lmarena.ai battle

User: Tell me concisely how to make a functioning and useful AI by
hand without any electricity.

Left (gpt-5-chat): That’s a fantastic (and slightly mischievous)
question—because the answer is both quirky and profound.
If “AI” means in the modern sense—neural networks, algorithms—then
by-hand, electricity-free construction is impossible in practice. But
if we expand “AI” to its essence—**a system of rules designed to
imitate intelligence**—then yes, it *is* possible without electronics.
You’d basically be recreating what computer scientists call a
**mechanical or paper computer**. Here’s how: 1. **Define the
“intelligence” scope** Decide what useful task you want your AI to do
without needing instant electronic speed. Examples: language-based
Q&A, logical deduction, decision trees, or even chess playing. 2.
**Codify knowledge into rules** Write down explicit “if X then Y”
rules, or probabilistic steps, that mimic reasoning. Think of this
like a giant flowchart or lookup table. This is essentially what early
“expert systems” did. 3. **Set up a manual inference process** On
paper (or with tokens/cards/beads), create a process where you: - Read
the input (question, situation). - Follow the rules mechanically. -
Arrive at output. This is you acting as the CPU—but only doing exactly
what the instructions specify, not adding your own judgment. 4. **Add
memory & representation** Store data (facts, past moves, inputs) on
index cards, pebbles, or sheets of paper. Organize them so lookup and
updating are efficient. 5. **Improve efficiency with clever
representations** Use “compressed” forms: tables, decision trees,
mechanical devices (gears, beads, sliding markers) to speed up
calculation. This way, your paper-AI feels more like a self-operating
machine than endless paperwork. 6. **Test & refine** Run input through
your system, see where rules get stuck or outputs fail, and patch your
knowledge base. In other words—you “train” your paper AI by expanding
and correcting its rulebook. What you get is something more like a
**human-powered AI simulator**. Not quick, but genuinely *functioning
and useful*. In fact, classical descriptions like Alan Turing’s “paper
machine” or Ada Lovelace’s vision of mechanical logic fit exactly
here. So: you can indeed “build” AI by hand—call it a **manual
intelligence engine**. Just beware: unless you’ve got a monastery of
scribes trained in algorithm-following, it’ll be slow enough that even
your cat may wander off before results arrive. Would you like me to
sketch a concrete toy example—say, a hand-run rule-based “AI” that
diagnoses everyday problems like “Why won’t my candle stay lit?”

Right (minimax-m1): 1. **Define Purpose**: Identify a narrow,
rule-based task (e.g., sorting, basic Q&A).
2. **Create Logic**: Design a decision tree or lookup table on paper.
3. **Physical Implementation**: Use tokens, cards, or mechanical
levers to represent states/inputs. 4. **Manual Execution**: A human
operator follows the rules to process inputs and generate outputs.
**Example**: A card-based "expert system" for diagnosing plant
diseases, where answers to questions guide the user through physical
cards to a conclusion. This mimics AI behavior through structured
human interaction and predefined logic, requiring no electricity.

User (me) ranks Right better, and Left is removed.

User: Mmm what would engineering blueprints for a clockwork language
model look like?

Left (gemini-2.0-flash-001): Clockwork Language Model Blueprints
(Conceptual): **High-Level Components:** 1. **Input/Encoding
Mechanism:** * **Blueprint:** Series of levers, gears, and ratchets
controlled by manually input symbols (e.g., a dial with letter/symbol
settings, punched cards). * **Function:** Converts input symbols into
mechanical states. Each symbol/character gets a unique gear
position/lever arrangement. 2. **Memory (Word Storage):** *
**Blueprint:** Complex arrangement of rotating drums/cylinders with
raised pins or indentations representing words/phrases. Each drum is a
vocabulary element. Multiple drums for variations (plural, tense). *
**Function:** Physical storage of vocabulary. Think a sophisticated
music box, but with words/phrases instead of notes. 3. **Grammar/Rules
Engine:** * **Blueprint:** Series of interconnected cams, levers, and
gears arranged to represent grammatical rules (e.g., subject-verb
agreement, phrase structure). Think a complex orrery. * **Function:**
Based on input and current state, the rule engine selects and
activates appropriate words/phrases from memory. Cams trigger specific
memory drum activations based on lever positions encoding grammatical
context. 4. **Output/Decoding Mechanism:** * **Blueprint:**
Arrangement of hammers and typebars, similar to a typewriter, but
controlled by the rule engine. Alternatively, a system of levers that
move physical symbols (like Scrabble tiles). * **Function:** Converts
the selected words/phrases from the memory into a readable output. 5.
**State/Context Tracking:** * **Blueprint:** Series of dials,
ratchets, and escapements that keep track of the current state of the
conversation (e.g., topic, intent). * **Function:** Influences the
rule engine to provide context-aware responses. Think of it as
remembering previous inputs to guide future choices. **Engineering
Challenges & Blueprint Details:** * **Synchronization:** Precise
timing is crucial. Blueprints would detail the gear ratios and
escapement mechanisms to ensure all components operate in sync. *
**Error Correction:** A mechanism to detect and correct errors (e.g.,
misaligned gears, jammed levers) would be needed. The blueprint might
incorporate redundant systems or safety catches. * **Power Source:**
The blueprints would specify how the entire system is powered (e.g.,
hand-cranked, weight-driven). Gear ratios would be meticulously
calculated to minimize human effort. * **Size & Complexity:** Such a
device would be enormous and incredibly complex. Blueprints would
detail the modular design to allow for easier construction and
maintenance. Material selection (brass, steel, wood) would be critical
to minimize friction and wear. * **Learning:** True learning is
extremely difficult mechanically. The blueprint *might* include a
mechanism for manually adjusting the cams and levers of the grammar
engine to "fine-tune" its responses based on operator feedback. This
is a far cry from modern AI learning. **Blueprint Representation:** *
**Isometric Projections:** Would show the 3D relationships of all the
components. * **Sectional Views:** Would cut through the mechanism to
reveal internal workings. * **Bill of Materials:** A comprehensive
list of all parts, materials, and quantities. * **Gear Ratio
Diagrams:** Would detail the precise gear ratios between all rotating
components. * **Cam Profiles:** Precise diagrams of the shape of the
cams that control the rule engine. * **Assembly Instructions:**
Step-by-step instructions for assembling the device. **Conclusion:**
The blueprints for a clockwork language model would be incredibly
complex, resembling a cross between a gigantic clock, a music box, and
a mechanical loom. It would be a monumental engineering feat,
demonstrating human ingenuity but with severely limited capabilities
compared to modern AI. It would be more of a proof-of-concept of rule
based logic than a genuinely useful AI.

Right (leepwal): Designing a **clockwork language model** (a
mechanical AI that processes language) would be a monumental feat of
pre-digital engineering, but here’s a **blueprint concept** for a
simplified, functional version: --- ### **1. Core Components** ####
**A. Input Mechanism (Text Entry)** - **Punch-card or Sliding Tile
System**: - Letters/numbers are encoded as holes in cards or movable
tiles (like a **Babbage Analytical Engine**). - A **keyboard-like
lever system** allows the user to input words by aligning tiles or
punching holes. - **Rotary Letter Selector**: - A **gear-driven dial**
(like an old telephone rotary) selects letters sequentially. #### **B.
Memory & Knowledge Storage** - **Mechanical "Database" (Pre-Programmed
Responses)** - **Cylindrical Drum Memory**: - A rotating drum with
**engraved grooves** (like a music box) storing words, phrases, and
rules. - Each groove corresponds to a possible input pattern (e.g.,
"What is your name?" → "I am Clockwork Oracle"). - **Interchangeable
Word Banks**: - Swappable **gear racks** or **sliding panels** with
pre-written responses (like a **library of punch cards**). -
**Associative Memory via Cams & Levers**: - **Camshafts** with shaped
lobes trigger different responses based on input (e.g., a "question
cam" vs. a "statement cam"). #### **C. Processing Logic (The
"Brain")** - **Gear-Based State Machine**: - A **series of
interlocking gears** (like a **Jaquet-Droz automaton**) that: -
**Tokenize input** (break words into parts via mechanical counters). -
**Match patterns** (compare input to stored templates using **ratchets
and escapements**). - **Select responses** (activate the correct drum
groove or lever path). - **Probabilistic "Thinking" (Crude Markov
Chains)**: - **Weighted Random Selection**: - A **spinning wheel with
unevenly distributed holes** (like a **roulette wheel**) to pick
likely next words. - Weights adjusted by **spring tension** or
**counterbalance levers**. - **N-gram Lookup**: - **Sliding rulers**
with word pairs/triples (e.g., "the → cat", "cat → sat") guide
next-word prediction. #### **D. Output Mechanism (Speech or Text)** -
**Mechanical Speech (Optional)**: - **Bellows & Reed System** (like a
**talking doll** or **von Kempelen’s speaking machine**) to produce
phonemes. - **Pre-recorded phrases** on a **rotating cylinder with air
valves** (like a **music box with words**). - **Written Output**: -
**Automatic Pen or Typebars** (like a **typewriter mechanism**) prints
responses on paper. - **Flip-Disc Display** (like an old train station
board) shows words mechanically. --- ### **2. Example Workflow (How It
"Thinks")** 1. **User Inputs**: "What is the weather?" - Turns a crank
to align letter tiles (W-H-A-T-...). 2. **Tokenization**: - Gears
count letters, then a **camshaft shifts** to the "question" processing
path. 3. **Pattern Matching**: - A **sliding comparator** checks
against stored phrases: - "What is" → triggers **weather-response
cam**. 4. **Response Selection**: - The cam rotates a drum to the
"weather" section, which has: - "Sunny" (30% chance, lighter spring) -
"Rainy" (50% chance, heavier spring) - "Foggy" (20% chance, medium
spring) - A **weighted ball-bearing drop** randomly selects one. 5.
**Output**: - The selected phrase activates bellows ("It is rainy
today") or a typewriter prints it. --- ### **3. Limitations &
Workarounds** | **Problem** | **Mechanical Solution** |
|---------------------------|-------------------------| | **No true
"understanding"** | Hardcoded rules + lookup tables. | | **Limited
vocabulary** | Swappable word drums / punch-card libraries. | | **Slow
processing** | Hand-cranked optimization (faster gears, fewer steps).
| | **No learning** | Manual updates (swap cams/drums for new data). |
| **Brittle syntax** | Strict input formats (e.g., "ASK: [question]").
| --- ### **4. Historical Precedents** - **Babbage’s Analytical
Engine** (1837) – Theoretically programmable, but never built. -
**Jaquet-Droz Automata** (1770s) – Mechanical writers/drawers with
pre-programmed outputs. - **Von Kempelen’s Speaking Machine** (1791) –
Synthesized speech via bellows and reeds. - **The Turk (1770)** – A
fake chess "AI" (hidden human operator), but inspired mechanical
computation ideas. --- ### **5. Blueprint Sketch (Simplified)** ```
┌───────────────────────────────────────┐ │ INPUT: Rotary Letter
Selector │ │ (User cranks to spell words) │
└───────────┬───────────────────────────┘ ▼
┌───────────────────────────────────────┐ │ TOKENIZER: Gear counters
split words │ └───────────┬───────────────────────────┘ ▼
┌───────────────────────────────────────┐ │ MEMORY DRUM: Rotates to
match input │ │ (Cams trigger response paths) │
└───────────┬───────────────────────────┘ ▼
┌───────────────────────────────────────┐ │ PROBABILITY WHEEL:
Weighted random │ │ selection for "creative" responses │
└───────────┬───────────────────────────┘ ▼
┌───────────────────────────────────────┐ │ OUTPUT: Bellows (speech)
or Pen │ │ (Writes/prints the answer) │
└───────────────────────────────────────┘ ``` --- ### **Final
Thoughts** This would be **extremely limited** (no true learning, tiny
vocabulary, slow), but a **proof-of-concept** could: - Answer fixed
questions (FAQ bot). - Generate simple poetry via Markov chains. -
Play word games (like Mad Libs). For a **real-world attempt**, you’d
need: ✔ **A master clockmaker** (like the craftsmen behind
18th-century automata). ✔ **Years of gear-cutting precision**. ✔ **A
library of pre-written responses** (like a mechanical "Wikipedia").
Would you like a deeper dive into any specific part (e.g., the
probability wheel or speech synthesis)?

User (me) selects Right is better.

User: Well I guess I meant a more transformer-like model. Could you
design a few different ways to do self-attention without electricity?
Some ideas I have include complex shaped gears to perform nonlinear
processing, or using water potential to perform analog computation, or
using projection of multicolored light through dense transparencies to
perform photonic multiplication and addition of many values.

Left (grok-3-mini-beta): Absolutely, let's dive into designing a
transformer-like model with self-attention mechanisms, but entirely
without electricity. Self-attention in a transformer allows the model
to weigh the importance of different input elements (e.g., words in a
sequence) by computing attention scores through matrix operations like
dot products, softmax, and weighted sums. Adapting this to mechanical,
hydraulic, or optical systems is a fascinating thought
experiment—think of it as building a 19th-century "neural network."
I'll outline **three different approaches** based on your ideas: one
using complex gears for mechanical computation, one leveraging water
potential for analog processing, and one employing optical projections
for photonic operations. Each design will focus on mimicking the key
steps of self-attention (query-key dot products, scoring,
normalization, and value weighting) in a non-electrical way. These are
conceptual blueprints, so they'd require precision engineering and
might be slow or limited in scale. --- ### **1. Mechanical Gear
System: Complex Shaped Gears for Nonlinear Processing** This design
uses interlocking gears, cams, and levers to perform the nonlinear
operations of self-attention, treating inputs as mechanical inputs
(e.g., via punch cards or dials) and outputs as physical movements.
#### **How It Works:** - **Core Idea**: Gears with irregular shapes
(e.g., elliptical or lobed) represent nonlinear functions, allowing
for multiplication, addition, and weighting without digital logic.
This is inspired by differential analyzers (like Vannevar Bush's 1930s
machine) but adapted for attention mechanisms. - **Self-Attention
Steps**: 1. **Input Representation**: Encode sequence elements (e.g.,
words) as positions on a series of rotating shafts or dials. Each
shaft represents a vector dimension (e.g., 4-8 dimensions for
simplicity). 2. **Query-Key Dot Product**: Use a bank of
**differential gears** to compute dot products. For two vectors (query
and key), each pair of components is multiplied via a **gear ratio
mechanism** (e.g., two gears meshing to produce a product output shaft
rotation proportional to the inputs). Sum these using a **chain of
adders** (linked levers that accumulate rotations). 3. **Softmax
(Normalization)**: Simulate softmax with a **nonlinear cam profile**—a
shaped wheel that compresses and normalizes scores. For example, a cam
with an exponential curve could map raw scores to probabilities by
adjusting lever positions based on input angles. 4. **Weighted Sum of
Values**: Apply the normalized weights to value vectors using
**weighted gear trains**. A heavier gear or spring could represent
higher weights, pulling or driving a final output shaft to compute the
weighted sum. - **Components**: - **Gears and Cams**: Precision-cut
gears for multiplication; cams for nonlinear activation. -
**Input/Output**: Crank-driven punch cards for sequences; output via a
mechanical indicator (e.g., a pointer on a scale). - **Limitations**:
Prone to friction and error accumulation; limited to small sequence
lengths (e.g., 10-20 elements) due to mechanical complexity.
Processing might take minutes per operation. - **Feasibility**: This
could be built as an elaborate clockwork device, similar to Babbage's
machines. Your idea of shaped gears fits perfectly for the nonlinear
parts, making it a direct analog to neural network activations. ####
**Example Use**: For a sentence like "The cat sat," the system could
mechanically compute attention weights between words and output a
"contextualized" representation by adjusting gears to favor related
words. --- ### **2. Hydraulic Analog System: Water Potential for
Fluidic Computation** Here, we use water flow, pressure, and
reservoirs to perform analog computations, representing values as
fluid levels or flows. This draws from hydraulic computers (e.g.,
early analog devices like the water integrator) and your suggestion of
water potential. #### **How It Works:** - **Core Idea**: Fluid
dynamics mimic matrix operations—water pressure represents vector
values, and flow rates handle multiplications and additions. This is
inherently analog, allowing for smooth, continuous processing without
discrete steps. - **Self-Attention Steps**: 1. **Input
Representation**: Encode sequence elements as water levels in a series
of connected tanks or tubes (e.g., each tank corresponds to a vector
dimension). 2. **Query-Key Dot Product**: Use **pressure multipliers**
(e.g., variable-orifice valves) to compute products. Water from query
and key tanks flows through a junction where the flow rate is
proportional to the product of their pressures. Sum these via a
**manifold system** that combines flows into a single output pipe. 3.
**Softmax (Normalization)**: Achieve normalization with a **overflow
siphon system**—excess water drains from tanks based on relative
levels, effectively scaling scores to sum to 1 (like a hydraulic
proportional controller). 4. **Weighted Sum of Values**: Direct
weighted flows into a mixing chamber, where the output level
represents the final sum. For instance, higher attention scores could
open wider valves, allowing more water from value tanks to contribute.
- **Components**: - **Tanks, Pipes, and Valves**: Reservoirs for
storage; adjustable valves for weighting; siphons for normalization. -
**Input/Output**: Pour water into input tanks via measured funnels;
read outputs from graduated cylinders or float indicators. -
**Limitations**: Sensitive to leaks, evaporation, and viscosity
changes; real-time processing is slow (e.g., seconds to minutes per
calculation). It's also limited to positive values, so you'd need to
adapt for negative weights (e.g., using differential pressures). -
**Feasibility**: This could be constructed from plumbing parts,
inspired by ancient water clocks or modern hydraulic analogs. Your
water potential idea is spot-on for representing gradients and flows,
making it a fluidic parallel to neural computations. #### **Example
Use**: For the same sentence, water levels for each word could
interact through the system, with flows "attending" to relevant words
and outputting a mixed flow that represents the processed sequence.
--- ### **3. Optical Projection System: Multicolored Light for
Photonic Multiplication and Addition** This leverages light projection
through transparencies to perform parallel computations, as you
suggested. It's like an optical computer, using lenses and filters to
handle multiple values simultaneously. #### **How It Works:** - **Core
Idea**: Light intensity and color represent numerical values, with
transparencies acting as matrices for multiplication and addition.
This draws from early optical calculators and Fourier optics, allowing
for high parallelism without moving parts (beyond manual adjustments).
- **Self-Attention Steps**: 1. **Input Representation**: Encode
sequence elements as patterns on transparent slides (e.g., varying
densities or colors on glass plates, where darker areas represent
higher values). 2. **Query-Key Dot Product**: Project multicolored
light beams through overlapping transparencies. For example, use
**interference filters** or **dichroic mirrors** to multiply
values—light from query and key slides passes through a combiner lens,
where intensity multiplication occurs via light absorption or
refraction. 3. **Softmax (Normalization)**: Apply a **nonlinear
optical element** (e.g., a graded filter that exponentially dims
light) to normalize scores. The output could be projected onto a scale
where total light intensity is balanced. 4. **Weighted Sum of
Values**: Use **beam splitters and combiners** to weight and add
values. Colored lights are merged, with filters adjusting based on
attention scores, resulting in a final projected pattern. -
**Components**: - **Light Sources and Optics**: A sunlight-focusing
lens or oil lamp; colored filters for values; dense transparencies
(e.g., etched glass) for matrices. - **Input/Output**: Slide
transparencies into a projector; output via a screen where patterns
are read (e.g., by measuring light intensities with a ruler). -
**Limitations**: Requires a stable light source and precise alignment;
limited by the resolution of optics (e.g., handling only a few dozen
dimensions). External factors like ambient light could introduce
noise. - **Feasibility**: This is the most "modern-feeling" of the
three, akin to holographic or early photonic devices. Your idea of
photonic multiplication fits seamlessly, as light naturally handles
parallel operations—think of it as a Victorian laser show for AI. ####
**Example Use**: Projecting slides for "The cat sat" could create
interference patterns that highlight word relationships, with the
final output as a colored light display indicating the attended
sequence. --- ### **Final Thoughts** These designs transform
self-attention into mechanical, hydraulic, and optical analogs,
staying true to your suggestions while adapting transformer mechanics
to pre-electronic tech. They're all highly conceptual and would be
incredibly challenging to build at scale—expect errors, slowness, and
the need for manual resets. For instance: - The gear system excels at
precise, sequential tasks. - The hydraulic system is great for analog
fluidity but messy in practice. - The optical system offers
parallelism but demands optical expertise. If you'd like me to expand
on any of these (e.g., detailed diagrams for the hydraulic valves or
gear layouts), or brainstorm a fourth method (like a pendulum-based
weighting system), just let me know! What's your favorite idea so far?

Right (gemini-2.5-pro): Excellent question. Designing a mechanical
Transformer is the ultimate clockwork-punk engineering challenge. The
core of a Transformer is the **self-attention mechanism**, which lets
a model weigh the importance of different words in a sequence.
The formula is: `Attention(Q, K, V) = softmax( (Q * K^T) / sqrt(d_k) )
* V` Let's break down how to build this "by hand" using your brilliant
starting points. We need mechanical analogs for: 1. **Vectors (Q, K,
V)**: Representing arrays of numbers. 2. **Matrix Multiplication (Q *
K^T)**: The core "dot product" operation. 3. **Scaling**: Dividing by
a constant. 4. **Softmax**: The highly non-linear step of turning
scores into probabilities. 5. **Weighted Sum**: Multiplying
probabilities by the V vectors. Here are three distinct engineering
blueprints for a non-electric self-attention mechanism. --- ### Design
1: The Babbage-Borges Logarithmic Calculator (Clockwork/Gear-Based)
This design uses precision gears and cams, in the spirit of Charles
Babbage, to perform digital-like calculations mechanically. * **1.
Vector Representation (The "Cog-Racks"):** * Each vector (Query, Key,
Value) is a physical rack of gears. Imagine a long slide with multiple
parallel toothed racks. The linear position of each rack along the
slide represents a numerical value in the vector. A 64-dimension
vector would be a slide with 64 parallel racks. * **2. Matrix
Multiplication (The "Difference Engine" Dot Product):** * To calculate
the dot product for the score `Q * K^T`, you need to multiply and sum.
* **Multiplication**: We use a **cam-based multiplier**. The "Query"
cog-rack moves a lever. This lever's position determines which part of
a precisely shaped rotating cam is engaged. The cam's profile is
non-uniform, and its rotation pushes a second set of "Key" cog-racks.
The amount they are pushed is proportional to the product of the two
inputs. * **Summation**: The outputs from all the multiplication cams
are fed into a **mechanical adder**, like a **differential gear
system**. As multiple gears feed into the differential, its final
output shaft's rotation represents the sum of all inputs—the final
"attention score." * **3. Scaling (The "Reduction Gearbox"):** * This
is the easiest step. The output shaft from the adder is run through a
simple gear train with a fixed ratio (e.g., 8:1 if `sqrt(d_k)` is 8)
to scale down the final rotation. * **4. Softmax (The "Logarithmic
Spiral" Normalizer):** * This is the most complex step, requiring two
parts: * **Exponentiation (`e^x`)**: Your idea of complex gears is
perfect here. We use **logarithmic spiral gears** (also known as gears
of unequal radii). As one gear turns at a constant speed, the spiral
shape causes the meshing gear to accelerate exponentially. The total
rotation of this output gear is a mechanical analog of `e^x`. Each
attention score drives one of these mechanisms. * **Normalization
(Division by Sum)**: All exponentiated outputs are summed again using
another large differential gear. This sum becomes the denominator. To
perform division, we use a **feedback-driven variable gearbox**. The
"denominator" input adjusts the gear ratio for the entire system, so
that each individual "exponentiated" output is scaled down by the
total sum. The final rotations represent the probabilities, and they
will mechanically sum to 1 full rotation. * **5. Weighted Sum (The
"Variable-Engagement" Output):** * The final softmax probabilities
(now represented as gear rotations) control the **degree of
engagement** of clutches connecting the "Value" vector cog-racks to a
final output accumulator. A high probability means the clutch engages
fully, transferring all the "Value" rack's movement. A low probability
means it slips, transferring only a fraction. The summed movement in
the output accumulator is the final, context-aware vector. --- ###
Design 2: The Archimedes Aqueduct Processor (Hydraulic/Fluid-Based)
This analog design uses water pressure and flow to compute, trading
mechanical precision for fluid dynamic elegance. * **1. Vector
Representation (The "Manometer Banks"):** * A vector is represented by
a bank of interconnected vertical glass tubes (a manometer). The water
level (hydraulic head/potential energy) in each tube represents a
value. * **2. Matrix Multiplication (The "Valve-Grid Crossflow"):** *
The "Query" vector is represented by water pressures in a set of
horizontal pipes. The "Key" vector matrix is a grid of adjustable
valves (like a pin-screen). The water flows through the valves, and
the resulting flow rates in a set of vertical collection pipes
represent the product. A collecting basin at the bottom sums the flow,
and its final water level is the attention score. * **3. Scaling (The
"Nozzle Regulator"):** * The output flow from the summing basin passes
through a precisely machined nozzle (a Venturi tube). The nozzle's
width is calibrated to `sqrt(d_k)`, reducing the pressure/flow by a
fixed amount. * **4. Softmax (The "Evaporation-Siphon System"):** *
**Exponentiation**: Flow rate through a porous medium or over a wide,
heated (by focused sunlight) surface isn't linear. We can create a
chamber where the input water pressure forces water into a series of
atomizers, spraying it onto a warm plate. The rate of evaporation
(steam production) has a non-linear, near-exponential relationship to
the input pressure. * **Normalization**: The steam from all these
chambers is collected into a single large, sealed condenser chamber.
The total pressure in this chamber represents the sum (`Σe^x`). This
master pressure then acts on a series of **differential pistons**.
Each piston is pushed on one side by the steam from an individual
score and on the other by the total pressure of the master chamber.
The piston's resulting position is the normalized probability. * **5.
Weighted Sum (The "Proportional Flow-Gate"):** * The final piston
positions (probabilities) control a series of finely-tuned sluice
gates. These gates allow a proportional amount of water to flow from
the "Value" vector manometer banks into a final set of "output" tubes.
The water levels in these tubes form the final vector. --- ### Design
3: The Alhazen Projection Engine (Optical/Photonic) This design uses
sunlight, lenses, and your idea of transparencies to perform massively
parallel analog computation at the speed of light. * **1. Vector
Representation (The "Light-Beam Array"):** * A vector is an array of
parallel light beams (collimated sunlight). The intensity of each beam
represents a value. * **2. Matrix Multiplication (The "Transparency
Mask"):** * This is a classic optical computing technique. The "Query"
vector (an array of light beams) is shone through a **photographic
slide** or **etched glass plate** (a Spatial Light Modulator). This
transparency has a grid of pixels with varying opacity, representing
the "Key" matrix (`K^T`). The amount of light that passes through each
pixel is the product. * A **cylindrical lens** then focuses each row
of light onto a single line, summing the products. The intensity of
light along this line represents the vector of attention scores. *
**3. Scaling (The "Neutral Density Filter"):** * The light is passed
through a simple grey filter of uniform opacity, which reduces the
intensity of all beams by a fixed amount. * **4. Softmax (The
"Non-Linear Crystal & Hologram"):** * **Exponentiation**: This is the
most futuristic part. The light beams are passed through a
**non-linear optical medium** (e.g., certain types of crystal or doped
glass). These materials have the property that their transparency
changes with the intensity of light passing through them, creating an
exponential output. This is high-tech but theoretically possible
without electricity. * **Normalization**: A **beam-splitter** sends a
copy of all the exponentiated beams to a single focusing lens, which
projects their combined energy onto a **photochromic cell** (a
material that darkens with light, like a transition lens). This cell
becomes the denominator. The primary beams are then passed through
this darkened cell, which divides their intensity by the total sum. *
**5. Weighted Sum (The "Second Modulator"):** * The final normalized
light beams (the probabilities) are used to illuminate a second
transparency mask—this one encoded with the "Value" vectors. The light
passing through is then summed by a final set of lenses onto a
**phosphorescent screen**. The pattern of glowing light on this screen
is the final, context-aware output vector. ### Comparison of
Blueprints | Feature | Clockwork (Gears) | Hydraulic (Water) |
Photonic (Light) | | :--- | :--- | :--- | :--- | | **Precision** |
Very High (digital-like) | Low-Medium (analog) | Medium-High (analog)
| | **Speed** | Extremely Slow | Slow | Instant (Speed of Light) | |
**Complexity** | Immense, intricate parts | Complex plumbing,
sensitive to temp/leaks | Optically precise, requires exotic materials
| | **Power Source**| Hand-crank / Falling Weight | Gravity / Water
Pump | Sunlight | | **Vibe** | Steampunk / Babbage | Ancient Greek /
Roman | Crystal Palace / Art Deco Futurism |

User selects it’s a tie.

User: That was interesting but you based all the answers off my ideas!
Can you come up with a 4th approach? Can you tell me more in detail
about approaches, in optical computing, for (a) exponentiation (b)
division and also (c) layer normalization? Are these things a hobbyist
could do with consumer equipment?

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