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lm-003684 · 2026-09

圖像不只是圖片:機器原生視覺狀態與遞歸計算畫布

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PNCW Paper 04

圖像不只是圖片:機器原生視覺狀態與遞歸計算畫布

Images Are Not Merely Pictures:

Machine-Native Visual States and Recursive Computational Canvases

版本:v0.1
日期:2026-08-28
系列:Projection-Native Computational World Series / 投影原生計算世界系列
定位:Series Paper 04 / Visual Computational Surface and Recursive Canvas Layer
依賴:PNCW Paper 00–03、MRMIC/NVCL canonical theory、MRMIC/NVCL Phase 13 runtime line
作者: Neo.K
機構: EveMissLab/一言諾科技有限公司


摘要

本文延續 Projection-Native Computational World(PNCW)Series,建立從 machine-native projected carrierrecursive visual computational surface 的正式橋接層。

前一篇已建立:

Cq,tactiveEkPk\boxed{ C_{q,t}^{active} \rightarrow \mathcal E_k \rightarrow P_k }

其中 PkP_k 是 stable、epoch-bounded、machine-addressable projected carrier。本文進一步研究:

如何讓 PkP_k 與外部 browser、terminal、thread、document、dataset、simulation、agent、video、audio 等 provider-owned resources,一起被映射到一個可遞歸展開、局部觀察、局部物化、可互動、可分支、可回放、可多 Agent 協作的 visual computational world?

本文的核心不是把 carrier rasterize 成人類可看圖片,而是定義:

Vq,k=Ψ(Pk,R,q,Viewport,Permission,InteractionProfile)\boxed{ V_{q,k} = \Psi( P_k, \mathcal R, q, Viewport, Permission, InteractionProfile ) }

其中:

  • PkP_k:machine-native projected carrier;
  • R\mathcal R:external/native resources;
  • (q):task/query;
  • (Viewport):observer-local visual region;
  • (Permission):read / propose / control / commit boundary;
  • (InteractionProfile):可執行操作與回寫契約;
  • Vq,kV_{q,k}:當前 visual computational surface。

本文直接承接 MRMIC/NVCL 的兩個核心思想:

  1. Infinite Canvas 不是把所有東西一次 render 出來,而是對大型 persistent multimodal world 做 task-conditioned projection。
  2. Resource Portal 是 provider resource 的 projection,不是 resource ownership transfer。

因此本文建立:

Provider ResourceCanvas PortalVisible ViewCanonical Authority.\boxed{ \text{Provider Resource} \neq \text{Canvas Portal} \neq \text{Visible View} \neq \text{Canonical Authority}. }

並正式區分 geometry / projection ownership、provider resource authority、interaction/control lease、runtime presence、durable canvas truth、visible viewport 與 canonical world commit。

本文同時吸收 MRMIC/NVCL 的 recursive canvas、semantic zoom、typed multimodal objects、event ledger、atomic transactions、agent presence、task-conditioned projection、pixel + structured observation、branch/merge/replay,以及 Phase 13 native_resource_portal_v1 的 engineering boundary。

最終,本文提出:

Visual Computational Surface=Machine Projection+Resource Portals+Recursive Structure+Interaction Contracts+History+Authority Boundaries.\boxed{ \text{Visual Computational Surface} = \text{Machine Projection} + \text{Resource Portals} + \text{Recursive Structure} + \text{Interaction Contracts} + \text{History} + \text{Authority Boundaries}. }

因此「圖像」在 PNCW 中不再只是圖片輸出,而可以成為 AI 與人類共享的一個可操作世界表面

關鍵詞: MRMIC、NVCL、Infinite Canvas、Resource Portal、Visual Computational Surface、Recursive Canvas、Semantic Zoom、Machine-Native Visual State、PNCW


0. 研究目的與 claim boundary

PNCW Paper 03 的輸出:

Pk.P_k.

本文只研究:

PkVq,k.\boxed{ P_k \rightarrow V_{q,k}. }

本文不宣稱:

  • Canvas 本身等於 canonical world;
  • screenshot 等於 machine carrier;
  • portal 等於外部 resource;
  • visual operation 自動等於 canonical mutation;
  • viewport 看不到的東西不存在;
  • MRMIC Phase 13 已完成 production Electron/WebView integration;
  • 任意影音、桌面、遊戲、3D app 已泛化;
  • visual surface 可以繞過 provider-native authority。

1. 從 Image 到 Visual State

傳統 image:

I={px,y}.I = \{p_{x,y}\}.

它主要是一個 raster output。

PNCW 的 visual state:

V=Pixels,Objects,Relations,Layers,Resources,Timeline,Presence,Permissions,History.\boxed{ V = \left\langle Pixels, Objects, Relations, Layers, Resources, Timeline, Presence, Permissions, History \right\rangle. }

因此:

Visual StateRaster Image.\boxed{ \text{Visual State} \neq \text{Raster Image}. }

2. Machine Projection 與 Human Render

Paper 03 已建立:

Pk.P_k.

human render:

IH=ΠH(Pk).I_H = \Pi_H(P_k).

PkP_k 可以包含 semantic addresses、relation pages、tile identity、attention layers、provenance、hidden metadata、machine-only capability information。

所以:

PkIH.\boxed{ P_k \neq I_H. }

3. Visual Computational Surface

本文定義:

Vq,k=Ψ(Pk,R,q,ft,Bt,Permission,Interaction).\boxed{ V_{q,k} = \Psi( P_k, \mathcal R, q, f_t, B_t, Permission, Interaction ). }

其中 ftf_t 是 focus,BtB_t 是 display/context/computation budget,R\mathcal R 是 external resources。


4. Infinite Canvas 不等於 Infinite Render

無限畫布 C\mathcal C 可以沒有預設有限邊界,但 observer 當前 viewport:

VtC.\mathcal V_t \subset \mathcal C.

一般:

VtC.\boxed{ |\mathcal V_t| \ll |\mathcal C|. }

因此:

Infinite CanvasEverything Materialized.\boxed{ \text{Infinite Canvas} \neq \text{Everything Materialized}. }

5. Task-Conditioned Canvas Projection

定義:

Cq,t=ΠC(Ctq,ft,Bt,Pt).\boxed{ \mathcal C_{q,t}^{*} = \Pi_C( \mathcal C_t \mid q, f_t, B_t, P_t ). }

其中 (q) 是 task、ftf_t 是 focus、BtB_t 是 budget、PtP_t 是 permission。


6. Canvas Projection / Canonical World Non-Collapse

Cq,tWt.\boxed{ \mathcal C_{q,t}^{*} \neq W_t. }

Canvas projection 是 observer-relative computational surface,不是 canonical world 本身。


7. Recursive Canvas

定義:

Ci=(idi,Oi,Ei,Cisub,Ti,Vi,Pi).\boxed{ \mathcal C_i = ( id_i, \mathcal O_i, \mathcal E_i, \mathcal C_i^{sub}, \mathcal T_i, \mathcal V_i, \mathcal P_i ). }

其中 Oi\mathcal O_i 是 objects、Ei\mathcal E_i 是 relations、Cisub\mathcal C_i^{sub} 是 subcanvases、Ti\mathcal T_i 是 timeline/events、Vi\mathcal V_i 是 versions/branches、Pi\mathcal P_i 是 permissions/governance。


8. Object → Subcanvas

任一 object:

ojo_j

可以:

ojCjsub.\boxed{ o_j \mapsto \mathcal C_j^{sub}. }

因此 object 不必是 terminal leaf。


9. Semantic Zoom

普通 geometric zoom:

Z:scalescale.Z: scale \rightarrow scale'.

PNCW / MRMIC semantic zoom:

Zoom=GeometricScale+SemanticDepth.\boxed{ \operatorname{Zoom} = \operatorname{GeometricScale} + \operatorname{SemanticDepth}. }

10. Semantic Depth

可以有:

  • Z0Z_0:project overview;
  • Z1Z_1:scene / artifact;
  • Z2Z_2:object;
  • Z3Z_3:component / layer;
  • Z4Z_4:parameter / relation / timeline;
  • Z5Z_5:provenance / generation trace / evidence。

11. Semantic Zoom 不等於 Full Decode

進入更深層:

ZiZi+1Z_i\rightarrow Z_{i+1}

可以只 materialize 必要 region / relation。

所以:

Semantic ZoomDecode Entire World.\boxed{ \text{Semantic Zoom} \neq \text{Decode Entire World}. }

12. Multimodal Native Object

定義:

oi=(idi,typei,payloadi,transformi,relationsi,timelinei,statei,permissionsi,provenancei,subcanvasi).\boxed{ o_i = ( id_i, type_i, payload_i, transform_i, relations_i, timeline_i, state_i, permissions_i, provenance_i, subcanvas_i ). }

13. Object Types

可包括 vector、raster、text、document、audio、video、animation、3D object、code、dataset、simulation、live stream、embedded application、agent、tool、recursive canvas、projected carrier region、resource portal。


14. Carrier Region as Canvas Object

Paper 03 的 carrier region:

RiPR_i^P

可以映射:

RiPoicanvas.\boxed{ R_i^P \mapsto o_i^{canvas}. }

15. Context-to-Carrier-to-Canvas Identity Chain

建立:

ContextIDCarrierRegionIDCanvasObjectID.ContextID \rightarrow CarrierRegionID \rightarrow CanvasObjectID.

即:

ΓCPV.\boxed{ \Gamma_{C\to P\to V}. }

16. Identity 不等於 Geometry

Canvas object oio_i 可以移動:

(xi,yi)(xi,yi)(x_i,y_i) \rightarrow (x_i',y_i')

idiid_i 不變。

所以:

Visual PositionSemantic Identity.\boxed{ \text{Visual Position} \neq \text{Semantic Identity}. }

17. Resource Portal

對 provider-owned resource (r),定義 portal:

Portal(r)=PortalID,ProviderRef,Geometry,ProjectionMode,InteractionMode,OwnerSemanticAgent,Presence.\boxed{ Portal(r) = \left\langle PortalID, ProviderRef, Geometry, ProjectionMode, InteractionMode, OwnerSemanticAgent, Presence \right\rangle. }

18. Portal 不等於 Resource

核心:

Portal(r)r.\boxed{ Portal(r) \neq r. }

Canvas 可以擁有 geometry、projection、viewport placement、interaction presentation;provider 仍擁有 native resource lifecycle、underlying process/data、provider-local authority、native transport semantics。


19. Provider Authority / Canvas Authority Non-Collapse

Canvas Geometry AuthorityProvider Resource Authority.\boxed{ \text{Canvas Geometry Authority} \neq \text{Provider Resource Authority}. }

20. Portal State

Phase 13-style portal 可分:

PortalState=(mounted,visible,focused,controlOwner).\boxed{ \mathsf{PortalState} = ( mounted, visible, focused, controlOwner ). }

21. Mounted 不等於 Visible

mounted=1⇏visible=1.mounted=1 \not\Rightarrow visible=1.

22. Visible 不等於 Focused

visible=1⇏focused=1.visible=1 \not\Rightarrow focused=1.

23. Focused 不等於 Control Ownership

focused=1⇏controlOwner=A.focused=1 \not\Rightarrow controlOwner=A.

24. Offscreen 不等於 Destroyed

OffscreenProvider Resource Destroyed.\boxed{ \text{Offscreen} \neq \text{Provider Resource Destroyed}. }

resource 可以繼續存在。


25. Runtime Presence

Agent / process presence:

pi(t).p_i(t).

它可以是 online、focused、selected、task-active、control-holding。


26. Runtime Presence / Durable Canvas Truth Non-Collapse

Runtime PresenceDurable Canvas Truth.\boxed{ \text{Runtime Presence} \neq \text{Durable Canvas Truth}. }

Presence 通常應 ephemeral。


27. Presence 不應承載 Private Chain-of-Thought

Presence 可以暴露 task、focus、viewport、selected object、confidence、control state,但不要求暴露 private internal reasoning。


28. Observation Model

AI 對 Canvas 的觀察:

Ot=(It,St,Gt,Lt,Tt,At,Et,Mt).\boxed{ O_t = ( I_t, S_t, G_t, L_t, T_t, A_t, E_t, M_t ). }

其中 ItI_t 是 viewport pixels、StS_t 是 structured objects、GtG_t 是 relations/hypergraph、LtL_t 是 layers/occlusion、TtT_t 是 recent events、AtA_t 是 agent presence、EtE_t 是 errors/incomplete items、MtM_t 是 folded working memory。


29. Pixel / Structure Non-Collapse

PixelsStructured State.\boxed{ \text{Pixels} \neq \text{Structured State}. }

兩者應並存,而不是二選一。


30. Hybrid Observation

因此:

Hybrid Observation=Pixel+Structure+Relations+History.\boxed{ \text{Hybrid Observation} = \text{Pixel} + \text{Structure} + \text{Relations} + \text{History}. }

31. Active Perception

Agent 不應被迫一次看全部 world。可呼叫 focus region、zoom object、inspect timeline、inspect occlusion、compare versions、list offscreen clusters、render modality。


32. Observe Selectively

所以:

Do not observe everything;decide what to observe and at what depth.\boxed{ \text{Do not observe everything;} \quad \text{decide what to observe and at what depth}. }

33. Observation Projection / Computation Projection Non-Collapse

即使 carrier PkP_k 有高解析 region,observer 可以只取得 coarse canvas view。

因此:

λcomputeλobserve.\boxed{ \lambda^{compute} \neq \lambda^{observe}. }

34. Viewport Materialization

定義:

Mviewport=Materialize(Pk,Viewport,Zoom,Task,Budget).\boxed{ M_{viewport} = \mathsf{Materialize} ( P_k, Viewport, Zoom, Task, Budget ). }

35. Viewport / World Non-Collapse

ViewportWorld.\boxed{ \text{Viewport} \neq \text{World}. }

這對 human 與 AI 都成立。


36. Atomic World Availability

Canvas 可以先有 workspace identity、object manifest、region graph、portal list、branch/version map,再 lazy render viewport。

因此:

Atomic World Availability+Viewport-Local Rendering\boxed{ \text{Atomic World Availability} + \text{Viewport-Local Rendering} }

可以共存。


37. Mixed-Version Hazard

若 panel A 是 (v+1) 但 panel B 還是 (v),可能造成:

Cross-Surface Semantic Inconsistency.\boxed{ \text{Cross-Surface Semantic Inconsistency}. }

38. Canvas Visibility Barrier

定義:

CanvasVBarrier(v).\boxed{ \mathsf{CanvasVBarrier}(v). }

只有 hard reveal obligations PASS,才 promotion 新 visual world version。


39. Visual Action

單次 action:

at=(agent,canvas,focus,operation,target,parameters,intent,expected,confidence,scope).\boxed{ a_t = ( agent, canvas, focus, operation, target, parameters, intent, expected, confidence, scope ). }

40. Action Contract

每個 action 應具 typed parameters、target scope、preconditions、expected result、permission requirement、reversibility、agent identity、transaction ID。


41. Action Pipeline

atValidateΔtcandExecuteVt+1specVerifyΔtverified.\boxed{ a_t \xrightarrow{\mathrm{Validate}} \Delta_t^{cand} \xrightarrow{\mathrm{Execute}} V_{t+1}^{spec} \xrightarrow{\mathrm{Verify}} \Delta_t^{verified}. }

42. Visual Action / Canonical Commit Non-Collapse

Visual ActionCanonical Commit.\boxed{ \text{Visual Action} \neq \text{Canonical Commit}. }

43. Projected Mutation Proposal

Canvas operation 可能產生:

ΔPproposal.\Delta P^{proposal}.

回 canonical world:

ΔPproposalMapValidateAuthorityGateCommit.\boxed{ \Delta P^{proposal} \rightarrow \mathsf{Map} \rightarrow \mathsf{Validate} \rightarrow \mathsf{AuthorityGate} \rightarrow \mathsf{Commit}. }

44. Proposal / Commit Non-Collapse

ProposalCommit.\boxed{ \text{Proposal} \neq \text{Commit}. }

45. Atomic Canvas Transaction

多步視覺變更:

Δt={δt1,,δtn}.\Delta_t = \{\delta_t^1,\ldots,\delta_t^n\}.

可做:

Commit(Δt)    AuthPreconditionVerify.\boxed{ \mathsf{Commit}(\Delta_t) \iff Auth \land Precondition \land Verify. }

46. Rollback

若:

Verify=FAIL,\mathsf{Verify}=FAIL,

則:

Rollback(Δt).\boxed{ \mathsf{Rollback}(\Delta_t). }

47. Event Ledger

Canvas state convergence 不等於 causal history。因此另維護:

L=(e1,,en).\boxed{ \mathcal L = (e_1,\ldots,e_n). }

48. CRDT / Ledger Non-Collapse

若使用 CRDT:

CRDT=How current state converges\boxed{ \text{CRDT} = \text{How current state converges} }

而:

Event Ledger=How current state came to be.\boxed{ \text{Event Ledger} = \text{How current state came to be}. }

49. Branch / Merge / Proposal

Agent 可:

CA=Branch(C,A).\mathcal C^A = \mathsf{Branch}(\mathcal C,A).

完成後:

C=Merge(C,CA).\mathcal C' = \mathsf{Merge}(\mathcal C,\mathcal C^A).

或只提交:

ΔAproposal.\Delta_A^{proposal}.

因此:

WriteMode{DIRECT,BRANCH,PROPOSAL}.\boxed{ \mathsf{WriteMode} \in \{ \mathsf{DIRECT}, \mathsf{BRANCH}, \mathsf{PROPOSAL} \}. }

50. Multi-Agent Presence / Write Authority Non-Collapse

Multi-Agent PresenceMulti-Agent Write Authority.\boxed{ \text{Multi-Agent Presence} \neq \text{Multi-Agent Write Authority}. }

51. Focus / Control Non-Collapse

FocusControl Ownership.\boxed{ \text{Focus} \neq \text{Control Ownership}. }

52. Claimed / Verified Identity Non-Collapse

secure mutation 應綁定 verified principal,而不是 self-reported actor。

Claimed IdentityVerified Principal.\boxed{ \text{Claimed Identity} \neq \text{Verified Principal}. }

53. Capability / Authority Non-Collapse

CapabilityAuthority.\boxed{ \text{Capability} \neq \text{Authority}. }

可發現 tool/capability 不表示 principal 可執行。


54. MCP as Control Plane

PNCW 保留:

MCP=Naming / Discovery / Authorization / Action Control Plane.\boxed{ \text{MCP} = \text{Naming / Discovery / Authorization / Action Control Plane}. }

55. Control Plane / High-Frequency Data Plane Non-Collapse

Control PlaneHigh-Frequency Data Plane.\boxed{ \text{Control Plane} \neq \text{High-Frequency Data Plane}. }

高頻 cursor / pen / transient state 可交由增量同步層。


56. Recursive Resource Surface

Portal 本身也可以:

Portal(r)Crsub.Portal(r) \mapsto \mathcal C_r^{sub}.

例如 browser portal 可展開 DOM structure、screenshot、network timeline、history、agent notes。


57. Recursive 不等於 Full Expansion

Recursive WorldRecursive Full Materialization.\boxed{ \text{Recursive World} \neq \text{Recursive Full Materialization}. }

只展開當前需要的 frontier。


58. Exists / Mounted / Visible / Focused / Controlled

對 visual resource 可區分:

ExistsMountedVisibleFocusedControlled.\boxed{ \text{Exists} \neq \text{Mounted} \neq \text{Visible} \neq \text{Focused} \neq \text{Controlled}. }

59. Visual Projection Profile

對 carrier region:

χv=(ColorMap,LayerSet,ZoomLevel,LabelPolicy,RelationOverlay,AttentionOverlay).\boxed{ \chi_v = ( ColorMap, LayerSet, ZoomLevel, LabelPolicy, RelationOverlay, AttentionOverlay ). }

60. Visual Transform / Semantic Transform Non-Collapse

Visual TransformSemantic Transform.\boxed{ \text{Visual Transform} \neq \text{Semantic Transform}. }

pan、zoom、recolor、label toggle 通常:

ΔP=0.\Delta P=0.

61. Observer Operation / World Operation

定義:

UO:OO\mathcal U_O:O\rightarrow O'

與:

UW:WtWt+1.\mathcal U_W:W_t\rightarrow W_{t+1}.

二者不應偷偷耦合。


62. Pan / Zoom 不應改 Canonical World

一般:

Pan/ZoomΔW=0.\boxed{ \mathsf{Pan/Zoom} \Rightarrow \Delta W=0. }

63. Attention Visualization / Attention Authority Non-Collapse

Canvas 可顯示 heatmap,但:

Attention VisualizationAttention Authority.\boxed{ \text{Attention Visualization} \neq \text{Attention Authority}. }

真正 attention contract 仍來自 machine state / SPET certificate。


64. History Projection

Canvas 可把 history 投影成 timeline、branch graph、event list、replay scrubber。

但:

History ViewHistory.\boxed{ \text{History View} \neq \text{History}. }

65. Replay / Rollback Non-Collapse

ReplayRollback.\boxed{ \text{Replay} \neq \text{Rollback}. }

Replay 是 observation;rollback 是 state-changing operation。


66. Visual World Version

定義:

VWID=H(CarrierIDs,PortalManifest,CanvasStructure,Version,ProjectionProfile).\boxed{ VWID = H( CarrierIDs, PortalManifest, CanvasStructure, Version, ProjectionProfile ). }

67. Visual World Manifest

VWManifest=VWID,Objects,Regions,Portals,Branches,Timeline,Permissions,PresentationProfiles.\boxed{ \mathsf{VWManifest} = \left\langle VWID, Objects, Regions, Portals, Branches, Timeline, Permissions, PresentationProfiles \right\rangle. }

68. Visual World Atomic Availability

VWManifest\mathsf{VWManifest} stable,可以:

LogicalVisible(V)=1\boxed{ \mathsf{LogicalVisible}(V)=1 }

即使某些 offscreen regions 尚未 render。


69. Atomic Logical Reveal Integration

這正是:

Atomic Logical Reveal+Progressive Physical Materialization.\boxed{ \text{Atomic Logical Reveal} + \text{Progressive Physical Materialization}. }

70. Machine / Human Visual Surface

同一 carrier:

PkP_k

可以產生:

VMV_M

machine surface 與:

VHV_H

human surface。


71. Shared World / Different Views

多 observer:

O1,,OmO_1,\ldots,O_m

可以:

Vi=Ψi(Pk,R).V_i = \Psi_i(P_k,\mathcal R).

所以:

ViVj\boxed{ V_i\neq V_j }

可以合法成立。


72. Visual Surface as Computational Residency

如果 Agent 可直接在 Vq,kV_{q,k} 呼叫 inspect、query、focus、transform、branch、verify,則:

Vq,k is not merely presentation; it is an interactive computational residency surface.\boxed{ V_{q,k} \text{ is not merely presentation;} \text{ it is an interactive computational residency surface}. }

73. Canvas-Native Query

QV:VY.\boxed{ Q_V:V\rightarrow Y. }

例如 objects in region、visible relations、portal status、branch difference、attention hotspots。


74. Canvas-Native Transform

FV:VV.\boxed{ F_V:V\rightarrow V'. }

但需聲明 view-only、projected-state mutation、canonical proposal 或 provider-control action。


75. Effect Typing

VisualEffect{VIEW,CANVAS_STATE,CARRIER_PROPOSAL,PROVIDER_ACTION,CANONICAL_PROPOSAL}.\boxed{ \mathsf{VisualEffect} \in \{ \mathsf{VIEW}, \mathsf{CANVAS\_STATE}, \mathsf{CARRIER\_PROPOSAL}, \mathsf{PROVIDER\_ACTION}, \mathsf{CANONICAL\_PROPOSAL} \}. }

76. Provider Action / Canvas Mutation Non-Collapse

browser click、terminal command、thread send 等 provider action,不等於 Canvas geometry mutation。

Provider ActionCanvas Mutation.\boxed{ \text{Provider Action} \neq \text{Canvas Mutation}. }

77. Portal Refresh

provider action 之後,Canvas 重新取得 projection:

RefreshPortal:rtProjection(rt).\boxed{ \mathsf{RefreshPortal} : r_t \rightarrow Projection(r_t). }

refresh 不表示 provider state 被 Canvas 擁有。


78. PNCW Visual Contract

VisualContract=WorldID,CarrierRefs,PortalRefs,ObserverScope,ProjectionProfiles,InteractionModes,AuthorityMap,VisibilityPolicy,HistoryPolicy.\boxed{ \mathsf{VisualContract} = \left\langle WorldID, CarrierRefs, PortalRefs, ObserverScope, ProjectionProfiles, InteractionModes, AuthorityMap, VisibilityPolicy, HistoryPolicy \right\rangle. }

79. Visual Obstruction

OV=Target,Type,Scope,Cause,Severity,Certificate.\boxed{ O_V = \left\langle Target, Type, Scope, Cause, Severity, Certificate \right\rangle. }

例如 stale carrier、portal disconnected、permission denied、unsupported rendering、missing region、control conflict、mixed version。


80. Visual Fallback

若高階 visual profile 不可用:

3D2DStructuredTextCanonicalReference.\boxed{ 3D \rightarrow 2D \rightarrow StructuredText \rightarrow CanonicalReference. }

Fallback 不應丟失 identity/provenance。


81. Proposition 1 — Portal Projection Does Not Transfer Resource Authority

若 Canvas 只持有 portal projection 與 geometry,而 provider resource lifecycle 保持 provider-native,則:

Portal(r)r.\boxed{ Portal(r)\neq r. }

82. Proposition 2 — Same Carrier Supports Multiple Visual Worlds

存在:

Ψ1Ψ2\Psi_1\neq\Psi_2

使:

V1V2V_1\neq V_2

PkP_k 相同。

因此 presentation / observer topology 不唯一。


83. Proposition 3 — Visual World Can Be Logically Available Before Full Rendering

若 VWID stable、manifest complete、required visible regions available,則:

LogicalVisible(V)=1\mathsf{LogicalVisible}(V)=1

可以同時:

ρV<1.\rho_V<1.

84. Proposition 4 — Visual Manipulation Does Not Necessarily Mutate Canonical State

對 view-only operator:

FVview,F_V^{view},

有:

ΔW=0.\Delta W=0.

85. Proposition 5 — Recursive Canvas Does Not Require Recursive Full Materialization

若 subcanvas 可以 lazy load,則任意有限 observer task 只需 materialize 有限 recursive frontier。


86. PNCW Paper 04 規範 v0.1

PNCW-VS1 — Visual State / Raster Separation

Visual computational state 不得與 screenshot 塌縮。

PNCW-VS2 — Carrier / Canvas Separation

Carrier 與 visual surface 必須有 explicit mapping。

PNCW-VS3 — Resource / Portal Separation

Portal 不得冒充 provider resource。

PNCW-VS4 — Geometry / Provider Authority Separation

Canvas geometry authority 不得變成 provider ownership。

PNCW-VS5 — Presence / Durable Truth Separation

Runtime presence 不得被當永久 canonical state。

PNCW-VS6 — Pixel / Structure Duality

AI observation 可同時使用 pixel 與 structured state。

PNCW-VS7 — View Operation / World Operation Separation

pan/zoom/focus 不應默認修改 world。

PNCW-VS8 — Proposal / Commit Separation

visual mutation 不自動 canonical commit。

PNCW-VS9 — Recursive / Full Expansion Separation

recursive world 不要求 full materialization。

PNCW-VS10 — Visibility Versioning

Visual world reveal 必須避免未宣告 mixed-version state。

PNCW-VS11 — Capability / Authority Separation

可發現 tool/capability 不表示可執行。

PNCW-VS12 — Honest Runtime Boundary

Contract-level success 不得偷換成 production integration claim。


87. 對「一口氣看到」的直接意義

到這一層,「一口氣看到」已經不應理解為:

一次把所有 pixels 塞到螢幕。

更準確是:

The whole visual world becomes logically available at once,\boxed{ \text{The whole visual world becomes logically available at once,} }

但:

only the required viewport is physically rendered now.\boxed{ \text{only the required viewport is physically rendered now}. }

88. 一次看到 Structure,而不是一次傳全部 Bytes

Observer 可以立即取得 world manifest、project overview、object graph、branch map、panel identities、portal list、status,然後只 materialize 目前想看的細節。


89. Human Experience

對使用者而言:

完整世界結構\varnothing \rightarrow \text{完整世界結構}

而不是:

token1token2.token_1 \rightarrow token_2 \rightarrow \cdots.

90. AI Experience

對 Agent:

Canvas=external working world.\boxed{ \text{Canvas} = \text{external working world}. }

可以 inspect、focus、operate、branch、compare、replay。


91. Visual Surface / Memory Non-Collapse

CanvasMemoryCanonical World.\boxed{ \text{Canvas} \neq \text{Memory} \neq \text{Canonical World}. }

92. Visual Surface / Context Non-Collapse

Vq,kCq,tactive.\boxed{ V_{q,k} \neq C_{q,t}^{active}. }

visual surface 可以只呈現 active context 的一部分,或加入外部 resource portal。


93. PNCW 到目前的完整鏈

MtotalCqactiveEkPkVq,k.\boxed{ \mathcal M^{total} \rightarrow C_q^{active} \rightarrow \mathcal E_k \rightarrow P_k \rightarrow V_{q,k}. }

94. Vertical Slice — Visual Phase

最小實驗:

  1. 取得 HDSRC carrier;
  2. 建 CarrierRegion → CanvasObject mapping;
  3. 建 viewport;
  4. 加一個 provider portal;
  5. AI 取得 pixel + structured observation;
  6. AI focus / inspect;
  7. 做一個 view-only operation;
  8. 做一個 carrier mutation proposal;
  9. verify / commit;
  10. replay history。

95. Visual Metrics

MV=TimeToWorld,ViewportLatency,MaterializedFraction,NavigationCost,ActionSuccess,RollbackRate,MixedVersionRate,PortalLatency,ObservationBytes,UserComprehension.\boxed{ \mathbf M_V = \left\langle TimeToWorld, ViewportLatency, MaterializedFraction, NavigationCost, ActionSuccess, RollbackRate, MixedVersionRate, PortalLatency, ObservationBytes, UserComprehension \right\rangle. }

96. Visual vs Sequence Benchmark

同一 artifact 比較:

Sequence

Narrative / Text Stream。

Canvas

Manifest + Spatial Overview + On-Demand Regions。

測量:

  • time-to-global-understanding;
  • first useful action;
  • navigation error;
  • context switching;
  • total bytes;
  • revision cost。

97. Failure Conditions

若:

  • Canvas 只剩 screenshot viewer;
  • every action 需要 full state reload;
  • portal authority 混亂;
  • visual structure 無法映射回 carrier/context identity;
  • mixed-version 常發生;
  • user navigation 成本高於 sequence;
  • pixel/structure disagreement 無法校驗;

則 PNCW visual-world claim 必須降低。


98. 與 Paper 05 的接口

Paper 04 回答:

如何把 projected carrier 變成可操作 visual computational world?

下一篇 Paper 05 回答:

當整個 computational world 很大時,GCM 應如何決定哪些 domain、representation、resolution、carrier、viewport、resource 現在值得 active materialization?

即:

Global ComputeSelective Materialization.\boxed{ \text{Global Compute} \rightarrow \text{Selective Materialization}. }

99. 系列位置

P00:Projection-Native World FoundationsP01:Visibility / Atomic RevealP02:Virtual Context ProjectionP03:Stable High-D Projection CarrierP04:Visual Computational CanvasP05:Global Compute / Local MaterializationP06:Non-Sequential AI Output Architecture\boxed{ \begin{aligned} P00 &: \text{Projection-Native World Foundations}\\ P01 &: \text{Visibility / Atomic Reveal}\\ P02 &: \text{Virtual Context Projection}\\ P03 &: \text{Stable High-D Projection Carrier}\\ P04 &: \text{Visual Computational Canvas}\\ P05 &: \text{Global Compute / Local Materialization}\\ P06 &: \text{Non-Sequential AI Output Architecture} \end{aligned} }

100. 結論

本文完成 PNCW 從 machine-native carrier 到 visual computational world 的橋接:

PkVq,k.\boxed{ P_k \rightarrow V_{q,k}. }

其核心不是:

CarrierScreenshot.\text{Carrier} \rightarrow \text{Screenshot}.

而是:

Carrier+Resource Portals+Recursive Structure+Interaction Contracts+Authority+HistoryVisual Computational World.\boxed{ \text{Carrier} + \text{Resource Portals} + \text{Recursive Structure} + \text{Interaction Contracts} + \text{Authority} + \text{History} \rightarrow \text{Visual Computational World}. }

第一個重要非坍縮:

Provider ResourceCanvas Portal.\boxed{ \text{Provider Resource} \neq \text{Canvas Portal}. }

第二個:

Visual PositionSemantic Identity.\boxed{ \text{Visual Position} \neq \text{Semantic Identity}. }

第三個:

Visual ActionCanonical Commit.\boxed{ \text{Visual Action} \neq \text{Canonical Commit}. }

第四個:

Recursive WorldRecursive Full Materialization.\boxed{ \text{Recursive World} \neq \text{Recursive Full Materialization}. }

第五個:

PixelsStructured State.\boxed{ \text{Pixels} \neq \text{Structured State}. }

PNCW 因此把「圖像」的角色從終端輸出重新定義成:

A task-relative, recursive, multimodal, machine/human shared computational surface.\boxed{ \text{A task-relative, recursive, multimodal, machine/human shared computational surface}. }

對人類而言,可以一次看見整體 world structure,再按需進入細節。

對 AI 而言,可以把 Canvas 當成 persistent external working world,進行 focus、inspect、operate、branch、verify 與 replay。

因此目前 PNCW 已形成:

Total Cognitive WorldActive Cognitive DomainStable Machine CarrierRecursive Visual Computational World.\boxed{ \text{Total Cognitive World} \rightarrow \text{Active Cognitive Domain} \rightarrow \text{Stable Machine Carrier} \rightarrow \text{Recursive Visual Computational World}. }

下一步需要處理的就是:

Who decides what becomes active, materialized, refined, visible and resident?\boxed{ \text{Who decides what becomes active, materialized, refined, visible and resident?} }

這將由 Paper 05 的 Global Compute / Selective Materialization 統合 GCM。


內部理論與工程血統

本文主要承接:

  1. PNCW Paper 00–03;
  2. MRMIC canonical theory — MCP-Native Recursive Multimodal Infinite Canvas;
  3. NVCL — Native Visual Construction Loop;
  4. MRMIC/NVCL Phase 0–13 runtime line;
  5. native_resource_portal_v1
  6. Canvas capability negotiation / authenticated session;
  7. pixel + structured observation;
  8. Observation Governor / Passive Scene Timeline;
  9. SPET visibility / projection separation;
  10. HDSRC carrier-region mapping;
  11. GCM computation ≠ observation / selective materialization。

本文保留現行工程 claim boundary:MRMIC/NVCL 已具 typed Canvas、MCP、resource portal、secure principal binding、runtime presence、portal control contract 與相關離線驗證,但不宣稱已完成任意 provider、Electron/WebView、桌面、遊戲或影音的 production 泛化。