Nonrelativized Slots

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The 9 x 9 Grid with short slot names. This version is recommended for those who don't approach the AMOQ from the viewpoint of academic philosophy.
ESTHETIC MESS REGRET VIOLATE HOLY MAD MUST LIE WISDOM
MAGICAL FREE BOREDOM HOSTILE PURE NEVER DOUBT UNDERSTAND TRUTH
CAN YAY! HARMONY LUST COMPLEX ALWAYS PURPOSE REASON WOULD
WHO? FRIEND WANT WE SIMPLE IT THINK CHOICE WHY?
CHAMPION HERO FANCY PLAIN NOTHING NOVICE ADEPT MASTER RULER
WHAT? SHARE HOPE US NAIVE EGO NEED TOOL HOW?
BE POSSESS LOVE SAD MATURE FEAR LIFE BELONG SHOULD
FUN HAPPY BURDEN PRETEND NOBLE SHAME POVERTY HONOR RIGHT
EUPHORIA SHOCK DESPAIR DYSPHORIA EXTREME DEATH DISGUST SLAVERY SUCCESS

Defining "badness" as "utilitarianism", as was pretty much done in the previous article, is quite unsatisfactory. Shouldn't bad deeds involve some kind of penalty? If not, what functions would there be for religious patterns such as sin, forgiveness and redemption?

How about social authority? Should just anyone be able to become a CHAMPION by moving into that slot? If so, why isn't everyone a CHAMPION, a RULER, HOLY or EXTREME?

Social Authority

These questions open up the possibility of defining nonrelativized slots as models for sin and models for social authority.

Firstly, nonrelativized slots can be used to model social authority like this:

  1. Suppose all persons have a social authority of SIMPLE, NOVICE, NAIVE and PLAIN. This limits their activity options so that they can move only one unit per direction.
  2. As a result of the actions of other persons, someone ends up in the ADEPT slot. He cannot go there himself but since all moves affect the positions of all persons present it's possible for other persons to have him end up there.
  3. Consequently said person's social authority in that direction increases by 1. This means he can now move to THINK, NEED and ADEPT unlike the other persons.

It might also make sense to decrease social authority in this manner. The best way to implement that would, in my opinion, be that if a person enters a nonrelativized slot whose coordinate is smaller than is social authority in thet direction, and the difference of the coordinates is 1, the social value of that person decreases.

Sin and Redemption

Secondly, nonrelativized slots may be used to add hypothetical ethical, psychological or theological features to the AMOQ. When a person enters a bad slot the damaging effect of the bad slot should be annulled by moving to a nonrelativized slot. Often this kind of annulment can be yoga, psychotherapy, Gestalt therapy or whatever kind of activity - even activity that isn't usually thought of as therapy. But in order for redemption to take place the person should first be reminded of the bad situation. Such as:

  1. A person was robbed in a street corner. This is HOSTILE for him.
  2. The person returns to the place of robbery carrying valuables. He is in FEAR of being robbed again.
  3. He does not get robbed. HOSTILE + FEAR = NOTHING so he is less likely to feel insecure in that street corner.

We may also model a more complicated system of redemption.

  1. A person was robbed in a street corner. This is HOSTILE for him.
  2. He approached the street corner again unarmed, carrying something valuable. He's ready to learn to act in the situation. This makes him a NOVICE.
  3. The person has no illusions or misconceptions regarding robbery and his own potential helplessness. Hence, he is MATURE.
  4. HOSTILE + NOVICE + MATURE = NOTHING

This is to say, redemption of a bad thing neededn't be done in a single step. Furthermore, redemption turns more difficult for people who don't have enough authority to redeem their sins in a single action. For example, if a NOVICE had to redeem a MESS it would take him three actions to reach HOLY. If he were also NAIVE it'd take him three actions to arrive to HERO. But and EXTREME RULER could do all of that in a single step, supposing that the reason why he's in a MESS is either the mess itself or a vivid memory of the mess.

The goal of psychotherapy often seems to be to reming people of bad situations and let them process them. This model might explain how such processing happens.

Next, let us take a look at some bried descriptions of the slots.

Rational Slots

The rational nonrelativized slots are situated between the objective quadrant and the normative quadrant. I've speculated that normative quality is associated to dopamine whereas objective quality is associated to testosterone. It would seem logical to assume that the rational slots can consequently be associated with either of these neurotransmitters. This hypothesis lacks empirical evidence and is vague. However, I have no better suggestions for solving the symbol grounding problem in this case.

  1. The first nonrelativized rational slot is NOVICE, the union of inorganic and syntactic intensions. It refers to not manifesting much ability to do something.
  2. The second nonrelativized rational slot is ADEPT, the union of biological and semantic intensions. It refers to manifesting basic ability.
  3. The third nonrelativized rational slot is MASTER, the union of social and metatheoretic intensions. It refers to manifesting ability to both perform and to mentor or lead.
  4. The fourth nonrelativized rational slot is RULER, the union of intellectual and analogic intensions. It refers to being able to declare activities available or unavailable, possible or impossible etc. A ruler has so much authority that others will simply believe such judgements of his.

Gnostic Slots

The gnostic nonrelativized slots are situated between the subjective quadrant and the mystical quadrant. I've speculated that subjective quality is associated to serotonin whereas mystical quality is associated to estrogen. It would seem logical to assume that the rational slots can consequently be associated with either of these neurotransmitters. This hypothesis lacks empirical evidence and is vague. However, I have no better suggestions for solving the symbol grounding problem in this case.

  1. The first nonrelativized gnostic slot is PLAIN, the union of believing and coincidental intensions. It refers to being benign and homely.
  2. The second nonrelativized gnostic slot is FANCY, the union of considerative and cultural intensions. It refers to awareness of one's surroundings and an effort to blend in or understand what belongs where.
  3. The third nonrelativized gnostic slot is HERO, the union of calculative and freedom-level intensions. It refers to effortless blending in or belonging.
  4. The fourth nonrelativized gnostic slot is CHAMPION, the union of epiphanic and intensions. It refers to the ultimate in expectations on how it is possible to belong. Everyone would like to be a champion.

Abstract Slots

The abstract nonrelativized slots are situated between the mystical quadrant and the normative quadrant. I've speculated that mystical quality is associated to estrogen whereas normative quality is associated to estrogen. It would seem logical to assume that the rational slots can consequently be associated with either of these neurotransmitters. This hypothesis lacks empirical evidence and is vague. However, I have no better suggestions for solving the symbol grounding problem in this case.

  1. The first nonrelativized abstract slot is SIMPLE, the union of syntactic and coincidental intensions. It refers to lack of interest towards things that cannot be perceived by the five senses.
  2. The second nonrelativized abstract slot is COMPLEX, the union of semantic and cultural intensions. It refers to understanding things below the surface and being able to read between the lines.
  3. The third nonrelativized abstract slot is PURE, the union of understanding and freedom-level intensions. It refers to sensitivity for wisdom and aesthetics.
  4. The fourth nonrelativized abstract slot is HOLY, the union of analogic and aesthetic intensions. It refers to being able to define wisdom and aesthetics.

Tangible Slots

The tangible nonrelativized slots are situated between the subjective quadrant and the objective quadrant. I've speculated that subjective quality is associated to serotonin whereas objective quality is associated to testosterone. It would seem logical to assume that the rational slots can consequently be associated with either of these neurotransmitters. This hypothesis lacks empirical evidence and is vague. However, I have no better suggestions for solving the symbol grounding problem in this case.

  1. The first nonrelativized tangible slot is NAIVE, the union of inorganic and believing intensions. It refers to not having much experience and possibly having unwarranted expectations.
  2. The second nonrelativized tangible slot is MATURE, the union of biological and consideration intensions. It refers to being able to deal with ordinary events.
  3. The third nonrelativized tangible slot is NOBLE, the union of social and calculative intensions. It refers to being able to fulfill the wishes and expectations of others in a dignified or graceful manner.
  4. The fourth nonrelativized tangible slot is EXTREME, the union of intellectual and epiphanic intensions. It refers to being able to define what others consider possible. An example of this is that once a world record is broken, the breaking record often tends to be achieved by many people later on even though it was never achieved before it was broken for the first time. When people believe something is possible they are willing to invest more into it.

See also