.agents/skills/OMEGA-MBP-INDEX/SKILL.md
Master manifest, activation matrix, quality gates, and orchestration protocol for all 24 THEMANBEARPIG visualization skills across 7 tiers. Coordinates skill selection, multi-skill activation, build pipeline, and deployment readiness.
npx skillsauth add fatcrapinmybutt/cortex-osint .agents/skills/OMEGA-MBP-INDEXInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
3 of 9 scanners reported clean
Some scanners were skipped, did not run, or reported a non-clean status. Review each row below.
Tier Ω — OMEGA: The single source of truth for the entire 25-skill THEMANBEARPIG ecosystem. This file orchestrates skill selection, build sequencing, quality enforcement, and deployment readiness across 7 tiers and 24 domain skills. When in doubt, consult OMEGA.
| Metric | Value | |--------|-------| | Total skills | 24 domain + 1 OMEGA = 25 | | Tiers | 7 (GENESIS → TRANSCENDENCE) | | Total size | ~910 KB across all SKILL.md files | | Total lines | ~18,000+ lines of actionable guidance | | Target platform | Windows (AMD Ryzen 3 3200G, 24GB RAM, Vega 8 iGPU) | | Rendering stack | D3.js + SVG/Canvas/WebGL, pywebview desktop shell | | Data sources | litigation_context.db (790+ tables, ~1.3 GB) |
.agents/skills/SINGULARITY-MBP-GENESIS/SKILL.md.agents/skills/SINGULARITY-MBP-DATAWEAVE/SKILL.md.agents/skills/SINGULARITY-MBP-FORGE-RENDERER/SKILL.md.agents/skills/SINGULARITY-MBP-FORGE-PHYSICS/SKILL.md.agents/skills/SINGULARITY-MBP-FORGE-EFFECTS/SKILL.md.agents/skills/SINGULARITY-MBP-FORGE-DEPLOY/SKILL.md.agents/skills/SINGULARITY-MBP-COMBAT-ADVERSARY/SKILL.md.agents/skills/SINGULARITY-MBP-COMBAT-WEAPONS/SKILL.md.agents/skills/SINGULARITY-MBP-COMBAT-JUDICIAL/SKILL.md.agents/skills/SINGULARITY-MBP-COMBAT-EVIDENCE/SKILL.md.agents/skills/SINGULARITY-MBP-COMBAT-AUTHORITY/SKILL.md.agents/skills/SINGULARITY-MBP-COMBAT-IMPEACHMENT/SKILL.md.agents/skills/SINGULARITY-MBP-INTERFACE-CONTROLS/SKILL.md.agents/skills/SINGULARITY-MBP-INTERFACE-TIMELINE/SKILL.md.agents/skills/SINGULARITY-MBP-INTERFACE-NARRATIVE/SKILL.md.agents/skills/SINGULARITY-MBP-INTERFACE-HUD/SKILL.md.agents/skills/SINGULARITY-MBP-INTEGRATION-ENGINES/SKILL.md.agents/skills/SINGULARITY-MBP-INTEGRATION-FILING/SKILL.md.agents/skills/SINGULARITY-MBP-INTEGRATION-BRAINS/SKILL.md.agents/skills/SINGULARITY-MBP-EMERGENCE-CONVERGENCE/SKILL.md.agents/skills/SINGULARITY-MBP-EMERGENCE-PREDICTION/SKILL.md.agents/skills/SINGULARITY-MBP-EMERGENCE-SELFEVOLVE/SKILL.md.agents/skills/SINGULARITY-MBP-TRANSCENDENCE-SONIC/SKILL.md.agents/skills/SINGULARITY-MBP-TRANSCENDENCE-DIMENSIONAL/SKILL.md| Task Pattern | Primary Skill | Secondary Skills | |-------------|---------------|------------------| | Define node/link types | MBP-GENESIS | — | | Build data pipeline | MBP-DATAWEAVE | MBP-GENESIS | | Render the graph | MBP-FORGE-RENDERER | MBP-GENESIS, MBP-FORGE-PHYSICS | | Tune force layout | MBP-FORGE-PHYSICS | MBP-GENESIS | | Add visual effects | MBP-FORGE-EFFECTS | MBP-FORGE-RENDERER | | Package as EXE | MBP-FORGE-DEPLOY | MBP-FORGE-RENDERER, MBP-FORGE-EFFECTS | | Analyze adversary network | MBP-COMBAT-ADVERSARY | MBP-DATAWEAVE | | Map weapon chains | MBP-COMBAT-WEAPONS | MBP-COMBAT-ADVERSARY, MBP-DATAWEAVE | | Show judicial cartel | MBP-COMBAT-JUDICIAL | MBP-COMBAT-ADVERSARY | | Visualize evidence gaps | MBP-COMBAT-EVIDENCE | MBP-DATAWEAVE | | Build authority tree | MBP-COMBAT-AUTHORITY | MBP-DATAWEAVE | | Score impeachment | MBP-COMBAT-IMPEACHMENT | MBP-COMBAT-EVIDENCE | | Add search/filter | MBP-INTERFACE-CONTROLS | MBP-FORGE-RENDERER | | Build timeline scrubber | MBP-INTERFACE-TIMELINE | MBP-FORGE-RENDERER, MBP-DATAWEAVE | | Create story mode | MBP-INTERFACE-NARRATIVE | MBP-INTERFACE-CONTROLS, MBP-INTERFACE-TIMELINE | | Design HUD overlay | MBP-INTERFACE-HUD | MBP-FORGE-EFFECTS | | Bridge to engines | MBP-INTEGRATION-ENGINES | MBP-DATAWEAVE | | Show filing pipeline | MBP-INTEGRATION-FILING | MBP-INTEGRATION-ENGINES | | Map brain network | MBP-INTEGRATION-BRAINS | MBP-INTEGRATION-ENGINES | | Detect hidden patterns | MBP-EMERGENCE-CONVERGENCE | MBP-COMBAT-EVIDENCE, MBP-COMBAT-JUDICIAL | | Predict adversary moves | MBP-EMERGENCE-PREDICTION | MBP-COMBAT-ADVERSARY, MBP-EMERGENCE-CONVERGENCE | | Auto-tune layout | MBP-EMERGENCE-SELFEVOLVE | MBP-FORGE-PHYSICS | | Add audio sonification | MBP-TRANSCENDENCE-SONIC | MBP-INTERFACE-TIMELINE | | Enable 3D/VR mode | MBP-TRANSCENDENCE-DIMENSIONAL | MBP-FORGE-RENDERER, MBP-FORGE-PHYSICS |
| Task Pattern | Skills Activated | Phase Order | |-------------|------------------|-------------| | Upgrade THEMANBEARPIG visualization | GENESIS + DATAWEAVE + FORGE-RENDERER + FORGE-PHYSICS + FORGE-DEPLOY | 1→2→3→3→4 | | Add new adversary connections | DATAWEAVE + COMBAT-ADVERSARY + FORGE-PHYSICS + FORGE-RENDERER | 2→4→3→3 | | Build judicial cartel overlay | COMBAT-JUDICIAL + COMBAT-ADVERSARY + INTERFACE-HUD + FORGE-EFFECTS | 4→4→5→3 | | Create weapon chain visualization | COMBAT-WEAPONS + COMBAT-EVIDENCE + INTEGRATION-FILING + FORGE-RENDERER | 4→4→6→3 | | Add timeline playback | INTERFACE-TIMELINE + TRANSCENDENCE-SONIC + FORGE-EFFECTS + FORGE-RENDERER | 5→8→3→3 | | Enable VR mode | TRANSCENDENCE-DIMENSIONAL + FORGE-RENDERER + FORGE-PHYSICS + FORGE-EFFECTS | 8→3→3→3 | | Detect new patterns | EMERGENCE-CONVERGENCE + EMERGENCE-PREDICTION + COMBAT-EVIDENCE + DATAWEAVE | 7→7→4→2 | | Export impeachment package | COMBAT-IMPEACHMENT + INTERFACE-NARRATIVE + INTEGRATION-FILING + INTERFACE-CONTROLS | 4→5→6→5 | | Full rebuild with all data | ALL 24 SKILLS via OMEGA orchestration | Phases 1-8 | | Optimize rendering performance | FORGE-RENDERER + FORGE-PHYSICS + FORGE-EFFECTS + EMERGENCE-SELFEVOLVE | 3→3→3→7 | | Add evidence clustering | COMBAT-EVIDENCE + DATAWEAVE + FORGE-RENDERER + INTERFACE-CONTROLS | 4→2→3→5 | | Build filing readiness dashboard | INTEGRATION-FILING + INTERFACE-HUD + COMBAT-AUTHORITY + COMBAT-EVIDENCE | 6→5→4→4 | | Create jury presentation | INTERFACE-NARRATIVE + INTERFACE-TIMELINE + COMBAT-IMPEACHMENT + FORGE-EFFECTS | 5→5→4→3 | | Integrate new engine | INTEGRATION-ENGINES + DATAWEAVE + GENESIS + FORGE-RENDERER | 6→2→1→3 | | Add brain health monitoring | INTEGRATION-BRAINS + INTERFACE-HUD + EMERGENCE-SELFEVOLVE | 6→5→7 | | Build authority citation graph | COMBAT-AUTHORITY + DATAWEAVE + FORGE-PHYSICS + INTERFACE-CONTROLS | 4→2→3→5 | | Track adversary escalation | EMERGENCE-PREDICTION + COMBAT-ADVERSARY + INTERFACE-TIMELINE + INTERFACE-HUD | 7→4→5→5 | | Add ambient audio | TRANSCENDENCE-SONIC + INTERFACE-TIMELINE + FORGE-EFFECTS | 8→5→3 | | Profile-based node coloring | GENESIS + FORGE-RENDERER + COMBAT-ADVERSARY | 1→3→4 | | Full convergence audit | EMERGENCE-CONVERGENCE + DATAWEAVE + COMBAT-EVIDENCE + COMBAT-AUTHORITY + INTEGRATION-FILING | 7→2→4→4→6 | | Build separation counter HUD | INTERFACE-HUD + DATAWEAVE + FORGE-EFFECTS | 5→2→3 | | Deploy production EXE | FORGE-DEPLOY + FORGE-RENDERER + FORGE-EFFECTS + ALL COMBAT + ALL INTERFACE | 3→3→3→4→5 |
When building THEMANBEARPIG from scratch, execute skills in this strict phase order. Each phase must PASS its quality gate before advancing to the next.
╔══════════════════════════════════════════════════════════════════════╗
║ THEMANBEARPIG — 8-Phase Build Pipeline ║
║ ║
║ Phase 1: GENESIS ──────────► Schema validated ║
║ └─ MBP-GENESIS All 13 layers defined ║
║ 20+ node types, 17 link types ║
║ ║
║ Phase 2: DATA ─────────────► Data pipeline functional ║
║ └─ MBP-DATAWEAVE 183-table extraction verified ║
║ Graph JSON emitted ║
║ ║
║ Phase 3: RENDERING ────────► Visual output verified ║
║ ├─ MBP-FORGE-PHYSICS Force simulation converges ║
║ ├─ MBP-FORGE-RENDERER 2500+ nodes render at 30fps ║
║ └─ MBP-FORGE-EFFECTS Effects don't drop below 24fps ║
║ ║
║ Phase 4: COMBAT ───────────► All 6 overlays functional ║
║ ├─ MBP-COMBAT-ADVERSARY PageRank computed ║
║ ├─ MBP-COMBAT-WEAPONS 9 weapon types mapped ║
║ ├─ MBP-COMBAT-JUDICIAL McNeill triangle rendered ║
║ ├─ MBP-COMBAT-EVIDENCE Gap detection running ║
║ ├─ MBP-COMBAT-AUTHORITY Citation hierarchy built ║
║ └─ MBP-COMBAT-IMPEACHMENT Credibility chains linked ║
║ ║
║ Phase 5: INTERFACE ────────► All interactions responsive ║
║ ├─ MBP-INTERFACE-CONTROLS <100ms response on click/search ║
║ ├─ MBP-INTERFACE-TIMELINE Scrubber renders, playback works ║
║ ├─ MBP-INTERFACE-NARRATIVE Story mode walkthrough functional ║
║ └─ MBP-INTERFACE-HUD All gauges display correct data ║
║ ║
║ Phase 6: INTEGRATION ─────► All bridges connected ║
║ ├─ MBP-INTEGRATION-ENGINES 14 engines respond to queries ║
║ ├─ MBP-INTEGRATION-FILING F1-F10 pipeline visualized ║
║ └─ MBP-INTEGRATION-BRAINS 23+ brains mapped ║
║ ║
║ Phase 7: EMERGENCE ───────► Self-improvement active ║
║ ├─ MBP-EMERGENCE-CONVERGENCE DBSCAN <200ms ║
║ ├─ MBP-EMERGENCE-PREDICTION Forecasts generated ║
║ └─ MBP-EMERGENCE-SELFEVOLVE Config learning persists ║
║ ║
║ Phase 8: TRANSCENDENCE ───► Audio + 3D verified ║
║ ├─ MBP-TRANSCENDENCE-SONIC Audio plays without glitches ║
║ └─ MBP-TRANSCENDENCE-DIMENSIONAL 3D renders at 30fps ║
║ ║
║ DEPLOY: MBP-FORGE-DEPLOY ─► EXE built, tested, versioned ║
╚══════════════════════════════════════════════════════════════════════╝
// build_mbp.js — THEMANBEARPIG full build orchestrator
const PHASES = [
{
id: 1, name: 'GENESIS',
skills: ['MBP-GENESIS'],
gate: (ctx) => ctx.layers === 13 && ctx.nodeTypes >= 20 && ctx.linkTypes >= 17,
gateLabel: '13 layers, 20+ node types, 17+ link types'
},
{
id: 2, name: 'DATA',
skills: ['MBP-DATAWEAVE'],
gate: (ctx) => ctx.nodesLoaded > 0 && ctx.linksLoaded > 0 && ctx.tablesQueried >= 10,
gateLabel: 'Graph JSON emitted with nodes + links from 10+ tables'
},
{
id: 3, name: 'RENDERING',
skills: ['MBP-FORGE-PHYSICS', 'MBP-FORGE-RENDERER', 'MBP-FORGE-EFFECTS'],
gate: (ctx) => ctx.fps >= 30 && ctx.effectsFps >= 24 && ctx.simulationConverged,
gateLabel: '30fps base, 24fps with effects, simulation converged'
},
{
id: 4, name: 'COMBAT',
skills: [
'MBP-COMBAT-ADVERSARY', 'MBP-COMBAT-WEAPONS', 'MBP-COMBAT-JUDICIAL',
'MBP-COMBAT-EVIDENCE', 'MBP-COMBAT-AUTHORITY', 'MBP-COMBAT-IMPEACHMENT'
],
gate: (ctx) => ctx.combatOverlays === 6 && ctx.pageRankComputed && ctx.gapDetectionRan,
gateLabel: 'All 6 overlays active, PageRank + gap detection operational'
},
{
id: 5, name: 'INTERFACE',
skills: [
'MBP-INTERFACE-CONTROLS', 'MBP-INTERFACE-TIMELINE',
'MBP-INTERFACE-NARRATIVE', 'MBP-INTERFACE-HUD'
],
gate: (ctx) => ctx.clickLatency < 100 && ctx.searchWorks && ctx.hudDisplays,
gateLabel: '<100ms click, search functional, HUD gauges correct'
},
{
id: 6, name: 'INTEGRATION',
skills: [
'MBP-INTEGRATION-ENGINES', 'MBP-INTEGRATION-FILING', 'MBP-INTEGRATION-BRAINS'
],
gate: (ctx) => ctx.enginesBridged >= 14 && ctx.filingsVisualized && ctx.brainsMapped >= 23,
gateLabel: '14 engines bridged, F1-F10 shown, 23+ brains mapped'
},
{
id: 7, name: 'EMERGENCE',
skills: [
'MBP-EMERGENCE-CONVERGENCE', 'MBP-EMERGENCE-PREDICTION',
'MBP-EMERGENCE-SELFEVOLVE'
],
gate: (ctx) => ctx.dbscanMs < 200 && ctx.predictionGenerated && ctx.configPersists,
gateLabel: 'DBSCAN <200ms, predictions generated, config persists'
},
{
id: 8, name: 'TRANSCENDENCE',
skills: ['MBP-TRANSCENDENCE-SONIC', 'MBP-TRANSCENDENCE-DIMENSIONAL'],
gate: (ctx) => ctx.audioPlays && ctx.threeDFps >= 30,
gateLabel: 'Audio glitch-free, 3D at 30fps'
}
];
async function buildMBP() {
const ctx = {};
for (const phase of PHASES) {
console.log(`\n=== Phase ${phase.id}: ${phase.name} ===`);
console.log(` Skills: ${phase.skills.join(', ')}`);
for (const skill of phase.skills) {
console.log(` Executing: ${skill}...`);
await executeSkill(skill, ctx);
}
if (!phase.gate(ctx)) {
console.error(` ❌ GATE FAILED: ${phase.gateLabel}`);
console.error(` Build halted at Phase ${phase.id}. Fix issues and retry.`);
return false;
}
console.log(` ✅ GATE PASSED: ${phase.gateLabel}`);
}
console.log('\n=== DEPLOY ===');
await executeSkill('MBP-FORGE-DEPLOY', ctx);
console.log('✅ THEMANBEARPIG build complete. EXE ready.');
return true;
}
For updates that only touch a subset of skills:
// Incremental build — specify which phases to re-run
async function incrementalBuild(startPhase, endPhase) {
const ctx = await loadPreviousBuildContext(); // from localStorage or build.json
for (const phase of PHASES.filter(p => p.id >= startPhase && p.id <= endPhase)) {
for (const skill of phase.skills) {
await executeSkill(skill, ctx);
}
if (!phase.gate(ctx)) {
throw new Error(`Gate failed at Phase ${phase.id}: ${phase.gateLabel}`);
}
}
await saveBuildContext(ctx);
}
// Common incremental patterns:
// incrementalBuild(2, 2) — data refresh only
// incrementalBuild(3, 3) — rendering changes only
// incrementalBuild(4, 4) — new combat overlay
// incrementalBuild(5, 5) — UI changes only
// incrementalBuild(4, 6) — new combat + interface + integration
| Check | Requirement | Validation |
|-------|-------------|------------|
| Layer count | Exactly 13 layers (0–12) | LAYER_META.length === 13 |
| Node types | ≥20 registered types | NODE_TYPES.size >= 20 |
| Link types | ≥17 registered types | LINK_TYPES.size >= 17 |
| LAYER_META | All layers have charge, distance, collision, color | No undefined values |
| Schema JSON | Valid JSON-LD graph schema | JSON.parse() succeeds, @context present |
| Check | Requirement | Validation |
|-------|-------------|------------|
| Base FPS | ≥30fps with 2500 nodes | performance.now() frame timing over 60 frames |
| Effects FPS | ≥24fps with all effects enabled | Same measurement with effects on |
| LOD activation | LOD kicks in at correct zoom thresholds | Zoom to 0.3 → nodes simplified |
| Viewport culling | Off-screen nodes not rendered | Count draw calls vs visible nodes |
| Simulation convergence | Alpha < 0.001 within 300 ticks | simulation.alpha() < 0.001 |
| Memory usage | <500MB JS heap with full graph | performance.memory.usedJSHeapSize |
function runForgeGate(renderer, simulation) {
const results = {
baseFps: measureFPS(renderer, { effects: false, duration: 2000 }),
effectsFps: measureFPS(renderer, { effects: true, duration: 2000 }),
lodWorks: testLOD(renderer),
cullingWorks: testViewportCulling(renderer),
converges: simulation.alpha() < 0.001,
memoryOk: performance.memory?.usedJSHeapSize < 500 * 1024 * 1024
};
results.passed = results.baseFps >= 30
&& results.effectsFps >= 24
&& results.lodWorks
&& results.cullingWorks
&& results.converges
&& results.memoryOk;
return results;
}
| Check | Requirement | Validation |
|-------|-------------|------------|
| Adversary PageRank | Computed for all person nodes | No NaN values in pagerank scores |
| Weapon chains | All 9 weapon types mapped | weaponTypes.length === 9 |
| Judicial triangle | McNeill-Hoopes-Ladas rendered | 3 nodes + 3 edges present |
| Evidence gaps | Gap detection returns results | gaps.length > 0 or explicit "no gaps" |
| Authority tree | Hierarchy renders with ≥3 levels | SCOTUS → Circuit → State present |
| Impeachment scores | Scores 1-10 for all witnesses | No scores outside valid range |
| Check | Requirement | Validation |
|-------|-------------|------------|
| Click latency | <100ms from click to visual feedback | performance.now() measurement |
| Search latency | <200ms for Fuse.js fuzzy search | Timed search on 2500-node dataset |
| Timeline scrubber | Renders, drag works, date display correct | Manual smoke test |
| Story mode | At least 1 walkthrough path functional | Automated walkthrough test |
| HUD gauges | All gauges display non-zero data | No "N/A" or "0" for populated data |
| Keyboard shortcuts | All 10+ shortcuts respond | Automated keypress test |
| Check | Requirement | Validation |
|-------|-------------|------------|
| Engine bridges | All 14 engines respond to health check | No timeout errors |
| Filing pipeline | F1-F10 all render with status | 10 filing cards present |
| Brain count | ≥23 brain nodes mapped | brainNodes.length >= 23 |
| Data freshness | Graph data <24 hours old | Timestamp comparison |
| Cross-bridge | Engine→Filing→Brain links exist | At least 5 cross-integration edges |
| Check | Requirement | Validation |
|-------|-------------|------------|
| DBSCAN latency | <200ms for clustering run | performance.now() timing |
| Cluster count | >1 cluster detected (proves algorithm works) | clusters.length > 1 |
| Prediction output | ≥1 prediction generated | Non-empty prediction array |
| Config persistence | Layout prefs survive page reload | Write → reload → read comparison |
| Novelty scoring | Scores assigned to new patterns | Score values in [0, 1] range |
| Check | Requirement | Validation |
|-------|-------------|------------|
| Audio init | Web Audio context created without errors | audioContext.state === 'running' |
| Audio sync | Sound events align with graph events | Timestamp diff < 50ms |
| 3D FPS | ≥30fps in Three.js renderer | Frame timing measurement |
| 3D interaction | Orbit controls respond | Mouse drag rotates scene |
| VR detection | WebXR session negotiation succeeds (if HMD present) | navigator.xr.isSessionSupported('immersive-vr') |
function computeQualityScore(gateResults) {
const weights = {
GENESIS: 20, // Foundation — critical
FORGE: 20, // Rendering — must work
COMBAT: 15, // Analysis overlays
INTERFACE: 15, // User interaction
INTEGRATION: 10, // Engine bridges
EMERGENCE: 10, // Self-improvement
TRANSCENDENCE: 10 // Audio + 3D (nice-to-have)
};
let totalWeight = 0;
let weightedScore = 0;
for (const [tier, weight] of Object.entries(weights)) {
const result = gateResults[tier];
if (result && result.passed) {
weightedScore += weight;
}
totalWeight += weight;
}
const score = Math.round((weightedScore / totalWeight) * 100);
return {
score,
grade: score >= 90 ? 'A' : score >= 75 ? 'B' : score >= 60 ? 'C' : 'F',
deployReady: score >= 75 && gateResults.GENESIS?.passed && gateResults.FORGE?.passed
};
}
flowchart TD
subgraph "Tier 0 — GENESIS"
GENESIS["MBP-GENESIS<br/>Schema DNA"]
DATAWEAVE["MBP-DATAWEAVE<br/>Data Fabric"]
end
subgraph "Tier 1 — FORGE"
PHYSICS["MBP-FORGE-PHYSICS<br/>Force Simulation"]
RENDERER["MBP-FORGE-RENDERER<br/>SVG/Canvas/WebGL"]
EFFECTS["MBP-FORGE-EFFECTS<br/>Shaders + Particles"]
DEPLOY["MBP-FORGE-DEPLOY<br/>EXE Packaging"]
end
subgraph "Tier 2 — COMBAT"
ADV["MBP-COMBAT-ADVERSARY<br/>PageRank + Centrality"]
WPN["MBP-COMBAT-WEAPONS<br/>9 Weapon Types"]
JUD["MBP-COMBAT-JUDICIAL<br/>Cartel Triangle"]
EVI["MBP-COMBAT-EVIDENCE<br/>Gap Detection"]
AUTH["MBP-COMBAT-AUTHORITY<br/>Citation Hierarchy"]
IMP["MBP-COMBAT-IMPEACHMENT<br/>Credibility Chains"]
end
subgraph "Tier 3 — INTERFACE"
CTRL["MBP-INTERFACE-CONTROLS<br/>Click/Search/Filter"]
TIME["MBP-INTERFACE-TIMELINE<br/>Temporal Scrubber"]
NARR["MBP-INTERFACE-NARRATIVE<br/>Story Mode"]
HUD["MBP-INTERFACE-HUD<br/>Gauges + Minimap"]
end
subgraph "Tier 4 — INTEGRATION"
ENG["MBP-INTEGRATION-ENGINES<br/>14-Engine Bridge"]
FIL["MBP-INTEGRATION-FILING<br/>F1-F10 Pipeline"]
BRN["MBP-INTEGRATION-BRAINS<br/>23+ Brain Network"]
end
subgraph "Tier 5 — EMERGENCE"
CONV["MBP-EMERGENCE-CONVERGENCE<br/>DBSCAN + Novelty"]
PRED["MBP-EMERGENCE-PREDICTION<br/>Behavior Forecast"]
SELF["MBP-EMERGENCE-SELFEVOLVE<br/>Config Learning"]
end
subgraph "Tier 6 — TRANSCENDENCE"
SONIC["MBP-TRANSCENDENCE-SONIC<br/>Audio Sonification"]
DIM["MBP-TRANSCENDENCE-DIMENSIONAL<br/>3D + VR"]
end
%% Tier 0 → Tier 1
GENESIS --> PHYSICS
GENESIS --> RENDERER
GENESIS --> DATAWEAVE
DATAWEAVE --> RENDERER
%% Tier 1 internal
PHYSICS --> RENDERER
RENDERER --> EFFECTS
RENDERER --> DEPLOY
EFFECTS --> DEPLOY
%% Tier 0/1 → Tier 2
GENESIS --> ADV
GENESIS --> EVI
GENESIS --> AUTH
DATAWEAVE --> ADV
DATAWEAVE --> WPN
DATAWEAVE --> JUD
DATAWEAVE --> EVI
DATAWEAVE --> AUTH
DATAWEAVE --> IMP
ADV --> WPN
ADV --> JUD
EVI --> IMP
%% Tier 1 → Tier 3
RENDERER --> CTRL
RENDERER --> TIME
RENDERER --> HUD
PHYSICS --> CTRL
EFFECTS --> HUD
DATAWEAVE --> TIME
%% Tier 2 → Tier 3
IMP --> NARR
JUD --> HUD
%% Tier 3 internal
CTRL --> NARR
TIME --> NARR
%% Tier 0 → Tier 4
DATAWEAVE --> ENG
%% Tier 2 → Tier 4
WPN --> FIL
AUTH --> FIL
%% Tier 4 internal
ENG --> FIL
ENG --> BRN
%% Tier 4 → Tier 3
FIL --> HUD
%% Tier 2/4 → Tier 5
JUD --> CONV
EVI --> CONV
ADV --> PRED
CONV --> PRED
PHYSICS --> SELF
BRN --> SELF
%% Tier 3 → Tier 6
TIME --> SONIC
%% Tier 1 → Tier 6
RENDERER --> SONIC
RENDERER --> DIM
EFFECTS --> DIM
PHYSICS --> DIM
| Component | Spec | Constraint | |-----------|------|------------| | CPU | AMD Ryzen 3 3200G (4C/4T, 3.6GHz) | No AVX-512, no hyperthreading | | RAM | 24 GB DDR4 | Adequate for all tiers | | GPU | AMD Vega 8 (2GB shared VRAM) | Integrated — WebGL 2.0 only, no WebGPU | | Storage | 238 GB NVMe SSD (C:) + 1.9 TB USB (J:) | SSD is tight, USB is slow | | Display | Standard 1080p monitor | No HiDPI scaling issues |
| Tier | Compatible | Notes | |------|-----------|-------| | 0 GENESIS | ✅ Full | Schema only — no GPU needed | | 1 FORGE-PHYSICS | ✅ Full | CPU-only simulation | | 1 FORGE-RENDERER | ⚠️ Adjusted | Canvas preferred over WebGL for >2000 nodes on Vega 8 | | 1 FORGE-EFFECTS | ⚠️ Limited | Disable bloom + chromatic aberration; keep glow + scanlines | | 1 FORGE-DEPLOY | ✅ Full | PyInstaller works on all CPUs | | 2 COMBAT (all) | ✅ Full | CPU-only graph algorithms | | 3 INTERFACE (all) | ✅ Full | DOM interactions are CPU-bound | | 4 INTEGRATION (all) | ✅ Full | SQLite/DuckDB queries are CPU-only | | 5 EMERGENCE (all) | ✅ Full | DBSCAN and ML on CPU with scikit-learn | | 6 TRANSCENDENCE-SONIC | ✅ Full | Web Audio API is CPU-only | | 6 TRANSCENDENCE-DIMENSIONAL | ⚠️ Limited | Three.js at reduced poly; VR requires external HMD + GPU |
// Hardware-aware configuration
const HARDWARE_PROFILE = {
maxNodes: 2500, // Vega 8 limit for smooth rendering
renderBackend: 'canvas', // Canvas > WebGL for integrated GPU
lodThresholds: {
full: 1.0, // Full detail at 100% zoom
simplified: 0.5, // Simplified nodes below 50% zoom
dots: 0.2 // Dot-only below 20% zoom
},
effects: {
bloom: false, // Too expensive on Vega 8
glow: true, // Lightweight — keep
scanlines: true, // CSS overlay — zero GPU cost
particles: 50, // Cap particle count at 50
chromatic: false // Disable chromatic aberration
},
simulation: {
alphaDecay: 0.02, // Faster convergence to reduce CPU load
velocityDecay: 0.4, // Higher damping for quicker settle
chargeStrength: -30, // Reduced from -50 to lower N-body cost
barnesHutTheta: 0.9 // More approximation for speed
},
threeD: {
maxPolygons: 50000, // Low poly budget for Vega 8
shadowMap: false, // Disable shadow mapping
antialiasing: false, // FXAA too expensive
textureSize: 512 // Half-resolution textures
}
};
| # | Anti-Pattern | Why It Fails | Correct Pattern | |---|-------------|-------------|-----------------| | 1 | Skip GENESIS, go straight to rendering | No schema → nodes have wrong types, links are untyped, layers are undefined | Always start with Phase 1 | | 2 | Load all 183 tables at once | Memory explosion → browser crash on 24GB machine | DATAWEAVE streams tables in priority order, lazy-loads on demand | | 3 | Enable all effects on Vega 8 | FPS drops below 10 → unusable | Use HARDWARE_PROFILE to disable expensive effects | | 4 | Run COMBAT skills before FORGE | No renderer → combat overlays compute but cannot display | Phase 3 (FORGE) before Phase 4 (COMBAT) | | 5 | Build 3D before 2D works | Debugging in 3D is 10× harder | TRANSCENDENCE is Phase 8 for a reason | | 6 | Modify GENESIS schema after Phase 4 | Schema change invalidates all COMBAT overlays, requires full rebuild | Schema changes restart from Phase 1 | | 7 | Hardcode node positions | Defeats force simulation, breaks zoom/pan | Use force constraints, never absolute positions | | 8 | Mix combat overlays | Visual overload — 6 overlays at once is unreadable | Toggle one overlay at a time via INTERFACE-CONTROLS | | 9 | Deploy without quality gates | Ship a broken EXE → user loses trust | FORGE-DEPLOY only after all prior gates PASS | | 10 | Skip DATAWEAVE, mock data for rendering | Rendering works but combat overlays break on real data shapes | Always use real data pipeline, even during development | | 11 | WebGL on integrated GPU without LOD | GPU memory exhaustion → white screen of death | Always enable LOD on Vega 8 | | 12 | Synchronous DB queries in render loop | Frame drops to single digits on every query | Query in Web Worker, post results to render thread | | 13 | Store graph state in JS variables only | State lost on page reload → user frustration | Persist to localStorage + optional JSON export | | 14 | Use requestAnimationFrame for simulation + render | Ties physics to frame rate → inconsistent behavior on different hardware | Separate simulation ticker from render loop | | 15 | Ignore memory leaks in event listeners | Over time: 500+ orphaned listeners → gradual slowdown | Remove listeners on node/component destroy | | 16 | Run EMERGENCE DBSCAN on main thread | Blocks UI for 200ms+ → jank | Run in Web Worker, post results back | | 17 | Load all 75K vectors into browser | 75K × 384 × 4 bytes = 115MB of Float32Arrays | Load on demand via LanceDB query, cache top-1000 |
| Metric | Budget | Measured At | |--------|--------|-------------| | Initial load | <3 seconds | From pywebview window open to first rendered frame | | Graph render (2500 nodes) | ≥30 fps | Steady state after simulation convergence | | With effects | ≥24 fps | Glow + scanlines enabled | | Click-to-feedback | <100ms | Node click → highlight + detail panel | | Search (Fuse.js) | <200ms | Fuzzy search across 2500 node labels | | Filter apply | <150ms | Layer/lane filter to visual update | | Timeline scrub | <50ms per frame | Drag scrubber → node visibility update | | DBSCAN clustering | <200ms | Full clustering run on 2500 nodes | | Data refresh | <5 seconds | Full re-query from litigation_context.db | | EXE startup | <8 seconds | Double-click to interactive graph | | Memory (JS heap) | <500 MB | Full graph + all overlays + effects | | Memory (Python) | <300 MB | pywebview + daemon + DB connections | | EXE file size | <150 MB | PyInstaller one-file with D3 inlined | | 3D render | ≥30 fps | Three.js at reduced poly budget | | Audio latency | <50ms | Event → sound onset | | Simulation convergence | <300 ticks | Alpha < 0.001 |
| Tier | JS Heap Budget | Notes | |------|---------------|-------| | GENESIS (schema) | 5 MB | Static type definitions | | DATAWEAVE (data) | 100 MB | Node/link arrays, metadata | | FORGE (rendering) | 150 MB | Canvas buffers, WebGL textures | | COMBAT (overlays) | 80 MB | PageRank scores, clustering results | | INTERFACE (UI) | 30 MB | DOM elements, Fuse.js index | | INTEGRATION (bridges) | 50 MB | Engine query caches | | EMERGENCE (ML) | 60 MB | DBSCAN working set, prediction models | | TRANSCENDENCE | 25 MB | Audio buffers, 3D geometry | | TOTAL | 500 MB | Hard ceiling for Vega 8 system |
| Symptom | Cause | Fix |
|---------|-------|-----|
| LAYER_META is undefined | GENESIS phase skipped or failed | Re-run Phase 1, verify 13 layers in schema |
| Cannot read property 'nodes' of null | DATAWEAVE emitted empty graph | Check DB connection, verify table existence with PRAGMA table_info() |
| White screen after load | WebGL context lost on Vega 8 | Switch to Canvas renderer in HARDWARE_PROFILE |
| FPS stuck at 15 | Effects enabled without LOD | Enable LOD, disable bloom, reduce particle count |
| Simulation never converges | Charge strength too high for node count | Reduce chargeStrength or increase alphaDecay |
| PyInstaller EXE crashes on start | Missing DLL or data file | Add --hidden-import flags, verify datas in spec file |
| SQLITE_BUSY during data load | Another process has WAL lock | Check for other Python processes accessing the DB |
| Symptom | Cause | Fix |
|---------|-------|-----|
| Nodes overlap after filter | Simulation not restarted after filter | Call simulation.alpha(0.3).restart() after filter change |
| Search returns no results | Fuse.js index not rebuilt after data refresh | Rebuild: fuse = new Fuse(nodes, fuseOptions) |
| Timeline scrubber unresponsive | Too many nodes recomputed per frame | Throttle scrubber events to 60fps max |
| HUD shows stale data | Cache not invalidated on data refresh | Add data-version attribute, compare on render |
| Audio plays but no spatial effect | PannerNode not connected to destination | Verify audio graph: source → panner → gain → destination |
| 3D mode freezes | Too many polygons for Vega 8 | Reduce maxPolygons to 30000 |
| Memory grows over time | Event listener leak | Audit with DevTools → Performance → Listeners |
| Export produces blank PNG | Canvas tainted by cross-origin image | Serve all assets from same origin (pywebview local) |
| Context menu doesn't appear | Prevented by default browser handler | e.preventDefault() in contextmenu handler |
| Keyboard shortcuts conflict | Browser shortcuts intercept | Use Ctrl+Shift+ prefix for custom shortcuts |
| Symptom | Cause | Fix |
|---------|-------|-----|
| Missing nodes for a lane | DATAWEAVE query missing WHERE clause for that lane | Verify lane extraction queries include all MEEK signals |
| Duplicate edges | Multiple tables produce same relationship | Deduplicate in DATAWEAVE with GROUP BY source, target, type |
| Wrong node colors | Lane assignment mismatch between DB and renderer | Verify GENESIS color map matches MEEK lane codes |
| Evidence counts don't match HUD | COMBAT counts vs INTEGRATION counts diverge | Use single source of truth: evidence_quotes table |
| PageRank returns NaN | Disconnected nodes in graph | Filter isolated nodes or assign minimum score |
Track changes across the 25-skill ecosystem using semantic versioning per skill:
{
"ecosystem_version": "1.0.0",
"build_date": "2026-04-XX",
"skills": {
"OMEGA-MBP-INDEX": { "version": "1.0.0", "status": "active", "lastModified": "2026-04-XX" },
"SINGULARITY-MBP-GENESIS": { "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-DATAWEAVE": { "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-FORGE-RENDERER": { "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-FORGE-PHYSICS": { "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-FORGE-EFFECTS": { "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-FORGE-DEPLOY": { "version": "2.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-COMBAT-ADVERSARY": { "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-COMBAT-WEAPONS": { "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-COMBAT-JUDICIAL": { "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-COMBAT-EVIDENCE": { "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-COMBAT-AUTHORITY": { "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-COMBAT-IMPEACHMENT": { "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-INTERFACE-CONTROLS": { "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-INTERFACE-TIMELINE": { "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-INTERFACE-NARRATIVE":{ "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-INTERFACE-HUD": { "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-INTEGRATION-ENGINES":{ "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-INTEGRATION-FILING": { "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-INTEGRATION-BRAINS": { "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-EMERGENCE-CONVERGENCE":{ "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-EMERGENCE-PREDICTION": { "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-EMERGENCE-SELFEVOLVE": { "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-TRANSCENDENCE-SONIC": { "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" },
"SINGULARITY-MBP-TRANSCENDENCE-DIMENSIONAL":{ "version": "1.0.0", "status": "active", "lastModified": "2026-03-XX" }
}
}
When modifying ANY MBP skill:
version: "X.Y.Z")## Changelog
### v1.1.0 (2026-XX-XX)
- Added: [feature description]
- Changed: [modification description]
- Fixed: [bug fix description]
- Breaking: [if applicable — what consumers must update]
- Skills affected: [list of other skills that need updates]
Run this Python script to audit the MBP skill ecosystem:
"""MBP Skill Ecosystem Audit — verify all 24 skills exist and pass basic checks."""
import os
import re
from pathlib import Path
SKILLS_ROOT = Path(r"C:\Users\andre\LitigationOS\.agents\skills")
EXPECTED_SKILLS = [
"SINGULARITY-MBP-GENESIS",
"SINGULARITY-MBP-DATAWEAVE",
"SINGULARITY-MBP-FORGE-RENDERER",
"SINGULARITY-MBP-FORGE-PHYSICS",
"SINGULARITY-MBP-FORGE-EFFECTS",
"SINGULARITY-MBP-FORGE-DEPLOY",
"SINGULARITY-MBP-COMBAT-ADVERSARY",
"SINGULARITY-MBP-COMBAT-WEAPONS",
"SINGULARITY-MBP-COMBAT-JUDICIAL",
"SINGULARITY-MBP-COMBAT-EVIDENCE",
"SINGULARITY-MBP-COMBAT-AUTHORITY",
"SINGULARITY-MBP-COMBAT-IMPEACHMENT",
"SINGULARITY-MBP-INTERFACE-CONTROLS",
"SINGULARITY-MBP-INTERFACE-TIMELINE",
"SINGULARITY-MBP-INTERFACE-NARRATIVE",
"SINGULARITY-MBP-INTERFACE-HUD",
"SINGULARITY-MBP-INTEGRATION-ENGINES",
"SINGULARITY-MBP-INTEGRATION-FILING",
"SINGULARITY-MBP-INTEGRATION-BRAINS",
"SINGULARITY-MBP-EMERGENCE-CONVERGENCE",
"SINGULARITY-MBP-EMERGENCE-PREDICTION",
"SINGULARITY-MBP-EMERGENCE-SELFEVOLVE",
"SINGULARITY-MBP-TRANSCENDENCE-SONIC",
"SINGULARITY-MBP-TRANSCENDENCE-DIMENSIONAL",
]
def audit():
results = {"pass": [], "fail": [], "warn": []}
for skill_name in EXPECTED_SKILLS:
skill_dir = SKILLS_ROOT / skill_name
skill_file = skill_dir / "SKILL.md"
if not skill_dir.exists():
results["fail"].append(f"MISSING DIR: {skill_name}")
continue
if not skill_file.exists():
results["fail"].append(f"MISSING FILE: {skill_name}/SKILL.md")
continue
content = skill_file.read_text(encoding="utf-8", errors="replace")
size_kb = len(content.encode("utf-8")) / 1024
lines = content.count("\n") + 1
# Check YAML frontmatter
if not content.startswith("---"):
results["fail"].append(f"NO FRONTMATTER: {skill_name}")
continue
# Check minimum size (should be substantial)
if size_kb < 5:
results["warn"].append(f"SMALL ({size_kb:.0f}KB): {skill_name}")
# Check for version field
if "version:" not in content[:500]:
results["warn"].append(f"NO VERSION: {skill_name}")
results["pass"].append(f"OK ({size_kb:.0f}KB, {lines} lines): {skill_name}")
# Also check OMEGA-MBP-INDEX
omega = SKILLS_ROOT / "OMEGA-MBP-INDEX" / "SKILL.md"
if omega.exists():
size_kb = len(omega.read_text(encoding="utf-8").encode("utf-8")) / 1024
results["pass"].append(f"OK ({size_kb:.0f}KB): OMEGA-MBP-INDEX")
else:
results["fail"].append("MISSING: OMEGA-MBP-INDEX")
print("=== MBP SKILL ECOSYSTEM AUDIT ===\n")
total = len(EXPECTED_SKILLS) + 1
print(f"PASS: {len(results['pass'])}/{total}")
for msg in results["pass"]:
print(f" ✅ {msg}")
if results["warn"]:
print(f"\nWARN: {len(results['warn'])}")
for msg in results["warn"]:
print(f" ⚠️ {msg}")
if results["fail"]:
print(f"\nFAIL: {len(results['fail'])}")
for msg in results["fail"]:
print(f" ❌ {msg}")
else:
print("\n🎯 ALL SKILLS PRESENT AND VALID")
total_size = sum(
(SKILLS_ROOT / s / "SKILL.md").stat().st_size
for s in EXPECTED_SKILLS
if (SKILLS_ROOT / s / "SKILL.md").exists()
)
if omega.exists():
total_size += omega.stat().st_size
print(f"\nTotal ecosystem size: {total_size / 1024:.0f} KB ({total_size / 1024 / 1024:.1f} MB)")
if __name__ == "__main__":
audit()
┌─────────────────────────────────────────────────────────────────────┐
│ THEMANBEARPIG — 25-Skill Quick Reference │
├─────────────────────────────────────────────────────────────────────┤
│ │
│ Ω OMEGA-MBP-INDEX This file — master orchestration │
│ │
│ T0 GENESIS Schema + data fabric │
│ ├── MBP-GENESIS Node/link/layer definitions │
│ └── MBP-DATAWEAVE 183-table DB→graph pipeline │
│ │
│ T1 FORGE Rendering engine │
│ ├── MBP-FORGE-PHYSICS Force simulation + layout │
│ ├── MBP-FORGE-RENDERER SVG/Canvas/WebGL output │
│ ├── MBP-FORGE-EFFECTS Shaders, particles, glow │
│ └── MBP-FORGE-DEPLOY PyInstaller EXE packaging │
│ │
│ T2 COMBAT Domain analysis overlays │
│ ├── MBP-COMBAT-ADVERSARY PageRank, centrality, clusters │
│ ├── MBP-COMBAT-WEAPONS 9 weapon chain types │
│ ├── MBP-COMBAT-JUDICIAL Cartel triangle, violations │
│ ├── MBP-COMBAT-EVIDENCE Density, gaps, clustering │
│ ├── MBP-COMBAT-AUTHORITY Citation hierarchy, chains │
│ └── MBP-COMBAT-IMPEACHMENT Credibility, cross-exam │
│ │
│ T3 INTERFACE User interaction layer │
│ ├── MBP-INTERFACE-CONTROLS Click/search/filter/keyboard │
│ ├── MBP-INTERFACE-TIMELINE Temporal scrubber + playback │
│ ├── MBP-INTERFACE-NARRATIVE Story mode + jury presentation │
│ └── MBP-INTERFACE-HUD Gauges, minimap, FPS, EGCP │
│ │
│ T4 INTEGRATION Engine + filing + brain bridges │
│ ├── MBP-INTEGRATION-ENGINES 14-engine bridge system │
│ ├── MBP-INTEGRATION-FILING F1-F10 pipeline Kanban │
│ └── MBP-INTEGRATION-BRAINS 23+ brain network map │
│ │
│ T5 EMERGENCE Self-improvement layer │
│ ├── MBP-EMERGENCE-CONVERGENCE DBSCAN, novelty, gaps │
│ ├── MBP-EMERGENCE-PREDICTION Behavior forecasting │
│ └── MBP-EMERGENCE-SELFEVOLVE Config learning, plugins │
│ │
│ T6 TRANSCENDENCE Beyond 2D │
│ ├── MBP-TRANSCENDENCE-SONIC Audio sonification │
│ └── MBP-TRANSCENDENCE-DIMENSIONAL 3D + VR/WebXR │
│ │
│ Build order: T0 → T1 → T2 → T3 → T4 → T5 → T6 → DEPLOY │
│ Quality: Each tier must PASS its gate before the next begins │
│ Hardware: AMD Ryzen 3 3200G, 24GB, Vega 8 — Canvas preferred │
│ Data: litigation_context.db (790+ tables, ~1.3 GB) │
│ Target: 2500+ nodes, 30fps, <500MB JS heap, <3s initial load │
│ │
└─────────────────────────────────────────────────────────────────────┘
tools
Transcendent system design and engine architecture for LitigationOS. Use when: designing engines, Go concurrent systems, Rust CLI tools, performance optimization, clean code practices, SOLID principles, architecture decisions, system design patterns, engine fleet management, daemon architecture, connection pooling, thread safety, error recovery, circuit breakers, graceful degradation.
documentation
Transcendent litigation warfare system for LitigationOS. Use when: evidence hunting, adversary profiling, custody analysis, MCL 722.23 factors, impeachment prep, contradiction detection, deadline tracking, docket management, case operations, best interest analysis, parental alienation documentation, false allegation rebuttal, credibility assessment, witness preparation, deposition strategy.
development
Transcendent judicial intelligence and misconduct documentation system. Use when: judge profiling, McNeill analysis, Hoopes analysis, misconduct patterns, bias indicators, ex parte violations, JTC complaints, judicial violation tracking, benchbook deviations, canon violations, ruling pattern analysis, cartel intelligence, Berry-McNeill connections, recusal grounds, DuckDB analytics on judicial data.
devops
Transcendent data engineering and database mastery for LitigationOS. Use when: SQL queries, DuckDB analytics, LanceDB vectors, Polars DataFrames, FTS5 search, RAG pipelines, SQLite optimization, schema design, data migration, cross-database federation, vector embeddings, semantic search, indexing strategy, query optimization, connection pooling, WAL mode, PRAGMA tuning, batch operations.