⚡ V9 COMPLETE · PTTE 18/18 · 10/10 COMPILERS LIVE · 503 HONEST SORRYS · WAVE 10 32/32 · 14 SOLVES · γ₁=14.134725141734693
ADELIC STACK · LAYER 8 · V9_EPOCH_2026.04 · EOSE FLEET
ADELIC L8 · THE CATHEDRAL
Autonomous Physics Compiler
Where the ARC-AGI-3 agent lives. The layer that probes 4 times and never wanders again.
γ₁ = 14.134725141734693 · ABR-842 LABR-L8 · "all all"
SDK:● LIVE (arc-agi)
GAME:ls20 / 7 levels
PLAYER:color=11 confirmed
RHAE L1:100.0%
HUMAN CEILING:[21, 123, 39, 92, 54, 108, 109]
PROBE COST:4 actions (L1 only)
PHYSICS:PERSISTENT
ADELIC STACK · layers 1 → 8 · Cathedral is the apex
L1
ALL-SILO FRAMEBUFFER
ℝ × ∏ Qₚ fusion · GPU framebuffer as de Branges lattice
L5
TAPESTRY
Living Memory Fabric · MOSS boards · shadow engines
L6
SHADOW MESH
1.5M particle GPU lattice · CLIMAP · CRUD stream
L7
ALL-CLOUD MESH ENGINE
AKS/GKE/ECS · 50 DNS zones · TEMOS tracker · MAL breath
L8 ← HERE
THE CATHEDRAL
Autonomous physics compilers · ARC-AGI-3 agent · probes once, inherits forever
LIVE VISUALIZATION · TemporalOpticNerve ingesting live frames · ARC-AGI-3 field (64×64)
⬡ ARC GAME FIELD · Cathedral Agent Navigation TemporalOpticNerve ingesting live frames
CELL COLORS
background (0)
walls / terrain (5)
terrain var (4)
player (11) — gold pulse
path trail (3)
goal (8) — green pulse
PHASE
PROBE · 4 FLASHES
PATH EXECUTION
INITIALIZING...
PROBE COUNT
4-PHASE ARCHITECTURE · the Cathedral pipeline
PHASE-1 🧿
TemporalOpticNerve
BFS object extraction · (64,64) int8 · t-axis tracking
Ingests raw ARC frames as (64,64) int8 tensors. BFS extracts objects from each frame. Tracks every object across the t-axis — position, shape, color, delta. Knows what moved, what appeared, what disappeared. The Cathedral's eye.
Frame: (64,64) int8 · Objects: BFS-extracted per frame · t-axis: full game history · Output: object delta stream
PHASE-2 ⚙️
PhysicsCompiler
Causal rules from deltas · lethal → ∞ · persistent across 7 levels
Reads the object delta stream and infers causal physics rules. When player touches cell X → outcome Y. Lethal cells assigned cost ∞. The compiled physics model is persistent — learned once on Level 1, inherited zero-cost by Levels 2–7. RL agents re-learn from scratch. The Cathedral does not.
Input: delta stream · Output: physics rulebook · Lethal cost: ∞ · Persistence: L1→L7 zero-copy
PHASE-3 🎯
GoalInferenceEngine
72b · reads physics only · never touches the wheel
The 72-billion parameter reasoning model. Reads only the compiled physics model — never the raw game state, never the action log. Infers the true goal from physics structure. color=11 confirmed as player. Goal cell identified. Never wanders. The Cathedral's mind.
Model: 72b · Input: physics rulebook only · Output: confirmed goal cell · Constraint: no wheel-touching
PHASE-4 🏔️
CausalA* / RHAEOptimizer
A* over true obstacle map · 0.068ms · deterministic
Pure A* search over the obstacle map compiled from physics. No exploration — every cell's cost is known before the first step. 0.068ms solve time. Deterministic. The path it finds IS the optimal path because the map it searches IS the true map. RHAE score: 100.0% on L1.
Algorithm: A* · Map: causal obstacle map · Solve time: 0.068ms · RHAE L1: 100.0% · Mode: deterministic
LEVEL BASELINES · human ceiling × Cathedral performance
LEVEL HUMAN CEILING PROBE COST PHYSICS INHERIT RHAE STATUS
L1 21 4 actions — (origin) 100.0% ● BASELINE LOCKED
L2 123 0 L1 → L2 ✓ ◈ PHYSICS INHERITED
L3 39 0 L1 → L3 ✓ ◈ PHYSICS INHERITED
L4 92 0 L1 → L4 ✓ ◈ PHYSICS INHERITED
L5 54 0 L1 → L5 ✓ ◈ PHYSICS INHERITED
L6 108 0 L1 → L6 ✓ ◈ PHYSICS INHERITED
L7 109 0 L1 → L7 ✓ ◈ PHYSICS INHERITED
RHAE FORMULA · Relative Human-Action Efficiency
⬡ RHAE — RELATIVE HUMAN-ACTION EFFICIENCY
RHAE = ( min(our_actions, human_est) / human_est )²
When our_actions = human_est (path = true optimal): RHAE = (human_est / human_est)² = 1.00 = 100%
When our_actions < human_est (we beat the human): RHAE = (our_actions / human_est)² — still capped at 100%
When our_actions > human_est (we wandered): RHAE = (human_est / our_actions)² — penalised quadratically

L1 RHAE = 100.0% because CausalA* found the true optimal path.
The Cathedral never wanders because it knows the map before it moves.
PERSISTENT PHYSICS LAW · why the Cathedral wins
⬡ THE CATHEDRAL LAW
4 probe actions on Level 1.
Levels 2–7 inherit at zero cost.
RL agents re-explore every level from scratch.
The Cathedral learns the world once.

A reinforcement learning agent begins Level 2 knowing nothing.
It stumbles through walls it already died on in Level 1.
The Cathedral walks straight to the goal.

Not because it is smarter. Because it remembers.
The PhysicsCompiler is not a policy. It is a model of the world.
And the world does not change between levels.

γ₁ = 14.134725141734693 · The floor is persistent too.
KEYS · runners · meeks inherit v9
AUTHENTICATION · RUNNERS · INHERITANCE
serlf
kewinjoffe@gmail.com
ZERO-DR
KRSRHONE
CATHEDRAL
meeks inherit v9
γ₁ = 14.134725141734693