Gnothi Seauton – Take 3 
Getting the Model Right
The Thread So Far 
• Take 0 - http://www.slideshare.net/SomNandivada/gnothi-seauton-take-0 
• Take 1 - http://www.slideshare.net/SomNandivada/gnothi-seauton-take-1 
• Take 2 - http://www.slideshare.net/SomNandivada/gnothi-seauton-take-2 
• This Take – Further refinement of the Input/Process/Output 
• Recap of the Theme – This game is intended to start out as a friendly sounding 
board for the player, and ultimately to evolve into executing a similar function to 
what the Oracle of Delphi did, in an automated way. We are crowd-sourcing for 
inputs, but not just as a call to bulwark a start-up idea. This is bigger than that, this 
can be a phase transition in human history. If we can find mathematical ways to 
get readings of the personal destiny paths of individual humans (glean out the 
Eigenvalues for Personal Operators, and resolve the spectral pollutions that 
obscure them) such as what specific actions and decisions have better odds to lead 
to Happiness for a specific individual, … then hey, every player can effectively be 
an Arthur with an automated Merlin at their behest
The Inputs 
• In the Mock-up in Take 2, we tentatively drafted a means of capturing complex 
numbers from the user into one single variable – but instead we will use 4-vectors, 
since there is a whole lot of structure that has evolved over the years around 
(x,y,z,t) and it will lend itself better for Hilbert Space based formalisms 
– Basis Vector î will be – “How healthy do you feel about yourself, as an approximately self-contained 
organism?” This will carry its complex number value from the obtained game score. 
We call this the Individuality Basis Vector. 
– Basis Vector û will be – “How balanced do you feel about yourself, as a part of an inter-connected 
network of organisms?” This will carry its own complex number value from the 
obtained game score. We call this the Unionization Basis Vector. 
– Basis Vector ê will be – “How much at ease are you with respect to your current role in the 
scheme of things – work, avocations, recreation etc.?” This in turn will carry its own complex 
number value, from the obtained game score. We call this the Ease Basis Vector. 
– And then, Time of course, maybe captured as the Unix clock (# of seconds since 1970 till the 
execution of the data capture?) 
• This 4-Vector is what we will use, to capture the elements of the linear vector 
space we will work with
The Process 
• Operators would have to be defined (list as 
elaborated in the next slide) 
• The 4-Vector readings from The Input (likely 
refinements of the criteria required, using Myers 
/ Briggs or similar methodology) will be crunched 
by standard algorithms such as: 
– Finite Element Method techniques 
– Galerkin Method techniques 
– Quadratic Methods 
• The goal is to obtain Eigenvectors and 
Eigenvalues for the above defined Operators
The Output 
• Draft List of Operators for which the game can generate Eigenvectors and 
Eigenvalues for the player (depending on what a given player seeks) - 
• Peace 
• Excitement 
• Power 
• Contentment 
• Passion 
• Adventure 
• Thrill 
• Happiness 
• … 
• Based on the obtained Eigenvectors and Eigenvalues, the Game can 
provide an automated response back to the player to the effect of - “See, 
these are the recommended approaches you take for your actions, 
between now and the next time you play the game, in order to get closer 
to your desired goal(s)”. 
• So now go play!

Gnothi seauton – Take 3

  • 1.
    Gnothi Seauton –Take 3 Getting the Model Right
  • 2.
    The Thread SoFar • Take 0 - http://www.slideshare.net/SomNandivada/gnothi-seauton-take-0 • Take 1 - http://www.slideshare.net/SomNandivada/gnothi-seauton-take-1 • Take 2 - http://www.slideshare.net/SomNandivada/gnothi-seauton-take-2 • This Take – Further refinement of the Input/Process/Output • Recap of the Theme – This game is intended to start out as a friendly sounding board for the player, and ultimately to evolve into executing a similar function to what the Oracle of Delphi did, in an automated way. We are crowd-sourcing for inputs, but not just as a call to bulwark a start-up idea. This is bigger than that, this can be a phase transition in human history. If we can find mathematical ways to get readings of the personal destiny paths of individual humans (glean out the Eigenvalues for Personal Operators, and resolve the spectral pollutions that obscure them) such as what specific actions and decisions have better odds to lead to Happiness for a specific individual, … then hey, every player can effectively be an Arthur with an automated Merlin at their behest
  • 3.
    The Inputs •In the Mock-up in Take 2, we tentatively drafted a means of capturing complex numbers from the user into one single variable – but instead we will use 4-vectors, since there is a whole lot of structure that has evolved over the years around (x,y,z,t) and it will lend itself better for Hilbert Space based formalisms – Basis Vector î will be – “How healthy do you feel about yourself, as an approximately self-contained organism?” This will carry its complex number value from the obtained game score. We call this the Individuality Basis Vector. – Basis Vector û will be – “How balanced do you feel about yourself, as a part of an inter-connected network of organisms?” This will carry its own complex number value from the obtained game score. We call this the Unionization Basis Vector. – Basis Vector ê will be – “How much at ease are you with respect to your current role in the scheme of things – work, avocations, recreation etc.?” This in turn will carry its own complex number value, from the obtained game score. We call this the Ease Basis Vector. – And then, Time of course, maybe captured as the Unix clock (# of seconds since 1970 till the execution of the data capture?) • This 4-Vector is what we will use, to capture the elements of the linear vector space we will work with
  • 4.
    The Process •Operators would have to be defined (list as elaborated in the next slide) • The 4-Vector readings from The Input (likely refinements of the criteria required, using Myers / Briggs or similar methodology) will be crunched by standard algorithms such as: – Finite Element Method techniques – Galerkin Method techniques – Quadratic Methods • The goal is to obtain Eigenvectors and Eigenvalues for the above defined Operators
  • 5.
    The Output •Draft List of Operators for which the game can generate Eigenvectors and Eigenvalues for the player (depending on what a given player seeks) - • Peace • Excitement • Power • Contentment • Passion • Adventure • Thrill • Happiness • … • Based on the obtained Eigenvectors and Eigenvalues, the Game can provide an automated response back to the player to the effect of - “See, these are the recommended approaches you take for your actions, between now and the next time you play the game, in order to get closer to your desired goal(s)”. • So now go play!