Home / Research / Organism Steering Game
GROWINGPlanted 2026-04-12

Organism Steering Game Theory

Teaching CT through embodied experience on a dynamic contact graph

Applied CT·Contact Graph + Organism Theory + Budget Regimes
A1A3A4A5T1T2T3T5Element-IElement-VI
THE INSIGHT

Every game mechanic is a CT theorem in action. The contact graph IS the game world. Organism growth expands cascade range. The six organism elements become six gameplay systems that emerge from alignment, not from construction.

The player begins as a single pattern on a contact graph and must grow an organism by steering alignment. Structure is not built — it emerges. Scaffold appears from bonding. Loops appear from graph cycles. Walls appear from inside/outside asymmetry.

If the player can describe what happened without using CT vocabulary, the mechanic failed.

The Contact Graph as Game World

Derivation from A1, A3, A4, A5

The game world is a contact graph G = (V, E) where nodes are patterns with CL, budgets (Bth, Bcx, Bleak), and alignment angle θ. Edges carry surface tension τ = λleak · sin²(Δθ).

GRAPH DYNAMICS (PER TICK)

1. New patterns appear (A9: environment always produces novel disturbances)

2. Existing patterns die (Sel < 0 under current Λ prices)

3. Edges form (patterns drift into mutual poke range) or break (drift apart)

4. External organisms enter the neighborhood (cascade ranges overlap)

VISIBILITY = CASCADE RANGE

The player sees only the neighborhood within Rcascade, proportional to CL(A*). As the organism grows more coherent, its binder strengthens and more distant patterns become interactive. The world gets bigger as a consequence of growing coherence.

Six Elements as Game Systems

Each element maps to a player resource

I. SCAFFOLD
The Substrate

Internal "road network" defining distances. If degraded, transport costs rise unboundedly. Emerges from having sufficient density of internal connections with stable distance metrics.

II. BINDER
The Compass

The organism's identity and alignment direction theta_{A*}. Steering costs B_cx quadratically (B6): small corrections are cheap, large pivots are expensive.

III. LOOP NETWORKS
The Nervous System

Sensing and communication apparatus. Circulate through the organism detecting pokes (sensor) and carrying information (transport). Each loop costs B_cx proportional to beta_1.

IV. DOMAIN WALLS
The Immune Boundary

Boundary with the external contact graph. Insulate the interior from external pokes. Emerge wherever the organism meets patterns with different alignment angles.

V. HIDDEN EDITORS
The Repair Crew

Detect misalignment between sub-regions and correct it. Have irreducible blind spots (T1). The player infers blind spots from unrepaired damage.

VI. LEAKAGE
The Tax

Always non-zero (A9). The CL meter slowly drains even when nothing bad happens. Standing still is dying.

Five Player Controls

Each derived from CT, each interacting through SEP

1. Binder alignment — direction on the contact graph. Determines which external patterns are forward vs. peripheral.
2. Budget allocation — distributing total budget across Bth, Bcx, Bleak. Deviation from SEP has consequences.
3. Sensitivity (σ) — from T5. How much the organism attends to anti-binder signal vs. dominant direction.
4. Root deployment — sending seed-roots in chosen directions. Growth mechanism and hedge against the unknown (T2).
5. Pruning — killing roots consuming resources without generating coherence. Dead roots carry information.

Level Zero: Abiogenesis

From single pattern to organism via emergence

The six elements emerge in a specific order dictated by their dependencies. The player does not build structure — structure emerges from aligned interaction under selection pressure.

Phase 1: Binder nucleation

Player steers theta toward nearby aligned patterns. Surface tension drops. Bonds form. The player IS the binder.

Phase 2: Scaffold emergence

Bonded patterns create edges with transport costs. Edges define distances = pseudo-metric. Scaffold emerges from bonding, not building.

Phase 3: Loop emergence

With 3+ patterns and 3+ edges, cycles form. beta_1 goes from 0 to 1. The first circulating pulse = birth of sensing.

Phase 4: Domain wall emergence

Cluster develops interior vs. boundary nodes. Boundary nodes face misaligned external patterns. The asymmetry IS the wall.

Phase 5: Editor emergence

Nodes drift from alignment. Neighbors detect via loops, transmit correction via scaffold. Self-repair appears without player action.

Phase 6: Leakage (always present)

Present from tick zero (A9). What changes is not whether leakage exists but what generates and mitigates it.

THE DEEPEST LESSON

Structure is not imposed. Structure emerges from aligned interaction under selection pressure. The player who completes Level Zero understands this chain not as an abstract argument but as a sequence of events they caused by doing nothing more than steering alignment.

Budget Regimes as Game Levels

Three regimes from SEP when one lambda dominates

B_th STARVATION — THE SEEDLING

λth dominates. Moving information is expensive. Optimal strategy: stay compact, deploy many cheap roots (T2 multi-root), accept most will die (root death as information).

B_cx STARVATION — THE COORDINATION CRISIS

λcx dominates. Internal coordination is costly. Loops, editors, and root connections are expensive. The organism can move but cannot organize.

B_leak DOMINANT — THE FORTRESS

λleak dominates. Boundary exposure is deadly. The environment is hostile. The organism must seal itself. Every unit of leakage is fatal.

Falsifiable Predictions

Game Design
P1: Element Recall
Players who complete Level Zero (abiogenesis) will be able to name all six organism elements without reference material, because they experienced each emergence phase.
CONFIRMS IF
Players name all six elements without reference
FALSIFIES IF
Players cannot name elements after completing Level Zero
SEP Theory
P2: Sigma Convergence
Players who discover the sigma slider through gameplay will converge to sigma* within 5 trials, matching the SEP prediction for the game's lambda configuration.
CONFIRMS IF
Sigma converges to sigma* within 5 trials
FALSIFIES IF
Sigma values remain random across sessions
Phase Transitions
P3: Snap Transition
The T3 snap transition (dominant root taking over) will occur in gameplay at the predicted f_c threshold. Players who invest in the anti-binder brake will delay snap.
CONFIRMS IF
Snap occurs at predicted f_c threshold
FALSIFIES IF
Snap timing uncorrelated with sigma setting

Source: CT_THEORY_ORGANISM_GAME.md · Full theoretical foundation for an interactive CT experience with every mechanic derived from first principles.