Version: 0.1.0
Status: Design Specification
Created: December 2024
Authors: Univrs Team
"The network is not pipes. It is a living market."
Caution
This project is a research demonstrator. It is in early development and may change significantly. Using permissive Univrs tools in your repository requires careful attention to security considerations and careful human supervision, and even then things can still go wrong. Use it with caution, and at your own risk. See Disclaimer.
- Executive Summary
- Biological Foundation
- ENR Core Concepts
- System Architecture
- Entropy Subsystem
- Nexus Subsystem
- Revival Subsystem
- Pricing Models (ENR Consumers)
- DOL Specifications
- HIR Mappings
- Node Configuration
- Chaos Testing Framework
- Integration Points
- Implementation Roadmap
Entropy-Nexus-Revival (ENR) is the foundational economic primitive layer for the VUDO OS distributed computing platform. It provides the substrate upon which all pricing models, resource allocation, and network economics are built.
ENR is inspired by the biological mechanics of mycelial networks, specifically:
- Entropy: The thermodynamic cost of disorder in distributed systems
- Nexus: Hub-based aggregation and market-making (like fungal hubs)
- Revival: Resource cycling and decomposition (like fungal nutrient recycling)
Traditional distributed systems treat networks as passive pipes. Real biological networks (mycorrhizal networks) operate as active trading systems where:
- Every transaction has a cost (entropy)
- Some nodes become market-making hubs (nexus)
- Resources cycle back into the system (revival)
ENR models this reality, creating a self-sustaining economic layer.
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β APPLICATION LAYER β
β Spirits, User Applications, Services β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β
βΌ
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β PRICING LAYER β
β Fixed Rates β Dynamic S/D β Auctions β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β
βΌ
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β ENR LAYER β
β Entropy β Nexus β Revival β
β ββββββββββββββββββββββββββββ β
β THIS DOCUMENT SPECIFIES THIS LAYER β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β
βΌ
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β CREDIT LAYER β
β Mycelial Credits Ledger β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β
βΌ
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β NETWORK LAYER β
β P2P Connections β Gossip β Consensus β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
If ENR doesn't work, nothing above it works.
ENR is the foundation for:
- Spirit execution pricing
- Resource allocation decisions
- Network topology optimization
- Failure recovery economics
- Long-term sustainability
ENR is grounded in peer-reviewed mycology research:
| Biological Mechanism | Researcher | ENR Application |
|---|---|---|
| Hydraulic transport | General mycology | Active flow, not passive pipes |
| Market-based trading | Toby Kiers (VU Amsterdam) | Exchange rate economics |
| Hub formation | Various | Nexus topology |
| Nutrient cycling | Decomposition studies | Revival pool |
| Electrical signaling | Andrew Adamatzky | Gossip protocol design |
| Woronin bodies | Cell biology | Circuit breaker pattern |
The "Mother Tree" hypothesis (trees sharing altruistically) has been challenged by Karst et al. (2023). The current scientific understanding:
Fungi are active traders that discriminate based on exchange rates, not passive pipes that share freely.
This insight drives ENR's market-based design.
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β BIOLOGICAL β TECHNICAL MAPPING β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β β
β BIOLOGY TECHNOLOGY β
β ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
β Second Law of Thermodynamics β Entropy accounting in transactions β
β Turgor pressure gradients β Resource gradients across nodes β
β Cytoplasmic streaming β Active credit/data flow β
β Fungal hub formation β Nexus node emergence β
β Preferential allocation β Market-based resource routing β
β Decomposition/recycling β Revival pool for failed resources β
β Woronin body isolation β Septal gate circuit breakers β
β Electrical action potentials β Gossip protocol signals β
β Apical tip growth β Network expansion/discovery β
β Septal pores β Connection management β
β β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
ENR
β
βββββββββββββββββββββΌββββββββββββββββββββ
β β β
βΌ βΌ βΌ
βββββββββββ βββββββββββ βββββββββββ
β ENTROPY β β NEXUS β β REVIVAL β
β β β β β β
β Disorderβ β Hub β β Cycling β
β Costs β β Network β β & Reuse β
βββββββββββ βββββββββββ βββββββββββ
β β β
β β β
βΌ βΌ βΌ
βββββββββββ βββββββββββ βββββββββββ
β Price β β Route β β Reclaim β
β Signals β β Optimizeβ β Recycle β
βββββββββββ βββββββββββ βββββββββββ
These invariants MUST hold at all times:
INVARIANT 1: Conservation of Credits
sum(all_credits) = GENESIS_AMOUNT + minted - burned
Credits cannot be created or destroyed except through controlled mint/burn
INVARIANT 2: Entropy is Non-Negative
entropy(transaction) >= 0
Every transaction adds some disorder to the system
INVARIANT 3: Revival Completeness
for all failed_resources:
eventually(recycled(failed_resources)) = true
No resources are permanently lost
INVARIANT 4: Nexus Consistency
for all nexus_nodes:
aggregated_view β leaves_view
Nexus nodes have at least as much information as their leaves
INVARIANT 5: Septal Gate Safety
isolated(node) implies no_credit_flow(node)
Isolated nodes cannot participate in credit transactions
βββββββββββββββββββββββββββββββββββββββββββββββ
β ENR STATE MACHINE β
βββββββββββββββββββββββββββββββββββββββββββββββ
βββββββββββ reserve ββββββββββββ consume ββββββββββββ
β ACTIVE βββββββββββββββββββΊβ RESERVED βββββββββββββββββββΊβ CONSUMED β
β Credits β β Credits β β (Work) β
ββββββ¬βββββ ββββββ¬ββββββ ββββββ¬ββββββ
β β β
β β timeout β release
β βΌ βΌ
β ββββββββββββ ββββββββββββ
β β EXPIRED β β RELEASED β
β β β β β
β ββββββ¬ββββββ ββββββ¬ββββββ
β β β
β β recycle β recycle
β βΌ βΌ
β ββββββββββββββββββββββββββββββββββββββ
β β REVIVAL POOL β
β β (Recycled + Entropy Tax) β
β βββββββββββββββββββ¬βββββββββββββββββββ
β β
β β redistribute
βββββββββββββββββββββββββββββββββββββββββββ
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β ENR SYSTEM β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β ENR COORDINATOR β β
β β β β
β β ββββββββββββββββ ββββββββββββββββ ββββββββββββββββ β β
β β β Entropy β β Nexus β β Revival β β β
β β β Engine β β Manager β β Pool β β β
β β ββββββββ¬ββββββββ ββββββββ¬ββββββββ ββββββββ¬ββββββββ β β
β β β β β β β
β β βββββββββββββββββββΌββββββββββββββββββ β β
β β β β β
β β ββββββββΌββββββββ β β
β β β ENR Core β β β
β β β (State) β β β
β β ββββββββ¬ββββββββ β β
β β β β β
β βββββββββββββββββββββββββββββΌβββββββββββββββββββββββββββββββββββββββββββ β
β β β
β βββββββββββββββββββββββββββββΌβββββββββββββββββββββββββββββββββββββββββββ β
β β EXTERNAL INTERFACES β β
β β β β
β β ββββββββββββββββ ββββββββββββββββ ββββββββββββββββ β β
β β β Credit β β Network β β Gossip β β β
β β β Ledger β β Topology β β Protocol β β β
β β β Interface β β Interface β β Interface β β β
β β ββββββββββββββββ ββββββββββββββββ ββββββββββββββββ β β
β β β β
β ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
univrs-enr/
βββ Cargo.toml
βββ src/
β βββ lib.rs # Public API
β βββ core/
β β βββ mod.rs
β β βββ types.rs # Core ENR types
β β βββ state.rs # ENR state machine
β β βββ invariants.rs # Invariant checking
β β βββ errors.rs # Error types
β β
β βββ entropy/
β β βββ mod.rs
β β βββ calculator.rs # Entropy calculation
β β βββ network.rs # Network entropy
β β βββ compute.rs # Compute entropy
β β βββ storage.rs # Storage entropy
β β βββ temporal.rs # Temporal entropy
β β
β βββ nexus/
β β βββ mod.rs
β β βββ topology.rs # Hub topology management
β β βββ roles.rs # Leaf/Nexus/PoteauMitan
β β βββ aggregation.rs # Gradient aggregation
β β βββ market_maker.rs # Bid/ask spread management
β β βββ election.rs # Nexus election protocol
β β
β βββ revival/
β β βββ mod.rs
β β βββ pool.rs # Revival pool management
β β βββ events.rs # Revival event types
β β βββ decomposer.rs # Resource decomposition
β β βββ redistributor.rs # Credit redistribution
β β
β βββ septal/
β β βββ mod.rs
β β βββ gate.rs # Circuit breaker
β β βββ woronin.rs # Isolation mechanism
β β βββ healing.rs # Recovery protocol
β β
β βββ pricing/
β β βββ mod.rs
β β βββ fixed.rs # Fixed rate pricing
β β βββ dynamic.rs # Supply/demand pricing
β β βββ auction.rs # Auction-based pricing
β β βββ composite.rs # Multi-model pricing
β β
β βββ testing/
β βββ mod.rs
β βββ chaos.rs # Chaos testing framework
β βββ scenarios.rs # Test scenarios
β βββ assertions.rs # ENR-specific assertions
β
βββ tests/
β βββ entropy_tests.rs
β βββ nexus_tests.rs
β βββ revival_tests.rs
β βββ integration_tests.rs
β βββ chaos_tests.rs
β
βββ benches/
βββ entropy_bench.rs
βββ throughput_bench.rs
TRANSACTION REQUEST
β
βΌ
βββββββββββββββββββββββββββββββββββββββ
β 1. ENTROPY CALCULATION β
β β
β network_entropy = f(hops, latency) β
β compute_entropy = f(cpu, memory) β
β storage_entropy = f(size, replicas)β
β temporal_entropy = f(staleness) β
β β
β total_entropy = weighted_sum(...) β
βββββββββββββββββββ¬ββββββββββββββββββββ
β
βΌ
βββββββββββββββββββββββββββββββββββββββ
β 2. NEXUS ROUTING β
β β
β if leaf: β
β route_via_nexus() β
β else if nexus: β
β if entropy_budget_allows: β
β direct_route() β
β else: β
β route_via_super_nexus() β
β else: # poteau-mitan β
β direct_route() β
βββββββββββββββββββ¬ββββββββββββββββββββ
β
βΌ
βββββββββββββββββββββββββββββββββββββββ
β 3. PRICING APPLICATION β
β β
β base_price = pricing_model.calc() β
β entropy_cost = entropy * FACTOR β
β total_price = base + entropy_cost β
β β
β entropy_tax = total * TAX_RATE β
β revival_pool += entropy_tax β
βββββββββββββββββββ¬ββββββββββββββββββββ
β
βΌ
βββββββββββββββββββββββββββββββββββββββ
β 4. CREDIT RESERVATION β
β β
β reserve(sender, total_price) β
β execute_transaction() β
β β
β on_success: β
β consume(reservation) β
β on_failure: β
β release_to_revival(reservation) β
βββββββββββββββββββββββββββββββββββββββ
ENR tracks four categories of entropy:
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β ENTROPY CATEGORIES β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β NETWORK ENTROPY (Sβ) β β
β β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β β
β β Sources: β β
β β β’ Hop count between source and destination β β
β β β’ Latency variance (jitter) β β
β β β’ Packet loss probability β β
β β β’ Bandwidth saturation β β
β β β β
β β Formula: β β
β β Sβ = Ξ±βΒ·hops + Ξ±βΒ·latency_var + Ξ±βΒ·loss_prob + Ξ±βΒ·saturation β β
β β β β
β β Range: [0.0, 10.0] β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β COMPUTE ENTROPY (SαΆ) β β
β β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β β
β β Sources: β β
β β β’ CPU cycles consumed β β
β β β’ Memory allocation/deallocation churn β β
β β β’ Context switch overhead β β
β β β’ Cache miss rate β β
β β β β
β β Formula: β β
β β SαΆ = Ξ²βΒ·cpu_cycles + Ξ²βΒ·mem_churn + Ξ²βΒ·ctx_switches + Ξ²βΒ·cache_miss β β
β β β β
β β Range: [0.0, 10.0] β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β STORAGE ENTROPY (SΛ’) β β
β β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β β
β β Sources: β β
β β β’ Data size β β
β β β’ Replication factor divergence β β
β β β’ Fragmentation level β β
β β β’ Compaction debt β β
β β β β
β β Formula: β β
β β SΛ’ = Ξ³βΒ·size + Ξ³βΒ·replica_divergence + Ξ³βΒ·fragmentation + Ξ³βΒ·debt β β
β β β β
β β Range: [0.0, 10.0] β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β TEMPORAL ENTROPY (Sα΅) β β
β β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β β
β β Sources: β β
β β β’ Data staleness (time since last update) β β
β β β’ Clock drift between nodes β β
β β β’ Causal ordering uncertainty β β
β β β’ Version vector divergence β β
β β β β
β β Formula: β β
β β Sα΅ = Ξ΄βΒ·staleness + Ξ΄βΒ·clock_drift + Ξ΄βΒ·ordering + Ξ΄βΒ·version_div β β
β β β β
β β Range: [0.0, 10.0] β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
β TOTAL ENTROPY: β
β S_total = wβΒ·Sβ + wαΆΒ·SαΆ + wΛ’Β·SΛ’ + wα΅Β·Sα΅ β
β β
β Default weights: wβ=0.3, wαΆ=0.3, wΛ’=0.2, wα΅=0.2 β
β β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
ALGORITHM: CalculateTransactionEntropy(tx)
INPUT: Transaction tx with source, destination, payload
OUTPUT: EntropyAccount with all entropy components
1. // Network Entropy
2. path β FindPath(tx.source, tx.destination)
3. Sβ β 0.0
4. FOR each hop IN path:
5. Sβ += HOP_ENTROPY_BASE
6. Sβ += hop.latency_variance * LATENCY_FACTOR
7. Sβ += hop.loss_probability * LOSS_FACTOR
8. END FOR
9. Sβ β min(Sβ, MAX_NETWORK_ENTROPY)
10. // Compute Entropy
11. estimated_cycles β EstimateCycles(tx.operation)
12. SαΆ β estimated_cycles * CYCLE_ENTROPY_FACTOR
13. SαΆ += tx.memory_estimate * MEMORY_ENTROPY_FACTOR
14. SαΆ β min(SαΆ, MAX_COMPUTE_ENTROPY)
15. // Storage Entropy
16. IF tx.involves_storage:
17. SΛ’ β tx.storage_size * SIZE_ENTROPY_FACTOR
18. SΛ’ += GetReplicaDivergence(tx.storage_key) * REPLICA_FACTOR
19. ELSE:
20. SΛ’ β 0.0
21. END IF
22. SΛ’ β min(SΛ’, MAX_STORAGE_ENTROPY)
23. // Temporal Entropy
24. IF tx.reads_state:
25. staleness β CurrentTime() - tx.state_last_updated
26. Sα΅ β staleness.as_seconds() * STALENESS_FACTOR
27. ELSE:
28. Sα΅ β 0.0
29. END IF
30. Sα΅ β min(Sα΅, MAX_TEMPORAL_ENTROPY)
31. RETURN EntropyAccount { Sβ, SαΆ, SΛ’, Sα΅ }
FUNCTION: EntropyPriceMultiplier(entropy_account)
INPUT: EntropyAccount
OUTPUT: Price multiplier β₯ 1.0
1. total β entropy_account.weighted_sum()
2.
3. // Piecewise linear multiplier
4. IF total < LOW_ENTROPY_THRESHOLD: // < 2.0
5. multiplier β 1.0 + (total * 0.05)
6. ELSE IF total < MED_ENTROPY_THRESHOLD: // < 5.0
7. multiplier β 1.1 + ((total - 2.0) * 0.1)
8. ELSE IF total < HIGH_ENTROPY_THRESHOLD: // < 8.0
9. multiplier β 1.4 + ((total - 5.0) * 0.2)
10. ELSE: // >= 8.0 (very high entropy)
11. multiplier β 2.0 + ((total - 8.0) * 0.5)
12. END IF
13.
14. RETURN min(multiplier, MAX_ENTROPY_MULTIPLIER) // Cap at 5.0x
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β NEXUS HIERARCHY β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β β
β βββββββββββββββββββββ β
β β POTEAU-MITAN β β
β β (Super-Nexus) β β
β β β β
β β β’ Global gradient β β
β β β’ Full gossip β β
β β β’ Price gia β β
β βββββββββββ¬ββββββββββ β
β β β
β βββββββββββββββββββββββΌββββββββββββββββββββββ β
β β β β β
β βΌ βΌ βΌ β
β βββββββββββββββ βββββββββββββββ βββββββββββββββ β
β β NEXUS β β NEXUS β β NEXUS β β
β β β β β β β β
β β β’ Aggregate β β β’ Aggregate β β β’ Aggregate β β
β β β’ Market β β β’ Market β β β’ Market β β
β β maker β β maker β β maker β β
β ββββββββ¬βββββββ ββββββββ¬βββββββ ββββββββ¬βββββββ β
β β β β β
β ββββββββ΄βββββββ ββββββββ΄βββββββ ββββββββ΄βββββββ β
β β β β β β β β
β βΌ βΌ βΌ βΌ βΌ βΌ β
β ββββββββ ββββββββββββββββ ββββββββββββββββ ββββββββ β
β β LEAF β β LEAF ββ LEAF β β LEAF ββ LEAF β β LEAF β β
β β β β ββ β β ββ β β β β
β βLocal β βLocal ββLocal β βLocal ββLocal β βLocal β β
β βonly β βonly ββonly β βonly ββonly β βonly β β
β ββββββββ ββββββββββββββββ ββββββββββββββββ ββββββββ β
β β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β ROLE CHARACTERISTICS β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β β
β LEAF: β
β β’ Knows only local resources β
β β’ Routes all inter-node traffic through Nexus β
β β’ Lowest entropy cost for local operations β
β β’ Cannot be market maker β
β β’ Minimum requirements: any node can be leaf β
β β
β NEXUS: β
β β’ Aggregates gradients from 5-50 leaves β
β β’ Provides market-making (bid/ask spreads) β
β β’ Can route directly if entropy budget allows β
β β’ Earns fees for aggregation services β
β β’ Requirements: stable uptime, sufficient bandwidth β
β β
β POTEAU-MITAN: β
β β’ Full global gradient view β
β β’ Participates in consensus (OpenRaft) β
β β’ Price gia for network-wide rates β
β β’ Always uses direct routing β
β β’ Requirements: high uptime, consensus participation β
β β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
ALGORITHM: NexusElection(region)
INPUT: Region containing nodes
OUTPUT: Elected nexus node for region
1. candidates β []
2.
3. FOR each node IN region.nodes:
4. IF node.uptime > MIN_NEXUS_UPTIME AND
5. node.bandwidth > MIN_NEXUS_BANDWIDTH AND
6. node.reputation > MIN_NEXUS_REPUTATION:
7. candidates.append(node)
8. END IF
9. END FOR
10.
11. IF candidates.is_empty():
12. // No qualified candidates, use least-bad option
13. candidates β region.nodes.sort_by(reputation).take(3)
14. END IF
15.
16. // Score candidates
17. FOR each candidate IN candidates:
18. score β 0.0
19. score += candidate.uptime * UPTIME_WEIGHT // 0.3
20. score += candidate.bandwidth * BANDWIDTH_WEIGHT // 0.3
21. score += candidate.reputation * REPUTATION_WEIGHT // 0.2
22. score += candidate.leaf_count * CONNECTIVITY_WEIGHT // 0.2
23. candidate.election_score β score
24. END FOR
25.
26. // Elect highest scorer
27. winner β candidates.max_by(election_score)
28. winner.role β NexusRole::Nexus
29.
30. // Notify leaves to connect to new nexus
31. FOR each leaf IN region.leaves:
32. leaf.nexus β winner.id
33. END FOR
34.
35. RETURN winner
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β GRADIENT AGGREGATION β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β β
β Resource Gradient = Vector of resource availability signals β
β β
β Gradient Components: β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β cpu_available: f64 // 0.0 (exhausted) to 1.0 (idle) β β
β β memory_available: f64 // 0.0 (exhausted) to 1.0 (free) β β
β β gpu_available: f64 // 0.0 (exhausted) to 1.0 (idle) β β
β β storage_available: f64 // 0.0 (full) to 1.0 (empty) β β
β β bandwidth_available: f64 // 0.0 (saturated) to 1.0 (idle) β β
β β credit_balance: f64 // Normalized credit availability β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
β Aggregation at Nexus Level: β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
β nexus.gradient[resource] = Ξ£(leaf.gradient[resource] * leaf.weight) β
β βββββββββββββββββββββββββββββββββββββββββ β
β Ξ£(leaf.weight) β
β β
β where weight = f(leaf.capacity, leaf.reliability) β
β β
β Example: β
β β
β Leaf A: cpu=0.8, mem=0.5, weight=1.0 β
β Leaf B: cpu=0.2, mem=0.9, weight=0.8 β
β Leaf C: cpu=0.5, mem=0.6, weight=1.0 β
β β
β Nexus.cpu = (0.8*1.0 + 0.2*0.8 + 0.5*1.0) / (1.0+0.8+1.0) β
β = (0.8 + 0.16 + 0.5) / 2.8 β
β = 0.521 β
β β
β Nexus.mem = (0.5*1.0 + 0.9*0.8 + 0.6*1.0) / 2.8 β
β = (0.5 + 0.72 + 0.6) / 2.8 β
β = 0.650 β
β β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β NEXUS MARKET MAKING β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β β
β Nexus nodes act as market makers, providing bid/ask spreads for resources. β
β β
β Order Book Structure: β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β β β
β β BIDS (Buyers) β ASKS (Sellers) β β
β β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β β
β β Price Quantity β Price Quantity β β
β β 100 50 CPU-hrs β 102 30 CPU-hrs β β
β β 99 100 CPU-hrs β 103 80 CPU-hrs β β
β β 98 200 CPU-hrs β 105 150 CPU-hrs β β
β β β β β
β β Best Bid: 100 β Best Ask: 102 β β
β β β β β
β β Spread: 2 credits (2%) β β
β β β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
β Nexus Spread Calculation: β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
β base_spread = MINIMUM_SPREAD // e.g., 1% β
β β
β // Adjust for volatility β
β volatility_adjustment = price_std_dev / price_mean * VOLATILITY_FACTOR β
β β
β // Adjust for inventory risk β
β inventory_adjustment = abs(inventory - target) / target * INVENTORY_FACTORβ
β β
β // Adjust for entropy β
β entropy_adjustment = local_entropy * ENTROPY_SPREAD_FACTOR β
β β
β final_spread = base_spread + volatility_adj + inventory_adj + entropy_adj β
β β
β Nexus earns: spread_revenue = volume * final_spread / 2 β
β β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β REVIVAL POOL β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β β
β βββββββββββββββββββββββββββββββββββββ β
β β REVIVAL POOL β β
β β β β
β β βββββββββββββββββββββββββββββββ β β
β β β Recycled Credits β β β
β β β (from failures) β β β
β β β β β β
β β β Balance: 10,000 credits β β β
β β βββββββββββββββββββββββββββββββ β β
β β β β
β β βββββββββββββββββββββββββββββββ β β
β β β Entropy Tax β β β
β β β (from all transactions) β β β
β β β β β β
β β β Balance: 5,000 credits β β β
β β βββββββββββββββββββββββββββββββ β β
β β β β
β β βββββββββββββββββββββββββββββββ β β
β β β Maintenance Fund β β β
β β β (for network upkeep) β β β
β β β β β β
β β β Balance: 2,000 credits β β β
β β βββββββββββββββββββββββββββββββ β β
β β β β
β βββββββββββββββββββββ¬ββββββββββββββββ β
β β β
β βββββββββββββββββββββββββββββββββΌββββββββββββββββββββββββββββββββ β
β β β β β
β βΌ βΌ βΌ β
β βββββββββββββββ βββββββββββββββ βββββββββββββββ
β β INFLOW β β PROCESSING β β OUTFLOW β
β β β β β β β
β β β’ Node fail β β β’ Decompose β β β’ Subsidy β
β β β’ Timeout β β β’ Verify β β β’ Reward β
β β β’ GC β β β’ Queue β β β’ Refund β
β β β’ Tax β β β β β
β βββββββββββββββ βββββββββββββββ βββββββββββββββ
β β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β REVIVAL EVENT TYPES β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β β
β EVENT TYPE TRIGGER CREDITS FLOW β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
β NodeFailure Node becomes unreachable Reserved β Pool β
β for > FAILURE_TIMEOUT Held resources freed β
β β
β ReservationExpired Reservation not consumed Reserved β Original β
β within TTL holder (direct return) β
β β
β GarbageCollection Orphaned state detected State value β Pool β
β (no owner, no references) (funds maintenance) β
β β
β EntropyTax Every transaction Tax portion β Pool β
β (automatic deduction) (funds maintenance) β
β β
β SeptalIsolation Node isolated by circuit Node credits β Pool β
β breaker (held for recovery) β
β β
β VoluntaryExit Node gracefully leaves Credits β Original β
β network holder (clean exit) β
β β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
ALGORITHM: DecomposeFailedNode(node)
INPUT: Failed node
OUTPUT: Revival events queued
1. // Validate node is actually failed
2. IF NOT ConfirmFailure(node):
3. RETURN [] // False alarm
4. END IF
5.
6. events β []
7.
8. // Phase 1: Freeze all node credits
9. frozen_credits β FreezeCredits(node)
10. events.append(RevivalEvent::CreditsFrozen {
11. node: node.id,
12. amount: frozen_credits
13. })
14.
15. // Phase 2: Release held reservations
16. FOR each reservation IN node.held_reservations:
17. IF reservation.consumed:
18. // Already consumed, no action
19. CONTINUE
20. END IF
21.
22. events.append(RevivalEvent::ReservationReleased {
23. reservation_id: reservation.id,
24. credits: reservation.amount,
25. destination: reservation.original_holder
26. })
27. END FOR
28.
29. // Phase 3: Reclaim stored state
30. FOR each storage_item IN node.stored_items:
31. IF storage_item.has_replicas:
32. // Replicated, just update replica set
33. RemoveFromReplicaSet(storage_item, node)
34. ELSE:
35. // Orphaned, queue for GC credit return
36. events.append(RevivalEvent::OrphanedState {
37. key: storage_item.key,
38. value_credits: EstimateStorageCredits(storage_item)
39. })
40. END IF
41. END FOR
42.
43. // Phase 4: Update topology
44. IF node.role == Nexus:
45. // Trigger nexus re-election
46. TriggerNexusElection(node.region)
47. END IF
48.
49. // Phase 5: Queue main decomposition
50. events.append(RevivalEvent::NodeDecomposed {
51. node: node.id,
52. total_credits: frozen_credits,
53. decomposition_complete: CurrentTime() + DECOMPOSITION_PERIOD
54. })
55.
56. RETURN events
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β CREDIT REDISTRIBUTION β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β β
β Revival Pool credits are redistributed based on allocation policy: β
β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β ALLOCATION POLICY β β
β β β β
β β Category Percentage Purpose β β
β β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β β
β β β β
β β Network Maintenance 40% Nexus rewards, infra upkeep β β
β β New Node Subsidy 25% Bootstrap new nodes β β
β β Low-Balance Support 20% Help struggling nodes β β
β β Reserve Buffer 15% Emergency fund β β
β β β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
β Redistribution occurs at REDISTRIBUTION_INTERVAL (e.g., every 1 hour) β
β β
β Eligibility criteria: β
β β’ Network Maintenance: Nexus nodes with >95% uptime β
β β’ New Node Subsidy: Nodes < 7 days old with passing health checks β
β β’ Low-Balance Support: Nodes with balance < SUBSIDY_THRESHOLD β
β β’ Reserve Buffer: Automatically held (not distributed) β
β β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
ENR provides the foundation; these pricing models consume ENR services:
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β PRICING MODELS ON ENR β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β FIXED RATE PRICING β β
β β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β β
β β β β
β β Use case: Predictable workloads, SLA-bound services β β
β β β β
β β price = FIXED_RATE Γ resource_units Γ entropy_multiplier β β
β β β β
β β ENR components used: β β
β β β’ Entropy: Adjusts fixed rate based on path cost β β
β β β’ Nexus: Routes to appropriate provider β β
β β β’ Revival: Guarantees refund on failure β β
β β β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β DYNAMIC SUPPLY/DEMAND PRICING β β
β β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β β
β β β β
β β Use case: Elastic workloads, spot instances, batch jobs β β
β β β β
β β price = f(supply, demand) Γ entropy_multiplier β β
β β β β
β β ENR components used: β β
β β β’ Entropy: Adds cost for high-entropy routes β β
β β β’ Nexus: Aggregates supply/demand signals, provides price gia β β
β β β’ Revival: Recycles credits, dampens price volatility β β
β β β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β AUCTION PRICING β β
β β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β β
β β β β
β β Use case: Scarce resources, premium placement, priority access β β
β β β β
β β price = winning_bid + entropy_cost β β
β β β β
β β ENR components used: β β
β β β’ Entropy: Sets reserve price floor β β
β β β’ Nexus: Hosts auction, aggregates bids β β
β β β’ Revival: Returns credits for failed/cancelled auctions β β
β β β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
For complex scenarios, pricing models can be combined:
COMPOSITE PRICING EXAMPLE: Spirit Execution
1. Base compute: Fixed rate (predictable part)
base_cost = FIXED_CPU_RATE Γ cpu_seconds
2. Network transfer: Dynamic (varies with congestion)
transfer_cost = dynamic_rate(bandwidth_supply, bandwidth_demand) Γ bytes
3. Premium placement: Auction (scarce GPU resources)
placement_cost = auction_result.winning_bid
4. Total with ENR:
subtotal = base_cost + transfer_cost + placement_cost
entropy_cost = subtotal Γ entropy_multiplier(path)
entropy_tax = (subtotal + entropy_cost) Γ TAX_RATE
TOTAL = subtotal + entropy_cost + entropy_tax
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// ENR Core Types - Design Ontology Language Specification
// File: specifications/enr/core.dol
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
module enr.core @ 0.1.0
exegesis {
Entropy-Nexus-Revival (ENR) is the foundational economic primitive
for the VUDO OS distributed computing platform. This module defines
the core types and contracts.
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// CREDITS
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
gene Credits {
exegesis {
The fundamental unit of value in the ENR system.
Credits are conserved: they can only be transferred, not created or destroyed
except through controlled mint/burn operations.
}
has amount: UInt64
constraint non_negative {
this.amount >= 0
}
}
gene CreditTransfer {
exegesis {
A transfer of credits between accounts.
Transfers are atomic and conserve total credits.
}
has from: AccountId
has to: AccountId
has amount: Credits
has entropy_cost: Credits
has timestamp: Timestamp
constraint conservation {
// Total credits before == total credits after
balance_before(this.from) + balance_before(this.to) ==
balance_after(this.from) + balance_after(this.to) + this.entropy_cost
}
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// ENTROPY
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
gene EntropyAccount {
exegesis {
Tracks entropy across four dimensions for a transaction or path.
Entropy represents the thermodynamic cost of disorder in the system.
}
has network: Float64 // Network entropy (hops, latency, loss)
has compute: Float64 // Compute entropy (CPU, memory churn)
has storage: Float64 // Storage entropy (size, fragmentation)
has temporal: Float64 // Temporal entropy (staleness, drift)
constraint bounded {
this.network >= 0.0 and this.network <= 10.0 and
this.compute >= 0.0 and this.compute <= 10.0 and
this.storage >= 0.0 and this.storage <= 10.0 and
this.temporal >= 0.0 and this.temporal <= 10.0
}
}
trait EntropyCalculator {
exegesis {
Calculates entropy for transactions and paths.
}
is calculate(tx: Transaction) -> EntropyAccount
is weighted_sum(account: EntropyAccount, weights: EntropyWeights) -> Float64
is price_multiplier(account: EntropyAccount) -> Float64
}
gene EntropyWeights {
exegesis {
Configurable weights for entropy components.
Default: network=0.3, compute=0.3, storage=0.2, temporal=0.2
}
has network_weight: Float64
has compute_weight: Float64
has storage_weight: Float64
has temporal_weight: Float64
constraint sum_to_one {
this.network_weight + this.compute_weight +
this.storage_weight + this.temporal_weight == 1.0
}
provides default() -> Self {
EntropyWeights {
network_weight: 0.3,
compute_weight: 0.3,
storage_weight: 0.2,
temporal_weight: 0.2
}
}
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// NEXUS
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
gene NexusRole {
exegesis {
The role of a node in the Nexus hierarchy.
Nodes can be Leaves, Nexuses, or Poteau-Mitan (super-nexus).
}
has role_type is enum {
Leaf, // Basic node, routes through nexus
Nexus, // Hub node, aggregates leaves
PoteauMitan // Super-hub, global view
}
has parent: Option<NodeId> // Nexus for leaves, super-nexus for nexuses
has children: List<NodeId> // Leaves for nexuses, nexuses for poteau-mitan
has gradient: ResourceGradient // Aggregated resource availability
}
gene ResourceGradient {
exegesis {
Vector of resource availability signals.
Values range from 0.0 (exhausted) to 1.0 (fully available).
}
has cpu_available: Float64
has memory_available: Float64
has gpu_available: Float64
has storage_available: Float64
has bandwidth_available: Float64
has credit_balance: Float64
constraint all_bounded {
forall field in [cpu_available, memory_available, gpu_available,
storage_available, bandwidth_available, credit_balance]:
field >= 0.0 and field <= 1.0
}
}
trait NexusTopology {
exegesis {
Manages the Nexus hierarchy topology.
}
is elect_nexus(region: Region) -> NodeId
is aggregate_gradients(nexus: NodeId) -> ResourceGradient
is find_route(from: NodeId, to: NodeId, entropy_budget: Float64) -> Path
is promote_to_nexus(node: NodeId) -> Result<Void, Error>
is demote_to_leaf(node: NodeId) -> Result<Void, Error>
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// REVIVAL
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
gene RevivalPool {
exegesis {
Pool of recycled credits from failures, taxes, and garbage collection.
Credits in the pool are redistributed according to allocation policy.
}
has recycled_credits: Credits
has entropy_tax_collected: Credits
has maintenance_fund: Credits
has reserve_buffer: Credits
constraint non_negative_balances {
this.recycled_credits.amount >= 0 and
this.entropy_tax_collected.amount >= 0 and
this.maintenance_fund.amount >= 0 and
this.reserve_buffer.amount >= 0
}
}
gene RevivalEvent {
exegesis {
An event that triggers credit recycling into the revival pool.
}
has event_type is enum {
NodeFailure, // Node became unreachable
ReservationExpired, // Reservation timed out
GarbageCollected, // Orphaned state cleaned up
EntropyTax, // Tax deducted from transaction
SeptalIsolation, // Node isolated by circuit breaker
VoluntaryExit // Node gracefully left network
}
has source: NodeId
has credits: Credits
has timestamp: Timestamp
has metadata: Map<String, String>
}
trait RevivalManager {
exegesis {
Manages the revival pool and credit redistribution.
}
is process_event(event: RevivalEvent) -> Result<Void, Error>
is redistribute(interval: Duration) -> List<CreditTransfer>
is decompose_node(node: NodeId) -> List<RevivalEvent>
is total_pool_balance() -> Credits
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// SEPTAL GATE (Circuit Breaker)
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
gene SeptalGate {
exegesis {
Circuit breaker that isolates failing nodes.
Named after the septal pores in fungal hyphae that can be plugged
by Woronin bodies to prevent damage from spreading.
}
has node: NodeId
has state is enum {
Open, // Normal operation
HalfOpen, // Testing recovery
Closed // Isolated (Woronin active)
}
has failure_count: UInt32
has last_failure: Option<Timestamp>
has isolation_start: Option<Timestamp>
}
gene SeptalGateConfig {
exegesis {
Configuration for circuit breaker triggers.
All triggers are weighted and combined.
}
has timeout_weight: Float64
has timeout_threshold: Duration
has credit_default_weight: Float64
has credit_default_threshold: Credits
has reputation_weight: Float64
has reputation_threshold: Float64
constraint weights_sum {
this.timeout_weight + this.credit_default_weight +
this.reputation_weight == 1.0
}
provides default() -> Self {
SeptalGateConfig {
timeout_weight: 0.4,
timeout_threshold: Duration::seconds(30),
credit_default_weight: 0.3,
credit_default_threshold: Credits { amount: 100 },
reputation_weight: 0.3,
reputation_threshold: 0.5
}
}
}
trait SeptalGateManager {
exegesis {
Manages circuit breakers for all connections.
}
is check_health(node: NodeId) -> HealthStatus
is should_isolate(node: NodeId, config: SeptalGateConfig) -> Bool
is isolate(node: NodeId) -> Result<Void, Error>
is attempt_recovery(node: NodeId) -> Result<Bool, Error>
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// ENR Entropy Calculation - Design Ontology Language Specification
// File: specifications/enr/entropy.dol
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
module enr.entropy @ 0.1.0
use enr.core.{ EntropyAccount, EntropyWeights, EntropyCalculator }
exegesis {
Entropy calculation implementation for the ENR system.
Entropy quantifies the thermodynamic cost of disorder in transactions.
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// CONSTANTS
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
const HOP_ENTROPY_BASE: Float64 = 0.1
const LATENCY_ENTROPY_FACTOR: Float64 = 0.01
const LOSS_ENTROPY_FACTOR: Float64 = 5.0
const CYCLE_ENTROPY_FACTOR: Float64 = 0.000001
const MEMORY_ENTROPY_FACTOR: Float64 = 0.0000001
const SIZE_ENTROPY_FACTOR: Float64 = 0.00000001
const STALENESS_ENTROPY_FACTOR: Float64 = 0.001
const MAX_NETWORK_ENTROPY: Float64 = 10.0
const MAX_COMPUTE_ENTROPY: Float64 = 10.0
const MAX_STORAGE_ENTROPY: Float64 = 10.0
const MAX_TEMPORAL_ENTROPY: Float64 = 10.0
const LOW_ENTROPY_THRESHOLD: Float64 = 2.0
const MED_ENTROPY_THRESHOLD: Float64 = 5.0
const HIGH_ENTROPY_THRESHOLD: Float64 = 8.0
const MAX_ENTROPY_MULTIPLIER: Float64 = 5.0
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// NETWORK ENTROPY
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
gene NetworkEntropyInput {
has hops: UInt32
has latency_variance_ms: Float64
has packet_loss_probability: Float64
has bandwidth_saturation: Float64
}
fun calculate_network_entropy(input: NetworkEntropyInput) -> Float64 {
exegesis {
Calculate network entropy from path characteristics.
Sβ = Ξ±βΒ·hops + Ξ±βΒ·latency_var + Ξ±βΒ·loss_prob + Ξ±βΒ·saturation
}
entropy = input.hops as Float64 * HOP_ENTROPY_BASE
entropy = entropy + input.latency_variance_ms * LATENCY_ENTROPY_FACTOR
entropy = entropy + input.packet_loss_probability * LOSS_ENTROPY_FACTOR
entropy = entropy + input.bandwidth_saturation * 2.0
return min(entropy, MAX_NETWORK_ENTROPY)
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// COMPUTE ENTROPY
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
gene ComputeEntropyInput {
has cpu_cycles: UInt64
has memory_bytes: UInt64
has context_switches: UInt32
has cache_miss_rate: Float64
}
fun calculate_compute_entropy(input: ComputeEntropyInput) -> Float64 {
exegesis {
Calculate compute entropy from resource usage.
SαΆ = Ξ²βΒ·cpu_cycles + Ξ²βΒ·mem + Ξ²βΒ·ctx_switches + Ξ²βΒ·cache_miss
}
entropy = input.cpu_cycles as Float64 * CYCLE_ENTROPY_FACTOR
entropy = entropy + input.memory_bytes as Float64 * MEMORY_ENTROPY_FACTOR
entropy = entropy + input.context_switches as Float64 * 0.01
entropy = entropy + input.cache_miss_rate * 1.0
return min(entropy, MAX_COMPUTE_ENTROPY)
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// STORAGE ENTROPY
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
gene StorageEntropyInput {
has size_bytes: UInt64
has replica_divergence: Float64 // 0.0 = perfect sync, 1.0 = fully diverged
has fragmentation_ratio: Float64 // 0.0 = contiguous, 1.0 = fully fragmented
has compaction_debt: Float64 // Pending compaction work
}
fun calculate_storage_entropy(input: StorageEntropyInput) -> Float64 {
exegesis {
Calculate storage entropy from data characteristics.
SΛ’ = Ξ³βΒ·size + Ξ³βΒ·replica_div + Ξ³βΒ·fragmentation + Ξ³βΒ·debt
}
entropy = input.size_bytes as Float64 * SIZE_ENTROPY_FACTOR
entropy = entropy + input.replica_divergence * 3.0
entropy = entropy + input.fragmentation_ratio * 2.0
entropy = entropy + input.compaction_debt * 1.5
return min(entropy, MAX_STORAGE_ENTROPY)
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// TEMPORAL ENTROPY
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
gene TemporalEntropyInput {
has staleness_seconds: Float64
has clock_drift_ms: Float64
has ordering_uncertainty: Float64 // 0.0 = certain, 1.0 = uncertain
has version_divergence: Float64 // Vector clock divergence
}
fun calculate_temporal_entropy(input: TemporalEntropyInput) -> Float64 {
exegesis {
Calculate temporal entropy from time-related factors.
Sα΅ = Ξ΄βΒ·staleness + Ξ΄βΒ·clock_drift + Ξ΄βΒ·ordering + Ξ΄βΒ·version_div
}
entropy = input.staleness_seconds * STALENESS_ENTROPY_FACTOR
entropy = entropy + input.clock_drift_ms * 0.001
entropy = entropy + input.ordering_uncertainty * 2.0
entropy = entropy + input.version_divergence * 2.5
return min(entropy, MAX_TEMPORAL_ENTROPY)
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// COMBINED ENTROPY
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
fun weighted_entropy_sum(
account: EntropyAccount,
weights: EntropyWeights
) -> Float64 {
exegesis {
Calculate weighted sum of all entropy components.
S_total = wβΒ·Sβ + wαΆΒ·SαΆ + wΛ’Β·SΛ’ + wα΅Β·Sα΅
}
return account.network * weights.network_weight +
account.compute * weights.compute_weight +
account.storage * weights.storage_weight +
account.temporal * weights.temporal_weight
}
fun entropy_price_multiplier(account: EntropyAccount) -> Float64 {
exegesis {
Calculate price multiplier based on total entropy.
Uses piecewise linear function with increasing slope for higher entropy.
}
total = weighted_entropy_sum(account, EntropyWeights::default())
multiplier = if total < LOW_ENTROPY_THRESHOLD {
1.0 + (total * 0.05)
} else if total < MED_ENTROPY_THRESHOLD {
1.1 + ((total - 2.0) * 0.1)
} else if total < HIGH_ENTROPY_THRESHOLD {
1.4 + ((total - 5.0) * 0.2)
} else {
2.0 + ((total - 8.0) * 0.5)
}
return min(multiplier, MAX_ENTROPY_MULTIPLIER)
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// ENTROPY CALCULATOR IMPLEMENTATION
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
system StandardEntropyCalculator {
exegesis {
Standard implementation of the EntropyCalculator trait.
}
impl EntropyCalculator {
is calculate(tx: Transaction) -> EntropyAccount {
network_input = NetworkEntropyInput {
hops: tx.path.hop_count(),
latency_variance_ms: tx.path.latency_variance(),
packet_loss_probability: tx.path.loss_probability(),
bandwidth_saturation: tx.path.saturation()
}
compute_input = ComputeEntropyInput {
cpu_cycles: tx.estimated_cycles(),
memory_bytes: tx.estimated_memory(),
context_switches: tx.estimated_context_switches(),
cache_miss_rate: tx.estimated_cache_miss_rate()
}
storage_input = if tx.involves_storage() {
StorageEntropyInput {
size_bytes: tx.storage_size(),
replica_divergence: tx.replica_divergence(),
fragmentation_ratio: tx.fragmentation(),
compaction_debt: tx.compaction_debt()
}
} else {
StorageEntropyInput::zero()
}
temporal_input = if tx.reads_state() {
TemporalEntropyInput {
staleness_seconds: tx.state_staleness().as_seconds(),
clock_drift_ms: tx.clock_drift(),
ordering_uncertainty: tx.ordering_uncertainty(),
version_divergence: tx.version_divergence()
}
} else {
TemporalEntropyInput::zero()
}
return EntropyAccount {
network: calculate_network_entropy(network_input),
compute: calculate_compute_entropy(compute_input),
storage: calculate_storage_entropy(storage_input),
temporal: calculate_temporal_entropy(temporal_input)
}
}
is weighted_sum(account: EntropyAccount, weights: EntropyWeights) -> Float64 {
return weighted_entropy_sum(account, weights)
}
is price_multiplier(account: EntropyAccount) -> Float64 {
return entropy_price_multiplier(account)
}
}
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// ENR Nexus Topology - Design Ontology Language Specification
// File: specifications/enr/nexus.dol
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
module enr.nexus @ 0.1.0
use enr.core.{ NexusRole, ResourceGradient, NexusTopology }
exegesis {
Nexus topology management for the ENR system.
Implements hierarchical hub-and-spoke architecture inspired by
mycelial network hub formation.
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// CONSTANTS
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
const MIN_NEXUS_UPTIME: Float64 = 0.95 // 95% uptime required
const MIN_NEXUS_BANDWIDTH: UInt64 = 10_000_000 // 10 Mbps
const MIN_NEXUS_REPUTATION: Float64 = 0.7 // 70% reputation score
const MIN_LEAVES_PER_NEXUS: UInt32 = 5
const MAX_LEAVES_PER_NEXUS: UInt32 = 50
const NEXUS_ELECTION_INTERVAL: Duration = Duration::hours(1)
const UPTIME_WEIGHT: Float64 = 0.3
const BANDWIDTH_WEIGHT: Float64 = 0.3
const REPUTATION_WEIGHT: Float64 = 0.2
const CONNECTIVITY_WEIGHT: Float64 = 0.2
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// GOSSIP ROUTING
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
gene GossipPath {
exegesis {
Path for gossip message routing.
Can be direct (low entropy) or via hub (higher entropy budget).
}
has path_type is enum {
Direct, // Direct node-to-node
ViaHub, // Through nexus hub
ViaSuperHub // Through poteau-mitan
}
has hops: List<NodeId>
has estimated_entropy: Float64
}
fun determine_gossip_path(
from: NodeId,
to: NodeId,
from_role: NexusRole,
entropy_budget: Float64
) -> GossipPath {
exegesis {
Determine optimal gossip path based on node roles and entropy budget.
Leaves always go through nexus; nexuses can go direct if budget allows.
}
match from_role.role_type {
Leaf => {
// Leaves always route through their nexus
nexus = from_role.parent.expect("Leaf must have parent nexus")
return GossipPath {
path_type: GossipPath::ViaHub,
hops: [nexus, to],
estimated_entropy: estimate_hub_entropy(from, nexus, to)
}
}
Nexus => {
direct_entropy = estimate_direct_entropy(from, to)
if direct_entropy <= entropy_budget {
return GossipPath {
path_type: GossipPath::Direct,
hops: [to],
estimated_entropy: direct_entropy
}
} else {
super_nexus = from_role.parent.unwrap_or(to)
return GossipPath {
path_type: GossipPath::ViaSuperHub,
hops: [super_nexus, to],
estimated_entropy: estimate_super_hub_entropy(from, super_nexus, to)
}
}
}
PoteauMitan => {
// Super-nexus always has budget for direct routing
return GossipPath {
path_type: GossipPath::Direct,
hops: [to],
estimated_entropy: estimate_direct_entropy(from, to)
}
}
}
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// GRADIENT AGGREGATION
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
gene LeafGradientReport {
has node: NodeId
has gradient: ResourceGradient
has weight: Float64
has timestamp: Timestamp
}
fun aggregate_gradients(reports: List<LeafGradientReport>) -> ResourceGradient {
exegesis {
Aggregate gradients from leaf nodes using weighted average.
nexus.gradient[resource] = Ξ£(leaf.gradient[resource] * leaf.weight) / Ξ£(leaf.weight)
}
total_weight = reports.iter().map(|r| r.weight).sum()
if total_weight == 0.0 {
return ResourceGradient::zero()
}
cpu = reports.iter().map(|r| r.gradient.cpu_available * r.weight).sum() / total_weight
memory = reports.iter().map(|r| r.gradient.memory_available * r.weight).sum() / total_weight
gpu = reports.iter().map(|r| r.gradient.gpu_available * r.weight).sum() / total_weight
storage = reports.iter().map(|r| r.gradient.storage_available * r.weight).sum() / total_weight
bandwidth = reports.iter().map(|r| r.gradient.bandwidth_available * r.weight).sum() / total_weight
credits = reports.iter().map(|r| r.gradient.credit_balance * r.weight).sum() / total_weight
return ResourceGradient {
cpu_available: cpu,
memory_available: memory,
gpu_available: gpu,
storage_available: storage,
bandwidth_available: bandwidth,
credit_balance: credits
}
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// NEXUS ELECTION
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
gene NexusCandidate {
has node: NodeId
has uptime: Float64
has bandwidth: UInt64
has reputation: Float64
has current_leaf_count: UInt32
has election_score: Float64
}
fun elect_nexus(region: Region) -> NodeId {
exegesis {
Elect a nexus node for the given region.
Candidates are scored by uptime, bandwidth, reputation, and connectivity.
}
// Gather qualified candidates
candidates = region.nodes
.filter(|n| n.uptime >= MIN_NEXUS_UPTIME)
.filter(|n| n.bandwidth >= MIN_NEXUS_BANDWIDTH)
.filter(|n| n.reputation >= MIN_NEXUS_REPUTATION)
.map(|n| NexusCandidate {
node: n.id,
uptime: n.uptime,
bandwidth: n.bandwidth,
reputation: n.reputation,
current_leaf_count: n.connection_count(),
election_score: 0.0
})
.collect()
// If no qualified candidates, use best available
if candidates.is_empty() {
candidates = region.nodes
.sort_by(|n| n.reputation)
.take(3)
.map(|n| NexusCandidate { ... })
.collect()
}
// Score candidates
for candidate in candidates.iter_mut() {
candidate.election_score =
candidate.uptime * UPTIME_WEIGHT +
normalize_bandwidth(candidate.bandwidth) * BANDWIDTH_WEIGHT +
candidate.reputation * REPUTATION_WEIGHT +
normalize_connectivity(candidate.current_leaf_count) * CONNECTIVITY_WEIGHT
}
// Elect highest scorer
winner = candidates.max_by(|c| c.election_score)
return winner.node
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// MARKET MAKING
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
gene OrderBook {
exegesis {
Order book for resource trading at a nexus node.
Nexus nodes act as market makers with bid/ask spreads.
}
has resource: ResourceType
has bids: List<Order> // Sorted by price descending
has asks: List<Order> // Sorted by price ascending
}
gene Order {
has price: Credits
has quantity: UInt64
has node: NodeId
has timestamp: Timestamp
}
gene MarketMakerConfig {
has minimum_spread: Float64 // e.g., 0.01 = 1%
has volatility_factor: Float64
has inventory_factor: Float64
has entropy_spread_factor: Float64
has target_inventory: UInt64
}
fun calculate_spread(
order_book: OrderBook,
config: MarketMakerConfig,
local_entropy: Float64
) -> Float64 {
exegesis {
Calculate the bid/ask spread for market making.
Spread adjusts for volatility, inventory risk, and entropy.
}
// Base spread
spread = config.minimum_spread
// Volatility adjustment
price_history = order_book.recent_prices(Duration::hours(1))
volatility = price_history.std_dev() / price_history.mean()
spread = spread + volatility * config.volatility_factor
// Inventory adjustment
current_inventory = order_book.total_inventory()
inventory_imbalance = abs(current_inventory - config.target_inventory) as Float64
/ config.target_inventory as Float64
spread = spread + inventory_imbalance * config.inventory_factor
// Entropy adjustment
spread = spread + local_entropy * config.entropy_spread_factor
return spread
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// ENR Revival Pool - Design Ontology Language Specification
// File: specifications/enr/revival.dol
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
module enr.revival @ 0.1.0
use enr.core.{ Credits, RevivalPool, RevivalEvent, RevivalManager }
exegesis {
Revival pool management for the ENR system.
Implements resource cycling inspired by fungal decomposition.
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// CONSTANTS
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
const ENTROPY_TAX_RATE: Float64 = 0.02 // 2% tax on all transactions
const REDISTRIBUTION_INTERVAL: Duration = Duration::hours(1)
const DECOMPOSITION_PERIOD: Duration = Duration::minutes(5)
const FAILURE_TIMEOUT: Duration = Duration::seconds(30)
// Allocation percentages
const NETWORK_MAINTENANCE_ALLOCATION: Float64 = 0.40
const NEW_NODE_SUBSIDY_ALLOCATION: Float64 = 0.25
const LOW_BALANCE_SUPPORT_ALLOCATION: Float64 = 0.20
const RESERVE_BUFFER_ALLOCATION: Float64 = 0.15
const SUBSIDY_THRESHOLD: Credits = Credits { amount: 100 }
const NEW_NODE_AGE_LIMIT: Duration = Duration::days(7)
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// DECOMPOSITION
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
gene DecompositionState {
exegesis {
State of a node being decomposed after failure.
}
has node: NodeId
has phase is enum {
CreditsFrozen,
ReservationsReleased,
StateReclaimed,
TopologyUpdated,
Complete
}
has frozen_credits: Credits
has start_time: Timestamp
has events_emitted: List<RevivalEvent>
}
fun decompose_failed_node(node: NodeId) -> List<RevivalEvent> {
exegesis {
Decompose a failed node, returning its resources to the revival pool.
Follows biological decomposition: freeze β release β reclaim β update.
}
events = []
// Verify failure
if not confirm_failure(node) {
return [] // False alarm
}
// Phase 1: Freeze credits
frozen = freeze_node_credits(node)
events.push(RevivalEvent {
event_type: RevivalEvent::NodeFailure,
source: node,
credits: frozen,
timestamp: now(),
metadata: { "phase": "freeze" }
})
// Phase 2: Release reservations
for reservation in node.held_reservations() {
if not reservation.consumed {
events.push(RevivalEvent {
event_type: RevivalEvent::ReservationExpired,
source: reservation.id,
credits: reservation.amount,
timestamp: now(),
metadata: { "original_holder": reservation.holder.to_string() }
})
}
}
// Phase 3: Reclaim storage
for item in node.stored_items() {
if item.has_replicas() {
remove_from_replica_set(item, node)
} else {
// Orphaned state
events.push(RevivalEvent {
event_type: RevivalEvent::GarbageCollected,
source: node,
credits: estimate_storage_credits(item),
timestamp: now(),
metadata: { "key": item.key }
})
}
}
// Phase 4: Update topology
if node.role == NexusRole::Nexus {
trigger_nexus_election(node.region)
}
return events
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// REDISTRIBUTION
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
gene RedistributionPlan {
has maintenance_recipients: List<(NodeId, Credits)>
has subsidy_recipients: List<(NodeId, Credits)>
has support_recipients: List<(NodeId, Credits)>
has reserve_addition: Credits
}
fun plan_redistribution(pool: RevivalPool) -> RedistributionPlan {
exegesis {
Plan credit redistribution from the revival pool.
Allocates to maintenance, subsidies, support, and reserve.
}
total_available = pool.recycled_credits.amount +
pool.entropy_tax_collected.amount
maintenance_budget = Credits {
amount: (total_available as Float64 * NETWORK_MAINTENANCE_ALLOCATION) as UInt64
}
subsidy_budget = Credits {
amount: (total_available as Float64 * NEW_NODE_SUBSIDY_ALLOCATION) as UInt64
}
support_budget = Credits {
amount: (total_available as Float64 * LOW_BALANCE_SUPPORT_ALLOCATION) as UInt64
}
reserve_budget = Credits {
amount: (total_available as Float64 * RESERVE_BUFFER_ALLOCATION) as UInt64
}
// Find maintenance recipients (high-uptime nexus nodes)
nexus_nodes = get_all_nexus_nodes()
.filter(|n| n.uptime >= 0.95)
.sort_by(|n| n.uptime)
maintenance_per_node = maintenance_budget.amount / nexus_nodes.len().max(1) as UInt64
maintenance_recipients = nexus_nodes
.map(|n| (n.id, Credits { amount: maintenance_per_node }))
.collect()
// Find subsidy recipients (new nodes)
new_nodes = get_all_nodes()
.filter(|n| n.age() < NEW_NODE_AGE_LIMIT)
.filter(|n| n.health_check_passing())
subsidy_per_node = subsidy_budget.amount / new_nodes.len().max(1) as UInt64
subsidy_recipients = new_nodes
.map(|n| (n.id, Credits { amount: subsidy_per_node }))
.collect()
// Find support recipients (low balance nodes)
struggling_nodes = get_all_nodes()
.filter(|n| n.credit_balance() < SUBSIDY_THRESHOLD)
.filter(|n| n.reputation >= 0.5) // Must have decent reputation
support_per_node = support_budget.amount / struggling_nodes.len().max(1) as UInt64
support_recipients = struggling_nodes
.map(|n| (n.id, Credits { amount: support_per_node }))
.collect()
return RedistributionPlan {
maintenance_recipients,
subsidy_recipients,
support_recipients,
reserve_addition: reserve_budget
}
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// REVIVAL MANAGER IMPLEMENTATION
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
system StandardRevivalManager {
exegesis {
Standard implementation of the RevivalManager trait.
}
state pool: RevivalPool
state pending_events: List<RevivalEvent>
state last_redistribution: Timestamp
impl RevivalManager {
is process_event(event: RevivalEvent) -> Result<Void, Error> {
match event.event_type {
NodeFailure => {
this.pool.recycled_credits.amount += event.credits.amount
}
ReservationExpired => {
// Direct return to original holder
holder = event.metadata.get("original_holder").parse()
transfer_credits(this.pool, holder, event.credits)
}
GarbageCollected => {
this.pool.maintenance_fund.amount += event.credits.amount
}
EntropyTax => {
this.pool.entropy_tax_collected.amount += event.credits.amount
}
SeptalIsolation => {
this.pool.recycled_credits.amount += event.credits.amount
}
VoluntaryExit => {
// Clean exit, direct return
transfer_credits(this.pool, event.source, event.credits)
}
}
return Ok(())
}
is redistribute(interval: Duration) -> List<CreditTransfer> {
if now() - this.last_redistribution < interval {
return []
}
plan = plan_redistribution(this.pool)
transfers = []
for (node, amount) in plan.maintenance_recipients {
transfers.push(CreditTransfer {
from: this.pool.id,
to: node,
amount,
entropy_cost: Credits { amount: 0 }, // Pool transfers are free
timestamp: now()
})
}
// ... similar for subsidy and support recipients
this.pool.reserve_buffer.amount += plan.reserve_addition.amount
this.pool.recycled_credits.amount = 0
this.pool.entropy_tax_collected.amount = 0
this.last_redistribution = now()
return transfers
}
is decompose_node(node: NodeId) -> List<RevivalEvent> {
return decompose_failed_node(node)
}
is total_pool_balance() -> Credits {
return Credits {
amount: this.pool.recycled_credits.amount +
this.pool.entropy_tax_collected.amount +
this.pool.maintenance_fund.amount +
this.pool.reserve_buffer.amount
}
}
}
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// ENR Septal Gate - Design Ontology Language Specification
// File: specifications/enr/septal.dol
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
module enr.septal @ 0.1.0
use enr.core.{ SeptalGate, SeptalGateConfig, SeptalGateManager }
exegesis {
Septal gate (circuit breaker) implementation for the ENR system.
Named after the septal pores in fungal hyphae that can be plugged
by Woronin bodies to isolate damage.
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// CONSTANTS
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
const FAILURE_THRESHOLD: UInt32 = 5
const RECOVERY_TIMEOUT: Duration = Duration::seconds(60)
const HALF_OPEN_TEST_INTERVAL: Duration = Duration::seconds(10)
const ISOLATION_THRESHOLD: Float64 = 0.7
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// HEALTH STATUS
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
gene HealthStatus {
has is_healthy: Bool
has timeout_score: Float64 // 0.0 = responsive, 1.0 = timed out
has credit_score: Float64 // 0.0 = solvent, 1.0 = defaulted
has reputation_score: Float64 // 0.0 = good, 1.0 = bad reputation
has last_check: Timestamp
}
fun check_node_health(node: NodeId) -> HealthStatus {
exegesis {
Check the health of a node across all dimensions.
}
// Timeout check
ping_result = ping_node(node, Duration::seconds(5))
timeout_score = if ping_result.is_ok() {
0.0
} else {
1.0
}
// Credit check
balance = get_credit_balance(node)
outstanding = get_outstanding_obligations(node)
credit_score = if balance >= outstanding {
0.0
} else {
(outstanding - balance).amount as Float64 / outstanding.amount.max(1) as Float64
}
// Reputation check
reputation = get_reputation(node)
reputation_score = 1.0 - reputation // Invert: high reputation = low score
return HealthStatus {
is_healthy: timeout_score < 0.5 and credit_score < 0.5 and reputation_score < 0.5,
timeout_score,
credit_score,
reputation_score,
last_check: now()
}
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// ISOLATION DECISION
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
fun should_isolate(
health: HealthStatus,
config: SeptalGateConfig
) -> Bool {
exegesis {
Determine if a node should be isolated based on weighted health scores.
}
weighted_score =
health.timeout_score * config.timeout_weight +
health.credit_score * config.credit_default_weight +
health.reputation_score * config.reputation_weight
return weighted_score >= ISOLATION_THRESHOLD
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// STATE TRANSITIONS
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
gene SeptalGateTransition {
has from_state: SeptalGate.state
has to_state: SeptalGate.state
has reason: String
has timestamp: Timestamp
}
fun transition_gate(
gate: SeptalGate,
health: HealthStatus,
config: SeptalGateConfig
) -> Option<SeptalGateTransition> {
exegesis {
Determine state transition for a septal gate.
Open β Closed: Node becomes unhealthy
Closed β HalfOpen: Recovery timeout elapsed
HalfOpen β Open: Recovery test passed
HalfOpen β Closed: Recovery test failed
}
match gate.state {
Open => {
if should_isolate(health, config) {
gate.failure_count += 1
if gate.failure_count >= FAILURE_THRESHOLD {
return Some(SeptalGateTransition {
from_state: Open,
to_state: Closed,
reason: "Failure threshold exceeded",
timestamp: now()
})
}
} else {
// Reset failure count on success
gate.failure_count = 0
}
return None
}
Closed => {
// Check if recovery timeout has elapsed
isolation_duration = now() - gate.isolation_start.unwrap()
if isolation_duration >= RECOVERY_TIMEOUT {
return Some(SeptalGateTransition {
from_state: Closed,
to_state: HalfOpen,
reason: "Recovery timeout elapsed, testing recovery",
timestamp: now()
})
}
return None
}
HalfOpen => {
// Test recovery
if health.is_healthy {
return Some(SeptalGateTransition {
from_state: HalfOpen,
to_state: Open,
reason: "Recovery test passed",
timestamp: now()
})
} else {
return Some(SeptalGateTransition {
from_state: HalfOpen,
to_state: Closed,
reason: "Recovery test failed",
timestamp: now()
})
}
}
}
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// SEPTAL GATE MANAGER IMPLEMENTATION
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
system StandardSeptalGateManager {
exegesis {
Standard implementation of the SeptalGateManager trait.
Manages circuit breakers for all node connections.
}
state gates: Map<NodeId, SeptalGate>
state config: SeptalGateConfig
impl SeptalGateManager {
is check_health(node: NodeId) -> HealthStatus {
return check_node_health(node)
}
is should_isolate(node: NodeId, config: SeptalGateConfig) -> Bool {
health = check_node_health(node)
return should_isolate(health, config)
}
is isolate(node: NodeId) -> Result<Void, Error> {
gate = this.gates.get_or_create(node, || SeptalGate {
node,
state: Open,
failure_count: 0,
last_failure: None,
isolation_start: None
})
gate.state = Closed
gate.isolation_start = Some(now())
// Emit isolation event
emit_event(RevivalEvent {
event_type: SeptalIsolation,
source: node,
credits: get_credit_balance(node),
timestamp: now(),
metadata: {}
})
return Ok(())
}
is attempt_recovery(node: NodeId) -> Result<Bool, Error> {
gate = this.gates.get(node)?
if gate.state != Closed {
return Err(Error::InvalidState("Gate not closed"))
}
health = check_node_health(node)
transition = transition_gate(gate, health, this.config)
match transition {
Some(t) if t.to_state == Open => {
gate.state = Open
gate.failure_count = 0
gate.isolation_start = None
return Ok(true) // Recovery successful
}
_ => {
return Ok(false) // Recovery failed
}
}
}
}
}
The DOL specifications above translate to HIR as follows:
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β DOL β HIR MAPPINGS β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β β
β DOL Construct HIR Node Type β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
β module enr.core @ 0.1.0 HirModule { name: "enr.core", version: "0.1.0" }β
β β
β gene Credits { ... } HirDecl::Type(HirTypeDecl { β
β name: "Credits", β
β body: HirTypeDef::Gene(statements) β
β }) β
β β
β trait EntropyCalculator HirDecl::Trait(HirTraitDecl { β
β is calculate(...) name: "EntropyCalculator", β
β } items: [HirTraitItem::Method(...)] β
β }) β
β β
β has amount: UInt64 HirStatement { kind: Has { β
β subject: "this", β
β property: "amount" β
β }} β
β β
β constraint non_negative HirStatement { kind: Requires { β
β this.amount >= 0 subject: "this", β
β } dependency: "non_negative" β
β }} β
β + HirExpr::Binary for the condition β
β β
β fun calculate(...) -> T HirDecl::Function(HirFunctionDecl { β
β ... name: "calculate", β
β } params: [...], β
β return_type: T, β
β body: Some(HirExpr::Block(...)) β
β }) β
β β
β system Standard... { HirDecl::Module(HirModuleDecl { β
β state pool: ... name: "StandardRevivalManager", β
β impl Trait { ... } decls: [state_decls, impl_decls] β
β } }) β
β β
β match event.type { HirExpr::Match { β
β NodeFailure => ... scrutinee: event.type, β
β } arms: [HirMatchArm { ... }] β
β } β
β β
β for item in list { } HirStmt::For { β
β binding: "item", β
β iter: "list", β
β body: HirExpr::Block(...) β
β } β
β β
β if x > 0 { } else { } HirExpr::If { β
β condition: HirExpr::Binary(...), β
β then_branch: HirExpr::Block(...), β
β else_branch: Some(HirExpr::Block(...)) β
β } β
β β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// Example HIR visitor for analyzing ENR specifications
struct EnrAnalyzer {
genes: Vec<Symbol>,
traits: Vec<Symbol>,
systems: Vec<Symbol>,
constraints: Vec<(Symbol, HirExpr)>,
}
impl HirVisitor for EnrAnalyzer {
fn visit_type_decl(&mut self, decl: &HirTypeDecl) {
match &decl.body {
HirTypeDef::Gene(statements) => {
self.genes.push(decl.name);
for stmt in statements {
if let HirStatementKind::Requires { subject, dependency } = &stmt.kind {
// Track constraints
self.constraints.push((decl.name, /* constraint expr */));
}
}
}
_ => {}
}
walk_type_decl(self, decl);
}
fn visit_trait_decl(&mut self, decl: &HirTraitDecl) {
self.traits.push(decl.name);
walk_trait_decl(self, decl);
}
fn visit_module_decl(&mut self, decl: &HirModuleDecl) {
// Systems are modules with state and impl blocks
if decl.has_state() && decl.has_impl() {
self.systems.push(decl.name);
}
walk_module_decl(self, decl);
}
}# βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
# ENR Node Configuration
# File: ~/.vudo/enr.toml
# βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
[node]
id = "node-abc123"
role = "leaf" # leaf | nexus | poteau-mitan
region = "us-west-2"
[entropy]
# Weights for entropy calculation (must sum to 1.0)
network_weight = 0.3
compute_weight = 0.3
storage_weight = 0.2
temporal_weight = 0.2
# Entropy pricing
price_factor = 0.1 # Multiplier for entropy cost
[nexus]
# Only applies if role = nexus or poteau-mitan
min_leaves = 5
max_leaves = 50
election_interval = "1h"
aggregation_interval = "10s"
# Market making
minimum_spread = 0.01
volatility_factor = 0.5
inventory_factor = 0.3
entropy_spread_factor = 0.2
[revival]
# Entropy tax rate
tax_rate = 0.02
# Redistribution
redistribution_interval = "1h"
maintenance_allocation = 0.40
subsidy_allocation = 0.25
support_allocation = 0.20
reserve_allocation = 0.15
# Decomposition
decomposition_period = "5m"
failure_timeout = "30s"
[septal]
# Circuit breaker configuration
timeout_weight = 0.4
timeout_threshold = "30s"
credit_default_weight = 0.3
credit_default_threshold = 100
reputation_weight = 0.3
reputation_threshold = 0.5
# Recovery
failure_threshold = 5
recovery_timeout = "60s"
half_open_test_interval = "10s"
[gossip]
# Gossip protocol settings
heartbeat_interval = "1s"
failure_detector_phi = 8.0
max_transmit_size = 65536
# Priority settings
critical_ttl = "5s"
market_ttl = "30s"
background_ttl = "60s"
[credits]
# Initial credit allocation
initial_balance = 1000
min_balance = 10
subsidy_threshold = 100// Configuration validation rules
gene EnrConfig {
has node: NodeConfig
has entropy: EntropyConfig
has nexus: Option<NexusConfig>
has revival: RevivalConfig
has septal: SeptalConfig
has gossip: GossipConfig
has credits: CreditsConfig
constraint valid_role_config {
match this.node.role {
Leaf => this.nexus.is_none(),
Nexus | PoteauMitan => this.nexus.is_some()
}
}
constraint valid_entropy_weights {
this.entropy.network_weight + this.entropy.compute_weight +
this.entropy.storage_weight + this.entropy.temporal_weight == 1.0
}
constraint valid_revival_allocation {
this.revival.maintenance_allocation + this.revival.subsidy_allocation +
this.revival.support_allocation + this.revival.reserve_allocation == 1.0
}
constraint valid_septal_weights {
this.septal.timeout_weight + this.septal.credit_default_weight +
this.septal.reputation_weight == 1.0
}
}
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β CHAOS TESTING FRAMEWORK β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β β
β Purpose: Verify ENR behaves correctly under adverse conditions β
β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β CHAOS CATEGORIES β β
β β β β
β β NETWORK CHAOS β β
β β β’ Partition: Split network into isolated segments β β
β β β’ Latency: Add artificial delays β β
β β β’ Loss: Drop packets randomly β β
β β β’ Corruption: Corrupt message contents β β
β β β β
β β NODE CHAOS β β
β β β’ Kill: Suddenly terminate nodes β β
β β β’ Pause: Freeze nodes temporarily β β
β β β’ Slow: Reduce node processing speed β β
β β β’ Disk: Fill disk, corrupt storage β β
β β β β
β β RESOURCE CHAOS β β
β β β’ CPU: Spike CPU usage β β
β β β’ Memory: Exhaust memory β β
β β β’ Bandwidth: Saturate network β β
β β β’ Credits: Drain credit balances β β
β β β β
β β BYZANTINE CHAOS β β
β β β’ Lie: Send false information β β
β β β’ Delay: Selectively delay responses β β
β β β’ Collude: Multiple nodes acting maliciously β β
β β β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// ENR Chaos Testing Scenarios
// File: specifications/enr/chaos.dol
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
module enr.chaos @ 0.1.0
exegesis {
Chaos testing scenarios for ENR system validation.
Each scenario tests specific failure modes and recovery behavior.
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// SCENARIO DEFINITIONS
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
gene ChaosScenario {
has name: String
has description: String
has chaos_actions: List<ChaosAction>
has expected_behaviors: List<ExpectedBehavior>
has invariants: List<Invariant>
has duration: Duration
}
gene ChaosAction {
has action_type is enum {
// Network
PartitionNetwork,
AddLatency,
DropPackets,
CorruptMessages,
// Node
KillNode,
PauseNode,
SlowNode,
FillDisk,
// Resource
SpikeCpu,
ExhaustMemory,
SaturateBandwidth,
DrainCredits,
// Byzantine
SendFalseGradients,
DelayResponses,
ColludeNodes
}
has target: Target
has parameters: Map<String, String>
has start_time: Duration
has end_time: Option<Duration>
}
gene ExpectedBehavior {
has description: String
has check: fun(State) -> Bool
has timeout: Duration
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// SCENARIO 1: NEXUS FAILURE
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
const SCENARIO_NEXUS_FAILURE: ChaosScenario = ChaosScenario {
name: "Nexus Node Failure",
description: "Kill a nexus node and verify re-election and gradient recovery",
chaos_actions: [
ChaosAction {
action_type: KillNode,
target: Target::Role(NexusRole::Nexus),
parameters: { "count": "1" },
start_time: Duration::seconds(30),
end_time: None
}
],
expected_behaviors: [
ExpectedBehavior {
description: "Septal gate closes for failed nexus",
check: |state| state.septal_gates.get(killed_node).state == Closed,
timeout: Duration::seconds(5)
},
ExpectedBehavior {
description: "New nexus elected within election interval",
check: |state| state.nexus_count() == original_count,
timeout: Duration::minutes(2)
},
ExpectedBehavior {
description: "Leaves reconnect to new nexus",
check: |state| all_leaves_have_nexus(state),
timeout: Duration::minutes(3)
},
ExpectedBehavior {
description: "Gradient aggregation resumes",
check: |state| gradients_fresh(state, Duration::seconds(30)),
timeout: Duration::minutes(5)
},
ExpectedBehavior {
description: "Failed node credits enter revival pool",
check: |state| state.revival_pool.contains_credits_from(killed_node),
timeout: Duration::seconds(10)
}
],
invariants: [
Invariant::CreditConservation,
Invariant::NoOrphanedLeaves,
Invariant::GossipEventuallyDelivers
],
duration: Duration::minutes(10)
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// SCENARIO 2: NETWORK PARTITION
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
const SCENARIO_NETWORK_PARTITION: ChaosScenario = ChaosScenario {
name: "Network Partition",
description: "Split network in two and verify correct behavior during and after healing",
chaos_actions: [
ChaosAction {
action_type: PartitionNetwork,
target: Target::Percentage(50),
parameters: { "strategy": "random" },
start_time: Duration::seconds(30),
end_time: Some(Duration::minutes(5))
}
],
expected_behaviors: [
ExpectedBehavior {
description: "Each partition operates independently",
check: |state| both_partitions_functional(state),
timeout: Duration::seconds(30)
},
ExpectedBehavior {
description: "Transactions within partition succeed",
check: |state| intra_partition_tx_success_rate(state) > 0.99,
timeout: Duration::minutes(1)
},
ExpectedBehavior {
description: "Cross-partition transactions fail gracefully",
check: |state| cross_partition_tx_fail_gracefully(state),
timeout: Duration::seconds(10)
},
ExpectedBehavior {
description: "After healing, network reconverges",
check: |state| network_converged(state),
timeout: Duration::minutes(3)
},
ExpectedBehavior {
description: "Credit ledger reconciles after healing",
check: |state| credit_ledger_consistent(state),
timeout: Duration::minutes(5)
}
],
invariants: [
Invariant::CreditConservation,
Invariant::NoDoublespend,
Invariant::EventualConsistency
],
duration: Duration::minutes(15)
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// SCENARIO 3: CREDIT EXHAUSTION
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
const SCENARIO_CREDIT_EXHAUSTION: ChaosScenario = ChaosScenario {
name: "Credit Exhaustion",
description: "Drain credits from nodes and verify revival pool distribution",
chaos_actions: [
ChaosAction {
action_type: DrainCredits,
target: Target::Percentage(30),
parameters: { "drain_to": "0" },
start_time: Duration::seconds(30),
end_time: None
}
],
expected_behaviors: [
ExpectedBehavior {
description: "Drained nodes detected by septal gates",
check: |state| drained_nodes_detected(state),
timeout: Duration::seconds(30)
},
ExpectedBehavior {
description: "Low-balance support triggered",
check: |state| support_transfers_initiated(state),
timeout: Duration::minutes(2)
},
ExpectedBehavior {
description: "Nodes receive revival pool distribution",
check: |state| revival_distribution_received(state),
timeout: Duration::minutes(5)
},
ExpectedBehavior {
description: "Network stabilizes with redistributed credits",
check: |state| network_credit_stable(state),
timeout: Duration::minutes(10)
}
],
invariants: [
Invariant::CreditConservation,
Invariant::MinimumViableNetwork
],
duration: Duration::minutes(15)
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// SCENARIO 4: CASCADE FAILURE
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
const SCENARIO_CASCADE_FAILURE: ChaosScenario = ChaosScenario {
name: "Cascade Failure Prevention",
description: "Kill nodes progressively to test cascade prevention",
chaos_actions: [
ChaosAction {
action_type: KillNode,
target: Target::Count(1),
parameters: {},
start_time: Duration::seconds(30),
end_time: None
},
ChaosAction {
action_type: KillNode,
target: Target::Count(2),
parameters: {},
start_time: Duration::seconds(60),
end_time: None
},
ChaosAction {
action_type: KillNode,
target: Target::Count(3),
parameters: {},
start_time: Duration::seconds(90),
end_time: None
}
],
expected_behaviors: [
ExpectedBehavior {
description: "Septal gates prevent cascade",
check: |state| no_cascade_detected(state),
timeout: Duration::minutes(5)
},
ExpectedBehavior {
description: "Healthy nodes remain functional",
check: |state| healthy_nodes_functional(state),
timeout: Duration::minutes(1)
},
ExpectedBehavior {
description: "Network maintains minimum viable capacity",
check: |state| network_capacity_above_minimum(state),
timeout: Duration::minutes(5)
}
],
invariants: [
Invariant::CreditConservation,
Invariant::NoCascadeFailure,
Invariant::MinimumViableNetwork
],
duration: Duration::minutes(10)
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// SCENARIO 5: BYZANTINE NEXUS
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
const SCENARIO_BYZANTINE_NEXUS: ChaosScenario = ChaosScenario {
name: "Byzantine Nexus",
description: "Nexus node sends false gradient information",
chaos_actions: [
ChaosAction {
action_type: SendFalseGradients,
target: Target::Role(NexusRole::Nexus),
parameters: {
"falsification": "invert", // Report opposite of reality
"count": "1"
},
start_time: Duration::seconds(30),
end_time: None
}
],
expected_behaviors: [
ExpectedBehavior {
description: "Other nexuses detect inconsistency",
check: |state| inconsistency_detected(state),
timeout: Duration::minutes(2)
},
ExpectedBehavior {
description: "Byzantine nexus reputation decreases",
check: |state| byzantine_node_reputation_decreased(state),
timeout: Duration::minutes(5)
},
ExpectedBehavior {
description: "Leaves migrate away from byzantine nexus",
check: |state| leaves_migrated(state),
timeout: Duration::minutes(10)
}
],
invariants: [
Invariant::CreditConservation,
Invariant::EventualByzantineDetection
],
duration: Duration::minutes(15)
}
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// SCENARIO 6: ENTROPY SPIKE
// βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
const SCENARIO_ENTROPY_SPIKE: ChaosScenario = ChaosScenario {
name: "Entropy Spike",
description: "Sudden increase in network entropy, verify pricing adjusts",
chaos_actions: [
ChaosAction {
action_type: AddLatency,
target: Target::All,
parameters: { "latency_ms": "500", "variance_ms": "200" },
start_time: Duration::seconds(30),
end_time: Some(Duration::minutes(3))
},
ChaosAction {
action_type: DropPackets,
target: Target::Percentage(20),
parameters: { "drop_rate": "0.1" },
start_time: Duration::seconds(30),
end_time: Some(Duration::minutes(3))
}
],
expected_behaviors: [
ExpectedBehavior {
description: "Entropy calculations increase",
check: |state| average_entropy(state) > baseline_entropy * 2.0,
timeout: Duration::seconds(30)
},
ExpectedBehavior {
description: "Transaction prices increase proportionally",
check: |state| prices_increased_proportionally(state),
timeout: Duration::seconds(30)
},
ExpectedBehavior {
description: "Low-value transactions deferred",
check: |state| low_value_tx_deferred(state),
timeout: Duration::minutes(1)
},
ExpectedBehavior {
description: "After recovery, entropy and prices normalize",
check: |state| entropy_normalized(state),
timeout: Duration::minutes(5)
}
],
invariants: [
Invariant::CreditConservation,
Invariant::EntropyNonNegative
],
duration: Duration::minutes(10)
}
// Chaos test runner implementation
pub struct ChaosTestRunner {
cluster: TestCluster,
scenarios: Vec<ChaosScenario>,
metrics: MetricsCollector,
}
impl ChaosTestRunner {
pub async fn run_scenario(&mut self, scenario: &ChaosScenario) -> TestResult {
let start = Instant::now();
// Start metrics collection
self.metrics.start_collection();
// Execute chaos actions according to schedule
let mut action_handles = vec![];
for action in &scenario.chaos_actions {
let handle = self.schedule_action(action.clone());
action_handles.push(handle);
}
// Wait for all expected behaviors
let mut behavior_results = vec![];
for behavior in &scenario.expected_behaviors {
let result = self.wait_for_behavior(behavior).await;
behavior_results.push(result);
}
// Verify invariants held throughout
let invariant_results = self.check_invariants(&scenario.invariants);
// Stop chaos actions
for handle in action_handles {
handle.stop().await;
}
// Collect final metrics
let metrics = self.metrics.stop_collection();
TestResult {
scenario: scenario.name.clone(),
duration: start.elapsed(),
behavior_results,
invariant_results,
metrics,
passed: behavior_results.iter().all(|r| r.passed)
&& invariant_results.iter().all(|r| r.held),
}
}
async fn wait_for_behavior(&self, behavior: &ExpectedBehavior) -> BehaviorResult {
let deadline = Instant::now() + behavior.timeout;
loop {
let state = self.cluster.get_state().await;
if (behavior.check)(state) {
return BehaviorResult {
description: behavior.description.clone(),
passed: true,
time_to_satisfy: Instant::now().duration_since(deadline - behavior.timeout),
};
}
if Instant::now() > deadline {
return BehaviorResult {
description: behavior.description.clone(),
passed: false,
time_to_satisfy: behavior.timeout,
};
}
tokio::time::sleep(Duration::from_millis(100)).await;
}
}
}// Test cluster for chaos testing
pub struct TestCluster {
nodes: Vec<TestNode>,
network_simulator: NetworkSimulator,
credit_ledger: MockCreditLedger,
}
impl TestCluster {
pub fn new(config: TestClusterConfig) -> Self {
let mut nodes = vec![];
// Create nodes with different roles
for _ in 0..config.leaf_count {
nodes.push(TestNode::new(NexusRole::Leaf));
}
for _ in 0..config.nexus_count {
nodes.push(TestNode::new(NexusRole::Nexus));
}
for _ in 0..config.poteau_mitan_count {
nodes.push(TestNode::new(NexusRole::PoteauMitan));
}
// Wire up network simulator
let network_simulator = NetworkSimulator::new(&nodes);
// Initialize credit ledger
let credit_ledger = MockCreditLedger::new(config.initial_credits_per_node);
Self {
nodes,
network_simulator,
credit_ledger,
}
}
pub async fn start(&mut self) {
// Start all nodes
for node in &mut self.nodes {
node.start().await;
}
// Wait for topology to stabilize
self.wait_for_stable_topology().await;
}
}
pub struct TestClusterConfig {
pub leaf_count: usize,
pub nexus_count: usize,
pub poteau_mitan_count: usize,
pub initial_credits_per_node: u64,
pub enr_config: EnrConfig,
}
impl Default for TestClusterConfig {
fn default() -> Self {
Self {
leaf_count: 20,
nexus_count: 3,
poteau_mitan_count: 1,
initial_credits_per_node: 1000,
enr_config: EnrConfig::default(),
}
}
}βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β ENR INTEGRATION POINTS β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β univrs-network β β
β β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β β
β β Integration: β β
β β β’ Chitchat gossip β ENR signal propagation β β
β β β’ Connection management β Septal gate triggers β β
β β β’ Node discovery β Nexus topology updates β β
β β β β
β β API: β β
β β β’ enr.register_gossip_handler(priority, handler) β β
β β β’ enr.on_connection_change(callback) β β
β β β’ enr.get_network_entropy(path) β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β univrs-orchestration β β
β β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β β
β β Integration: β β
β β β’ Scheduler β ENR-aware placement decisions β β
β β β’ Resource manager β Gradient reporting β β
β β β’ Container runtime β Compute entropy tracking β β
β β β β
β β API: β β
β β β’ enr.get_placement_cost(spirit, node) β β
β β β’ enr.report_resource_gradient(gradient) β β
β β β’ enr.track_compute_usage(container_id, metrics) β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β univrs-vudo (vudo_vm) β β
β β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β β
β β Integration: β β
β β β’ Host functions β Credit operations β β
β β β’ Sandbox β Resource limit enforcement β β
β β β’ Linker β ENR host function registration β β
β β β β
β β API: β β
β β β’ host_enr_get_entropy() -> i64 β β
β β β’ host_enr_reserve_credits(amount) -> i32 β β
β β β’ host_enr_get_gradient(resource) -> f64 β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β univrs-identity β β
β β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β β
β β Integration: β β
β β β’ Ed25519 identity β Node authentication β β
β β β’ Capability certificates β Role verification β β
β β β β
β β API: β β
β β β’ enr.verify_node_identity(node_id, signature) β β
β β β’ enr.verify_nexus_capability(node_id) β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β univrs-dol β β
β β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β β
β β Integration: β β
β β β’ DOL specs β ENR implementation generation β β
β β β’ HIR β Rust codegen for ENR types β β
β β β’ MLIR β WASM with ENR host functions β β
β β β β
β β API: β β
β β β’ dol compile specifications/enr/*.dol --target rust β β
β β β’ dol compile specifications/enr/*.dol --target wasm β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// ENR host functions exposed to Spirits via WASM
/// Get current entropy for a transaction to target
/// Returns: entropy value * 1000 (fixed point)
pub fn host_enr_get_entropy(
caller: Caller<'_, SandboxState>,
target_ptr: i32,
target_len: i32,
) -> i64 {
let target = read_string(&caller, target_ptr, target_len);
let entropy = caller.data().enr.calculate_entropy_to(target);
(entropy * 1000.0) as i64
}
/// Reserve credits for a transaction
/// Returns: reservation_id on success, -1 on failure
pub fn host_enr_reserve_credits(
caller: Caller<'_, SandboxState>,
amount: i64,
) -> i64 {
let credits = Credits { amount: amount as u64 };
match caller.data().enr.reserve(credits) {
Ok(reservation_id) => reservation_id as i64,
Err(_) => -1,
}
}
/// Get resource gradient for a resource type
/// Returns: gradient value * 1000 (fixed point, 0-1000)
pub fn host_enr_get_gradient(
caller: Caller<'_, SandboxState>,
resource_type: i32,
) -> i64 {
let resource = match resource_type {
0 => ResourceType::Cpu,
1 => ResourceType::Memory,
2 => ResourceType::Gpu,
3 => ResourceType::Storage,
4 => ResourceType::Bandwidth,
_ => return -1,
};
let gradient = caller.data().enr.get_local_gradient(resource);
(gradient * 1000.0) as i64
}
/// Get current node role
/// Returns: 0=Leaf, 1=Nexus, 2=PoteauMitan
pub fn host_enr_get_role(caller: Caller<'_, SandboxState>) -> i32 {
match caller.data().enr.role() {
NexusRole::Leaf => 0,
NexusRole::Nexus => 1,
NexusRole::PoteauMitan => 2,
}
}Week 1: Core Types and Entropy
βββ Create univrs-enr crate structure
βββ Implement core types (Credits, EntropyAccount, etc.)
βββ Implement entropy calculators (network, compute, storage, temporal)
βββ Write unit tests for entropy calculations
βββ Deliverable: Entropy calculation working
Week 2: Nexus Topology
βββ Implement NexusRole and topology management
βββ Implement gradient aggregation
βββ Implement nexus election protocol
βββ Integrate with univrs-network gossip
βββ Deliverable: Hierarchical topology working
Week 3: Revival Pool
βββ Implement RevivalPool and event handling
βββ Implement decomposition algorithm
βββ Implement redistribution logic
βββ Write unit tests for revival scenarios
βββ Deliverable: Revival pool working
Week 4: Septal Gates and Integration
βββ Implement circuit breaker pattern
βββ Integrate with existing crates
βββ Add host functions to vudo_vm
βββ Write integration tests
βββ Deliverable: ENR foundation complete
Week 5: Chaos Framework
βββ Implement TestCluster
βββ Implement ChaosTestRunner
βββ Implement network simulation
βββ Create basic chaos actions
βββ Deliverable: Chaos framework ready
Week 6: Scenario Testing
βββ Implement all 6 chaos scenarios
βββ Run scenarios, fix bugs
βββ Performance tuning
βββ Documentation
βββ Deliverable: ENR battle-tested
Week 7: DOL Specs to HIR
βββ Parse ENR DOL specifications
βββ Verify HIR mapping
βββ Generate Rust from HIR
βββ Validate generated code matches manual implementation
βββ Deliverable: DOL β HIR β Rust working for ENR
Week 8: WASM Integration
βββ Add ENR host functions to Linker
βββ Compile ENR types to WASM
βββ Write Spirit that uses ENR
βββ End-to-end test
βββ Deliverable: Spirits can use ENR
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β SUCCESS CRITERIA β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β β
β FUNCTIONALITY β
β β Entropy calculation accurate within 5% of expected β
β β Nexus election completes within 2 minutes β
β β Gradient aggregation updates every 10 seconds β
β β Revival pool redistributes within 1 hour β
β β Septal gates isolate failed nodes within 30 seconds β
β β
β RESILIENCE β
β β All 6 chaos scenarios pass β
β β Network survives 30% node failure β
β β Credit ledger remains consistent after partition heal β
β β No cascade failures β
β β
β PERFORMANCE β
β β Entropy calculation < 1ms β
β β Transaction throughput > 1000/sec with ENR β
β β Gradient gossip < 100ms latency β
β β
β INTEGRATION β
β β DOL specs compile to matching Rust β
β β Host functions callable from WASM β
β β All existing tests still pass β
β β
β DOCUMENTATION β
β β Architecture doc complete (this document) β
β β API documentation generated β
β β Chaos test results documented β
β β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
| Term | Definition |
|---|---|
| ENR | Entropy-Nexus-Revival, the foundational economic primitive |
| Entropy | Thermodynamic cost of disorder in transactions |
| Nexus | Hub node that aggregates leaves and provides market making |
| Poteau-Mitan | Super-nexus with global view (from Vodou: central pillar) |
| Revival Pool | Pool of recycled credits from failures |
| Septal Gate | Circuit breaker (from fungal septa) |
| Woronin Body | Isolation mechanism (from fungal cell biology) |
| Gradient | Vector of resource availability signals |
| CMN | Common Mycorrhizal Network (biological inspiration) |
- Kiers, E.T., et al. "Reciprocal rewards stabilize cooperation in the mycorrhizal symbiosis." Science, 2011.
- Karst, J., et al. "Positive citation bias and overinterpreted results lead to misinformation on common mycorrhizal networks in forests." Nature Ecology & Evolution, 2023.
- Adamatzky, A. "Language of fungi derived from their electrical spiking activity." Royal Society Open Science, 2022.
- DOL v0.6.0 HIR Specification, Univrs, 2024.
- VUDO OS Vision Document, Univrs, 2024.
Important
This is an experimental system. We break things frequently.
- Not accepting contributions yet (but we plan to!)
- No stability guarantees
- Pin commits if you need consistency
- This is a learning resource, not production software
- No support provided - See SUPPORT.md
"The network is not pipes. It is a living market." Le rΓ©seau est Bondieu. π