• HOMEPAGE
  • MIND THE MAP
  • SFVFS
  • THE WOODEN IDOL
  • THE TURING CHAMBER
  • THE ARTIST

THE WOODEN IDOL

The Wooden Idol came out of a slightly strange detour. I initially went looking for mathematics (with the help of AI) that might already explain the structure I thought I could see in SFVFS: the movement between inside and outside, the return from form to seed, the blind spot at OUTSIDE OUTSIDE, and the fact that the process seemed to move forward like a helix rather than simply repeat in a circle. Eventually I stopped trying to find an existing mathematical object that looked like it because it felt confused. Instead, I described in ordinary prose what would actually have to be true for the SFVFS experience to function in the way I had observed it.


Those descriptions gradually became a set of twelve B-constraints. Each constraint captured a different requirement, for example something must remain unsolved, something must recur, something must arrive without being completely specifiable, relations must arise through observation, completion must be possible without becoming final, and continuation must always remain available. The important condition was that these could not simply be twelve unrelated ideas. They all had to be true at the same time inside one system. The Wooden Idol therefore became a challenge:


Can one single system exist in which all twelve rules are true at the same time?

If yes, build or describe that system.
If no, prove why it is impossible.


That was the point at which SFVFS began to cross from a creative theory into a mathematical problem. The B-constraints retained their connection to lived experience, but they became precise enough to be formalised, tested, broken, repaired and eventually certified. The principles below are the experiential reading of the same structure: Selection, Forgetting, Arrival, Answer, Plan, Done, Detach, Awareness, Release, Unknown, Acceptance, Infinity/Finite. The formal constraints and the principles are not identical descriptions; they are two views of the same evolving idea. One asks what a system must satisfy. The other asks what the experience feels like as it moves through that system.


THE ORIGINAL B-CONSTRAINTS

  • B1 — Non-Solvability
    No algorithm or closed expression completely decides the global state of the system from its description.
  • B2 — Non-Convergence
    At least one orbit continues recurring without converging, diverging or reaching a fixed point.
  • B3 — Stabilising Interval Without Specification
    A stable interval exists, but the mechanism producing that stability cannot be fully specified inside the system’s own language.
  • B4 — Observational Structure Only
    Relations arise from observed recurrence rather than being imposed in advance.
  • B5 — Proof-Free Consistency
    The system is consistent, but no finite proof object inside it certifies that consistency.
  • B6 — Transformation Without Displacement
    The global state can change without the elements themselves having to move.
  • B7 — Self-Reference Without Fixed Point
    The system can refer back to its own output without collapsing into a fixed point or contradiction.
  • B8 — Non-Generative Coherence
    Coherence can be carried between otherwise separate regions without being created by the carrier itself.
  • B9 — Relation-Only Stability
    Individual elements need not remain invariant; what can remain stable is the relation between them.
  • B10 — Time as Revealer, Not Solver
    Time exposes further structure without necessarily reducing uncertainty or simplifying the whole.
  • B11 — Invariant Without Symbol
    Something non-trivial can remain invariant even though the system cannot completely represent it in its own finite language.
  • B12 — Essential Non-Termination
    There is no final state: every state allows another productive successor.

THE WOODEN IDOL AS EXPERIENCE

  • B1 — SELECTION
    Something is distinguished from everything that could have been selected.
  • B2 — FORGETTING
    What is not presently needed falls outside the active frame.
  • B3 — ARRIVAL
    What was possible becomes present enough to be encountered.
  • B4 — ANSWER
    The encounter begins to reveal structure through what actually happens.
  • B5 — PLAN
    Enough coherence exists to make another move.
  • B6 — DONE
    A finite action or form reaches completion.
  • B7 — DETACH
    The completed thing is separated from the position that produced it and becomes available to be encountered differently.
  • B8 — AWARENESS
    Connections beyond the immediate object become visible.
  • B9 — RELEASE
    Stability is released from the individual thing and allowed to exist in relation instead.
  • B10 — UNKNOWN
    Further structure remains beyond what the present moment can resolve.
  • B11 — ACCEPTANCE
    A limit can be recognised without needing to eliminate or fully name it.
  • B12 — INFINITY / FINITE
    A finite completion does not exhaust what can happen next; it becomes the condition for another beginning.

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  • HOMEPAGE

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