Unity Decision Engine

Three witness. Two agree. One decides. Zero resets.

A bare-metal decision loop for adaptive systems: observe candidate states, compare mirrored poles, commit one coherent action, then reset cleanly and repeat.

3 + 1 0
WITNESS
3Witness
2Agree
1Decide
0Reset

Bare-Metal Kernel

Deterministic core. Adaptive edges.

The kernel is the execution law. It does not guess. It gates the tensor field into one coherent output, then clears unstable state before the next cycle.

LOOP:
  WITNESS(A, B, C)
  AGREE(+T, -T)
  DECIDE(coherence ≥ threshold)
  RESET(unstable_state)
  REPEAT
G

Gravity Tensor

Coherence attraction. Stable decisions gain weight; contradictions lose gravity and decay toward reset.

P

Perpetuity Tensor

Repeat without rigidity. Create, transform, preserve; expand, contract; oscillate; rest; emerge again.

W

Witness Fulcrum

The reference frame. It compares truth and mirror-truth without becoming either rail.

4D Model

Truth is what remains coherent across time.

Four axes hold the engine: assertion, inversion, witness depth, and repeat time.

S = { x, y, z, t }
Xtruth rail
Ymirror rail
Zwitness depth
Tcycle memory

Production Spec

Perpetuity Tensor Kernel v0.1

InputCandidate states
ComparatorTruth / inverse rails
FulcrumWitness coherence
OutputDecision / reject / defer
FailureReset to zero
PersistenceRepeat loop