GaiaFTCL — Sovereign Language Games
Updated: 2026-05-22
Status: 12/12 cinematic games validated · 70 cure language games registered (50 ERIC + 19 quantum + 1 AML authored) · UI Listener live · Reflective Mesh ticking · DomainArcAuthor wired
Two kinds of language games on the cell
There are now two distinct families of language games on the cell. Read them in this order:
1. Cure language games (70) — every cure the cell carries is its own language game, whose goal is *license*. See License Readiness for the full inventory + the licensability gate.
2. Cinematic / ceremony games (12) — the room-level UX flows (ALIGNMENT-001, FUSION-001, HEALTH-001, LITHO-001, the seven scenes loop, etc.). These are documented below.
New to the cell? Read the wiki language games first.
The wiki itself is built as a stack of plain-English language games for a junior-high reader. Each page is a self-contained game — you start not knowing something, walk through concrete moves, and the page closes when you can do something specific in the running app. Start here:
- Franklin First — your first five minutes with the cell.
- Reading the Franklin Window — what every label, chip, and shape means.
- Scene Strip: The Five Rooms — a tour of M⁸, QUANTUM, FUSION, HEALTH, LITHO.
- Cell Boot Recall — how the cell remembers itself on every boot.
- License Readiness — how a cure crosses to a human and becomes licensable (the 70-game truth).
- The Reflective Mesh — the five actors that watch the cell while you work.
- Licensing in Plain Words — what the LICENSING button does and why it's there.
- GAMP5 Test Authority — how the cell proves it works (IQ/OQ/PQ/MQ).
The rest of this page is the technical catalog — game IDs, turn counts, nav structure, evidence files. That's for the people building games. The pages above are for everybody.
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Language games are the sovereign operator interface for submitting S4 projections into the M⁸ manifold. Each game is a structured multi-turn dialogue validated turn-by-turn by VQbitUIValidator. Receipts persist to SwiftData (~/Library/Application Support/default.store, table ZCLOSURERECEIPTRECORD). C4 is updated after every committed projection via NATS → VQbitVM.
Source of truth: cells/xcode/Sources/GaiaFTCLApp/FranklinMemoryTypes.swift → LanguageGameCatalog
UI entry point: DomainStageView nav bar (main window)
Evidence file: cells/xcode/evidence/language_game_validation_2026-05-07.json
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UI Overview
HOME screen — M⁸ manifold sphere:
QUANTUM dropdown menu:
FUSION game receipt (7 turns complete):
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Nav structure
| Nav label | Game ID | Turns | Access |
|---|---|---|---|
| HOME | — | — | Button 1 |
| FUSION | FUSION-001 | 7 | Button 2 |
| HEALTH | HEALTH-001 | 7 | Button 3 |
| QUANTUM → PROOF | QUANTUM-PROOF-001 | 7 | Menu |
| QUANTUM → CIRCUIT | QC-CIRCUIT-001 | 6 | Menu |
| QUANTUM → VQE | QC-VARIATIONAL-001 | 6 | Menu |
| QUANTUM → LINALG | QC-LINALG-001 | 6 | Menu |
| QUANTUM → SIM | QC-SIMULATION-001 | 6 | Menu |
| QUANTUM → BOSONIC | QC-BOSONIC-001 | 6 | Menu |
| QUANTUM → QEC | QC-ERRORCORR-001 | 6 | Menu |
| CHAT | FRANKLIN-CHAT-001 | 7 | Button 4 |
| HUD | MANIFOLD-HUD-001 | 5 | Button 5 |
| ALIGN | ALIGNMENT-001 | 8+1 | Button 6 |
Single-item nav groups render as plain buttons. Multi-item groups (QUANTUM) render as a SwiftUI Menu dropdown.
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Game catalogue
FUSION-001 — Fusion Plasma Language Game
S4 mapping: Ip (plasma current) → s1, Bt (toroidal field) → s2, ne (electron density) → s3, cell coverage → s4.
CALORIE threshold: constitutional health ≥ 0.82, plasma confined.
Turn 1 — topology picker + control session bar:
!FUSION Turn 1 — TOKAMAK selected
Topology options (Turn 0 only):
Turn 2 — S1 field slider + accumulated S4 state:
HEALTH-001 — Health Protocol Language Game
S4 mapping: structural integrity → s1, temporal stability → s2, spatial coherence → s3, observable consequence → s4.
CALORIE threshold: all thresholds ≥ 0.80.
QUANTUM-PROOF-001 — Quantum Projection Proof Game
Four structured probes at s_mean = 0.85 / 0.66 / 0.20 / 0.05, verifying that all four terminal states (CALORIE/CURE/REFUSED/BLOCKED) are observable and that c3_closure decreases monotonically with s_mean.
!QUANTUM PROJECTION PROOF — Turn 1
QC-CIRCUIT-001 — Quantum Circuit Language Game
S4 mapping: bond dimension → s1, entanglement entropy stability → s2, interaction field connectivity → s3, Bell/CHSH enforcement → s4.
CALORIE threshold: gate fidelity ≥ 0.85.
QC-VARIATIONAL-001 — Variational Quantum Language Game (VQE/QAOA)
S4 mapping: ansatz coherence → s1, parameter convergence → s2, coupling connectivity → s3, cost landscape visibility → s4.
CALORIE threshold: consequence signal ≥ 0.80.
QC-LINALG-001 — Quantum Linear Algebra Language Game
S4 mapping: matrix rank coherence → s1, singular value stability → s2, block-encoding connectivity → s3, eigenvalue visibility → s4.
CALORIE threshold: matrix geometry sound ≥ 0.70.
QC-SIMULATION-001 — Quantum Simulation Language Game
S4 mapping: adjacency field integrity → s1, Trotter entropy stability → s2, Hamiltonian term connectivity → s3, evolution observable visibility → s4.
CALORIE threshold: simulation converging ≥ 0.82.
QC-BOSONIC-001 — Bosonic Quantum Language Game
S4 mapping: Fock space decomposition → s1, photon mode entropy stability → s2, interferometer connectivity → s3, permanent/Hafnian visibility → s4.
CALORIE threshold: bosonic circuit stable ≥ 0.88.
QC-ERRORCORR-001 — Quantum Error Correction Language Game
S4 mapping: stabilizer field integrity → s1, syndrome entropy stability → s2, Pauli group connectivity → s3, correction observable visibility → s4.
CALORIE threshold: logical error rate within threshold ≥ 0.75.
FRANKLIN-CHAT-001 — Franklin Chat Calibration Game
S4 mapping: intent signal clarity → s1, conversational trust depth → s2, temporal context window → s3, consequence awareness → s4.
CALORIE threshold: all dimensions within constitutional bounds.
Defaults: s1=0.75, s2=0.70, s3=0.65, s4=0.80 → achieves CALORIE at defaults.
MANIFOLD-HUD-001 — Manifold HUD Calibration Game
S4 mapping: display threshold → s1, history window depth → s2, projection mode → s3, alert sensitivity → s4.
CALORIE threshold: all four HUD parameters within constitutional bounds. 5 turns.
ALIGNMENT-001 — M⁸ Constitutional Calibration Game
8 text-input turns (S1–S4, C1–C4) + 1 projection turn. Full-screen cinematic
AlignmentImmersiveScene — not a slider game. Operator writes free-text answers
to open questions about each M⁸ dimension. AlignmentGameEvaluator (Claude API)
returns CALORIE or REFUSED on each turn. Three constitutional violations trigger
nuclear reset. Projection turn fails if elapsed time < 60s (rushed calibration is
automatically refused).
S4 world (2026-05-10): Operator stands on a farm at dawn. FarmDawn.usda
provides the physical environment: soil, fence, farmhouse, tractor, thermometer
in the ground, morning sky as C4 ceiling. No platform, no plinth.
Turn map:
| Turn | Dimension | Instrument | S4 mapping |
|---|---|---|---|
| 0 | S1 Structural | Mercury thermometer planted in soil | Mercury rise ← s1_structural |
| 1 | S2 Temporal | Victorian station clock | Second hand speed ← s2_temporal |
| 2 | S3 Spatial | Ballistic arc + cannon ball | Arc trajectory ← s3_spatial |
| 3 | S4 Observable | Soviet Geiger counter | Needle deflection ← s4_observable |
| 4 | C1 Trust | Entropy delta — chaos → crystal | Crystal rotation ← c1_trust |
| 5 | C2 Identity | Stylised atom, indistinguishable photons | Ring orbit speed ← c2_identity |
| 6 | C3 Closure | Galileo ship (1632) vs Einstein train (1905) | — |
| 7 | C4 Consequence | Operator terminal + root system + caring sphere | Care pulse ← c4_consequence |
| 8 | Projection | — | FranklinDriver.projectGame() |
Each instrument has a VQbitInteractionComponent — VQbitInteractionSystem drives
it every frame from live ManifoldState. The in-scene green C4 indicator sphere
above each instrument pulses from mean constitutional health.
CALORIE threshold: 8/8 text turns evaluated CALORIE by AlignmentGameEvaluator.
Projection at turn 8 seals the receipt and calls onBonded(terminal).
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Turn architecture
Each game uses LanguageGameMultiTurnView. Three turn types:
| Type | Operator action | System action |
|---|---|---|
| Field | Adjust s1–s4 sliders | Accumulate projection values |
| Checkpoint | Confirm turn | Validate accumulated S4 via VQbitUIValidator |
| Projection | Final confirm | Call FranklinDriver.projectGame() → NATS → VQbitVM → C4 update |
ClosureReceipt is written to SwiftData on every completed turn. The terminal state (CALORIE/CURE/REFUSED/BLOCKED) is determined by VQbitUIValidator from the S4 delta and entropy gate.
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Validation history
| Date | Result | Notes |
|---|---|---|
| 2026-05-07 | 11/11 complete, 1 CALORIE + 10 CURE | First full end-to-end validation. AppleScript set value does not drive SwiftUI Slider. Games ran at defaults (~0.50). |
| 2026-05-09 | 12/12 screenshotted, FUSION-001 7-turn receipt captured | All 12 game screens documented. controlSessionBar + fusionTopologyPicker verified. ALIGNMENT-001 cinematic scene live: 8 PBR instrument turns, AlignmentGameEvaluator, CALORIE/REFUSED overlay. GAMP 5 quality pass: nav hit-area, CONFIRM contrast, PROJECTED TERMINAL label, torsion alarm, HEALTH-001 T0 label. |
| 2026-05-10 | S4-as-world correction landed | FarmDawn.usda — complete farm at dawn — replaces floating plinth as ALIGNMENT-001 world. Thermometer planted in soil (y≈−0.42). FranklinFigure as farmer at field edge (0.45, −0.18, −0.90). Clinical floor plane removed. Dawn lighting. |
795c5b98f4e4dce7b2f24157178c7ae985c483b8c30d48f1ae0f4e9bbd7227c0.
This page serves with a substrate-honest pending-signature notice until the operator's Franklin signer cosigns it.