v4.0 · Quantum Game Theory Framework
The first time I understood quantum chess, I was watching my brother play poker. Not real poker—the other kind. A deposition, three hours in. The opponent had been consistent, careful, professionally evasive. Nothing we could use.
Then my brother asked about the fishing trip. "What fishing trip?" The opponent's face went through three states in two seconds: confusion, recognition, fear. His superposition collapsed. What had been plausible deniability became certain guilt— not because my brother proved anything, but because the question itself revealed he knew.
"Mincci, in this game, the cards you don't have can be worth more than the ones you do. Long as the other guy thinks you might." — Vincenzo Cassano
Classical game theory assumes actors have fixed preferences and predictable behaviors. Real investigations reveal something different: actors exist in states of possibility until the moment of observation. The minister who might be corrupt or honest—until subpoena. The witness who might cooperate or resist—until pressure. The document that might exist or have been destroyed—until search.
| Piece | Symbol | Strategic Role |
|---|---|---|
| Q-King | ♔ | Central value node. What everyone fights over. Protected principal. |
| Q-Queen | ♕ | High-influence actors with broad reach. Maximum mobility, maximum power. |
| Q-Rook | ♖ | Direct power vectors. Enforcers, operators. Linear axis only. |
| Q-Knight | ♘ | Unpredictable actors. L-jump, discontinuous. Superposition states. |
| Q-Bishop | ♗ | Distant influencers. Advisors, external forces. Diagonal channels. |
| Q-Pawn | ♙ | Minor actors with transformation potential. Can become queens. |
| Echo | ◎ | Past influences. Deceased, departed. Historical decisions that still constrain. |
| Joker | ⁂ | Unknown actor. Detected through effects. Not to be confused with L-6 JOKER. |
Board-grounded probability distribution across finite squares. QPG asks: "What is the probability that Actor A controls Square S on Turn T?" The answer depends on how much they've spent (M), their current position uncertainty (S), how far they can reach (L), and how hard the square resists capture (R).
QPG(actor, square, turn) = M(cost) × S × L(d, t) / R
| Component | Formula | Meaning |
|---|---|---|
| Leverage Decay | L(d,t) = L• · e-(d/r + t/τ) | Waveform physics. Influence decays with distance (d) and time (t). |
| QS-Bifurcation | — | When reserves → 0, actor approaches critical state: FLUSH or SELF-DESTRUCT. |
| State | Description | Response |
|---|---|---|
| Superposition | Uncommitted, multiple possible futures | Watch for collapse triggers |
| Entangled | Linked to another actor's state | Observe pair dynamics. E(a&sub1;, a&sub2;) = Σ[QPG×QPG] |
| Collapsed | Position revealed, committed | Model deterministic moves |
| Decayed | Position weakening over time | Track waveform decay rate (L) |
Strategies aren't static. They evolve. TSM tracks how positions change over time and— critically—how the past continues to influence the present. Historical traumas don't fade linearly. They spike at trigger points.
| Component | Formula | Meaning |
|---|---|---|
| Memory Echo | M(t) = M•e-λt + Σβiδ(t-τi) | Dirac delta functions at trigger points. Dormant traumas activate. |
| Strategic Evolution | S(t) = S•eAt | Evolution matrix A determines position changes over time. |
Emotional state compression. INVU compresses complex emotional states into analyzable signals that steer QS-Bifurcation decisions. When an actor reaches zero reserves, INVU predicts whether they'll FLUSH (surrender information) or SELF-DESTRUCT (double down).