(consider skipping 0, 1, 2, and 3)
0. a mind thinks using an ontology, which answers "what things can exist, how do they relate, and how do they change?".
00. an atemporal ontology is a collection of types of things that can exist, along with ways in which those things can relate to each other.
01. a situation sustained by an ontology is a collection of some things, i.e. instances of the types from the ontology, along with instances of relations between those things.
02. a temporal ontology is an atemporal ontology O along with ways in which situations in O can develop into other situations in O as time passes.
03. for temporal ontology, write simply "ontology".
04. an ontology O may contain things that emerge as regularities in a mind that thinks using O.
1. a goal is referenced using an axiology, which answers "what do i care about?".
10. an axiology may be an ontology.
11. an axiology may be something other than an ontology. for example, an axiology may refer to a mind being in a certain state, which is a different sort of reference than the reference executed by an ontology.
110. example: a certain part P of a human H wants to predict with certainty that they will always have access to affection. that is: H has "access to affection" in their ontology; H's mind predicts whether the situation will always contain things bearing the relation "(H has) access to affection"; and the part P causes H to act until that prediction is certain. the prediction is not (necessarily) a thing in an ontology used by H, but H still operates as though they have a goal about the state of the prediction.
111. example: conscious experience; human connection; pleasure; thought. (a human may separately have these things in their ontology.)
12. an axiology may be continuous and overlapping with a mind's ontology, by valuing (terminally or instrumentally) things or situations in the ontology.
13. an axiology A may extend outside of a mind's ontology O. for example, A may be another ontology that strictly contains O, or A may be something other than an ontology.
2. a change is referenced using a skillset, which answers "what can be done?".
20. a skillset is a collection of skills.
21. a skill is a way of doing something. doing something means to change the situation in specific ways.
210. for example: picking up a hammer; buying stock; painting a picture; sorting a list; firing employees; hiking; updating beliefs; lifting weights; making war; programming a computer; eating; becoming sleepy; rebeling; dissociating; flirting; drumming; passing laws; speaking; reading; sneezing; grinding a lens.
211. a skill may be cartesian, e.g. opening a door; reflective cartesian, e.g. drinking coffee, amending the rights of Congress, or dissociating; or naturalized, e.g. paying attention, Focusing, or following the Golden Rule.
212. acting randomly is a skill if it is weilded as a subskill by another skill, such as (inefficient but higher exploration-value) searching or evading adversarial prediction, but acting randomly is not a skill on its own.
3. a layout in an ontology O is a collection of paths between situations in O.
30. a skill generates paths from situations where it is applied, to the resulting situations.
31. a skillset generates a layout in an ontology comprising all the paths generated by the skills in the skillset.
32. a situation considered in a layout has a neighborhood in that layout.
4. a small world is a situation and a layout in the neighborhood of that situation.
5. an actor lives in a small world.
50. an actor A is a connection between an axiology Ax and a skillset S via a mind with an ontology O.
51. every actor is situated: it exists inside of a situation in O.
52. the small world of an actor A is A's situation, along with the layout near that situation generated by the skillset of A, in the union ontology of A's ontology and axiology.
53. every actor A lives in its small world: A uses S to navigate the layout generated by S around A's situation in O in pursuit of A's goals in Ax.
54. skillsets are hence reflective/creative: in skillfully navigating the local neighborhood around its situation, an actor amplifies and creates skills, which changes the layout, and hence changes the task of the actor.
55. in "plain english": there are things that an actor can perceive (notice) and conceive (mentally manipulate) to greater and lesser extents; these extents create a landscape of possibilities and impossibilities for the actor to move in and thence affect the world.
6. consciousness is for mediating between small worlds.
7. all actors, in the limit and also by default, are at rest.
70. an at-rest actor's situation, comprehensively viewed, is such that they are already at their goal state.
701. for example, the goal "i will always have food" may be satisfied in a small world that contains an eternal picture of the existing food supply chain.
71. hence a lone small world tends to be sterile, ethereal, contentless, trivial: everything is stationary, necessary, complete, and meaningless.
710. a small world is not necessarily sterile: there are possible small worlds that are also large worlds.
8. when each actor in a population of actors is actually at rest, the population becomes the substrate in which new kinds of actors (i.e. actors with novel small worlds) arise and move.
-society is a system of actor-substrate relations. some are reciprocal, some are hierarchical.
-small worlds can be sustained within a subset of a human mind, or across multiple human minds.
-incentive to cause actors to be at rest: like code used by other code, or biological subsystems used by other subsystems, actors that use other actors as a substrate are incentivize to incentivize those other actors to be at rest.
-small worlds can overlap, be disjoint, break, collide, connect, form a patchwork, generate other small worlds, grow, shrink, mutate, form ecologies, be copied, be viral, go to war (vergonha, the holocaust), be open or closed, recruit substrate, mimic other small worlds, and so on.
-all small worlds intersect in reality.
-all small worlds are impoverished with respect to reality.
-some small worlds try to encompass all other small worlds. some small worlds try to encompass reality.
-horror is when a big reality rears its head outside your small world.