Version 0.1 · Living Document · February 2025

The Splat Guild

A bioregional knowledge infrastructure — part game, part commons, part memory palace, part town taking care of itself.

00 — Premise

Knowledge is structured omission

You can record more detail, but you cannot record the universe from outside the universe. There is no neutral vantage point. Any reconstruction is embedded in a perspective.

A map the size of the territory stops being a map. The closer you get to perfect description, the less it functions as description — and the more it becomes existence itself.

Records are useful precisely because they are incomplete. Compression is not a flaw — it is the point. Meaning comes from selection: patterns not total states, relations not raw data, differences that matter not everything that occurred.

This is the founding constraint of everything that follows. We are not building a perfect archive. We are building a principled forgetting machine — one that knows what to lose, and how.

The epistemic punchline

Reality is continuous. Understanding is discrete. A record becomes irrelevant when it stops being selective enough to guide action. We need the differences that change what we do next — not everything that happened.

Human memory is reconstructive, not archival. Science models instead of records. Narratives omit almost everything. Not because we are weak — because relevance demands loss.

01 — Architecture

The forgetting machine

Instead of building a knowledge graph — nodes, edges, metadata clouds — we build something that encodes knowledge in space itself. The medium is the memory.

Each component in the stack carries an explicit forgetting policy, not a retention policy:

Obsidian Vault

Nodes decay unless they keep generating links. Relevance = continued perturbation. Not storage — active tissue.

Tiny Claw Agent

Trained on your action patterns, not your inputs. Learns the delta between what you ingested and what you made next. Has drift — forgets old vibe-weights as your aesthetic evolves.

MCP Servers as Lenses

Each lens is lossy by design. One queries temporal clusters, one queries gradient (what recently converged), one surfaces productive tensions. They don't query content — they query the shape of perspective's evolution.

Local LLM

Never sees the full graph — only current lens output. The context window limit is epistemologically correct, not a bug to route around.

Generation Output

Feeds back as perturbation markers only if it surprised you. Confirmation of expectation doesn't update the graph.

Ingest Compress toward action-relevance Store the delta Query the gradient Generate from what changed your model

The system should be able to answer: what have I stopped caring about, and when? The shape of your forgetting is your perspective. And your perspective is the only non-redundant thing the system can contribute to the world.

02 — The Vessel

Gaussian Splats as knowledge units

A Gaussian splatA 3D scene representation using millions of semi-transparent ellipsoids (Gaussians) to encode how light behaves in a space. Derived from photogrammetry or video capture. Stores geometry, color, and opacity — not as polygons, but as probability distributions of light. Highly compressible and navigable. isn't a representation of a space. It's a compressed probability distribution of how light behaves somewhere. It already does the epistemological work: it's not trying to record everything — it's storing the statistical residue of a perspective on a place. It forgets correctly by nature.

Instead of nodes on a graph, you have objects in a splat that carry meaning. The chair isn't tagged with metadata. The chair is the knowledge — and you interact with it directly. Embodied storage.

The imbued object

Pick an object in the splat. Imbue it. Now it carries a live dialogue field where multiple people and an LLM co-construct what this object means — not what it is, what it means in context. That dialogue doesn't annotate the object. It morphs it. The splat regenerates around accumulated meaning. Attestations from different people leave traces not as comments, but as geometric drift. Your interpretation slightly warps the object's presence.

The knowledge isn't beside the thing. It's in the thing's shape.

Generative vs Regenerative

Generative

Text prompt creates a splat from nothing. Pure synthesis. World built from language.

Regenerative

Text + dialogue + attestations evolve an existing splat. History is in the geometry. You're not replacing — you're accreting meaning onto something that already has presence. Like a cathedral, not a render.

The temporal window

The asynchronous window intentionally times out. You get access to a splat-world for a defined period. You inhabit it, interact, annotate, dialogue. Then it closes. What transfers isn't the window — it's what your body learned. Spatial memory. Muscle memory. Tacit knowledgeKnowledge that is difficult to articulate — embedded in practice, perception, and embodied skill. Polanyi: "We can know more than we can tell." Cannot be fully transmitted through documents alone. Requires inhabitation, apprenticeship, doing. that can't be fully articulated because it was never fully articulated. It was lived.

The timeout is the compression. What survives into your body is signal. What doesn't is noise, correctly lost.

03 — The Structure

Guilds as attractor basins

The guild wasn't a school. It was a shaped environment that made certain kinds of knowing possible and others invisible. In dynamical systems terms: an attractor basinIn dynamical systems theory, a region of state space toward which a system tends to evolve over time. An attractor basin defines the set of initial conditions that lead to a particular attractor (a stable state). Metaphorically: a shaped environment that pulls behavior and thought toward particular patterns. is a region of state space that pulls trajectories toward it. The practices, rituals, spatial arrangements, object relationships — all of it was an attractor that shaped what kind of knowledge could emerge.

The mason's mark, the cypher, the secret — these weren't primarily security measures. They were ontological filters. They marked the boundary of the attractor basin. Inside the mark, certain things were legible. Outside, the same information was noise. You couldn't extract the knowledge without first being shaped by the context that made it readable. That's early steganography — not hiding content, but hiding the frame that made content meaningful.

Multiple ontologies via HNSW

A Hierarchical Navigable Small WorldHNSW: a graph-based algorithm for approximate nearest-neighbor search in high-dimensional vector spaces. Builds a layered graph where upper layers enable fast long-range navigation and lower layers enable precise local search. Extraordinarily efficient — doesn't require a single global coordinate system, meaning different ontologies can coexist via local similarity relationships without being forced into a common schema. isn't just a fast search structure — it's a topology of similarity that doesn't require a single coordinate system. Different ontologies can live in the same space without being reconciled, because navigation happens through local similarity relationships, not global axes.

Guild A's knowledge and Guild B's knowledge don't need a common schema. They exist as different attractor basins in the same HNSW. The space between them is navigable but not collapsed. You can find paths between ontologies without flattening either one.

Third-order cybernetics

Third-order cyberneticsFirst order: the system regulates itself. Second order: an observer observes the system regulating itself, and is changed by observing. Third order: the observer observes themselves observing, and the distinction between observer and system becomes part of what is being regulated. Associated with Heinz von Foerster, Francisco Varela, and the tradition of radical constructivism. operates where the observer observes themselves observing — and the distinction between observer and system becomes part of what's being regulated. This is the platform's correct operating level. The splat, the imbued object, the timed window — these are third-order cybernetic structures. The person who enters the space changes the attractor. The LLM dialogue co-constructs meaning that feeds back into the object's geometry.

The cypher becomes an ontological passport — not authentication, but attunement. It signals which attractor basin you're navigating from, which determines which coordinate system resolves your queries, which determines what's signal and what's noise.

The information isn't hidden. The frame that makes it information is what's gated.

The hard governance principle: no single ontology gets to be the meta-language that describes all the others. The moment you build a common schema to reconcile guilds, you've created a new guild with invisible dominance — the guild of schema-makers. HNSW handles this structurally. Local navigation doesn't require global consensus.

04 — The Interface

Geocaching meets Ingress meets living land

IngressNiantic's augmented reality game (2012–) in which players claim and link real-world portals at culturally significant locations. Two factions compete for territory. Pioneered the format of place-based AR games that Pokemon Go later popularized — but with more explicitly contested meaning-making around physical sites. understood something Pokémon Go forgot: the portal mechanic creates genuine contested meaning around physical space. Players don't just visit locations — they argue about them with their bodies. This version inverts faction conflict into faction cooperation toward a common substrate — the land itself. The competition isn't guild vs guild. It's all guilds vs entropy, extraction, forgetting.

Paranormal reports, ley lines, holy sites, hot springs — these aren't flavor. They're the pre-existing attractor basin map. Every culture that lived close to a landscape already tagged it with meaning. The game recovers that tagging layer and makes it legible, contestable, and economically consequential. The geocaching mechanic means the knowledge is in the land, not in a database. You have to go there.

Neurotribes as ontological factions

Myers-Briggs, enneagram, horoscopes — none are accurate typologies. But they're all functional attractor basins for self-recognition. The platform doesn't pick a system. It lets neurotribes self-define and maps their overlap and complementarity via HNSW. Different tribes hold different pieces of what the land needs. The people who feel the ley lines and the people who read soil chemistry and the people who know the old stories — none have the whole picture. Finding the bridges between tribes is a primary quest type.

The splat-portal as living site

A location in the game isn't a pin on a map. It's a Gaussian splat — a compressed spatial memory with imbued objects. The hot spring has objects players have imbued over years. The standing stone has a dialogue thread that's been running since launch, accreting meaning, its geometry slowly drifting with each genuine contribution. When you visit and contribute, you're regenerating it. When it's neglected, it decays. Tending is gameplay. Presence is infrastructure.

Apprenticeship loops as the XP system

05 — The Commons

A bioregional crypto guild

A town remembering how to take care of itself — with a modern accounting system. Less Silicon Valley DAO, more digital-age craft commons. The health of the watershed is the balance sheet. Degraded land is negative equity. Restored land is accumulated wealth. The accounting system makes that visible in real time.

Each world or neurotribe mints its own coin — not as speculation but as a local circulation medium. The coin is a credibility token and participation record simultaneously. Guild treasuries in ETH for interoperability; local coins for intra-community circulation. Money flows back into the biome.

Treasury funds

🔧
Tool Libraries

Shared capacity that multiplies individual agency without individual ownership.

🌱
Seed Banks

Intergenerational bets. Pay out over decades. Biological memory of place.

🔌
Local Energy

Infrastructure that roots the digital in the physical grid of place.

🤝
Mutual Aid

The shock absorber that makes the whole system antifragile.

🎭
Festivals & Ritual

Attractor basin maintenance. How community re-patterns itself so it doesn't drift into dysfunction.

📜
Cultural Archives

The splat-memory of the bioregion itself. Slow accumulation. Regenerative not static.

🛠
Repair Spaces

Physical commons. The opposite of planned obsolescence. Where tacit knowledge transmits.

The guild becomes an economic organ of the landscape. Not abstract global finance — grounded circulation.

Crypto is a credibility layer, not a status casino. It solves one specific problem: how do you create economic accountability in a commons without a central authority that will eventually be captured? The answer is credibility that's legible across ontological frames — your guild coin, your attestations, your treasury contributions — all visible to adjacent guilds without requiring trust in a common institution.

06 — Synthesis

What this actually is

You're not building a game with real-world consequences. You're building real-world infrastructure with a game layer that makes participation legible, rewarding, and transmissible across neurotribe boundaries.

The paranormal is serious. Holy sites hold information that rationalist infrastructure throws away. The game takes it seriously without adjudicating it. The attestation layer just records: people have experiences here. The experiences cluster. Something is happening. What it means is for the guild to discover.

The land is the player. The guilds are the land's immune system learning to recognize itself. The game is how the immune system trains.

This is tacit knowledge infrastructure. The stuff that doesn't survive documentation but does survive inhabitation. Apprenticeship at scale. Not "here's what I know" — but "here's a place where you can come to know what I know, and then it's yours differently than it was mine."

Appendix — Glossary

Terms & concepts

Attractor Basin

In dynamical systems theory, a region of state space toward which a system tends to evolve. Metaphorically: a shaped environment (a guild, a workshop, a practice) that pulls participants toward particular patterns of knowing and being.

Gaussian Splat (3DGS)

3D scene representation using millions of semi-transparent ellipsoids to encode how light behaves in a space. Derived from photogrammetry. Not polygons — probability distributions of light. Highly compressible, navigable, regenerable. The key knowledge vessel in this system.

HNSW

Hierarchical Navigable Small World. A graph-based approximate nearest-neighbor search algorithm operating in high-dimensional vector spaces. Layered structure: upper layers enable fast long-range navigation, lower layers enable precise local search. Doesn't require global coordinate consensus — ideal for multiple coexisting ontologies.

Third-Order Cybernetics

First order: system self-regulates. Second order: observer observes the system and is changed. Third order: observer observes themselves observing — the observer/system boundary becomes part of what's regulated. Associated with von Foerster and Varela. The operating level at which this platform should function.

Tacit Knowledge

Knowledge that is difficult or impossible to fully articulate — embedded in practice, perception, and embodied skill. Polanyi: "We can know more than we can tell." Cannot be transmitted through documents alone. Requires inhabitation, apprenticeship, doing. What the timed window is designed to transmit.

MCP Server

Model Context Protocol server. An interface layer that exposes data or services to LLMs in a structured way. Used here as "lenses" — each server provides a different lossy query over the knowledge graph, shaping what the generation layer sees.

Ontological Filter

A mechanism that makes certain information legible within a particular frame of reference while rendering the same information as noise outside that frame. Guild cyphers and mason's marks functioned as ontological filters — not primarily for secrecy but for attunement.

Steganography

The practice of concealing information within other information. Historically used by secret societies not just to hide content but to hide the interpretive frame — the context that makes content meaningful. Distinct from encryption: the message exists openly; only its legibility is gated.

Bioregion

A geographic area defined by ecological and cultural coherence rather than political boundaries — watershed, soil type, plant communities, shared lifeways. The fundamental unit of the guild's economic and territorial identity.

Māyā

Sanskrit concept often translated as "illusion" — but more precisely: the tendency to mistake our models of reality for reality itself. The illusion isn't that we simplify. The illusion is forgetting that simplification is happening. The system is designed to make the simplification visible.

Neurotribe

A community of people who share characteristic patterns of thinking, feeling, and perceiving. Loosely: cognitive-emotional kin. Used here as a self-organizing faction principle — not a fixed typology but an attractor basin for self-recognition and cooperative action.

Regenerative AI

As opposed to generative (creating from nothing): AI applied to an existing artifact — splat, document, world — that evolves it through accumulated human and machine dialogue. History is preserved in the geometry. The system accretes rather than replaces.

Appendix — Technical Stack

The soup, minimal

Different knowledge requires different storage methods. Some remain static. Others are gists of a perspective.

Claude Code

Orchestration and ETL pipeline. Processes ingests, extracts entities and relationships, populates the vault. The connective tissue.

Tiny Claw

Small autonomous agent trained on your aesthetic action-patterns. The relevance filter. Learns what changes your outputs — not what you consume.

Obsidian

Vault as living graph. Nodes are perturbation markers — they exist because they shifted something. Links are updates, not associations. Decays without tending.

Local LLM (Ollama)

Private translation layer. Takes graph fragments and MCP outputs; composes world-gen prompts. Vibe-training data stays local. Never sees the full graph.

Gaussian Splats

3DGS for spatial memory vessels. Objects carry imbued meaning. Geometry drifts with attestations. Regenerative via text-to-world-gen models.

MCP Servers

Ontological lenses. Each queries the graph differently — temporal, thematic, gradient, tension-surfacing. Lossy by design.

HNSW + Vector DB

Multi-ontology coexistence layer. Perspective-signatures stored as vectors. Similarity search finds attuned interlocutors, not just accurate answers.

Ethereum + Local Coin

ETH for interoperability between guilds. Local coin for intra-community circulation. Credibility layer, not speculation vehicle.

TouchDesigner / MediaPipe

Body and signal layer. Real-time visual synthesis, gesture recognition, music responsiveness. The nervous system of live inhabitation events.

RP1 / Metaverse Platforms

Connectivity layer for hosted splat-worlds. Asynchronous windows into spatial memory. Timed access periods with intentional expiry.