Duality#

Fig. 15 Pattern recognition and speculation are instinctive and vestigual aspects of our complex neural, endocrine, and immune systems.#
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import numpy as np
import matplotlib.pyplot as plt
import networkx as nx
# Define the neural network layers
def define_layers():
return {
'Suis': ['DNA, RNA, 5%', 'Peptidoglycans, Lipoteichoics', 'Lipopolysaccharide', 'N-Formylmethionine', "Glucans, Chitin", 'Specific Antigens'],
'Voir': ['PRR & ILCs, 20%'],
'Choisis': ['CD8+, 50%', 'CD4+'],
'Deviens': ['TNF-α, IL-6, IFN-γ', 'PD-1 & CTLA-4', 'Tregs, IL-10, TGF-β, 20%'],
"M'èléve": ['Complement System', 'Platelet System', 'Granulocyte System', 'Innate Lymphoid Cells, 5%', 'Adaptive Lymphoid Cells']
}
# Assign colors to nodes
def assign_colors():
color_map = {
'yellow': ['PRR & ILCs, 20%'],
'paleturquoise': ['Specific Antigens', 'CD4+', 'Tregs, IL-10, TGF-β, 20%', 'Adaptive Lymphoid Cells'],
'lightgreen': ["Glucans, Chitin", 'PD-1 & CTLA-4', 'Platelet System', 'Innate Lymphoid Cells, 5%', 'Granulocyte System'],
'lightsalmon': ['Lipopolysaccharide', 'N-Formylmethionine', 'CD8+, 50%', 'TNF-α, IL-6, IFN-γ', 'Complement System'],
}
return {node: color for color, nodes in color_map.items() for node in nodes}
# Define edge weights
def define_edges():
return {
('DNA, RNA, 5%', 'PRR & ILCs, 20%'): '1/99',
('Peptidoglycans, Lipoteichoics', 'PRR & ILCs, 20%'): '5/95',
('Lipopolysaccharide', 'PRR & ILCs, 20%'): '20/80',
('N-Formylmethionine', 'PRR & ILCs, 20%'): '51/49',
("Glucans, Chitin", 'PRR & ILCs, 20%'): '80/20',
('Specific Antigens', 'PRR & ILCs, 20%'): '95/5',
('PRR & ILCs, 20%', 'CD8+, 50%'): '20/80',
('PRR & ILCs, 20%', 'CD4+'): '80/20',
('CD8+, 50%', 'TNF-α, IL-6, IFN-γ'): '49/51',
('CD8+, 50%', 'PD-1 & CTLA-4'): '80/20',
('CD8+, 50%', 'Tregs, IL-10, TGF-β, 20%'): '95/5',
('CD4+', 'TNF-α, IL-6, IFN-γ'): '5/95',
('CD4+', 'PD-1 & CTLA-4'): '20/80',
('CD4+', 'Tregs, IL-10, TGF-β, 20%'): '51/49',
('TNF-α, IL-6, IFN-γ', 'Complement System'): '80/20',
('TNF-α, IL-6, IFN-γ', 'Platelet System'): '85/15',
('TNF-α, IL-6, IFN-γ', 'Granulocyte System'): '90/10',
('TNF-α, IL-6, IFN-γ', 'Innate Lymphoid Cells, 5%'): '95/5',
('TNF-α, IL-6, IFN-γ', 'Adaptive Lymphoid Cells'): '99/1',
('PD-1 & CTLA-4', 'Complement System'): '1/9',
('PD-1 & CTLA-4', 'Platelet System'): '1/8',
('PD-1 & CTLA-4', 'Granulocyte System'): '1/7',
('PD-1 & CTLA-4', 'Innate Lymphoid Cells, 5%'): '1/6',
('PD-1 & CTLA-4', 'Adaptive Lymphoid Cells'): '1/5',
('Tregs, IL-10, TGF-β, 20%', 'Complement System'): '1/99',
('Tregs, IL-10, TGF-β, 20%', 'Platelet System'): '5/95',
('Tregs, IL-10, TGF-β, 20%', 'Granulocyte System'): '10/90',
('Tregs, IL-10, TGF-β, 20%', 'Innate Lymphoid Cells, 5%'): '15/85',
('Tregs, IL-10, TGF-β, 20%', 'Adaptive Lymphoid Cells'): '20/80'
}
# Define edges to be highlighted in black
def define_black_edges():
return {
('Tregs, IL-10, TGF-β, 20%', 'Complement System'): '1/99',
('Tregs, IL-10, TGF-β, 20%', 'Platelet System'): '5/95',
('Tregs, IL-10, TGF-β, 20%', 'Granulocyte System'): '10/90',
('Tregs, IL-10, TGF-β, 20%', 'Innate Lymphoid Cells, 5%'): '15/85',
('Tregs, IL-10, TGF-β, 20%', 'Adaptive Lymphoid Cells'): '20/80'
}
# Calculate node positions
def calculate_positions(layer, x_offset):
y_positions = np.linspace(-len(layer) / 2, len(layer) / 2, len(layer))
return [(x_offset, y) for y in y_positions]
# Create and visualize the neural network graph
def visualize_nn():
layers = define_layers()
colors = assign_colors()
edges = define_edges()
black_edges = define_black_edges()
G = nx.DiGraph()
pos = {}
node_colors = []
# Create mapping from original node names to numbered labels
mapping = {}
counter = 1
for layer in layers.values():
for node in layer:
mapping[node] = f"{counter}. {node}"
counter += 1
# Add nodes with new numbered labels and assign positions
for i, (layer_name, nodes) in enumerate(layers.items()):
positions = calculate_positions(nodes, x_offset=i * 2)
for node, position in zip(nodes, positions):
new_node = mapping[node]
G.add_node(new_node, layer=layer_name)
pos[new_node] = position
node_colors.append(colors.get(node, 'lightgray'))
# Add edges with updated node labels
edge_colors = []
for (source, target), weight in edges.items():
if source in mapping and target in mapping:
new_source = mapping[source]
new_target = mapping[target]
G.add_edge(new_source, new_target, weight=weight)
edge_colors.append('black' if (source, target) in black_edges else 'lightgrey')
# Draw the graph
plt.figure(figsize=(12, 8))
edges_labels = {(u, v): d["weight"] for u, v, d in G.edges(data=True)}
nx.draw(
G, pos, with_labels=True, node_color=node_colors, edge_color=edge_colors,
node_size=3000, font_size=9, connectionstyle="arc3,rad=0.2"
)
nx.draw_networkx_edge_labels(G, pos, edge_labels=edges_labels, font_size=8)
plt.title("OPRAH™: Aristotle, Monumental, SN", fontsize=18)
plt.show()
# Run the visualization
visualize_nn()

Fig. 16 Dynamic Capability. The monumental will align adversarial TNF-α, IL-6, IFN-γ with antigens from pathogens of “ancient grudge”, a new mutiny with antiquarian roots. But it will also tokenize PD-1 & CTLA-4 with specific, emergent antigens, while also reappraising “self” to ensure no rogue viral and malignant elements remain unnoticéd.#
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import pygame
import sys
import random
# Initialize Pygame
pygame.init()
# Constants
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
PADDLE_WIDTH = 20
PADDLE_HEIGHT = 100
BALL_SIZE = 20
BRICK_WIDTH = 40
BRICK_HEIGHT = 20
BRICK_COLUMNS = 5
BRICK_ROWS = 30 # 600 / 20 = 30 rows to span screen height
PADDLE_SPEED = 5
BALL_SPEED = 5
TARGET_SCORE = 50
# Colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 100, 100)
GREEN = (100, 255, 100)
BLUE = (100, 100, 255)
# Set up display
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Break-Pong")
clock = pygame.time.Clock()
# Paddle class
class Paddle:
def __init__(self, x, y):
self.x = x
self.y = y
self.width = PADDLE_WIDTH
self.height = PADDLE_HEIGHT
self.speed = PADDLE_SPEED
def move(self, up=True):
if up:
self.y -= self.speed
else:
self.y += self.speed
# Keep paddle within screen bounds
self.y = max(0, min(SCREEN_HEIGHT - self.height, self.y))
def draw(self):
pygame.draw.rect(screen, WHITE, (self.x, self.y, self.width, self.height))
# Ball class
class Ball:
def __init__(self):
self.reset()
self.size = BALL_SIZE
def move(self):
self.x += self.vel_x
self.y += self.vel_y
def reset(self):
self.x = SCREEN_WIDTH // 2
self.y = SCREEN_HEIGHT // 2
self.vel_x = random.choice([-1, 1]) * BALL_SPEED
self.vel_y = random.choice([-1, 1]) * BALL_SPEED
self.last_hit = None # Tracks which paddle last hit the ball
def draw(self):
pygame.draw.circle(screen, WHITE, (int(self.x), int(self.y)), self.size // 2)
# Brick class
class Brick:
def __init__(self, x, y):
self.x = x
self.y = y
self.width = BRICK_WIDTH
self.height = BRICK_HEIGHT
self.color = random.choice([RED, GREEN, BLUE])
self.intact = True
def draw(self):
if self.intact:
pygame.draw.rect(screen, self.color, (self.x, self.y, self.width, self.height))
# Particle class for visual effects
class Particle:
def __init__(self, x, y):
self.x = x
self.y = y
self.size = random.randint(2, 5)
self.vel_x = random.uniform(-2, 2)
self.vel_y = random.uniform(-2, 2)
self.life = 30 # Frames until particle disappears
self.color = random.choice([RED, GREEN, BLUE])
def update(self):
self.x += self.vel_x
self.y += self.vel_y
self.life -= 1
def draw(self):
if self.life > 0:
alpha = int((self.life / 30) * 255) # Fade out effect
surface = pygame.Surface((self.size, self.size), pygame.SRCALPHA)
pygame.draw.circle(surface, (*self.color, alpha), (self.size // 2, self.size // 2), self.size // 2)
screen.blit(surface, (int(self.x), int(self.y)))
# Collision detection functions
def ball_collides_with_paddle(ball, paddle):
return (ball.x - ball.size // 2 < paddle.x + paddle.width and
ball.x + ball.size // 2 > paddle.x and
ball.y - ball.size // 2 < paddle.y + paddle.height and
ball.y + ball.size // 2 > paddle.y)
def ball_collides_with_brick(ball, brick):
if not brick.intact:
return False
return (ball.x - ball.size // 2 < brick.x + brick.width and
ball.x + ball.size // 2 > brick.x and
ball.y - ball.size // 2 < brick.y + brick.height and
ball.y + ball.size // 2 > brick.y)
# Initialize game objects
left_paddle = Paddle(50, SCREEN_HEIGHT // 2 - PADDLE_HEIGHT // 2)
right_paddle = Paddle(SCREEN_WIDTH - 50 - PADDLE_WIDTH, SCREEN_HEIGHT // 2 - PADDLE_HEIGHT // 2)
ball = Ball()
# Create central brick wall
bricks = []
brick_start_x = SCREEN_WIDTH // 2 - (BRICK_COLUMNS * BRICK_WIDTH) // 2
for col in range(BRICK_COLUMNS):
for row in range(BRICK_ROWS):
bricks.append(Brick(brick_start_x + col * BRICK_WIDTH, row * BRICK_HEIGHT))
# Scores and particles
left_score = 0
right_score = 0
particles = []
# Game loop
running = True
while running:
# Event handling
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Paddle movement
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
left_paddle.move(up=True)
if keys[pygame.K_s]:
left_paddle.move(up=False)
if keys[pygame.K_UP]:
right_paddle.move(up=True)
if keys[pygame.K_DOWN]:
right_paddle.move(up=False)
# Update ball
ball.move()
# Ball collisions with top/bottom walls
if ball.y - ball.size // 2 <= 0 or ball.y + ball.size // 2 >= SCREEN_HEIGHT:
ball.vel_y = -ball.vel_y
# Ball collisions with paddles
if ball_collides_with_paddle(ball, left_paddle):
ball.vel_x = abs(ball.vel_x) # Ensure ball moves right
ball.last_hit = 'left'
elif ball_collides_with_paddle(ball, right_paddle):
ball.vel_x = -abs(ball.vel_x) # Ensure ball moves left
ball.last_hit = 'right'
# Ball collisions with bricks
for brick in bricks:
if ball_collides_with_brick(ball, brick):
brick.intact = False
ball.vel_x = -ball.vel_x
# Add particles
for _ in range(5):
particles.append(Particle(brick.x + brick.width // 2, brick.y + brick.height // 2))
# Award points
if ball.last_hit == 'left':
left_score += 1
elif ball.last_hit == 'right':
right_score += 1
# Ball off screen
if ball.x - ball.size // 2 <= 0:
right_score += 5
ball.reset()
elif ball.x + ball.size // 2 >= SCREEN_WIDTH:
left_score += 5
ball.reset()
# Update particles
for particle in particles[:]:
particle.update()
if particle.life <= 0:
particles.remove(particle)
# Draw everything
screen.fill(BLACK)
for brick in bricks:
brick.draw()
left_paddle.draw()
right_paddle.draw()
ball.draw()
for particle in particles:
particle.draw()
# Draw scores
font = pygame.font.Font(None, 36)
left_text = font.render(f"Left: {left_score}", True, WHITE)
right_text = font.render(f"Right: {right_score}", True, WHITE)
screen.blit(left_text, (50, 20))
screen.blit(right_text, (SCREEN_WIDTH - 150, 20))
# Check for game over
if left_score >= TARGET_SCORE or right_score >= TARGET_SCORE:
winner = "Left" if left_score >= TARGET_SCORE else "Right"
game_over_text = font.render(f"{winner} Wins!", True, WHITE)
screen.blit(game_over_text, (SCREEN_WIDTH // 2 - 50, SCREEN_HEIGHT // 2))
pygame.display.flip()
pygame.time.wait(3000)
running = False
pygame.display.flip()
clock.tick(60)
# Cleanup
pygame.quit()
sys.exit()
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