The Map

Macro and micro causal explanations and DTBM mechanics

Anatomy of the Pattern of Emotional Warfare: The Map provides a key visual tool (see Visual 1 below) — an anatomical view of the Pattern of Emotional Warfare, constructed as an interactive communication mechanism for both the general user and the academic researcher or practitioner — that emphasizes the Building Blocks' algorithmic sequencing and algorithmic information, which supports One Divide's pattern identification, processing, and pattern recognition premises. The Map also helps newcomers to the platform to understand the interconnectedness of the Building Blocks and thus attain the overall abstract intelligence and psychological gestalt of Emotional Warfare.

Throughout the Map, shaded areas and arcs (dotted lines) illustrate the Building Blocks of Emotional Warfare and thus the Pattern's interconnectedness. The arcs show direct relationships between one Building Block and another, and the arrows show the directions in which the relationships travel (2015, design updated 2019). The Map as a whole can also be looked at as a game board that the human experience takes place on or within.

Visual 1

Anatomy of the Pattern of Emotional Warfare - The Map

Click image to view larger in a new window

Category Theory, Computational Game Theory

Zero-Player Game, Self-Play, Two-Player, & Multiplayer

Designed to benefit humanity by providing objective intelligence about human conflict and how to achieve human unity through new behavior-pattern processing and pattern recognition of Emotional Warfare and its interplay, via the domain of philosophical psychology, which aligns seamlessly with psychotechnology (AI and AGI).

Applying the Platform's Language System to the Building Blocks

Interface and Integration Attributes of the Map
& the Gamification of Identity

The identification process for a Pattern of Emotional Warfare and ultimately eliminating what is false (i.e., a true negative: -1) to produce what is true (i.e., a true positive: +1) to create human unity or ONEness is presented in an informal but necessary conversational language that establishes One Divide's universal moral imperative and algorithm -1 + 1 = 0 within the framework of the human psyche as knowledge (for a brief look at One Divide's algorithmic information equation, see here). This type of knowing begins to generate mental-behavior states of being or more energetic movement toward the true positive — and psychological insight — for the individual by traversing the inner emotional divide and exploring each of the nine Building Blocks which form the Pattern of Emotional Warfare that governs their life and the social influence factors and human-to-human sociopolitical dynamics that One Divide's philosophy addresses. The philosophy also simplifies these dynamics through a common-sense proposition and conceptualization of self states of being that can be utilized within the broad context of the gamification of identity.

Consider how this, along with the visual aid and “game board” of the Map, aligns with the way AI or deep machine learning works: in One Divide's psychotechnical platform, the central aim is to move the individual beyond extended (or continuous) external support and to improve or optimize overall individual and societal mental health or fitness — or the psychological systems that comprise the collective society (given the individual cognitive availabilities and/or capacities to do so in a manner that creates change within the collective society) in a structured format. This format allows for (1) utilization of small bits of knowledge (consider One Divide's language system and use of category theory) in an “information funneling” or intellectual conduit that lets the human person turn their innate learning algorithms and computational or mental system into deeper self-induced, specifically attained information and language “feedback loops,” whether in a true positive, false positive, or direct negative context; (2) generation of increased to robust cognition systems that build emotional and intellectual agility rather than constrained, limited, and/or dogmatic notions, through a cognitive science underpinning and positioning, establishing a baseline for the person's innate learning system to respond more quickly to changes within the continuous flow of information in the various situational dynamics that comprise the human experience and are always present, to different degrees, within one's level of awareness or consciousness; (3) the increased ability to (intuitively) adapt to “new data.” Changes in the flow of information may come in the form of perfect information, where there is no hidden information (which may or may not contain “complete information,” e.g., consider chess or go in which the game structure is known and strategic decisions are perfectly informed by all of the previous events or moves), or imperfect information, where there is hidden information (e.g., consider poker or bridge in which the game structure is known but strategic decisions may not be perfectly informed regarding the previous events or moves), as well as other perspectives held in computational game theory, especially involving multiplayer games or multiple agents engaged in non-zero sum games and so on.

The ability to adapt to new data as a principle is fundamental to the contemporary and contemplation-based True Self conception: One Divide's methodology allows for mental and cognitive optimization or fitness, based on the central premise that all newly available resources generated through gaining an awareness and explicit understanding of Emotional Warfare and the analytics central to the interplay of its Pattern(s) establish axiomatic notions of Emotional Warfare's intrapsychic and interpersonal or intersubjective (and/or sociopolitical) existence in a manner that leads to even deeper intuitive or self-directed meta-learning, which is necessary for sustainable and scalable True Self agency (and consistent true positive feedback loops, generated by true negatives being accounted for and properly identified rather than avoided), helping people become agents of meaningful change within the larger human network.

For a deeper dive into the approach I took to produce the systematic methodology of One Divide, along with the algorithmic sequencing and algorithmic information that yield self-evident axioms and maxims, consider how the categorical terms work in conjunction with one another. The Building Blocks of Emotional Warfare (see Anatomy of the Pattern of Emotional Warfare) and their subcategorical concepts are all interconnected and intermixed, building off each other. To change a Building Block and/or the concept or theory that it houses would be to change the mathematical formulation or its algorithmic sequence and thus the algorithmic information necessary for human learning, rooted in pattern-recognition abilities. It would mean changing the formal logic and mathematical proof premises that One Divide and its analytic philosophy are based on. The category theory–inspired terminology and language system of the Building Blocks establishes the idiomatic dialogue necessary for working within the platform — along with portals into further refined knowledge, intellectual conduits into the granular and more nuanced issues central to intra- and interpersonal human conflict.

Notes on Word Choice

To briefly summarize, the specific language system of the One Divide/Emotional Warfare platform takes advantage of the way storage metaphors work in the brain — allowing contemporary connectionist models (and further advancements in neuroscience) to become supporting facets of the One Divide Method, aimed at disentangling the issues ascribed to the “emotional realm,” or as depicted in One Divide's platform, the Building Blocks' psychoanalytic entanglement. As with how the platform works with the brain's compulsion to categorize, this specific language system works alongside the brain's mechanistic processes used in learning and self-advancement (e.g., consider forms of reinforcement learning that involve “practice” or attaining “self-expertise” or how programs are coded in artificial intelligence to attain “self-play,” whereby the program teaches itself how to engage or play within a particular environment, including advanced AI programs that train deep neural networks through a “novel combination of supervised learning from human expert games and reinforcement learning from games of self-play”).1 This type of specific language system has built-in model flexibility that spans the domains of philosophy, psychology, and artificial intelligence.

One Divide's language system and its interaction with the brain's categorization and learning processes are designed to work within both simple and complex environments that necessitate problem-solving or game-solving and/or short-term to long-term model-based planning, as depicted and identified by the Philosophy of One Divide's conceptions of fluid situational dynamics and emotional paradigms. These dynamics and paradigms contain the real world and the human experience(s) that influence general (common-sense or intuitive) and consciously deliberate decision-making processes — and are disentangled through the representations and rules provided by the language system and “semantic space” of the Building Blocks. Consider recent advancements in multifaceted algorithm designs aimed at tackling imperfect-information game solving or the game-solving approach of AI programs such as Labratus or MuZero, whereby within the field of model-based planning the “MuZero algorithm learns an iterable model that produces predictions relevant to planning: the action-selection policy, the value function and the reward.”2

The Philosophy of One Divide takes an infinite system approach to establishing the DTBM's principles, simple rules that capture the complex patterns that underpin the realities of human behavior and work towards the theory of Emotional Warfare's position as a universal law of nature and common denominator of the human condition. This approach is influenced by Turing complete or computationally universal data manipulation systems, such as provided by mathematician John Horton Conway's Game of Life3 — also simply known as Life — the zero-player game that is determined by and evolves from its original state and data manipulation system, simple rules, and examples of emergence and complex patterns.

The design and functionality of the One Divide platform work with the person(s) who engage with it or participate, metaphorically or in a game-like way, in closing the One Divide; the structural diagram of the DTBM and the structural analytics it produces work as a pattern-seeking and pattern-producing device, which can be further understood in relation to simple abstract computational devices or Turing machines4 and decision problems that are proven to be unsolvable (e.g., consider the halting problem within computability theory).5

The One Divide AI Platform, along with all of these influences and advances, will be further explored as a weighted variable in human self-improvement. It also is one of the key elements of the platform's model-based system and distributive generalizability designed for universality.

For a deeper technological perspective, read the White Paper.

One Divide's AI Platform is currently under development


  1. Silver, D., Huang, A., Maddison, C. J., Guez, A., Sifre, L., van den Driessche, G., Schrittwieser, J., Antonoglou, I., Panneershelvam, V., Lanctot, M., Dieleman, S., Grewe, D., Nham, J., Kalchbrenner, N., Sutskever, I., Lillicrap, T., Leach, M., Kavukcuoglu, K., Graepel, T., & Hassabis, D. (2016). Mastering the game of Go with deep neural networks and tree search. Nature, 529, 484–489. Retrieved from Quote from abstract.
  2. Schrittwieser, J., Antonoglou, I., Hubert, T., Simonyan, K., Sifre, L., Schmitt, S., Guez, A., Lockhart, E., Hassabis, D., Graepel, T., Lillicrap, T., & Silver, D. (2020). Mastering Atari, Go, chess and shogi by planning with a learned model. Nature, 588, 604–609. 10.1038/s41586-020-03051-4.
  3. Gardner, M. (1970). Mathematical games: The fantastic combinations of John Conway’s new solitaire game “Life”. Scientific American, 223, 120–123.
  4. Church, A. (1937). Review of Turing 1936. Journal of Symbolic Logic, 2, 42–43.
  5. Davis, M. (1958). Computability and Unsolvability. New York: McGraw-Hill.