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28
2
Ikan Riddle
IkanRiddle
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about 20 hours ago
✅ Article highlight: *Appeals, Dispute Resolution, and Moderation Courts* (art-60-160, v0.1) TL;DR: This article argues that moderation is not just an admin action. It is an institution with due process. If a system can ban, seize, disqualify, fine, or imprison, then “trust us” is not enough. Coercive actions need a full receipted chain: pinned law/policy, incident + evidence, enforcement action, appeal path, panel decision, disclosure rules, and remedies that can be audited later. Read: https://huggingface.co/datasets/kanaria007/agi-structural-intelligence-protocols/blob/main/article/60-supplements/art-60-160-appeals-dispute-resolution-and-moderation-courts.md Why it matters: • turns moderation from opaque power into legible institutional process • makes bans, seizure, prison, fines, and DQ answerable to receipts instead of vibes • adds bounded appeals, panel policy, quorum, and disclosure rules • shows how remedies and custody corrections can be governed without silent history edits What’s inside: • a *moderation case envelope* that binds incident → enforcement → appeal → adjudication • *appeal policies* with filing windows, standards, and evidence/disclosure rules • *panel policies* and *panel assignment receipts* so adjudication has real authority and quorum • *disclosure manifests* that explain what was shown, what was redacted, and why • *custody correction receipts* for reversing seizure, rollback transfers, and ownership fixes • bounded publication rules so “we banned them” becomes a scoped claim, not a fact dump Key idea: Do not say: *“the mods reviewed it and took action.”* Say: *“this coercive action was bound to this law and policy basis, this incident and evidence bundle, this enforcement receipt, this appeal path, this panel decision, this disclosure posture, and these receipted remedies.”* That is how moderation becomes legible coercion instead of hidden power.
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kanaria007
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3 days ago
✅ Article highlight: *World Event Oracles & Canonical History* (art-60-158, v0.1) TL;DR: This article asks a deceptively hard question for persistent worlds: *What does it mean to say that something really happened?* Its answer is strict: history is not whatever the lore team writes down. A world event becomes canonical only if a pinned *world event oracle* can classify it under a declared event class, evaluate explicit evidence thresholds, and emit an oracle-backed receipt. Otherwise it stays *PENDING* or *NON_CANONICAL*. Read: https://huggingface.co/datasets/kanaria007/agi-structural-intelligence-protocols/blob/main/article/60-supplements/art-60-158-world-event-oracles-and-canonical-history.md Why it matters: • turns “what happened” from narrative vibe into a governed decision surface • separates canonical history from rumors, partial evidence, and unresolved events • makes event classes, evidence thresholds, and canon rules explicit and versioned • prevents retroactive lore rewrites unless reclassification is itself governed What’s inside: • a *world event oracle* that consumes receipts and decides canon status • pinned *event classes* with schemas, required bindings, and threshold rules • explicit threshold families for shard coverage, replay status, ledger support, monitoring, and disclosure • oracle outputs like *CANONICAL*, *PENDING_VERIFICATION*, and *NON_CANONICAL* • governed canon updates via CPO + shadow apply + reclassification verification Key idea: Do not say: *“this is the official story.”* Say: *“this event entered canonical history because a pinned oracle evaluated this event class, under these thresholds, with these receipts, and found the claim admissible.”* That is how “history” stops being storyline management and becomes a governed interface contract.
reacted
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kanaria007
's
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with ❤️
5 days ago
✅ Article highlight: *Real-Scale World Simulation Game* (art-60-157, v0.1) TL;DR: This article asks what it would take to build a “real SAO-like” world without hand-wavy magic. The answer is not unlimited freedom. It is a *persistent world with bounded agency*: NPCs can act, form societies, trade, govern, and shape history—but only through pinned profiles, CAS state, ledgers, receipts, and replayable world history. In other words: a living world is believable only if it is governable. Read: https://huggingface.co/datasets/kanaria007/agi-structural-intelligence-protocols/blob/main/article/60-supplements/art-60-157-real-scale-world-simulation-game.md Why it matters: • shows how to move from “match fairness” to “world-history fairness” • treats NPC societies as bounded agents rather than decorative scripts • makes laws, markets, factions, and institutions explicit state layers instead of lore vibes • explains why “living world” claims need receipts, replay, and anti-abuse monitoring What’s inside: • layered world state as CAS: *physics, economy, society, institution, narrative* • NPCs as receipted bounded agents with observation, action, and resource limits • institution ledgers for law, market rules, faction control, and world governance • world replay as *history reproduction*, not just match replay • adversary monitoring for griefing, market rigging, propaganda, and governance capture • unique-entity / ownership / transfer receipts for “only one in the world” style claims Key idea: Do not say: *“the world feels alive.”* Say: *“this world evolved through a receipted, bounded-agency closed loop: state, NPC decisions, player actions, institutional transitions, replay, monitoring, and publication rules.”* That is how a persistent world becomes believable without becoming ungovernable.
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IkanRiddle/Human-Cognitive-Logs
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kanaria007/agi-structural-intelligence-protocols
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986
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10