test samples for matrix

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1 Walled Gardens Matrix Programming Challenge & Program Tree for the Cognitive System Matrix Game The following programming challenge proposes that outcomes of all life events and thoughts are written as a code inside the environmental awareness of the people who participate in them. The Walled Gardens Matrix Game asks two questions, “Do you have an ability to make decisions on your own in any environment?” and “What kind of decision have you made?” The program then stimulates the user to expand and contract their standpoint. First, a string of variables is dissected, then worthless pieces are intentionally dropped from the string. The resulting string is compressed/ reduced. Finally, the user is placed in a “walled garden” after which it is their choice to remain or transition. After repeated practice, the person should achieve some cognitive changes. Ideally, those changes become permanent. The “walls” in the program represent algorithms of communication and relationships between the various elements of the “garden” where the user perceives him/herself to exist. The Walled Garden Matrix proposes that there are four different types of environment with all but one (HANI NEG) allowing for transition to the others. HANI POS, MCSI POS, and MCSI NEG are all available for transitioning. An interesting relationship to note is that HANI NEG requires MCSI NEG in order to plan event strategies in its environment. This happens because users in the HANI NEG Walled Garden have no way of seeing the patterns of behavior sources of users within other walled gardens, even though they can see patterns of all types of events. The game's program argues that there are two states of perception- awareness and oblivion. In the game, these states are noted as SEE for awareness and BLIND for oblivion. The user chooses a combination of BLIND and SEE over two circumstances per “tree.” The first tree is called the Source Tree- it contains two branches of sources. One branch is for strict (artificial) inclusion where feedback is generally (but not always) rejected and the other for natural inclusion where feedback is always welcomed from any other garden. The second Tree is the Event Tree. Events in any of the four environments (HANI POS, HANI NEG, MCSI POS, MCSI NEG) are categorized between natural and artificial. Every event is compared to its actuality or probability in physical reality. The user of the Walled Garden Matrix can present the game with any string of information and discover the source of an event. They will also be able to predict- through conditioning- all types of information strings in the future without the help of the game. It only takes one or two sessions to be conditioned. A string of information is referred to as an “artifact” by the program. The user “handles” the artifact as it were an archeological find and “tells” the Door of the Walled Garden what they are holding. The sets of questions that the Door asks the user are limited to a combination of seven questions:

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Page 1: Test Samples for Matrix

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Walled Gardens Matrix Programming Challenge & Program Tree for the Cognitive System Matrix Game

The following programming challenge proposes that outcomes of all life events and thoughts are written as a code inside the environmental awareness of the people who participate in them.

The Walled Gardens Matrix Game asks two questions, “Do you have an ability to make decisions on your own in any environment?” and “What kind of decision have you made?” The program then stimulates the user to expand and contract their standpoint. First, a string of variables is dissected, then worthless pieces are intentionally dropped from the string. The resulting string is compressed/ reduced. Finally, the user is placed in a “walled garden” after which it is their choice to remain or transition. After repeated practice, the person should achieve some cognitive changes. Ideally, those changes become permanent.

The “walls” in the program represent algorithms of communication and relationships between the various elements of the “garden” where the user perceives him/herself to exist.

The Walled Garden Matrix proposes that there are four different types of environment with all but one (HANI NEG) allowing for transition to the others. HANI POS, MCSI POS, and MCSI NEG are all available for transitioning. An interesting relationship to note is that HANI NEG requires MCSI NEG in order to plan event strategies in its environment. This happens because users in the HANI NEG Walled Garden have no way of seeing the patterns of behavior sources of users within other walled gardens, even though they can see patterns of all types of events.

The game's program argues that there are two states of perception- awareness and oblivion. In the game, these states are noted as SEE for awareness and BLIND for oblivion. The user chooses a combination of BLIND and SEE over two circumstances per “tree.” The first tree is called the Source Tree- it contains two branches of sources. One branch is for strict (artificial) inclusion where feedback is generally (but not always) rejected and the other for natural inclusion where feedback is always welcomed from any other garden.

The second Tree is the Event Tree.

Events in any of the four environments (HANI POS, HANI NEG, MCSI POS, MCSI NEG) are categorized between natural and artificial. Every event is compared to its actuality or probability in physical reality.

The user of the Walled Garden Matrix can present the game with any string of information and discover the source of an event. They will also be able to predict- through conditioning- all types of information strings in the future without the help of the game. It only takes one or two sessions to be conditioned.

A string of information is referred to as an “artifact” by the program. The user “handles” the artifact as it were an archeological find and “tells” the Door of the Walled Garden what they are holding. The sets of questions that the Door asks the user are limited to a combination of seven questions:

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1. Is it an event?2. Is it a source? 3. Is it natural? 4. Is it artificial? 5. Is a limit avoided? 6. Is a pattern made?7. Is it complete?

Scoring

The scoring for the game is a series of integers- zero's, one's, and negative ones'. At the conclusion of each session, the score of each answer is added together.

There are only four possible total scores: 0 (MCSI POS), 2 (HANI NEG), -2 (MCSI NEG), and 4 (HANI POS).

A graphical representation of the location of the walled gardens on a XY coordinate grid is such:

4= 1, 3; 2= 0, 2; 0 = 1, -1; -2= 0, -2

As it can already be seen, HANI POS walled garden is used as the standard by which all the other gardens and their contents are evaluated. The Matrix will not work any other way because of the categories.

Garden Source Tree Scores Event Tree Scores

HANI POS 1 1 1 1

MCSI POS -1 1 -1 1

MCSI NEG -1 -1 -1 1

HANI NEG -1 1 1 1

Visual Effects

While the score is being tallied, the number values are not visible to the user. Neither does the user know in which tree the Door is asking the question.

Testing the Game

The following are sample sessions for the game. It is recommended that the reader use a copy of the matrix to follow the scores. (See page 17)

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Start at Source Tree

Example #1

TEST:

Is it a source? >yes value = 0Is it artificial? >no value = 1

> go to event tree

Proof:

Is a limit avoided? >yes value = 0Is it a natural limit? > yes value = -1Is a pattern made> yes value = -1

> go to source tree

TEST:

Is the pattern complete? >Yes = confirmed

Example #2

Start: Event Tree

TEST:

Is it an event? > yes value = 0Is it natural? >no value = 0

yes> Is there a natural limit? > yes value = 1

Is it avoided? No> go to source tree

Yes> Is there an event? > Yes value = 1Is the event artificial? > Yes value = 1

> go to source tree

Proof:

Is there a source? No> value = -1>Yes value = 1

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>Is it natural? >Yes > pattern confirmed

-----------------------------------------------

The program works by confirming alternate pairs of data matched between the Event Tree and the Source Tree. As long as the data does not pair with any of the other sides, the program will continue to ask about the relationship between sources and events, as can be seen in Example #2. The user must understand that they are tasked with detecting whether any piece of information contains a pattern.

If there doesn't seem to be a pattern, then the user is prompted with additional questions about the types of events around the subject matter. How the user decides on the artifact provides the answer as to what system of perception (cognitive system) the user operates in; the game can also determine the location of the Walled Garden where the artifact originated.

Armed with information about the artifact, the user then follows his or her own idea about it. Ideally, he will test the idea in the Matrix. Doing so may add to the Garden. Artificial artifacts expire very quickly. Artifacts in the HANI POS Garden never expire.

The winning strategy happens when the user is guided to use the prime cognitive system (HANI POS) to overtake users and artifacts in the other Walled Gardens. HANI POS Walled Garden expands by both the artifacts that are brought or located there as well as the number of users existing in that Garden.

Immediate improvements in decision-making begin to happen. The user gains more control over predicting the behavior of others and determining courses of action for situations at hand.

The Matrix cannot be tricked into misinterpretation.

The main sequence for each tree (event tree and source tree) is as follows:

Example #3

(HANI POS)

Start: Event Tree

Is it an event? > yes value= 0

Is it natural? > yes value = 0

Is a limit avoided? >no value =1

Is it natural? > no value =1

>go to source tree

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> Is a pattern made? >yes value =1

> Is it complete? >yes value =1

>Pattern confirmed

Example #4

Start: Source Tree

Is it a source? >yes value =0

Is it artificial> no value =1

>go to source tree

Is there an event? Yes value =1

Is a limit avoided? > yes or no value =0

Is it natural? > no value= 1

> go to source tree

Is a pattern made? >yes value =1Is it complete? >yes> pattern confirmed

Example #5

(MCSI POS)

Start: Source Tree

Is there a source? > no value= 0

> go to event tree

<<< Is there an event? > yes value = -1

Is it artificial? > yes value = 1

Is a limit avoided? > no value = 0

<<<OR>>>>Is there an event? > yes

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Is it artificial? > no

Is a limit avoided? >Yes

> go to source tree

Is a pattern made? > no

Is it complete? > no

See Example #1 for (MCSI NEG)

Example #6

(HANI NEG )

Start: Event Tree

Is there an event? >yes value= 0

Is it natural? > yes value = 0

Is a limit avoided? > yes value= -1

Is it natural? > yes value = 1

>go to source tree

Is a pattern made? >no value = -1

Is there a source? >no value = -1

Is the pattern complete? >no >pattern confirmed

----Example #7

Start: Source Tree

Is there a source? > no

> go to event tree

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Is there an event? >yes value= 0

Is it natural? > yes value = 0

Is a limit avoided? > yes value= -1

Is it natural? > yes value = 1

>go to source tree

Is a pattern made? >no value = -1

Is there a source? >no value = -1

Is the pattern complete? >no >pattern confirmed

Real World Trials – Artifact Analysis

Usefulness of the program in the real world is provided here with several “artifacts.” The Walled Garden Matrix game claims that any artifact that exists in the real world or in virtual environment can be dissected and analyzed by the Matrix.

They are:

A) an ancient story, B) a verbal statement C) a web page about a poem, D) a political critique, and E) this very summary of the Walled Gardens Matrix.

Incidentally, each of these examples have a recurring element- there can be found some reference to a “garden” of some kind hidden in the text. What does your environment look like?

A. Text from Genesis story of the Garden of Eden.

Genesis 2:16 “And the Creator took the [human], and put [them] into the garden of Eden to dress it and keep it. And the Creator commanded the [human] saying, “Of every tree of the garden you may freely eat: but of the tree of Knowledge of Good and Evil, you shall not eat of it. In the day that you eat thereof you shall surely die.” Gen 3:1 “Now the serpent was more crafty than any beast of the field which Yahovah had made. And [the serpent] said unto the woman, “Indeed the Creator said, You shall not eat of every tree of the garden?”And the woman said to the serpent, “We are eating of the fruit of the trees of the garden and from the fruit of the tree in the center of the garden the Creator said we shall not eat and we shall not touch it lest we die.”And the serpent said, “You will not die.” “The Creator knows that the day you eat it, then your eyes will un-close, and you shall be as gods, knowing good and evil.”

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And the woman seeing that the tree was edible, she began to yearn the coveted tree to make herself intelligent and she took from the tree, and she and [her husband also ate some.] And the eyes of both of them were opened...”

There are certain characteristics of the story where we can discern that the writer of the story was a programmer of some sort. There are a few recurring elements of the story:

GardenTreeFruitEatingEyesOpen/ Closed/ UnclosedKnowledgeCraftiness (inventiveness)

The overall theme of the story is about processes that begin in the mind of a person: (Knowledge, Crafty, Dressing and Keeping a Garden, etc) The artifact suggests that processes discussed in the story have their equivalents in the natural world because of the mention of physical consequences: deteriorating physical state (as in perishing or aging) the need for upkeep, eating fruits, etc. These clues tell the reader that the author is concerned about natural EVENTS. The natural events are controlled by their innate pattern of existence that came before human existence. Once they are partaken of, it is not in the humans' control to undo the natural consequences.

At the same time, the artifact hints at the existence of theoretical patterns, as in things that are not rooted in physical reality. Although residents in the garden are assumed to make use of open eyes to SEE their surroundings, the serpent who coexists with them claims that the residents are actually BLIND. Blindness was introduced by the serpent, and the serpent never tells whether he can see or not. It appears that he knows more about blindness than anyone in the story. This may say a lot about the fact that the serpent is actually blind in a very crucial way.

The reader can deduce that the blindness the serpent references is in respect to an idea or thought process, rather than the act of opening and closing of the physical eyelid. That puts one character in the story (“the serpent”) in the category of an ARTIFICIAL agent. Everything that the serpent says is an artificial sequence which does not align with the needs of the physical processes, such as “keeping and dressing the garden, living in the garden, etc; as such, he is a NEGATIVE agent. In addition, the serpent presented a complete plan for artificiality by contrasting two operational terms: the command for “NOT...every tree” (as presented by the serpent) versus “Every tree, BUT” (as presented by the Creator and the humans.)

The interesting note about the theoretical blindness introduced by the artificial agent is that although the humans are not allowed to “eat” of the forbidden tree, they can still perceive it. That means that the Tree is a key for the creation of artificial events that are perceived, yet always unfulfilled. The tree is somehow essential to the center of the garden; yet, its only usefulness is being observed- not by being absorbed through “touch” or “taste.” It can be deduced that the “tree of knowledge of good and evil” is actually about a process of avoidance of natural, predetermined patterns. Learning how to be out of sync with the natural environment is very bad and harmful for all. We should never learn, touch, or taste such methods.

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Other factors in the story show the author's adeptness at programming. There are clear opposites in types of trees: ones that may be eaten and the one that can't. Location of the exceptional tree(s) is also provided. There is another tree mentioned in the chapter: the Tree of Life. It appears to share the location at the center of the garden with the forbidden tree. It is hinted that the serpent had eaten of the Tree of Life. If the humans were to eat from it AFTER they were nourished by the ARTIFICAL tree, then the decay that ensued would be permanent. Since the humans didn't eat from that tree, it is likely they can find their way back to their original state of mind. In other words, it is possible to switch between states of cognition with the exception of one state: the one of constant blind artificiality.

The author of the story is clearly aware of cognitive system training. Some may ask, “Why be blind to negative artificiality? Isn't lack of sense (touch or taste) a disadvantage?” There is no disadvantage to this particular kind of blindness, since only natural patterns can develop and advance events.

The artifact is processed in the matrix through several lines:

The intent of the author (or recorder.) The intents of the each character in the story. The authenticity of the story itself. The quality of each concept in the story. The quality of the expressions – syntax and the words employed.

These lines of questioning are what intrigue every audience about both natural and artificial sources of information and their respective events. Using the Walled Garden Matrix game to analyze elements along the lines of an artifact makes them easy to categorize; it also reveals the purpose of the artifact itself. The rest of the artifact (the continuation of the story) follows the same pattern.

The movie of the excerpt artifact contains every type of every category, therefore its whole score is in HANI POS (4).

B. A verbal statement: “Colonizers brought the Bible to the New World as a tool of oppression.”

This statement seems to raise a topic about cultural differences. We are going to analyze the quality of the expression on the same lines as if it were an entire story in the previous example. First, we will show how this sentence is usually analyzed by a sorting program, such as is common in database systems.

Scrambled, common analysis:

The words are arranged into columns of associated contexts.

Sample Noun Words Category Possible Cognitive System

colonizer people unknown

New World place natural

oppression Circumstance (broadly) unknown

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Bible Literature (as foreign document) artificial

tool thing artificial

As it can be seen, the way that artifacts are usually perceived by databases yields only partial analysis. The user of databases usually is left to assembling additional strings of loosely associated variables with new, untested information added. The new strings are usually very inefficient. It is like a game of jacks: the user picks up a handful only to have some fall out of their grasp. The resulting commands are repetitively fragmented and constantly reassembled with negligibly improved precision.

Walled Garden analysis by the user:

Event Type Pattern Contains Effect

Colonizer negative person human Natural Real consequences

New World positive environment System >physically perceived events/patterns >

Natural events/patterns>tangents

Real consequences

Oppression negative pattern Disease, trauma> physiological effects > natural events/patterns

Artificial> tangent of “peculiar” events/patterns

Real consequences

Bible neutral events patterns Artificial and natural events/patterns

Real consequences

Tool neutral artificial object Artificial> tangent of “peculiar” events/patterns

Real consequences

Looking at this chart seems to imply that the number of variables has increased dramatically. However, the key to the system is that it utilizes the user's own memory database. The chart you see here is a window into the mind of a user. Only a couple actual variables are asked by the Door of the Matrix in order to process the rest of the information that is in the user's mind. Any user can employ the system- the results will be true regardless of their answers. The only thing that they need to be aware of is that they need to categorize their ideas into artificial or natural branches.

The actual tally looks like this:

Colonizer Artificial Pattern Natural Event

Artificial Event

New World Natural Pattern Natural Event

oppression Artificial Pattern Natural event

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Artificial Event

Bible Natural Pattern Natural Event

Artificial Pattern Natural Event

Artificial Event

Tool Artificial Pattern Natural Event

Natural Pattern Natural Event

The incentive begins with tally of the natural events and patterns and the artificial events and patterns. The lower the score the user receives, the less they will be able to control the consequences of the artifact. As a result, the user is encouraged to be precise. The matrix heightens the user's accuracy. The resulting decisions of the user are effective to the purpose of the game. In essence, each complete horizontal line of the Matrix is a movie created to addresses the natural consequences of each element in the artifact.

When the user is prompted about avoidance and the type of event, then the artifact type is revealed.Free will is employed when the preference of the user is entered into the Matrix. He or she is allowed categorize the elements according to how the user perceives them in their own environment.

Separating the patterns into the criteria of the Walled Garden Matrix requires the user to dissect the elements further into parts where a natural course of action can be initiated.

The movie of the statement artifact is in MCSI POS category with a score of (0).

C. A website about a poem.

How can an artifact that had no prior relationship to the Matrix be accurately evaluated? What if the creators of the artifact intended to avoid detection? What if the artifact wants to be evaluated as natural when it is artificial, and vice versa? The peculiar relationship of artifacts in the real world (whether they are artificially imagined or actual physical representations) is that all systems in the physical awareness realize some effect in the physical awareness; those in the artificial, respectfully. The artifacts usually tell how they are intended to be realized. Much of the time, it is not necessary to expand the analysis of the artifact too far beyond what it provides in order to understand how many artificial or natural events are contained in it.

The following artifact, a review of a ballad called “Romance of the Rose” provides an example. https://public.wsu.edu/~delahoyd/medieval/rose.html

A user of the Walled Garden Matrix separates out the poignant artificial elements.

Excerpts from “The Romance of the Rose” by Michael Delahoyde, citing De Lorris, Guillaume and Jean de Meun. The Romance of the Rose. Trans. Harry W. Robbins. NY: E.P. Dutton and Co., Inc., 1962. Roman de la Rose Digital Library. http://romandelarose.org/#home.

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dream vision validity's own dubiousness So the entire work is a mere prelude to an application in real life that we will never hear.

The Garden of Love is an odd place -- artificial in nearly every respect, including its measured square construction.

Nature is tampered with so that the trees are carefully laid out and ugly ones excluded. Nature seems enameled.

The chirping of the birds is vaguely holy, but not spontaneous; it's an acquired skill, contrived

The poet indulges in a digression concerning false flatterers

The dreamer wanders along, noting a botanical exclusivity: some trees would have been too ugly for inclusion. the blend of nature and artifice There's no respect for the rose really Get to know the object of one's love on a personal level? No. Have a real relationship? No.

This is "fin amor" -- refined love -- so it's based on exclusivity, elitism, and artifice. A general ritualism pervades with rules, a set number of darts, etc. So love here is a style, a manner, not an emotion. Love is a pose.

vices have not successfully been kept outside the garden -- they've worked their way in

---It can be said that the authors of Roman De La Rose are happy to acknowledge that they are creating the outline of a program which they think might mirror how people perceive events in real life (artificiality of emotions expressed in life.)

The matrix helps to identify the motivations of persons who may see the work as a pattern designed with the intent to replicate in the real world to an end that is not yet expressed. When a pattern is imagined, it becomes an artifact. When it is applied, it becomes an event. Those who apply its realization become the agents of the pattern. The intent may loop to ensuring artificiality, however, the artificial loop of the enforcer reflect onto everything else that is created or perceived by them. That is how they become stuck in the walled garden. “Vices have not successfully been kept outside the garden -- they've worked their way in.” As much as an enforcer of artificiality may try to eliminate the natural experience of others, they themselves are forced to endure the withdraw of their own relevance from the natural environment where they could find confirmation of their effectiveness.

As a result, genuine and naturally inclusive patterns drive ahead. The entire website presents a probable game session. There are many tricks and avoidance of natural environments as well as clear requirements for artificiality. The user simply plugs each source or event contained in the artifact into the Door of the Matrix. By the time the user is finished with the session, they are already conditioned for the answer.

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The movie of Roman de la Rose artifact is in MCSI NEG category with a score of (-2).

D. A Political Critique

Revision of An Excerpt from the 2013 National Security Strategy

Introduction

An alternative sentence is offered to replace the one in the original document of the National Security Strategy.

Fields labeled “OLD” refers to the original except as follows: “[We] should focus on what allowed our military to

become dominant: economic dynamism, a positive demographic growth pattern, and public/private partnering for investment in research and development.”

Methodology of revision: The sentence is sectioned into seven relevant parts in order to outline the impact on the National Security Strategy and US government military budget allocation. Analysis of “OLD” and “NEW”

sentences is divided into four tables (A, B, C, and D.)Table A identifies seven (7) impact zones within the old and new sentences.Table B illustrates the function of old and new commands on strategy and budget.Table C outlines the basis of grievances against the old statement and solutions integrated in the new statement. Table D provides contrasting examples in relevant theaters.

Purpose: The purpose of this exercise is to illustrate how discussions about U.S. military budget can reform

budget allocations without undesired bloat and/or reduction to strategic effectiveness in the short- and long-term.

TABLE AReference # Section (OLD) Reference # Section (NEW)

1A [We] should focus on 1B [We] focus on a vigorous foundation

2A what allowed our military 2B worthy of an authenticated military strategy:

3A to become dominant: 3B distinctive dominance,

4A economic dynamism, 4B inclusive economic progress,

5A a positive demographic growth pattern 5B fortified organizational unity,

6A and public/private partnering for investment

6B and public/private partnering

7A in research and development. 7B to proliferate unified goals.

TABLE BStrategic Factors Summary (from TABLE B) Summary Effect on Budget

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Section REF#

OLD command NEW command OLD command NEW command

1 Focus on positives; mitigate and/or disregard negatives

Focus on positive imperatives that eliminate negatives

Lean with slip toward bloat

Lean with effectiveness

2 Incite controversy and disunite base

Invigorate and authenticate military strategy from its

base

Bloated Lean with effectiveness

3 Unify base with reservation to challenge its status

Dominate by reservation Bloated with slip leading to reverse of strategic goals

Lean with increased tactical efficiency

4 Fracture strategic chronology; incite controversy and disunite

base

Strengthen strategic progress through inclusive chronology

Bloated with slip leading to reverse of strategic goals

Lean with effectiveness

5 Disunite base Authenticate base Bloated with slip leading to reverse of strategic goals

Lean with effectiveness

6 Compromise and disunite organization

Strengthen organization Bloated with slip Lean with effectiveness

7 Evolve superficially Expand foundation Very bloated with slip already

reversing strategic course

Very lean with effectiveness

TABLE CREF# Grievances REF# Integrated Solutions

1A “Should” is a conditional form that indicates instability as a current and/or future state

1B Straightforward assertion begins with health of the military strategy: see comparisons of “vigor” vs. “rigor”

2A The US military was formed and maintained through combined processes within unified goals, including but not limited to the following: 1) create and maintain a unified territorial domain separate from Old World dominance;2) settle territorial disputes within the aforementioned territories;3) procreate governmental and industrial standards unique to the USA;4) integrated problem solving for BOTH Old & NewWorld issues that bests the most tested methods of other civilizations; and,5) establish familiarity with physical territory within its domain.

The past actions complimentary to those unified goals are opened to dispute in the current sentence: “what” is a question word.

2B All military strategy must be authentic by being true to its goals and distinguished by the personnel and nation/land that it serves; worthiness is the direction of the strategic statement.

3A Dominance is an accepted status that is known to be a result of processes of:1) effectiveness and versatility of proprietary systems across any particular set of global factors;

3B The function of peculiarity speaks to the allure of all things American: those methods and products having a chronology distinct to the homeland. Peculiarity heralds the embrace of all characteristics special

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and,2) dominance as a condition that is acknowledged by more than the creative entity.

only to the homeland and hails their universal desirability, thereby making for unrivaled dominance in ownership and exercise of those points (an automatic trait.) Distinction is the sense of points having the power to acclimatize any theater of engagement to the benefit of the force: singularity, recuperative.

4A Economic dynamism is a set of factors developed from historical factors, primarily; 1) early trade agreements and exchange with indigenous tribes; and,2) persuasive traditions in commerce (marketing, etc.)The particular events (past and present) making for dynamism are debatable in their priority and the viability of their impact.

4B The power and strength of diversified free market make for both viability and vigor (dynamism).

5A “A” single demographic growth pattern excludes relevant chronological and current factors that are highly controversial, namely those that: 1) fail to acknowledge negative patterns of demographic decline (genocide);2) fail to acknowledge negative impacts of exclusive policies in early immigration patterns; and,3) entertain discrepancy with current controversial immigration patterns.

5B The height of all military strategy and the pinnacle contribution of government and society to human progress is organizational unity.

6A The bulk of economic benefits have been concentrated along outdated immigration policies since the nation's early formative period. Many of those early traits are now widely discarded as defunct. This signifies a strategic void which excludes and contradicts the military's function as a result of its unified, heuristic development.

6B The health of cooperative participation is seen in engagement between the served and the serving.

7A 1) Research and development (R&D) is the cooperation between testing and documentation that creates new products. These products must be compatible with core principles in the strategic goals and so must be inclusive of all required factors that motivated their creation;2) R&D must not defeat the function nor the health of the entity it is meant to serve;3) Notorious philosophical patterns are known to seek replacement of required scientific standards; and4) Philosophical cause-and-effect measurements have no place in a military strategic plan for national security.

7B Addresses the necessity of expansion in all aspects of viable engagements.

TABLE DRef# Theater Examples (including the complete list of documents on the DoD website http://www.defense.gov/pubs/

please see additional references at end of document. )

1Avs.1B

Conditional tense indicates existence of alternatives that are equally acceptablevs.Stating the current direction of policy

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2Avs.2B

Views on the statement will vary widely depending on philosophical political impressionsvs.Focus on viable construct for current and future circumstances

3Avs.3B

Means and ways to dominance depend on external actorsvs.Internally defined characteristics create the actual and permanent ownership of dominance

4Avs.4B

Allows controversy to enter the discussion of economic history, therefor requiring an overly selective chronology that damages its wholesomeness: dynamism is entirely subjectivevs.Actual intent and direction

5Avs.5B

Allows controversy to enter the discussion of demographic history, therefor requiring an overly selective chronology that damages its wholesomeness: dynamism is entirely subjectivevs.Actual intent and direction

6Avs.6B

Availability for investment is limited and/or dependent on economic trendsvs. Private/public partnership is pivotal to the health of national progress

7Avs.7B

The integrity of research and development is compromised with evolution on philosophical termsvs.Expansion of national interests on a domestic and global scale

Conclusion

The new statement reflects acknowledgment of positive trends while guiding a preventative management course that successfully establishes and maintains proper actions. It foresees the National Security Strategy as coupled with compatible factors in any theater on the globe. The new statement reforms the National Security Strategy while improving the conditions of the theaters to the benefit of the force whose strategy it defines.It also recognizes that all logistics are the key product of organization and cooperation of human factors. Those elements that are beyond the scope of human influence are accounted for within the peculiar characteristics of the force. A complete inventory of peculiar characteristics is found in the systems of language, technology, art, government, and ecology specific to the homeland. The author has reviewed the DoD's Strategic Management Plan for FY 2014-2015. The new statement answers to all of its requirements while the old one is mute to the same.Furthermore, the success of the National Security Strategy goals, the strength of the force, and the quality of products and services enjoyed by the force all depend on the revision of the selected sentence in the above proposed form. The author invites intelligent challenges to this statement as well as to any or all of the above summary.

References:Department of Defense Strategic Management Plan for Fiscal Year 2014-2015http://dcmo.defence.gov/publications/FY14-15_SMP.pdf

River Basins and Coastal Systems Planning Within the U.S. Army Corps of EngineersChapter 3, Role of the U.S. Army corps of Engineers in environmental Restoration and Stewardshiphttp://www.nap.edu/openbook.php?record_id=10970&page63

Afghanistan Task Force Celebrates American Indian Heritage Monthhttp://www.defense.gov/news/newsarticle.aspx?id=27834

Writing Style Guide and Preferred Usage for DoD Issuances http://www.dtic.mil/whs/directives/corres/writing/Writing_Style_Guide.pdf

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Final Draft of the 2013 National Security Strategyhttps://www.utexas.edu/lbj/sites/default/files/file/news/National%20Security%20Strategy%202013%20(Final%20Draft).pdf

Beware of Backroom Deals in the Name of 'Science'http://www.nature.com/news/beware-of-backroom-deals-in-the-name-of-science-1.15046The movie of political critique artifact shows a contrast of two categories- HANI POS with a score of (4) and HANI NEG with a score of (2).