Founder of One Divide®
Structural Analytics & AI Platform
A Model-Based System:
Zero-Player, Self-Play, Two-Player, and Multiplayer Game Formats & Advanced Sentiment Analysis and Adaptive Behavior Mapping
Founder of One Divide
Philosophy, Theory & Practice One Divide's Education and Technology (AI) Platforms
One Divide AI
Designed to benefit humanity by providing objective intelligence about human conflict and how to achieve human unity through new behavior-pattern processing and pattern recognition of Emotional Warfare and its interplay, via the domain of philosophical psychology, which aligns seamlessly with psychotechnology (AI and AGI).
The ONE DIVIDE Structural Analytics and AI Platform uses the Philosophy of One Divide's pattern-seeking device, the Dual-Transactional Behavior Model (DTBM), and the resulting predictive structural analytics to provide a detailed understanding of human behavior, revealed in a kaleidoscopic diamond pattern. This allows for advanced identification of the interplay of Emotional Warfare and for a new form of adaptive behavior mapping and conversational context building. Produced exclusively through One Divide's proprietary theory of Emotional Warfare, this binary, fractal agreement- and disagreement-modeling matrix is designed specifically with the tech industry in mind.
The ONE DIVIDE Structural Analytics and AI Platform redefines our understanding of what singularity and programmed-consciousness platforms (AI or AGI) can mean. It synergizes our understanding of human behaviors with the theory of Emotional Warfare and technological advancements to build new programming schematics that provide learning tools for healthy relationship building centered on improving the collective human network and moving us toward true ONEness through human decision-making strategies and computational game theory.
The Dual-Transactional Behavior Model (DTBM)
A Structural Diagram & Model-Based System
A Game Designed for Zero-Player, Self-Play, Two-Player, and Multiplayer Applications
The term fractal was coined in 1975 by mathematician Benoit Mandelbrot to describe shapes that seem to exist on both a small scale and a large scale within the same natural object.
The process yields an infrastructure that allows for development of an advanced artificial intelligence (narrow AI) model and a future artificial general intelligence (AGI) platform, designed to benefit humanity, through two distinct fractal patterns — centered on One Divide's philosophy, the theory of Emotional Warfare, and the practice of its principles — that lead to autonomous machine learning of intra- and interpersonal agreement and disagreement modeling. This will provide continuous objective, unbiased intelligence and deep sentiment analysis about human conflict and how to achieve human unity through an awareness (phase 1) and explicit understanding (phase 2) of Emotional Warfare and the interplay of its Patterns.
As an extension of humanity, One Divide's structural analytics and AI platform work as a technological reinforcement learning agent in conjunction with One Divide's educational platform about Emotional Warfare to help the individual learn about himself or herself and gain self-expertise and advanced levels of emotional intelligence and social intelligence — all with the intent of bringing humanity closer to an elevated collective consciousness/intelligence and to unity or ONEness, through an innovative structural diagram and a model-based system that works for both human and synthetic agents, within self-play, two-player, and multiplayer game frameworks.
Going DeeperReasoning about the Game and Its Parts: The Gamification of Identity and Its Building Blocks and Building a Mental-to-Synthetic Model
Establishing a Baseline of Thought and Building a Mental-to-Synthetic Model
This tailored content is designed to provide a synoptic overview. For a full deep dive into the Philosophy of One Divide and its groundwork, download Book 6: The Essay Collection: Volume 1.
Macro and Micro Causal Explanations and DTBM Mechanics
One Divide provides a philosophy and psychology designed to ensure the macro explanation is sufficient while embracing but not necessarily adhering to the micro explanation, proposing the following for consideration of the DTBM’s mechanics: human behavior, whether viewed biologically, mentally, philosophically, or psychologically, often varies like the image one sees through a kaleidoscope — it displays complex patterns and a constantly changing array of colors. The DTBM and its structural diagram utilize the shape of a diamond, not only for visual purposes but also for structural purposes; these ever-shifting patterns of human behavior then appear as a set of kaleidoscopic diamond motifs, revealing a fractal component to human nature. The American Heritage Dictionary of Student Science defines a fractal as:
a geometric pattern repeated at ever-smaller scales to produce irregular shapes and surfaces that cannot be represented by standard geometry. Even the most minute details of a fractal’s pattern repeat elements of the geometric pattern. Fractals are widely used in computer modeling of irregular patterns and structures in nature, such as the patterns of seasonal weather. They are also considered to be a visual representation of chaos.1
(Consider Benoît Mandelbrot’s work on new forms of randomness in science, in which he demonstrated that a characteristic of fractals is the repetition of similar forms at different levels of observation, theoretically at all levels of observation).2 The fractal element of human nature revealed in the DTBM has never before been clear, allowing unpredictability and behavioral chaos to provide varying degrees of Perceived Security to whoever is analyzing human nature — or utilizing human behavior for their own gain in the form of psychological or psychosocial advantage.
Seeing these fractal kaleidoscopic diamond patterns in human behavior reveals the way in which One Divide’s analytics are ultimately produced through the predisposed positions of the EBSS Inflated A and Inflated B taken by an individual’s deployed False Self (for further explanation, visit the EBSS Deep Dive). It is also here on the gradient scale on which the EBSS of the False Self operate that it becomes clear how the fractal component of the DTBM produces accurate structural analytics. Despite humans’ behavioral complexity and the sometimes chaotic appearance of human nature, these structural analytics are in fact predictive.
These analytics move toward a precise understanding of human behavior and its complexity, contained within the Philosophy of One Divide’s conception of the gamification of identity — and, more importantly, of the negative inward and outward behavior patterns (and its parts that are identified as Building Blocks) that, if not properly understood or seen, lead further into a repeated cycle built on recreated emotional paradigms that utilize the False Self’s EBSS to their capacity, generating Perceived Security. This not only perpetuates society’s inability to find a path to human unity but promotes human conflict.
However, just as the repeated cycle is predictable and formed through a type of fractal disagreement modeling — manifested endlessly by the negative energetic qualities of the universally applicable masculine and feminine emotional traits that appear when operating within a deployed False Self and its EBSS of the Inflated A and/or Inflated B positions — the Reversed Cycle, driven by the structural analytics produced by the DTBM, can create a type of fractal agreement modeling that is manifested endlessly by each individual’s unique, positive energetic qualities of the universally applicable masculine and feminine emotional traits that appear when operating within the True Self’s executive control and True Self efficacy. This is living emotionally free, without use of Emotional Warfare or repeating familiar emotional cycles and negative behavior patterns, adding true vibrancy and diversity to the shared human experience, generating a simultaneous individual and collective social value.
Learning to Learn: Patterns and the Human Brain
As when building any mental or synthetic model, it is important to establish a baseline of thought that will allow for necessary abstract conceptualization and metatheoretical contextualization of the information presented — or to provide computational principles allowing for informational processes to build an understanding. Thus, it’s imperative to discuss a design function of the DTBM as a pattern-seeking device. This functionality is twofold: it searches simultaneously for cause-based and solution-based algorithms or algorithmic information for the issues that are primary to Emotional Warfare. This structuring is designed to work for the human person or a synthetic agent in a manner similar to meta-learning, the formal concept in deep machine learning commonly referred to or understood as “learning to learn.” This broad topic is explored in more detail in the Essay Collection, Vol. 1, especially regarding reinforcement and deep reinforcement learning; while not directly discussed here, these points of interest also relate directly to relevant topics such as supervised, semi-supervised, and unsupervised learning (or self-organization), working memory, and issues central to intelligence and memory systems, e.g., procedural, semantic, episodic, and so on or the “corresponding varieties of consciousness (anoetic, noetic, and autonoetic).”3 Meta-learning has roots in the cognitive sciences and the technology-driven fields that produce cognitive architectures and, more broadly, artificial intelligence (AI).
To explore the remaining content from the most useful mindset, the focus here will be on meta-learning with the human person as the central figure but within premises based on AI: the human person or agent uses experience, which is denoted throughout the One Divide/Emotional Warfare platform as practice, to change elements or aspects of the person’s own learning algorithm. The modified learner in this situation is the human person — with a purposive volition, a topic that is expanded on, especially regarding will and free will, in the Emotional Warfare Essay Collection, Vol. 1 — learning about Emotional Warfare and its Pattern(s)’ intra-interplay, who with practice attains an understanding or levels of understanding (which, within One Divide, is considered a form of maturation of conceptualization) of Emotional Warfare and thus advances beyond the original version of the human person who was first learning. The same would apply to a synthetic agent.
This modification — or improved performance — takes place due to the experience(s) attained through One Divide’s two-phase process of gaining first awareness and then an explicit understanding of Emotional Warfare and its Pattern(s) — whether in terms or perspectives of deepening (as in deep neural networks) or as a process and methodology of elevating or optimizing the capability or consciousness of the living system, with understanding of the issues of attention, meaning “the control that the organism, or environmental events, can exert over the direction of consciousness in the selection of ‘contents’ of awareness.”4 Importantly, there are no restrictions to levels of meta-learning that can be attained, as the understanding continually matures with practice, allowing the person to go on reaching new earned levels and increased or deepened knowledge (i.e., emotional intelligence, social intelligence, and abstract intelligence), improved decision-making processes, and overall transferrable attributes that provide the agency and efficacy of a True Self state of being, which maps over to multiple domains. Such meta-learning expands agency and efficacy parameters rather than constraining agency and efficacy to domain-specific territories, for instance from the perspective of cognitive science, cognitive architecture, or deep machine learning. Consider briefly “multi-objective” learning or shared parameters and the like, which can also include task-specific learning.
In all, One Divide’s structural diagram and resulting structural analytics provided by the DTBM, and One Divide’s algorithmic information provided primarily through the binary structure of the EBSS, work as a learning algorithm or multiple learning algorithms that operate on both a base level and a meta level. From a philosophy of science perspective, the platform is thus situated within meta-learning and optimization. As elaborated on in the Essay Collection, this yields a psychological model flexibility and a type of program-modifying programming that offers both short- and long-term agent (and efficacy) optimization. Infusing a meta-learning design into One Divide’s flexible psychological model provides an additional layer of utility that can be directed toward the living, psychological human person or synthetically when speaking of an AI agent, machine learning, or deep machine learning.
This cognitive architecture (or neuro-computational programming) leads to and enhances pattern identification, processing, and recognition of new pattern schemes the person or agent at first could not see at all, could not see easily, or could not see easily in totality (e.g., Emotional Warfare’s gestalt), particularly in the specific context of Emotional Warfare’s deceptiveness. This cognitive architecture therefore allows the person or agent to find effective algorithmic information — recognizing problems — and additional meta-learning algorithms that provide solutions to those problems. As outlined in more generalizable terms in all of One Divide’s philosophical literature, this twofold structuring contextualizes One Divide’s cause/solution approach, which is aimed toward accurately and consistently identifying the “true negative” (i.e., Emotional Warfare and its agent, the False Self) through pattern processing, pattern recognition, and additional pattern-seeking premises that allow for the information to be understood and addressed objectively, ultimately yielding a “true positive.”
Anatomy of the Pattern of Emotional Warfare: The Map
Anatomy of the Pattern of Emotional Warfare: The Map provides a key visual tool (see Visual 1 above) — an anatomical view of the Pattern of Emotional Warfare, constructed as an interactive communication mechanism for both the general user and the academic researcher or practitioner — that emphasizes the Building Blocks’ algorithmic sequencing and algorithmic information, which supports One Divide’s pattern identification, processing, and pattern recognition premises. The Map also helps newcomers to the platform to understand the interconnectedness of the Building Blocks and thus attain the overall abstract intelligence and psychological gestalt of Emotional Warfare.
Throughout the Map, shaded areas and arcs (dotted lines) illustrate the Building Blocks of Emotional Warfare and thus the Pattern’s interconnectedness. The arcs show direct relationships between one Building Block and another, and the arrows show the directions in which the relationships travel (2015, design updated 2019). The Map as a whole can also be looked at as a game board that the human experience takes place on or within.
Category Theory,Zero-Player Game, Self-Play, Two-Player, and Multiplayer Computational Game Theory
Applying the Platform’s Language Systemto the Building Blocks
Interface and Integration Attributes of the Map& the Gamification of Identity
The identification process for a Pattern of Emotional Warfare and ultimately eliminating what is false (i.e., a true negative: -1) to produce what is true (i.e., a true positive: +1) to create human unity or ONEness is presented in an informal but necessary conversational language that establishes One Divide’s universal moral imperative and algorithm -1 + 1 = 0 within the framework of the human psyche as knowledge (for a brief look at One Divide’s algorithmic information equation, see here). This type of knowing begins to generate mental-behavior states of being or more energetic movement toward the true positive — and psychological insight — for the individual by traversing the inner emotional divide and exploring each of the nine Building Blocks which form the Pattern of Emotional Warfare that governs their life and the social influence factors and human-to-human sociopolitical dynamics that One Divide’s philosophy addresses. The philosophy also simplifies these dynamics through a common-sense proposition and conceptualization of self states of being that can be utilized within the broad context of the gamification of identity.
Consider how this, along with the visual aid and “game board” of the Map, aligns with the way AI or deep machine learning works: in One Divide’s psychotechnical platform, the central aim is to move the individual beyond extended (or continuous) external support and to improve or optimize overall individual and societal mental health or fitness — or the psychological systems that comprise the collective society (given the individual cognitive availabilities and/or capacities to do so in a manner that creates change within the collective society) in a structured format. This format allows for (1) utilization of small bits of knowledge (consider One Divide’s language system and use of category theory) in an “information funneling” or intellectual conduit that lets the human person turn their innate learning algorithms and computational or mental system into deeper self-induced, specifically attained information and language “feedback loops,” whether in a true positive, false positive, or direct negative context; (2) generation of increased to robust cognition systems that build emotional and intellectual agility rather than constrained, limited, and/or dogmatic notions, through a cognitive science underpinning and positioning, establishing a baseline for the person’s innate learning system to respond more quickly to changes within the continuous flow of information in the various situational dynamics that comprise the human experience and are always present, to different degrees, within one’s level of awareness or consciousness; (3) the increased ability to (intuitively) adapt to “new data.” Changes in the flow of information may come in the form of perfect information, where there is no hidden information (which may or may not contain “complete information,” e.g., consider chess or go in which the game structure is known and strategic decisions are perfectly informed by all of the previous events or moves), or imperfect information, where there is hidden information (e.g., consider poker or bridge in which the game structure is known but strategic decisions may not be perfectly informed regarding the previous events or moves), as well as other perspectives held in computational game theory, especially involving multiplayer games or multiple agents engaged in non-zero sum games and so on.
The ability to adapt to new data as a principle is fundamental to the contemporary and contemplation-based True Self conception: One Divide’s methodology allows for mental and cognitive optimization or fitness, based on the central premise that all newly available resources generated through gaining an awareness and explicit understanding of Emotional Warfare and the analytics central to the interplay of its Pattern(s) establish axiomatic notions of Emotional Warfare’s intrapsychic and interpersonal or intersubjective (and/or sociopolitical) existence in a manner that leads to even deeper intuitive or self-directed meta-learning, which is necessary for sustainable and scalable True Self agency (and consistent true positive feedback loops, generated by true negatives being accounted for and properly identified rather than avoided), helping people become agents of meaningful change within the larger human network.
For a deeper dive into the approach I took to produce the systematic methodology of One Divide, along with the algorithmic sequencing and algorithmic information that yield self-evident axioms and maxims, consider how the categorical terms work in conjunction with one another. The Building Blocks of Emotional Warfare (see Anatomy of the Pattern of Emotional Warfare) and their subcategorical concepts are all interconnected and intermixed, building off each other. To change a Building Block and/or the concept or theory that it houses would be to change the mathematical formulation or its algorithmic sequence and thus the algorithmic information necessary for human learning, rooted in pattern-recognition abilities. It would mean changing the formal logic and mathematical proof premises that One Divide and its analytic philosophy are based on. The category theory–inspired terminology and language system of the Building Blocks establishes the idiomatic dialogue necessary for working within the platform — along with portals into further refined knowledge, intellectual conduits into the granular and more nuanced issues central to intra- and interpersonal human conflict.
Notes on Word Choice
& Environments that Contain the Human Experience
A Real-World Design Based in Fluid Situational Dynamics and Emotional Paradigms
Dealing with feedback and feed-forward premises whereby the inferences (sensorineural) are funneled through the encoded model(s) that the brain has constructed of the natural world — which includes physical objects and nonphysical objects, such as the emotional realm.
To briefly summarize, the specific language system of the One Divide/Emotional Warfare platform takes advantage of the way storage metaphors work in the brain — allowing contemporary connectionist models (and further advancements in neuroscience) to become supporting facets of the One Divide Method, aimed at disentangling the issues ascribed to the “emotional realm,” or as depicted in One Divide’s platform, the Building Blocks’ psychoanalytic entanglement. As with how the platform works with the brain’s compulsion to categorize, this specific language system works alongside the brain’s mechanistic processes used in learning and self-advancement (e.g., consider forms of reinforcement learning that involve “practice” or attaining “self-expertise” or how programs are coded in artificial intelligence to attain “self-play,” whereby the program teaches itself how to engage or play within a particular environment, including advanced AI programs that train deep neural networks through a “novel combination of supervised learning from human expert games and reinforcement learning from games of self-play”).5 This type of specific language system has built-in model flexibility that spans the domains of philosophy, psychology, and artificial intelligence.
One Divide’s language system and its interaction with the brain’s categorization and learning processes are designed to work within both simple and complex environments that necessitate problem-solving or game-solving and/or short-term to long-term model-based planning, as depicted and identified by the Philosophy of One Divide’s conceptions of fluid situational dynamics and emotional paradigms. These dynamics and paradigms contain the real world and the human experience(s) that influence general (common-sense or intuitive) and consciously deliberate decision-making processes — and are disentangled through the representations and rules provided by the language system and “semantic space” of the Building Blocks. Consider recent advancements in multifaceted algorithm designs aimed at tackling imperfect-information game solving or the game-solving approach of AI programs such as Labratus or MuZero, whereby within the field of model-based planning the “MuZero algorithm learns an iterable model that produces predictions relevant to planning: the action-selection policy, the value function and the reward.”6
The Philosophy of One Divide takes an infinite system approach to establishing the DTBM’s principles, simple rules that capture the complex patterns that underpin the realities of human behavior and work towards the theory of Emotional Warfare’s position as a universal law of nature and common denominator of the human condition. This approach is influenced by Turing complete or computationally universal data manipulation systems, such as provided by mathematician John Horton Conway’s Game of Life7 — also simply known as Life — the zero-player game that is determined by and evolves from its original state and data manipulation system, simple rules, and examples of emergence and complex patterns.
The design and functionality of the One Divide platform work with the person(s) who engage with it or participate, metaphorically or in a game-like way, in closing the One Divide; the structural diagram of the DTBM and the structural analytics it produces work as a pattern-seeking and pattern-producing device, which can be further understood in relation to simple abstract computational devices or Turing machines8 and decision problems that are proven to be unsolvable (e.g., consider the halting problem within computability theory).9
The One Divide AI Platform, along with all of these influences and advances, will be further explored as a weighted variable in human self-improvement. It also is one of the key elements of the platform’s model-based system and distributive generalizability designed for universality.
One Divide's AI Platform is currently under development.
To learn more:Contact
- 1. American Heritage Student Science Dictionary. (n.d.). Fractal. In American Heritage Student Science Dictionary (2nd ed.). Retrieved from https://www.thefreedictionary.com/Fractals.
- 2. Oestreicher, C. (2007). A history of chaos theory. Dialogues in Clinical Neuroscience, 9(3), 279–289.
- 3. Tulving, E. (1985). Memory and consciousness. Canadian Psychology/Psychologie canadienne, 26(1), 1–12. http://dx.doi.org/10.1037/h0080017. Quote from abstract.
- 4. Ibid. Quote from abstract.
- 5. Silver, D., Huang, A., Maddison, C. J., Guez, A., Sifre, L., van den Driessche, G., Schrittwieser, J., Antonoglou, I., Panneershelvam, V., Lanctot, M., Dieleman, S., Grewe, D., Nham, J., Kalchbrenner, N., Sutskever, I., Lillicrap, T., Leach, M., Kavukcuoglu, K., Graepel, T., & Hassabis, D. (2016). Mastering the game of Go with deep neural networks and tree search. Nature, 529, 484–489. Retrieved from https://doi.org/10.1038/nature16961. Quote from abstract.
- 6. Schrittwieser, J., Antonoglou, I., Hubert, T., Simonyan, K., Sifre, L., Schmitt, S., Guez, A., Lockhart, E., Hassabis, D., Graepel, T., Lillicrap, T., & Silver, D. (2020). Mastering Atari, Go, chess and shogi by planning with a learned model. Nature, 588, 604–609. 10.1038/s41586-020-03051-4.
- 7. Gardner, M. (1970). Mathematical games: The fantastic combinations of John Conway’s new solitaire game “Life”. Scientific American, 223, 120–123.
- 8. Church, A. (1937). Review of Turing 1936. Journal of Symbolic Logic, 2, 42–43.
- 9. Davis, M. (1958). Computability and Unsolvability. New York: McGraw-Hill.