GAME OF MIND INITIATIVE — GOMI

GO FISH WORLD

LEARNING ANNEX / LINK MAP
FULL EXPLANATION + KNOWLEDGE / RESOURCE PATHWAYS

THE WORLD

GO FISH WORLD IS A STRUCTURED CARD-PLAYING AND DECISION ENVIRONMENT BUILT AROUND RANK MATCHING, INFORMATION REQUESTS, MEMORY, INCOMPLETE INFORMATION, CARD TRACKING, PATTERN RECOGNITION, TURN SEQUENCING, TARGET CHOICE, ADAPTATION AND RISK.

IT IS NOT SIMPLY A GAME OF ASKING RANDOMLY FOR CARDS.

IT IS A REPEATABLE GOMI ENVIRONMENT IN WHICH PARTICIPANTS EVALUATE THEIR HANDS, CHOOSE WHAT RANK TO REQUEST, CHOOSE WHOM TO ASK, INTERPRET SUCCESSFUL AND UNSUCCESSFUL RESPONSES, DRAW FROM THE STOCK, FORM BOOKS AND RETURN TO LATER REQUESTS WITH AN UPDATED INFORMATION STATE.

THE WORLD CHAMBER PROVIDES THE EXPERIENCE.

THE SCIENTIFIC INQUIRY / STUDY PLATFORM IDENTIFIES WHAT MAY BECOME OBSERVABLE AND STUDYABLE.

THE LEARNING ANNEX / LINK MAP PROVIDES THE LARGER INFORMATION SYSTEM SURROUNDING THE WORLD.

TOGETHER, THEY CREATE ONE CONNECTED GO FISH WORLD.

WHY GO FISH WORLD IS PART OF GOMI

GO FISH PROVIDES A SIMPLE-TO-ENTER BUT INFORMATION-RICH MULTI-PLAYER DECISION ENVIRONMENT.

A PARTICIPANT MUST CHOOSE WHAT RANK TO REQUEST, WHICH PLAYER TO TARGET, WHAT PRIOR REQUESTS TO REMEMBER, HOW TO INTERPRET PUBLIC INFORMATION, WHEN TO DRAW AND HOW TO ADAPT AS BOOKS ARE COMPLETED AND HANDS CHANGE.

NO PARTICIPANT IS REQUIRED TO REQUEST, REMEMBER, INFER, TARGET OR ADAPT IN THE SAME WAY.

THAT IS PRECISELY WHAT MAKES THE WORLD USEFUL.

UNDER THE SAME DEFINED CONDITIONS, DIFFERENCES IN QUESTIONING, MEMORY, ATTENTION, INFERENCE, OPPONENT MODELING, TURN SEQUENCING, RISK AND LEARNING CAN BECOME VISIBLE.

REPEATED PARTICIPATION CAN THEN PROVIDE ANOTHER QUESTION:

WHAT CHANGES AFTER EXPERIENCE, REVIEW AND LEARNING HAVE OCCURRED?

GO FISH WORLD THEREFORE COMBINES:

QUESTIONING
MEMORY
INFERENCE
TURN SEQUENCING
RISK
LONGITUDINAL OBSERVATION

THE KNOWLEDGE AND RESOURCE LAYER MAY CONTINUE EXPANDING.

THE UNDERLYING GOMI CONDITIONS DO NOT HAVE TO.

THE GO FISH WORLD METHOD

GO FISH WORLD OPERATES AS A DIRECT-METHOD WORLD WITHIN THE GOMI METHODOLOGY.

DEAL / INFORMATION STATE

  • GO FISH WORLD BEGINS WITH MULTIPLE PARTICIPANTS, PRIVATE HANDS AND A FACE-DOWN STOCK UNDER THE DEFINED GOMI RULES.
  • EACH PARTICIPANT CAN SEE THEIR OWN HAND AND PUBLICLY COMPLETED BOOKS BUT DOES NOT SEE THE COMPLETE HANDS OF THE OTHER PLAYERS.
  • THIS CREATES THE INITIAL INCOMPLETE-INFORMATION STATE FROM WHICH REQUEST, MEMORY AND INFERENCE DECISIONS DEVELOP.

REQUEST / TARGET STATE

  • ON EACH TURN, A PARTICIPANT CHOOSES A SPECIFIC PLAYER AND A SPECIFIC RANK TO REQUEST UNDER THE WORLD'S RULES.
  • THE REQUEST MUST BE BASED ON A RANK THE PARTICIPANT IS LEGALLY ENTITLED TO ASK FOR.
  • THE CHOICE OF WHOM TO ASK AND WHAT TO REQUEST CREATES A REPEATABLE RECORD OF INFORMATION SEEKING, OPPONENT TARGETING, MEMORY AND STRATEGIC JUDGMENT.

RESPONSE / GO FISH STATE

  • IF THE TARGETED PLAYER HOLDS THE REQUESTED RANK, THE RULE-DEFINED CARDS ARE TRANSFERRED AND THE ASKING PLAYER MAY CONTINUE AS PERMITTED.
  • IF THE TARGETED PLAYER DOES NOT HOLD THE REQUESTED RANK, THE ASKER MUST GO FISH AND DRAW FROM THE STOCK UNDER THE WORLD'S RULES.
  • EACH RESPONSE REVEALS NEW PUBLIC OR PARTIAL INFORMATION THAT CAN SHAPE LATER REQUESTS.

BOOK / NEXT TURN / ADAPTATION

  • WHEN A PARTICIPANT COMPLETES A BOOK OF FOUR CARDS OF THE SAME RANK, THAT BOOK IS RECORDED UNDER THE WORLD'S DEFINED CONDITIONS.
  • THE GAME CONTINUES THROUGH REPEATED REQUESTS, RESPONSES, DRAWS AND BOOK COMPLETIONS UNTIL THE ACTIVATED END CONDITION IS REACHED.
  • REPEATED GAMES CREATE A LONGER-HORIZON RECORD OF QUESTIONING, MEMORY, INFERENCE, OPPONENT MODELING, RISK, STRATEGY AND LEARNING.
WHAT THE PARTICIPANT CAN EXPLORE

HISTORY / THE FAMILY-COLLECTING TRADITION

GO FISH BELONGS TO A BROADER FAMILY OF CARD GAMES BUILT AROUND REQUESTING CARDS AND COMPLETING SETS OR FAMILIES.

PAGAT'S HISTORICAL NOTES TRACE RELATED FAMILY-COLLECTING GAMES TO THE MID-NINETEENTH CENTURY, INCLUDING DR. BUSBY, AUTHORS AND HAPPY FAMILIES, WHILE ALSO NOTING THAT THE EXACT PATH BY WHICH THE MODERN STANDARD-DECK FORM OF GO FISH DEVELOPED IS NOT FULLY CERTAIN.

THE LEARNING ANNEX SHOULD THEREFORE PRESENT THE HISTORY CAREFULLY:

DOCUMENTED FAMILY-COLLECTING TRADITION → AUTHORS / HAPPY FAMILIES → MODERN GO FISH AND RELATED FORMS

WITHOUT INVENTING A SINGLE UNSUPPORTED INVENTOR OR ORIGIN STORY.

RULES / HOW GO FISH WORLD FUNCTIONS

GO FISH WORLD IS A DIRECT-METHOD WORLD.

ITS OWN DEFINED GOMI RULES AND CONDITIONS ARE THE AUTHORITY FOR GOMI PLAY.

THE CORE ENVIRONMENT INCLUDES PRIVATE HANDS, A STOCK, RANK-BASED REQUESTS, TARGETED OPPONENT CHOICE, TRANSFER OF MATCHING CARDS, GO-FISH DRAWS, BOOKS OF FOUR MATCHING RANKS AND A DEFINED END CONDITION.

EXTERNAL RULE SOURCES MAY BE USED FOR LEARNING, COMPARISON AND HISTORICAL REFERENCE, BUT THEY DO NOT AUTOMATICALLY OVERRIDE THE FINAL GOMI GO FISH WORLD RULE RECORD.

THIS CREATES A DIRECT PATHWAY:

DEAL → CHOOSE PLAYER → REQUEST RANK → RECEIVE OR GO FISH → FORM BOOK → NEXT TURN

QUESTIONING / INFORMATION SEEKING

GO FISH IS UNUSUAL BECAUSE A PARTICIPANT MUST ACTIVELY ASK ANOTHER PLAYER FOR INFORMATION THROUGH A RULE-DEFINED REQUEST.

THE REQUEST IS NOT AN OPEN QUESTION.

IT IS A TARGETED CHOICE OF PLAYER AND RANK BASED ON THE PARTICIPANT'S CURRENT HAND, MEMORY OF PRIOR PLAY AND EXPECTATIONS ABOUT WHAT OTHERS MAY HOLD.

THE ANNEX CAN THEREFORE CONNECT THE WORLD TO QUESTIONS ABOUT INFORMATION SEEKING, QUERY SELECTION, TARGET CHOICE, RESPONSE INTERPRETATION AND HOW QUESTIONS SHAPE LATER DECISIONS.

MEMORY / CARD TRACKING

EVERY SUCCESSFUL OR UNSUCCESSFUL REQUEST ADDS INFORMATION TO THE PUBLIC HISTORY OF THE GAME.

A PARTICIPANT MAY REMEMBER WHO ASKED FOR A RANK, WHO SUPPLIED IT, WHO SAID GO FISH, WHICH BOOKS HAVE BEEN COMPLETED AND WHICH RANKS MAY STILL BE ACTIVE IN OTHER HANDS.

THE LEARNING ANNEX MAY THEREFORE CONNECT GO FISH WORLD TO WORKING MEMORY, ATTENTION, INFORMATION UPDATING AND THE USE OF PRIOR EVENTS IN LATER DECISIONS.

THIS CONNECTION IS ESPECIALLY RELEVANT TO THE DEVELOPMENTAL-LEARNING VALUE OF CARD GAMES THAT REQUIRE PLAYERS TO TRACK CHANGING INFORMATION.

INFERENCE / OPPONENT MODELING

GO FISH DOES NOT REVEAL COMPLETE HANDS.

PARTICIPANTS MUST WORK WITH PARTIAL INFORMATION.

A PRIOR REQUEST MAY SUGGEST THAT A PLAYER HOLDS AT LEAST ONE CARD OF A RANK.

A SUCCESSFUL TRANSFER MAY REVEAL THAT ANOTHER PLAYER HELD ONE OR MORE MATCHING CARDS.

AN UNSUCCESSFUL REQUEST MAY ELIMINATE OR REDUCE SOME POSSIBILITIES AT THAT MOMENT.

THE ANNEX CAN THEREFORE CONNECT SIMPLE CARD PLAY TO INFERENCE, OPPONENT MODELING, BELIEF UPDATING AND DECISION-MAKING UNDER INCOMPLETE INFORMATION.

BOOK FORMATION / SET COMPLETION

THE OBJECTIVE OF STANDARD GO FISH IS TO COMPLETE BOOKS — SETS OF FOUR CARDS OF THE SAME RANK.

BOOK FORMATION CREATES A CLEAR INTERMEDIATE OBJECTIVE THAT PARTICIPANTS CAN TRACK THROUGHOUT PLAY.

THE ANNEX MAY CONNECT THIS TO CLASSIFICATION, MATCHING, SET FORMATION, PROGRESS MONITORING AND THE RELATIONSHIP BETWEEN SHORT-TERM REQUESTS AND THE LONGER-HORIZON OBJECTIVE OF COMPLETING MORE BOOKS THAN OTHER PLAYERS.

PROBABILITY / STATISTICS

A 52-CARD DECK, PRIVATE HANDS, A STOCK AND PUBLICLY REVEALED REQUEST HISTORY CREATE A SIMPLE ENVIRONMENT FOR THINKING ABOUT CARD DISTRIBUTION, LIKELIHOOD, CONDITIONAL INFORMATION AND DRAW RISK.

A PARTICIPANT DOES NOT NEED FORMAL MATHEMATICS TO PLAY GO FISH.

THE LEARNING ANNEX CAN, HOWEVER, OPEN A DEEPER PATHWAY FOR THOSE WHO WANT TO UNDERSTAND THE MATHEMATICS BEHIND CARD DISTRIBUTION AND INCOMPLETE INFORMATION.

THE PATHWAY CAN INCLUDE:

COUNTING → PROBABILITY → CONDITIONAL INFORMATION → EXPECTATION → REQUEST DECISION

VARIANTS / RELATED FORMS

GO FISH HAS MANY DOCUMENTED VARIANTS AND RELATED FORMS.

PAGAT RECORDS DIFFERENCES IN PLAYER COUNTS, HAND SIZES, PAIR-BASED FORMS, AUSTRALIAN FISH, AUTHORS, HAPPY FAMILIES, QUARTET AND OTHER SET-COLLECTING GAMES.

VARIANTS ARE IMPORTANT KNOWLEDGE.

THEY SHOULD NOT BE CONFUSED WITH THE INVARIANT CONDITIONS OF GOMI GO FISH WORLD ONCE THOSE CONDITIONS ARE ACTIVATED.

THIS ALLOWS THE ANNEX TO PRESERVE THE BROADER CULTURAL AND GAME-FAMILY CONTEXT WITHOUT MAKING THE CORE WORLD UNSTABLE.

DEVELOPMENTAL / EDUCATIONAL LEARNING

GO FISH IS OFTEN USED WITH CHILDREN BECAUSE ITS RULES ARE ACCESSIBLE WHILE STILL REQUIRING ATTENTION, MEMORY, TURN-TAKING, RULE FOLLOWING, MATCHING AND DECISION-MAKING.

HARVARD'S CENTER ON THE DEVELOPING CHILD IDENTIFIES GAMES AND PLAY-BASED ACTIVITIES AS WAYS CHILDREN CAN PRACTICE EXECUTIVE-FUNCTION SKILLS INCLUDING ATTENTION, WORKING MEMORY AND SELF-CONTROL.

THE SAME RESEARCH PROGRAM ALSO NOTES THAT CARD GAMES REQUIRING CHILDREN TO TRACK PLAYING CARDS CAN EXERCISE WORKING MEMORY AND SUPPORT PLANNING AND STRATEGY.

THE ANNEX CAN THEREFORE CONNECT GO FISH WORLD TO AGE-APPROPRIATE LEARNING RESOURCES WITHOUT CLAIMING THAT THE GAME ITSELF IS A CLINICAL OR EDUCATIONAL TREATMENT.

SOCIAL PLAY / TURN-TAKING

GO FISH IS A MULTI-PLAYER SOCIAL GAME IN WHICH PARTICIPANTS TAKE TURNS, DIRECT REQUESTS TO SPECIFIC PEOPLE, RESPOND TO REQUESTS AND CONTINUE UNDER SHARED RULES.

THAT STRUCTURE CAN PROVIDE LEARNING PATHWAYS INTO TURN-TAKING, RULE FOLLOWING, WAITING, RESPONSE CONTROL, SOCIAL ATTENTION AND GROUP PLAY.

THE PURPOSE IS NOT TO CLAIM THAT EVERY SOCIAL OUTCOME IS CAUSED BY THE GAME.

IT IS TO MAKE THE SOCIAL STRUCTURE OF THE DECISION ENVIRONMENT VISIBLE AND AVAILABLE FOR APPROPRIATE STUDY.

LESSONS / EDUCATION / LEARNING

A NEW PLAYER MAY NEED MORE THAN A SHORT RULE SUMMARY.

THE LEARNING ANNEX MAY CONNECT TO STEP-BY-STEP RULE EXPLANATIONS, SAMPLE REQUESTS, BOOK-FORMATION EXAMPLES, MEMORY PRACTICE, MATCHING ACTIVITIES, TURN-TAKING, PROBABILITY, VARIANTS AND OTHER RESOURCES THAT HELP A PARTICIPANT MOVE FROM FIRST EXPOSURE TO CONFIDENT PLAY.

THE PURPOSE IS NOT TO ESTABLISH ONE ORTHODOX STYLE OF GO FISH.

IT IS TO MAKE MULTIPLE LEARNING PATHWAYS FINDABLE.

RESEARCH / HUMAN & AI PLAY

GO FISH WORLD CAN SUPPORT RESEARCH INTO QUESTION SELECTION, MEMORY, INFERENCE, TARGET CHOICE, INFORMATION SEEKING, OPPONENT MODELING, RISK, TURN SEQUENCING, LEARNING AND REPEATED DECISION-MAKING.

WHERE HUMAN-TO-AI OR AI-TO-AI FORMATS ARE ACTIVE, THE SAME DEFINED WORLD CAN ALSO SUPPORT COMPARISONS OF REQUEST STRATEGY, MEMORY, INFERENCE, TARGETING, BOOK FORMATION, ADAPTATION AND ERROR PATTERNS.

THE PURPOSE IS NOT TO CLAIM THAT GO FISH PERFORMANCE REPRESENTS GENERAL INTELLIGENCE.

IT PROVIDES ONE CONTROLLED MULTI-PLAYER CARD-DECISION ENVIRONMENT IN WHICH SPECIFIC BEHAVIOURS CAN BE OBSERVED AND COMPARED.

BOOKS / PUBLICATIONS / FURTHER READING

THE GO FISH KNOWLEDGE ECOSYSTEM MAY INCLUDE CARD-GAME REFERENCE WORKS, FAMILY-GAME GUIDES, HISTORICAL MATERIAL, EDUCATIONAL RESOURCES, DEVELOPMENTAL-LEARNING MATERIAL, MATHEMATICAL ANALYSIS, SOFTWARE DOCUMENTATION AND OTHER PUBLICATIONS.

GOMI DOES NOT NEED TO REPRODUCE THOSE WORKS TO MAKE THEM PART OF A LEARNING PATHWAY.

THE PURPOSE OF THE ANNEX IS TO HELP SOMEONE FIND THE KNOWLEDGE, IDENTIFY ITS SOURCE AND DECIDE HOW DEEPLY THEY WANT TO EXPLORE IT.

LEARNING STRATEGY / IMPROVEMENT

GO FISH WORLD CAN PROVIDE PATHWAYS CONCERNED WITH HOW TO IMPROVE, NOT ONLY HOW TO PLAY.

A PARTICIPANT MAY EXPLORE REQUEST SELECTION, PLAYER TARGETING, MEMORY, PUBLIC-INFORMATION TRACKING, INFERENCE, BOOK PLANNING, TURN SEQUENCING, RISK, REVIEW, SELF-TESTING, REPLAY AND REPEATED PRACTICE.

THE PURPOSE IS NOT TO ESTABLISH ONE MANDATORY STRATEGY.

DIFFERENT PARTICIPANTS MAY USE THE SAME INFORMATION DIFFERENTLY.

GO FISH WORLD PROVIDES THE COMMON DECISION ENVIRONMENT IN WHICH THOSE DIFFERENCES CAN BE OBSERVED.

RESEARCH PATHWAY

RESEARCHERS MAY MOVE BEYOND PLAYER-FACING MATERIAL INTO DECISION SCIENCE, COGNITIVE PSYCHOLOGY, MEMORY, GAME THEORY, BEHAVIOURAL SCIENCE, SOCIAL PSYCHOLOGY, INFORMATION SEEKING, ATTENTION, PROBABILITY, RISK, INFORMATION SCIENCE, HUMAN FACTORS, HUMAN-COMPUTER INTERACTION, ARTIFICIAL INTELLIGENCE, DATA SCIENCE, DEVELOPMENTAL RESEARCH AND LONGITUDINAL GOMI OBSERVATIONS WHERE ACCESS IS APPROPRIATE.

THE SCIENTIFIC INQUIRY / STUDY PLATFORM IDENTIFIES POSSIBLE AREAS OF INQUIRY.

THE LINK MAP IDENTIFIES PLACES WHERE THE UNDERLYING RULES, HISTORY, DEVELOPMENTAL LEARNING, MATHEMATICS, VARIANTS AND EDUCATIONAL MATERIAL MAY BE EXPLORED.

THEY ARE RELATED FUNCTIONS, BUT THEY ARE NOT DUPLICATES.

ORGANIZATIONS / CLUBS / GROUPS / PROVIDERS

THE GO FISH WORLD INFORMATION SYSTEM MAY LATER INCLUDE VOLUNTARY LISTINGS OR LINKS FOR FAMILY-GAME GROUPS, SCHOOLS, EDUCATORS, LIBRARIES, COMMUNITY ORGANIZATIONS, CHILD-DEVELOPMENT RESEARCH GROUPS, MATHEMATICS EDUCATORS, AUTHORS, DIGITAL-PLAY PROVIDERS AND OTHER APPROPRIATE RESOURCES.

A LISTING DOES NOT AUTOMATICALLY MEAN GOMI ENDORSES THE ORGANIZATION, PERSON, OPINION, SERVICE OR MATERIAL.

IT MEANS THE RESOURCE HAS BEEN CONNECTED TO AN APPROPRIATE INFORMATION PATHWAY.

PEOPLE SEEKING TO LEARN

A PARTICIPANT MAY USE GO FISH WORLD SIMPLY BECAUSE THEY WANT TO UNDERSTAND OR PLAY THE GAME BETTER.

THEY DO NOT HAVE TO BE A STUDENT, TEACHER, MATHEMATICIAN, RESEARCHER, SCIENTIST OR AI SPECIALIST.

THE SAME WORLD CAN SERVE A YOUNG OR FIRST-TIME PLAYER AND A HIGHLY EXPERIENCED PARTICIPANT.

THEIR MEMORY MAY DIFFER.

THEIR QUESTIONING STRATEGIES MAY DIFFER.

THE CONDITIONS OF THE WORLD DO NOT HAVE TO.

PEOPLE SEEKING TO TEACH

PARENTS, CAREGIVERS, TEACHERS, EDUCATORS, LIBRARIES, FAMILY-GAME ORGANIZERS, MATHEMATICIANS, RESEARCHERS AND OTHER KNOWLEDGE PROVIDERS MAY USE THE LEARNING ANNEX AS A ROUTE INTO MATERIAL RELEVANT TO GO FISH WORLD.

WHERE APPROPRIATE, OUTSIDE PROVIDERS MAY CONTRIBUTE OR MAINTAIN THEIR OWN CLEARLY ATTRIBUTED MATERIAL.

GOMI DOES NOT NEED TO BECOME THE AUTHOR OF EVERY RULE EXPLANATION, LEARNING ACTIVITY, DEVELOPMENTAL RESOURCE OR MATHEMATICS LESSON.

IT CREATES THE STRUCTURE THROUGH WHICH RELEVANT KNOWLEDGE CAN BE FOUND.

INFORMATION INTEGRITY

GO FISH WORLD IS DESIGNED AS AN OPEN-ENDED INFORMATION SYSTEM SURROUNDING AN INVARIANT CORE.

THE WORLD METHOD CAN REMAIN FIXED.

THE KNOWLEDGE CAN CONTINUE GROWING.

NEW SOURCES, ARTICLES, BOOKS, VIDEOS, RESEARCH, PROVIDERS, ORGANIZATIONS, VARIANT RECORDS, EDUCATIONAL TOOLS, DEVELOPMENTAL-LEARNING RESOURCES AND FIELDS OF INQUIRY MAY BE ADDED LATER WITHOUT RECONSTRUCTING GO FISH WORLD.

GOMI CONTROLS THE WORLD STRUCTURE, DECISION CONDITIONS, PRESENTATION METHODOLOGY, MEASUREMENT STRUCTURE, ATTRIBUTION STRUCTURE AND CONNECTION TO THE LARGER GOMI SYSTEM.

EXTERNAL PROVIDERS CONTROL THEIR OWN ATTRIBUTED MATERIAL.

HOUSE, REGIONAL OR COMMERCIAL VARIANT RULES REMAIN EXTERNAL REFERENCE MATERIAL UNLESS THEY ARE EXPRESSLY INCORPORATED INTO THE GOMI GO FISH WORLD AUTHORITY.

SOURCE AND LINK PRINCIPLE

THE LEARNING ANNEX:

ORGANIZES.

INDEXES.

CONNECTS.

IT DOES NOT AUTOMATICALLY:

APPROVE.

CERTIFY.

ADJUDICATE.

ENDORSE.

EXTERNAL INFORMATION MAY CHANGE.

EXTERNAL WEBSITES MAY CHANGE.

HOUSE RULES MAY DIFFER.

REGIONAL FORMS MAY DIFFER.

EDUCATIONAL INTERPRETATIONS MAY DIFFER.

RESEARCH MAY DEVELOP.

WHERE POSSIBLE, THE PARTICIPANT SHOULD BE ABLE TO MOVE OUTWARD TO THE UNDERLYING SOURCE AND EVALUATE THE MATERIAL DIRECTLY.

THE GO FISH WORLD INFORMATION PATH

GO FISH WORLD CHAMBER
↓
EXPERIENCE THE WORLD
↓
STUDY-PLATFORM-GO-FISH
↓
SEE WHAT MAY BE SCIENTIFICALLY OBSERVED AND STUDIED
↓
GO FISH WORLD LEARNING ANNEX / LINK MAP
↓
UNDERSTAND → LEARN RULES → STUDY HISTORY → EXPLORE QUESTIONING → PRACTICE MEMORY → EXAMINE PROBABILITY → COMPARE VARIANTS → LEARN → RETURN TO GO FISH WORLD

THE LARGER GOMI CONNECTION

GO FISH WORLD IS ONE ESTABLISHED WORLD WITHIN THE PERMANENT 14-WORLD GOMI CORE.

ITS LEARNING ANNEX USES THE SAME INVARIANT LEARNING-ANNEX CHASSIS ESTABLISHED BY CANADIAN WORLD:

WORLD → EXPERIENCE → SCIENTIFIC INQUIRY → KNOWLEDGE → RESOURCES → LEARNING → RETURN TO DECISION

THE SUBJECTS CHANGE.

THE ARCHITECTURE DOES NOT HAVE TO.

GO FISH WORLD

THE ENVIRONMENT STAYS STABLE.

THE KNOWLEDGE CAN KEEP EXPANDING.

THE PARTICIPANTS MAKE THE CHOICES.

GOMI RECORDS WHAT HAPPENED.

GOOD FOR ONE, GOOD FOR ALL.