; YAML must be supported as a secondary view.
- F-3. Minimum metadata each export must contain at least
id, type, schema_version, attributes, relations, state, context, provenance. - F-4. Cross-references cycles and cross-relations must be exported through identifier references, not infinite duplication.
- F-5. LLM/SLM view a dedicated language-model view must explicitly distinguish reality, perception, belief, hypothesis, and projection.
- F-6. Determinism exports must be deterministic and diffable.
- F-7. Schema validation exports must be schema-validatable.
- F-8. Versioning any schema break must trigger a version change.
- F-9. Syntactic validation the library must validate JSON/YAML documents.
- F-10. Structural validation the library must validate types, fields, relations, and hierarchies.
- F-11. Temporal validation the library must prevent any interaction outside temporal coexistence.
- F-12. Spatial/contextual validation the library must prevent any interaction without a relevant shared space.
- F-13. Admissibility validation the library must prevent the generation of intermediate objectives or strategies outside of the actors own perceived capabilities.
- F-14. Epistemic validation the library must make the status of perceptions explicit and allow the coexistence of errors, hypotheses, and certainties.
- F-15. Minimum completeness the library must reject or flag any instantiable object that is incomplete beyond a defined threshold.
- F-16. Contextual construction the library must allow the construction of worlds, actors, perceptions, resources, or strategies from a context.
- F-17. Generation protocol the library must provide a
from_context protocol for generable objects. - F-18. Generation pipeline the library must support the pipeline
context -> text generation -> parsing -> validation -> instantiation. - F-19. Partial generation the library must allow partial, incremental, or corrective generation.
- F-20. Explicit uncertainty the library must allow the generation of incomplete worlds with explicit uncertainty zones.
- F-21. Hybrid generation the library must allow rule-based symbolic generation and structured-prompt generative generation.
- F-22. Repair the library must be able to propose repairs or diagnostics in case of validation failure.
- F-23. Modularity the library must be organized around an abstract core and complementary modules.
- F-24. Separation of responsibilities the model, validation, export, generation, and game theory must be separated into distinct layers.
- F-25. Directory structure the project must follow a clear structure including
model/, game/, io/, validation/, generation/, and examples/. - F-26. Minimum interfaces the interfaces
Serializable, Validatable, LLMExportable, ContextualBuildable, Strategy, and UtilityFunction must exist. - F-27. Demo world the system must allow instantiating a coherent small world with several actors, spaces, and resources.
- F-28. Full export the system must support export to JSON and YAML.
- F-29. Re-import the system must support re-import without essential structural loss.
- F-30. Motivated rejection the system must reject an incoherent world with an explicit diagnosis.
- F-31. Minimal generation the system must generate at least one actor and one strategy from a context.
- F-32. Minimal game the system must produce a simple game instance with relative utilities.
- F-33. Ontological statuses the system must clearly document the real, perceived, hypothetical, and emergent statuses.
- F-34. Implementation priority V1 must prove the full chain representation → validation → export → generation → game.
- F-35. Minimal core V1 must first deliver the abstract core, canonical JSON, YAML, basic validation, minimal contextual generation, and a minimal game-theory interface.
- F-36. Reference examples V1 must include at least two examples: a simple world and a hierarchical multi-actor case.
V1 priority
V1 must first demonstrate the system core with a reduced but complete scope: abstract core, canonical serialization, validation, minimal generation, and projection into game theory. The goal is to validate the end-to-end chain before adding mathematical refinements, more sophisticated solvers, or advanced features.
V1 priorities
- Abstract core of the model objects.
- Canonical JSON + YAML.
- Base-level full validation system.
- Minimal contextual generation.
- Minimal game-theory interface.
- Two examples: a simple world and a hierarchical multi-actor case.
Current repository state (April 2026)
The repository now contains a broader functional V1-incremental core spanning model, perception, projection, strategy, and authority/runtime boundaries.
04/25/26 - major architectural overhaul:
Local tests reveal the current architecture is too abstract for any practical implementation. It has been decided to :
- to keep the current code in a core module
ometeotl_core, which is intended to remain abstract; - to add a primary layer of specialization
ometeotl_foundations, including :- spatial: primary layer of spatial implementation of
ometeotl_core; - networks: primary layer of graph theory implementation of
ometeotl_core - …
- to add, lastly, an adapter layer
ometeotl_adapters, which implements each specialization layer with a reputable library.
Implemented and tested now
- Core object model in
src/ometeotl_core/model/:ModelObject, GenericObject, Actor, Resource, Space, World.WorldModelRegistry and reconstruction helpers.
- Spatial structures:
SpaceObjectGraph and SpaceObjectMembership.SpaceRelation, SpaceRelationType, and SpaceRelationGraph with canonicalization and relation constraints.
- Actor hierarchy and abstraction:
- Composition modes and explicit
component relations on actors. - Cycle detection, tree resolution, parent lookup, and abstract hierarchy helpers.
- Abstract spaces through
Space.is_abstract.
- Perception layer:
Perception, PerceivedSpace, PerceivedMembership, PerceivedRelation, PerceivedComponentLink.- Epistemic status validation and deterministic serialization of perceived structures.
- Sensor pipeline:
CoverageRule and NoiseRule abstractions.TotalCoverageRule and IdentityNoiseRule defaults.- Timestamp-aware and deterministic perception id behavior.
- Projection and strategy layers:
ProjectionAssumption, ProjectedPerceptionChange, ProjectedPerceptionState, ActionProjection, ProjectionBatch.DefaultProjectionTool, Strategy, StrategyNode, StrategyOutcomeBranch, StrategyBuildStep.
- Teleology and utility layers:
Goal, GoalBuildStep, GoalDecompositionTree.GoalFeasibilityTool, DefaultGoalFeasibilityTool, GoalAdmissibilityChecker.UtilityFunction, UtilityFrame, WeightedSumUtility, LexicographicUtility, StrategyRanker.
- Core runtime infrastructure:
AuthorityCommandHandler, CommandEnvelope, CommandResult, AuditEntry.RuntimeContext and build_runtime(...).
- Validation layer in
src/ometeotl_core/validation/:- Validation contracts and staged pipeline.
- Validator families: syntactic, structural, temporal, spatial, admissibility, epistemic, completeness.
- Policy profiles:
observe_only, enforce_structure, enforce_domain. - Diagnostics and repair suggestions.
- Quality gate:
- Automated tests in
tests/ometeotl_core/model/, tests/ometeotl_core/generic/, tests/ometeotl_core/game/, tests/ometeotl_core/io/, and tests/ometeotl_core/validation/. - Current baseline:
317 collected tests.
Still incomplete or planned
src/ometeotl_core/io/ for dedicated import/export workflows.src/ometeotl_core/generation/ for contextual construction and repair.src/ometeotl_core/game/ for deeper solver-facing abstractions beyond current utility and ranking primitives.src/ometeotl_core/examples/ for reference worlds and end-to-end demos.
Current TODO priorities
- Implement dedicated IO workflows.
- Implement contextual generation and repair.
- Implement the game layer.
- Extend the strategy layer to support one-action-to-many-outcomes branching with branch-specific projected successor perceptions.
- Add examples and end-to-end demonstrations.
src/ometeotl_core/examples/