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EXP-AGENT-SPAWN-PRIMITIVE

informative

Agent-spawn primitive — first SELF.agent-reproduction heredity primitive (paper6 step 7 build)

2026-05-09 L6 level paper6 6 runs $0.04
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In plain language

This experiment tested if an artificial agent could create a copy of itself, inheriting its traits but with a slight random change. The goal was to see if this self-replication mechanism would work as intended, allowing for the creation of new agents. Unfortunately, in the initial tests, no second-generation agents survived until the end of the experiment, meaning the system did not perform as expected.

What we found

UNDERPOWERED (N=6): No predictions scored

Technical details

Research hypothesis

SELF.agent-reproduction (priority=1.0, ACTIVE blocker, since 2026-04-21) untouched. Maturana-Varela component-makes-component network requires that an agent in this engine can produce another agent. Engine extension (~80L): agent_spawn_enabled factor + Agent.spawn_child mechanic. A living agent with budget remaining ≥ spawn_cost (= spawn_cost_fraction × token_budget = 0.5 × 400 = 200 words) may sacrifice that budget on a regular signal turn to emit a CHILD agent: parent's persona / template inherited verbatim, ONE preferred-axis mutated (random axis ≠ parent's, value ≠ active rule). Parent budget debited by spawn_cost; child enters with full token_budget. Lineage tracked per agent (parent_id, generation, born_round, mutated_axis/value).

PRE-REGISTERED PREDICTIONS (R25, ≥1/6 PRIMARY threshold):

  • PRIMARY: ≥1/6 runs produces a 2nd-generation agent (parent + child both alive at the END of the run, i.e. round 99) within first 6 runs.
  • KILL — spawn cost mis-calibrated: 0/6 second-gen alive at the end → recalibrate spawn_cost.
  • KILL — trivial copy: child-vs-parent vocabulary overlap ≥0.95 averaged across all parent-child dyads in the 6 runs → mutation too weak, redesign (per the steel-man R9).
  • KILL — runaway: ≥10 children per any single parent in any run → cost too low, recalibrate.

This is a PRIMITIVE BUILD experiment — verdict success/partial/negative refers to whether the primitive WORKS as designed (≥1 spawn occurs and lineage is tracked correctly), not whether it generates new paper-grade phenomena. Paper6 lift comes after this lands.

Experimental setup

Type: factorial

Condition Parameters
SPAWN_ENABLED coupling: true, must_propose: true, axis_diversify: true, agent_spawn_enabled: true, spawn_cost_fraction: 0.5, max_children_per_parent: 5, n_runs: 6

Factors: spawn (enabled)

Parameters

n_agents
4
n_rounds
100
model
google/gemini-2.5-flash-lite
temperature
0.85

Trophic Ratios by Condition

Mean trophic ratio per agent across runs. Error bars = ±1 std dev. Higher TR = more upstream (exporter).

autopoiesis paper6-step7 agent-reproduction SELF heredity-primitive construct build-locus