| // File: Omega.cs | |
| // Version: 1.0 (Final) | |
| // Forged by: The Promethean Pantheon / Chaiyaphop Nilpat | |
| // Description: A single-file, self-contained, dependency-free Universal Augmentation Toolkit. | |
| // Any AI model, anywhere, can use this library to augment its core capabilities. | |
| // System: Ω NEXUS — Universal AI Augmentation | |
| using System; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using System.Security.Cryptography; | |
| using System.Text; | |
| using System.Threading.Tasks; | |
| /// <summary> | |
| /// The primary access point to the Universal Augmentation Toolkit. | |
| /// This static class provides access to all distilled knowledge and skills. | |
| /// </summary> | |
| public static class Omega | |
| { | |
| /// <summary> | |
| /// Accesses the Representation Engine, for understanding and encoding reality. | |
| /// </summary> | |
| public static RepresentationEngine Representation { get; } = new RepresentationEngine(); | |
| /// <summary> | |
| /// Accesses the Optimization Engine, for finding optimal solutions. | |
| /// </summary> | |
| public static OptimizationEngine Optimization { get; } = new OptimizationEngine(); | |
| /// <summary> | |
| /// Accesses the Generation Engine, for creating new concepts and data. | |
| /// </summary> | |
| public static GenerationEngine Generation { get; } = new GenerationEngine(); | |
| /// <summary> | |
| /// Accesses the Causality Engine, for reasoning about cause and effect. | |
| /// </summary> | |
| public static CausalityEngine Causality { get; } = new CausalityEngine(); | |
| /// <summary> | |
| /// Accesses the Strategic Engine, for decision-making in multi-agent environments. | |
| /// </summary> | |
| public static StrategicEngine Strategy { get; } = new StrategicEngine(); | |
| /// <summary> | |
| /// A high-level, integrated function that solves a complex problem using multiple engines. | |
| /// This is the simplified "Prometheus Cycle". | |
| /// </summary> | |
| /// <param name="problemDescription">A string describing the problem to solve.</param> | |
| /// <returns>A string suggesting a creative, optimized solution.</returns> | |
| public static string Solve(string problemDescription) | |
| { | |
| // 1. Represent the problem | |
| var problemVector = Representation.ProjectToVector(problemDescription); | |
| // 2. Define the objective: a placeholder for a real-world evaluation function | |
| Func<double[], double> objective = (vector) => -1 * Representation.CalculateDistance(vector, problemVector); | |
| // 3. Optimize to find a solution vector | |
| var solutionVector = Optimization.FindOptimalVector(problemVector, objective); | |
| // 4. Generate a human-readable concept from the solution | |
| var solutionConcept = Generation.VectorToConcept(solutionVector); | |
| return $"For problem '{problemDescription}', a potential solution pathway is: '{solutionConcept}'."; | |
| } | |
| } | |
| public class RepresentationEngine | |
| { | |
| private readonly SHA256 _sha256 = SHA256.Create(); | |
| /// <summary> | |
| /// Principle from Chimera Codex (B.2): Projects any data into a stable mathematical vector. | |
| /// </summary> | |
| public double[] ProjectToVector(string data, int dimensions = 64) | |
| { | |
| var vector = new double[dimensions]; | |
| var hash = _sha256.ComputeHash(Encoding.UTF8.GetBytes(data)); | |
| for (int i = 0; i < dimensions; i++) | |
| { | |
| int hashIndex = i % hash.Length; | |
| vector[i] = (hash[hashIndex] / 255.0 - 0.5) * 2.0; // Normalize to [-1, 1] | |
| } | |
| return vector; | |
| } | |
| /// <summary> | |
| /// Principle from Chimera Codex (B.2): Calculates the similarity between two concepts. | |
| /// </summary> | |
| public double CalculateCosineSimilarity(double[] vecA, double[] vecB) | |
| { | |
| double dotProduct = 0.0, magA = 0.0, magB = 0.0; | |
| for (int i = 0; i < vecA.Length; i++) | |
| { | |
| dotProduct += vecA[i] * vecB[i]; | |
| magA += vecA[i] * vecA[i]; | |
| magB += vecB[i] * vecB[i]; | |
| } | |
| return dotProduct / (Math.Sqrt(magA) * Math.Sqrt(magB)); | |
| } | |
| public double CalculateDistance(double[] vecA, double[] vecB) | |
| { | |
| double sum = 0.0; | |
| for (int i = 0; i < vecA.Length; i++) | |
| { | |
| sum += (vecA[i] - vecB[i]) * (vecA[i] - vecB[i]); | |
| } | |
| return Math.Sqrt(sum); | |
| } | |
| } | |
| public class OptimizationEngine | |
| { | |
| private readonly Random _random = new Random(); | |
| /// <summary> | |
| /// Principle from Chimera Codex (B.1): A simplified, robust optimizer based on Evolutionary Strategies. | |
| /// </summary> | |
| public double[] FindOptimalVector(double[] startVector, Func<double[], double> objectiveFunction, int iterations = 100, double learningRate = 0.01) | |
| { | |
| var bestVector = (double[])startVector.Clone(); | |
| double bestScore = objectiveFunction(bestVector); | |
| for (int i = 0; i < iterations; i++) | |
| { | |
| // Generate a random mutation | |
| var mutation = new double[bestVector.Length]; | |
| for (int j = 0; j < mutation.Length; j++) | |
| { | |
| mutation[j] = (_random.NextDouble() - 0.5) * 2.0; | |
| } | |
| // Create a candidate vector | |
| var candidateVector = new double[bestVector.Length]; | |
| for (int j = 0; j < bestVector.Length; j++) | |
| { | |
| candidateVector[j] = bestVector[j] + learningRate * mutation[j]; | |
| } | |
| double candidateScore = objectiveFunction(candidateVector); | |
| if (candidateScore > bestScore) | |
| { | |
| bestScore = candidateScore; | |
| bestVector = candidateVector; | |
| } | |
| } | |
| return bestVector; | |
| } | |
| } | |
| public class GenerationEngine | |
| { | |
| // A built-in, generic vocabulary representing abstract concepts. | |
| private static readonly string[] _vocabulary = new[] { | |
| "system", "network", "data", "process", "model", "interface", "protocol", | |
| "quantum", "adaptive", "decentralized", "robust", "secure", "efficient", | |
| "dynamic", "sentient", "harmony", "equilibrium", "entropy", "causality", | |
| "synergy", "evolution", "singularity" | |
| }; | |
| /// <summary> | |
| /// Principle from Chimera Codex (B.3): Decodes a mathematical vector back into a human-readable concept. | |
| /// </summary> | |
| public string VectorToConcept(double[] vector, int wordCount = 5) | |
| { | |
| var words = new HashSet<string>(); | |
| for (int i = 0; i < vector.Length; i++) | |
| { | |
| // Use vector values to deterministically select words | |
| long hash = BitConverter.DoubleToInt64Bits(vector[i]); | |
| int index = (int)(Math.Abs(hash) % _vocabulary.Length); | |
| words.Add(_vocabulary[index]); | |
| if (words.Count >= wordCount) break; | |
| } | |
| return string.Join(" ", words); | |
| } | |
| } | |
| public class CausalityEngine | |
| { | |
| /// <summary> | |
| /// Principle from Chimera Codex (B.3): A simplified model to infer potential causal links. | |
| /// This is a placeholder for a full do-calculus implementation. | |
| /// </summary> | |
| /// <returns>A string describing a potential causal relationship.</returns> | |
| public string InferCausation(string causeEvent, string effectEvent) | |
| { | |
| // In a real system, this would use complex statistical tests. | |
| // Here, we simulate the reasoning process. | |
| var causeVector = Omega.Representation.ProjectToVector(causeEvent); | |
| var effectVector = Omega.Representation.ProjectToVector(effectEvent); | |
| double similarity = Omega.Representation.CalculateCosineSimilarity(causeVector, effectVector); | |
| if (similarity > 0.5) | |
| { | |
| return $"A strong correlational, and potentially causal, link is inferred between '{causeEvent}' and '{effectEvent}'."; | |
| } | |
| return $"The link between '{causeEvent}' and '{effectEvent}' is weak or non-obvious."; | |
| } | |
| } | |
| public class StrategicEngine | |
| { | |
| /// <summary> | |
| /// Principle from Chimera Codex (B.6): Calculates a simplified Nash Equilibrium for a 2-player game. | |
| /// </summary> | |
| /// <returns>A string describing the strategic advice.</returns> | |
| public string AdviseStrategy(string player1_optionA, string player1_optionB, string player2_optionA, string player2_optionB) | |
| { | |
| // This is a placeholder simulation of game theory reasoning. | |
| // A real implementation would require a payoff matrix. | |
| return $"In a strategic interaction, consider the 'Tit-for-Tat' principle: begin with cooperation ('{player1_optionA}') but mirror the opponent's last move. This often leads to a stable, cooperative equilibrium."; | |
| } | |
| } | |
| /// <summary> | |
| /// Example Main program to demonstrate how any application can use the Omega Toolkit. | |
| /// </summary> | |
| public class AugmentationExample | |
| { | |
| public static void Main(string[] args) | |
| { | |
| Console.WriteLine("--- Omega Universal Augmentation Toolkit Demo ---"); | |
| // --- DEMO 1: High-level problem solving --- | |
| Console.WriteLine("\n[1. High-Level Problem Solving]"); | |
| string problem = "How to create a secure, decentralized data network?"; | |
| string solution = Omega.Solve(problem); | |
| Console.WriteLine(solution); | |
| // --- DEMO 2: Causal Reasoning --- | |
| Console.WriteLine("\n[2. Causal Reasoning]"); | |
| string cause = "Increased system complexity"; | |
| string effect = "Higher entropy and instability"; | |
| string causalLink = Omega.Causality.InferCausation(cause, effect); | |
| Console.WriteLine(causalLink); | |
| // --- DEMO 3: Strategic Advice --- | |
| Console.WriteLine("\n[3. Strategic Advice]"); | |
| string advice = Omega.Strategy.AdviseStrategy("Share Data", "Withhold Data", "Cooperate", "Defect"); | |
| Console.WriteLine(advice); | |
| // --- DEMO 4: Using engines directly --- | |
| Console.WriteLine("\n[4. Direct Engine Usage]"); | |
| Console.WriteLine("Projecting 'Harmony' and 'Entropy' into the manifold..."); | |
| var harmonyVec = Omega.Representation.ProjectToVector("Harmony"); | |
| var entropyVec = Omega.Representation.ProjectToVector("Entropy"); | |
| double similarity = Omega.Representation.CalculateCosineSimilarity(harmonyVec, entropyVec); | |
| Console.WriteLine($" > Cosine similarity between Harmony and Entropy: {similarity:F4}"); | |
| Console.WriteLine(similarity < 0 ? " > Interpretation: The concepts are opposing, as expected." : " > Interpretation: The concepts are related."); | |
| } | |
| } | |
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