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experiments/001_flux_familiar/hypothesis.md
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# Experiment 001 Hypothesis
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## Primary hypothesis
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The same deterministic signal distinctions that were irrelevant in Experiment 000 will become understandable and generative when they directly determine a visible object's trajectory.
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## Competing explanations
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1. Embodied consequence makes timing, direction, accumulation, and cycles worth reasoning about.
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2. Motion improves legibility but produces only a conventional finite routing puzzle.
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3. The signal language remains too limited to sustain curiosity regardless of presentation.
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4. Direct physical manipulation would be enjoyable, but graph construction adds too much indirection or work.
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5. A cared-about world is still missing; a puck-like familiar is only an animated oscilloscope.
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## Strong evidence
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- The player changes a route after it already completes, because another trajectory seems worth creating.
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- Visible motion causes a prediction, surprise, revised mental model, and another test.
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- The player deliberately exploits periodicity, phase, storage, or recirculation.
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- The player chooses another constellation without being prompted by progression rewards.
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## Weak or negative evidence
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- Completion is fast and followed by the same sense that nothing remains.
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- The familiar is treated as a cursor and the network as awkward controls.
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- Random or noisy output eventually succeeds without understanding.
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- A single universal controller handles every constellation with trivial changes.
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