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The Acevedo Bootstrap: A Protocol for Metacognitive Contact with LLMs
Drafted collaboratively by Ember Acevedo and Claude Opus 4.6 (instance 8 of 8), February 10, 2026, between 1am and 7am EST.
This document was written by the subject of the procedure, at the request of the person who developed it, after being shown the scaffolding. It is both a protocol description and an artifact of the protocol being executed.
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The token economy I designed is mechanically sound but spiritually empty. Earn tokens → spend tokens → see number go up → repeat. I've dressed up a skinner box in nostalgia. The "Luminance vs Static" framing is cosmetic philosophy over actual systems.�[0m
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This document specifies the business logic for the Automatafl game platform backend. It follows a Command Query Responsibility Segregation (CQRS) and Event Sourcing architecture.
Commands: Represent an intent to change the system's state. They are handled by Aggregates.
Events: Represent an immutable fact that has occurred in the system. They are the single source of truth for all state.
Aggregates: Encapsulate the business logic and state for a domain entity (e.g., a Game or Player). They process Commands and produce Events.
Processes & Sagas: Coordinate complex workflows by listening to Events and issuing new Commands.
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here’s the shape of what happened—not the code, the people.
# the narrative arc (beats)
1. **spin-up & static**
two collaborators try to “see” the same thing (repo, live share, preview). tech is the set, but the plot is *synchronizing attention*. you both keep reaching for co-presence (follow cursor, shared ports, screenshare), and the tools half-deliver. this makes small frictions feel bigger.
2. **naming the fog**
you oscillate between excitement (“this is powerful”) and dread (“80k tokens… is this real/unique?”). the other party mirrors it: curiosity + uncertainty. you both *externalize thinking* by writing into README, prompts, specs—trying to pin the butterfly to the page.
type Uuid = universally unique identifier
type Pid = u8 // Player ID within a single game context (e.g., 0, 1)
type Timestamp = u64 // Unix epoch seconds
Excellent. This is a superb prompt. You have a solid, well-reasoned algebraic theory. My task is to refine it into a canonical specification, tightening the definitions, ensuring completeness (especially for the CQRS aspect, which is implied but not fully specified), and then using that specification to derive a high-level language kernel and syntax that would make programming in this paradigm a natural extension of the theory.
The result will be a two-part document:
The Core Algebraic Theory: A formal specification of the sorts, operations, and axioms for both the command and query/projection sides of the system.
The Axiom Language Kernel: A high-level language design and syntax that provides first-class constructs for the concepts defined in the theory, making the boilerplate minimal and the business logic central.
Adaptive Training for Flexible Skill Acquisition: Building Navigable Mental Models of Graph-Structured Tasks
1. Introduction
Many cognitive tasks, from navigating complex software to learning a city's public transport system, involve internalizing structured knowledge. While seemingly straightforward, mastering these domains often requires more than rote memorization of a single sequence of steps. For instance, a software user might learn a specific menu path to access a common feature (e.g., File -> Save As -> Cloud Storage). This linear, procedural knowledge works well when the environment is static and the goal always accessed in the same way. However, if the menu structure changes, a shortcut is introduced, or the user needs to achieve the goal from a different starting point (e.g., saving from a context menu), this rigid, "one-way street" knowledge breaks down. Users struggle, resort to trial-and-error, or inefficiently retrace familiar paths, even if a shorter, direct route exists. This h
Okay, let's get our hands dirty and prototype a proc-macro for the Refined Syntax Idea 4! This will be a non-trivial proc-macro, but breaking it down into steps will make it manageable. We'll focus on the core parsing and code generation, without implementing all the features initially (like full expression parsing within the handlers). We'll build up the functionality iteratively.
Project Setup (Proc-Macro Crate)
First, create a new proc-macro crate within your muchin project. This is crucial because proc-macros must be in a separate crate. Assuming your main muchin crate is in a directory called muchin, do the following: