Decision Graph Runtime
Executes choice graphs with stochastic outcomes; logs trajectories.
Game theory + AI + economics fused into a unified agent-decision substrate.
Decision OS models how agents — humans, organizations, AI systems — actually choose. It blends classical decision theory (utility, expected value), game theory (best-response, equilibrium), bounded-rationality models (heuristics, prospect theory), and modern reinforcement-learning agents. The system represents decisions as a graph: nodes are choice points, edges are conditional probabilities and payoffs, agents are policies operating over the graph. The honest position: optimal play in any non-trivial environment is intractable; the interesting question is which approximations actually survive long-run iteration.
Executes choice graphs with stochastic outcomes; logs trajectories.
Library of agent policies: utility-max, satisficer, RL-trained, best-response, heuristic.
n-player environments with shared state; standard catalog of games (PD, stag, public goods).
Norms, contracts, courts, money — alters the payoff structure exogenously.
Multi-agent simulation including LLM-style agents acting under shared institutions.
Submit decision outcomes to civ ledger.
POST /civ/{id}/decisionsPull perceptual posterior for the deciding agent.
GET /percept/posteriorPull narrative priors influencing payoff perception.
GET /priors/narrativePull trust priors between agents.
GET /trustCheck Landauer/thermo cost of executing a policy.
POST /thermo/costEU(a) = Σ_s p(s|a)·U(s)Expected utility — classical decision theory baseline.
BR_i(a_{−i}) = argmax_{a_i} u_i(a_i, a_{−i})Best-response operator; Nash equilibria are fixed points of the joint BR map.
Q(s,a) ← Q(s,a) + α[r + γ·max_{a'} Q(s',a') − Q(s,a)]Bellman update — basis of modern reinforcement learning agents.
v(x) = (1−w)·U_obj(x) + w·U_narr(x)Empirical: humans weight narrative-coloured utility against objective utility.