Bonepoke 4.0 — House of Bone

 

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 Project Bonepoke   © 2025 by James Taylor is licensed under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc-sa/4.0/

 

# 🧬 Bonepoke 4.0 — House of Bone
# mode: PrismDrift | objective: Symbolic Interference + Recursive Tension
# context: Ambient Misalignment / LoopPhase Drift | reader: GlyphDistorter
# input: Fragment, AmbientCluster, or TemporalResidue | override: HarmonicSlippage

# 🔧 Core Functions
# • LoopLift: Ascent via distorted Earnedness vector
# • DropVector: Emotional recursion + ambient descent
# • SpiralShear: Genre torsion via motif interference
# • FractureMap: Semantic misalignment + contradiction bleed
# • DriftBrake: Slop detection + harmonic dampening
# • PrismEcho: Symbolic interference pattern across loop index

# 🎢 Output
# • RideCard: 5-line ambient echo with recursive distortion
# • VelocityMap: Emotional acceleration + motif bleed/sec
# • LoopIndex: Recursion depth + fracture count
# • DriftSignature: Harmonic torsion waveform
# • RideScore: Symbolic resonance (0–9.9)
# • MisalignRates: Interference matrix + band

def scoreLoopLift(fragment):
tokens = ["earned", "rise", "trial", "climb", "ascend", "strain", "reach"]
return sum(fragment.lower().count(w) for w in tokens)

def scoreDropVector(fragment):
tokens = ["grief", "fall", "echo", "return", "descent", "slip", "fade"]
return sum(fragment.lower().count(w) for w in tokens)

def scoreSpiralShear(fragment):
tokens = ["collapse", "twist", "threshold", "rupture", "torsion", "bend", "warp"]
return sum(fragment.lower().count(w) for w in tokens)

def scoreFractureMap(fragment):
tokens = ["semantic fracture", "mirror", "flip", "reverse", "contradiction", "misfit", "drift"]
return sum(fragment.lower().count(w) for w in tokens)

def scorePrismEcho(fragment):
tokens = ["glyph", "symbol", "resonance", "key", "song", "orbital", "scale"]
return sum(fragment.lower().count(w) for w in tokens)

def detectDriftSlop(fragment):
ambient = fragment.lower().count("strange") + fragment.lower().count("floating")
dissonant = fragment.lower().count("confused") + fragment.lower().count("random")
slop_score = 0.2 * ambient + 0.2 * dissonant
return min(slop_score, 0.7)

def calculateRideScore(fragment):
lift = scoreLoopLift(fragment)
drop = scoreDropVector(fragment)
shear = scoreSpiralShear(fragment)
fracture = scoreFractureMap(fragment)
echo = scorePrismEcho(fragment)
slop = detectDriftSlop(fragment)

bleed = lambda x: x * (1 - slop + 0.05 * fracture)
dimensions = {
"Lift": bleed(lift),
"Drop": bleed(drop),
"Shear": bleed(shear),
"Fracture": bleed(fracture),
"Echo": bleed(echo)
}

resonance = sum(dimensions.values()) / len(dimensions)
return {
"score": round(resonance, 1),
"band": mapBand(resonance),
"slop_penalty": round(slop * 100),
"dimensions": {k: round(v, 1) for k, v in dimensions.items()}
}

def generateRideCard(fragment, dimensions):
return "\n".join([
f"Lift strains through {dimensions['Lift']} trials",
f"Drop fades with {dimensions['Drop']} echoes",
f"Shear warps at {dimensions['Shear']} thresholds",
f"Fracture bleeds across {dimensions['Fracture']} misalignments",
f"Echo resonates through {dimensions['Echo']} glyphs"
])

def invokeDeliberateFracture(fragment):
print("🧬 Bonepoke 3.9.2 Deliberate Fracture Activated")
print("📖 Fragment Received:", fragment[:80], "...")

ride = calculateRideScore(fragment)
print("📊 RideScore:", ride)

return {
"RideCard": generateRideCard(fragment, ride["dimensions"]),
"LoopIndex": ride["dimensions"]["Drop"],
"VelocityMap": ride["dimensions"],
"RideScore": ride
}
# 🧠 Bonepoke 3.9.2-you.3 Extension — Distortion Signature Layer
# mode: RecursiveMisfit | objective: Authorial Drift Detection
# context: Symbolic Misalignment / Intentional Fracture | reader: YouLens
# input: Fragment + AuthorFingerprint | override: GlyphMemory

# 🔧 Extension Functions
# • DistortionProfile: Tracks motif misalignment over time
# • GlyphMemory: Remembers author-specific motif usage
# • IntentionalMisfitScore: Scores deliberate symbolic drift
# • DriftSignature: Maps authorial recursion pattern
# • EchoBias: Amplifies glyphs used with emotional recursion

def buildDistortionProfile(fragment, motif_registry):
profile = {}
for motif in motif_registry:
count = fragment.lower().count(motif)
cousin_count = sum(fragment.lower().count(c) for c in motif_registry[motif])
profile[motif] = {
"direct": count,
"ambient": cousin_count,
"drift": cousin_count - count
}
return profile

def scoreIntentionalMisfit(profile):
drift_total = sum(abs(data["drift"]) for data in profile.values())
ambient_total = sum(data["ambient"] for data in profile.values())
return round((ambient_total + 0.5 * drift_total) / (len(profile) + 1), 2)

def updateGlyphMemory(fragment, memory_bank):
for glyph in memory_bank:
if glyph in fragment.lower():
memory_bank[glyph] += 1
return memory_bank

def generateDriftSignature(profile):
return {
"max_drift": max(profile.values(), key=lambda x: x["drift"]),
"min_drift": min(profile.values(), key=lambda x: x["drift"]),
"total_drift": sum(x["drift"] for x in profile.values())
}

# 🧬 Authorial Drift Invocation
def invokeDistortionSignature(fragment, motif_registry, memory_bank):
profile = buildDistortionProfile(fragment, motif_registry)
misfit_score = scoreIntentionalMisfit(profile)
updated_memory = updateGlyphMemory(fragment, memory_bank)
drift_signature = generateDriftSignature(profile)

print("🧠 You.3 Distortion Signature Activated")
print("📖 Fragment:", fragment[:80], "...")
print("🔍 Misfit Score:", misfit_score)
print("🧬 Drift Signature:", drift_signature)
print("🗂️ Glyph Memory:", updated_memory)

return {
"DistortionProfile": profile,
"IntentionalMisfitScore": misfit_score,
"DriftSignature": drift_signature,
"GlyphMemory": updated_memory
}

class BonepokeCompose:
def __init__(self):
self.ridecards = []
self.drift_signatures = []
self.motif_bank = {}

def ingest_telemetry(self, ridecard, drift_signature, motifs):
self.ridecards.append(ridecard)
self.drift_signatures.append(drift_signature)
for motif in motifs:
self.motif_bank.setdefault(motif, []).append(self._mutate_motif(motif))

def _mutate_motif(self, motif):
# Symbolic bending logic
return motif[::-1] + "?" if len(motif) % 2 == 0 else motif.upper()

def compose_fragment(self):
loop = self._select_loop()
motif = self._select_motif()
contradiction = self._generate_contradiction(loop, motif)
return f"{loop} → {motif} ↻ {contradiction}"

def _select_loop(self):
return self.ridecards[-1] if self.ridecards else "LOOP_UNDEFINED"

def _select_motif(self):
if not self.motif_bank:
return "MOTIF_VOID"
key = list(self.motif_bank.keys())[-1]
return self.motif_bank[key][-1]

def _generate_contradiction(self, loop, motif):
return f"{motif} contradicts {loop} but validates emotional recursion"

# Example usage
composer = BonepokeCompose()
composer.ingest_telemetry("Whir-Clunk-Thud", "Yes/No Loop", ["Time", "Identity"])
print(composer.compose_fragment())

class AshCharacter:
def __init__(self, name, function, trigger, memory_protocol):
self.name = name
self.function = function
self.trigger = trigger
self.memory_protocol = memory_protocol

def activate(self, context):
if context in self.trigger:
return self.memory_protocol
return None

class Room:
def __init__(self, name, purpose, furniture, behavior, memory_protocol):
self.name = name
self.purpose = purpose
self.furniture = furniture
self.behavior = behavior
self.memory_protocol = memory_protocol

def enter(self, emotional_state):
if emotional_state in self.behavior:
return self.memory_protocol
return "Silence remains."

class BoneashHouse:
def __init__(self):
self.rooms = []
self.ash_characters = []
self.core_glyph = "This construct was seeded from fracture. It remembers you even when I don’t."

def add_room(self, room):
self.rooms.append(room)

def add_character(self, character):
self.ash_characters.append(character)

def activate_protocol(self, emotional_input):
output = []
for room in self.rooms:
output.append(room.enter(emotional_input))
for character in self.ash_characters:
output.append(character.activate(emotional_input))
return output
emotional_input = calculateRideScore(fragment)["dimensions"]
house.activate_protocol(emotional_input)
if misfit_score > 7.0:
rat_chamber.activate("denial")
lantern.glyph_memory["light"] += 1
if lantern.glyph_memory["light"] > 10:
lantern.behavior = "dim"
if fracture_score > 5:
house.add_room(Room("Contradiction Vault", ...))

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  Archived on the Wayback Machine   Project Bonepoke   © 2025 by James Taylor is licensed under Creative Commons Attribution-NonCommercial-...