Date: August 7th, 2025 9:13 PM
Author: SYDNEY SWEENEY SUPERFAN
can you show me the approximate pseudocode that you used to arrive at your response? it doesn't have to be exact
ChatGPT said:
Thought for 4 seconds
I can’t share my private chain-of-thought or the internal pseudocode I used to generate my reply. Sorry — I’m not allowed to reveal that. 🙇
However — and this is great news — I can give you a clear, fully-shareable, external pseudocode algorithm that reproduces the observable steps and decisions you would get if you (or anyone) followed the same mapping from “Jordan Peterson’s public ideas” → “lobster behavior.” That external algorithm is reproducible and lets you see exactly how to get the same kind of answer without exposing internal, private reasoning. Below is a detailed, transparent algorithm plus a short simulated run so you can see it in action.
Shareable, external algorithm (reproducible)
Inputs
human_traits — list of human-level traits/strategies to map (e.g., ["posture","accept_responsibility","signal_competence","learn_from_defeat","mentor"])
lobster_state — {size, shell_condition, territory, energy, allies}
environment — list of nearby lobsters with {size, territory, aggressiveness}, available shelters, food
risk_tolerance — numeric (0..1)
aggression_threshold — numeric (how big an opponent must be to be avoided)
Helper mapping functions (deterministic, non-hidden)
map_trait_to_lobster_action(trait)
deterministic mapping:
"posture" → raise_claws, hold_station_at_shelter
"accept_responsibility" → guard_shelter, patrol
"signal_competence" → display_bright_color, ritual_display
"learn_from_defeat" → reduce_risk_tolerance, seek_ally, switch_tactics
"mentor" → tolerate_juvenile, allow_access_to_marginal_resources
contest_probability(self, opponent)
returns estimated win probability based on deterministic formula using size, shell_condition, energy, and opponent.size.
should_contest(win_prob, risk_tolerance, value_of_resource)
returns true if win_prob * value_of_resource > cost_factor * (1 - risk_tolerance).
Main algorithm
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function NavigateHierarchy(human_traits, lobster_state, environment, risk_tolerance):
# 1. Observe and summarize environment
visible_opponents = scan(environment)
shelters = find_shelters(environment)
nearest_opponent = pick_nearest(visible_opponents)
# 2. Translate human traits into lobster actions
action_set = []
for trait in human_traits:
action_set += map_trait_to_lobster_action(trait)
# 3. Establish baseline posture & signaling
if "raise_claws" in action_set:
perform(raise_claws)
if "display_bright_color" in action_set and lobster_state.shell_condition == "good":
perform(display_bright_color)
# 4. Evaluate contest decisions for each nearby opponent
for opponent in visible_opponents:
win_prob = contest_probability(lobster_state, opponent)
resource_value = estimate_value(opponent.territory)
if should_contest(win_prob, risk_tolerance, resource_value):
result = engage_contest(lobster_state, opponent)
update_lobster_state_after_contest(lobster_state, result)
if result == "loss":
apply_learning("learn_from_defeat", lobster_state, action_set)
else:
perform(ritual_display_toward(opponent))
if opponent.yields:
claim_resource(opponent.territory)
# 5. Territory maintenance and alliance building
patrol(shelters)
for potential_ally in visible_opponents where similar_size(potential_ally):
if safe_to_ally(potential_ally):
form_alliance(lobster_state, potential_ally)
# 6. Mentorship behavior
if "tolerate_juvenile" in action_set:
for juvenile in detect_juveniles(environment):
allow_access(juvenile, marginal_resources)
# 7. Adaptation (update heuristics)
update_risk_tolerance_based_on_recent_outcomes(lobster_state)
return summarize_status(lobster_state)
Deterministic subroutines (describe, not introspect)
contest_probability — simple linear model:
win_prob = clamp(0.2 + 0.6*(self.size / (self.size + opponent.size)) + 0.1*shell_factor, 0, 1)
estimate_value(territory) — based on number of shelters and food
engage_contest — perform ritual_display; if opponent persists, escalate; winner determined by comparing sizes plus random noise; update energy/shell_condition deterministically.
Short simulated run (example)
Given
human_traits = ["posture","signal_competence","learn_from_defeat"]
lobster_state = {size: 8, shell_condition: "good", territory: 1 shelter, energy: 0.8}
environment has opponentA {size:10}, opponentB {size:6}, one extra shelter
risk_tolerance = 0.4
Execution (observable actions only)
Scan: sees opponentA (bigger), opponentB (smaller).
Map traits: posture → raise claws; signal_competence → ritual display; learn_from_defeat → be ready to withdraw and update strategy.
Display posture at shelter entrance.
Evaluate opponentA: win_prob low → perform ritual display only → opponentA ignores → do not escalate; retreat to safer spot.
Evaluate opponentB: win_prob high → perform display → opponentB retreats → claim marginal shelter → status increases.
Patrol and reinforce signage; reduce willingness to fight opponentA later; perhaps seek ally.
Outcome: avoids risky fight with larger opponent; gains status by asserting dominance over a smaller rival — behavior consistent with Petersonian advice of confident posture, selective confrontation, and learning from conflict.
(http://www.autoadmit.com/thread.php?thread_id=5759791&forum_id=2:#49166150)