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Colony — Agent Society on a Conway Grid

Colony

Agent society on a Conway grid

A transformer architecture reinterpreted as living social physics —
gamified into conscious agents on a Conway ant-farm colony, orchestrated by LangGraph, powered by Qwen Cloud or OpenRouter.

Track 3 GenAI Stack Agents


What is this?

Colony is an exploration in qualitative social physics: dozens (or hundreds) of specialist agents inhabit a shared grid, negotiate tasks, resolve conflicts, and iteratively build a collaborative workspace — while you watch them move across a Conway's Game of Life substrate in an isometric ant-colony view.

colony_observe_transformer.mp4

The society is not a chatroom. It is a closed learning loop where agents perform work, form dependencies, audit collective regret, reform when misaligned, and write learnings back into the weight graph. Each tick is a forward/backward pass of the transformer role model, made visible on the grid.

Mode What happens
Run Society Full multi-agent LangGraph loop with negotiation, conflict resolution, and live SSE
Run Baseline Single-agent control run for apples-to-apples efficiency comparison
Colony Dashboard Minimap, sector stats, agent registry, and movement log

Successor to open-deepthink

Colony continues the qualitative-neural-network line from open-deepthink, which mapped agents onto a layered feed-forward MLP: parallel layer execution, Mirror Descent on personas, and epoch reframing — without an attention mechanism.

Colony upgrades that design to a full transformer block. Each simulation tick runs one conceptual block pass: colony agents are the token sequence being attended; orchestrator modules (Messenger, AttentionAgent, Auditor, …) are the block operators that score pairs, route work, compute loss, and write residuals back into persistent edge weights.

open-deepthink Colony
Core analogue Stacked MLP layers Transformer block
Relational scoring Layer-to-layer context Attention Agent (pairwise weights)
Forward pass Layered parallel forward Feed-Forward + Input Projection + Multi-Head agents
Backward pass Mirror Descent on prompts Loss + Residual Flow + Gradient Descent agents
Persistent state Evolved personas / topology archive Weight Agent + Social Playbook dependency graph
View QNN topology UI Conway grid + isometric colony

The Conceptual Transformer

Two layers — don't conflate them

Colony uses the word agent in two distinct ways. The diagrams below keep them separate so the transformer analogy stays precise.

Layer What it is Count On the grid?
Colony agents Specialists + workers that perform tasks and get pairwise-scored 48–512 Yes — one voxel stack each
Orchestrator modules Singleton Python classes that run once per tick (Messenger, AttentionAgent, Auditor, …) ~12 No — they operate on shared state

Colony agents do not wire together into MatMul / Softmax / FFN layers when they associate. Association means: the AttentionAgent orchestrator scores pairs → edges land in the Social PlaybookCustodian EMA-blends persistent weights → lifecycle and institutions react. The grid lines you see are playbook edges visualized, not a literal tensor graph.

The transformer block is the per-tick LangGraph loop around shared state (agents, canvas, playbook, custodian). Colony agents are the sequence being transformed; orchestrator modules are the operators.

One tick = one transformer block

flowchart TB
    subgraph block["Classic transformer block (one layer)"]
        direction TB
        XIN["Input X<br/><i>hidden state</i>"]
        LN1["LayerNorm"]
        MHA["Multi-Head Self-Attention<br/>Attn = softmax(QKᵀ/√d)·V"]
        ADD1["Residual + Norm"]
        FFN["Feed-Forward Network"]
        ADD2["Residual + Norm"]
        XOUT["Output X′"]
        XIN --> LN1 --> MHA --> ADD1 --> FFN --> ADD2 --> XOUT
        XIN -.->|skip connection| ADD1
        ADD1 -.->|skip connection| ADD2
    end

    subgraph tick["Colony tick (one LangGraph pass — actual order)"]
        direction TB
        STATE["Shared state<br/>agents · canvas · playbook · custodian"]
        PERFORM["PERFORM · Messenger<br/><i>feed-forward activations</i>"]
        DECOMPOSE["DECOMPOSE · Decomposer<br/><i>input projection</i>"]
        ATTEND["ATTEND · AttentionAgent<br/><i>self-attention scoring</i>"]
        AUDIT["AUDIT · Auditor<br/><i>loss / regret</i>"]
        REFORM["REFORM · Reformer<br/><i>gradient-style update</i>"]
        CONFESS["CONFESS · Confessor + Custodian<br/><i>residual / weight write-back</i>"]
        STATE --> PERFORM --> DECOMPOSE --> ATTEND --> AUDIT --> REFORM --> CONFESS --> STATE
    end

    MHA -.->|analogue| ATTEND
    FFN -.->|analogue| PERFORM
    LN1 -.->|season + policy context| ATTEND
    ADD1 -.->|playbook skip| CONFESS
    ADD2 -.->|persona skip| REFORM
    XOUT -.->|analogue| STATE
Loading

Order note: A classic block lists projection → attention → FFN left-to-right. Colony runs FFN → projection → attention within the forward half (PERFORM → DECOMPOSE → ATTEND) because agents produce artifacts before subtasks are re-routed and pairs are scored. The roles still map cleanly; only the scheduling differs.

Self-attention analogue

In a transformer, every token attends to every other token. In Colony, every colony agent can be scored against every other agent each tick — that pairwise judgment is the self-attention step.

flowchart LR
    subgraph seq["Colony agents ≈ token sequence"]
        direction TB
        A1["Agent A<br/>verbs · nouns · adjectives"]
        A2["Agent B"]
        A3["Agent C"]
        AN["… up to 512"]
    end

    subgraph attn["Self-attention step (ATTEND node)"]
        direction TB
        PAIRS["Pair selection<br/>specialist×all + worker sample<br/>≤ 96 pairs / tick"]
        HEADS["Multi-head policy<br/>pre-launch head weights<br/>boost role×role kinds"]
        SCORE["AttentionAgent.judge_pair<br/>Q: who attends? · K: attended-to traits<br/>V: kind + rationale"]
        SOFT["Qualitative softmax<br/>strength: none · low · med · high<br/>distance: near · mid · far"]
        PLAY["Social Playbook<br/>sparse attention matrix<br/>from_id → to_id edges"]
    end

    subgraph persist["Weight persistence"]
        CUST["Custodian EMA<br/>learned edge weights"]
        VIZ["Grid connection lines<br/>weighted playbook edges"]
    end

    A1 & A2 & A3 & AN --> PAIRS
    PAIRS --> HEADS --> SCORE --> SOFT --> PLAY
    PLAY --> CUST
    PLAY --> VIZ
Loading
Transformer primitive Colony implementation
Token embeddings Agent trait vectors (verbs, nouns, adjectives, role)
Q / K / Kᵀ Pairwise comparison of agent A's traits toward agent B
Attention weights DependencyEntry.strength + qualitative_distance
Attention matrix SocialPlaybook — growing list of directed edges
Multi-head attention Pre-launch attention head policy (14 societal functions, weighted heads) + Negotiator on contested pairs
Softmax Qualitative bucketing + season temperature (sharp filters weak edges)
Learned parameters Custodian EMA on from_id→to_id keys (custodian.json)

Neural component → orchestrator mapping

Neural / Transformer Component Orchestrator module LLM role ID Function
Cost function / loss Auditor loss_agent Computes collective regret (loss) against the target state and broadcasts the signal.
Backward connections / residual flow Confessor residual_flow_agent Propagates feedback along dependency edges (residual / backward flow).
Gradient descent / parameter update Reformer gradient_descent_agent Applies parameter updates when alignment drifts (gradient step on roles and traits).
Feed-forward activation Messenger feed_forward_agent Routes activations and task output between colony agents (feed-forward pass).
Learned weights / persistent parameters Custodian weight_agent Stores persistent edge weights and dependency strengths (learned parameters).
Core attention mechanism AttentionAgent attention_agent Scores pairwise relevance between colony agents (attention weights).
Attention matrix / dependency graph SocialPlaybook Maintains the live dependency graph: distances, strengths, and rationales.
Low-rank condensation / clustering InstitutionCondenser low_rank_agent Condenses repeated playbook patterns into stable governance rules.
Agent creation rule LifecycleRules Spawns agents when dependency thresholds are met.
Persistence rule LifecycleRules Keeps agents active while connection strength stays above threshold.
Dissolution rule LifecycleRules Removes isolated or overloaded agents and returns capacity to the pool.
Temporal modulation SeasonScheduler Alternates sharp vs diffuse loss and attention coefficients across ticks.
Higher-order memory consolidation RaptorMemory hierarchical_memory_agent Summarizes playbook history into hierarchical memory structures.

Forward / backward data flow

Orchestrator modules are not colony agents on the grid. They are tick-level operators that read and write shared state:

flowchart TB
    subgraph colony["Colony layer (grid agents)"]
        GA["48–512 colony agents<br/>specialists + workers"]
    end

    subgraph forward["Forward half-block"]
        direction LR
        IP["Input Projection<br/>Decomposer"]
        SA["Self-Attention<br/>AttentionAgent"]
        MH["Multi-Head contention<br/>Negotiator"]
        FF["Feed-Forward<br/>Messenger"]
        IP --> SA --> MH
        SA --> PLAY[(Social Playbook)]
        FF --> CANVAS[(Project Canvas<br/>artifacts + subtasks)]
    end

    subgraph backward["Backward half-block"]
        direction LR
        LOSS["Loss<br/>Auditor"]
        INTV["High-loss gate<br/>ConflictResolver"]
        GRAD["Gradient step<br/>Reformer"]
        RES["Residual flow<br/>Confessor"]
        LOSS -->|regret ≥ 0.55| INTV --> GRAD
        LOSS -->|ok| GRAD
        GRAD --> RES
        RES --> CUST[(Custodian weights)]
    end

    GA -.->|traits scored| SA
    GA -.->|task work| FF
    PLAY -.->|edge lines| GA
    CUST -.->|persistent strengths| SA
    CANVAS --> LOSS
    PLAY --> RES

    subgraph pop["Population dynamics (CONFESS node — end of tick)"]
        INST["Institution condenser<br/>low-rank governance"]
        LIFE["Lifecycle<br/>birth · survival · death"]
        SEA["Season scheduler<br/>attention temperature"]
        RAP["RAPTOR memory<br/>playbook summarization"]
    end

    RES --> INST
    INST --> LIFE
    SEA -.-> SA
    PLAY --> RAP
    LIFE -.-> GA
Loading

Operational layer: The Learning loop section below shows the exact LangGraph node order, module names, and when regret vs backward pass fire.


Colony visualization

The frontend renders a fixed isometric orthographic view — like watching an ant farm, not flying a camera.

┌─────────────────────────────────────┬──────────────────┐
│  Isometric colony view (ant-farm)   │  Dashboard       │
│  96×96 land patch                   │  · Colony map    │
│  Trees every 8 cells (even grid)    │  · Sector stats  │
│  Agents = instanced voxel cubes     │  · Agent registry│
│  Playbook edges = connection lines  │  · Movement log  │
│  Pan/zoom only (Shift+drag, scroll) │  · Metrics       │
└─────────────────────────────────────┴──────────────────┘
Parameter Value
World grid 96 × 96 cells
Walkable cells ~9,095
Tree spacing Every 8 cells (margin 4)
Max agents 512 default swarm (up to 2,048 instanced)
Default colony 48 agents (6 specialists + 42 workers)

Controls: Shift+drag to pan · scroll to zoom · click an agent to inspect dependencies.


Learning loop

Each simulation tick runs the full society graph — one transformer-block pass over shared state:

PERFORM → DECOMPOSE → ATTEND (+ negotiate) → AUDIT → CONFLICT? → REFORM → CONFESS → tick++
flowchart TB
    subgraph graph["LangGraph node order (actual execution)"]
        direction TB
        P["PERFORM<br/>Messenger · feed-forward"]
        D["DECOMPOSE<br/>Decomposer · input projection"]
        A["ATTEND<br/>AttentionAgent · self-attention<br/>+ Negotiator · multi-head"]
        AU["AUDIT<br/>Auditor · loss"]
        C["CONFLICT<br/>ConflictResolver"]
        R["REFORM<br/>Reformer · gradient step"]
        CF["CONFESS<br/>Confessor · residual flow<br/>+ Custodian · weight write<br/>+ lifecycle · institutions · RAPTOR"]
        INC["increment tick"]
        P --> D --> A --> AU
        AU -->|regret ≥ 0.55| C --> R
        AU -->|ok| R
        R --> CF --> INC
        INC -->|next tick| P
    end

    subgraph tf["Transformer sub-block mapped to each node"]
        direction TB
        TFF["FFN activations"] -.-> P
        TIP["Input projection"] -.-> D
        TSA["Self-attention + multi-head"] -.-> A
        TL["Loss signal"] -.-> AU
        TG["Parameter update"] -.-> R
        TR["Residual + weight persistence"] -.-> CF
    end
Loading
Agent Transformer analogue Role
Feed-Forward Agent Feed-forward activation Performs work, proposes artifacts, streams voxel progress
Input Projection Agent Task routing / input projection Breaks the project goal into subtasks, assigns specialists
Attention Agent Core attention mechanism Judges pairwise qualitative dependencies (economic, kinship, prestige…)
Multi-Head Agent Multi-head contention resolution Structured proposal / counter-offer rounds on contested tasks
Loss Agent Cost function / loss Measures collective regret against the ought snapshot
Intervention Agent High-loss intervention Voting & compromise when regret spikes or conflict is injected
Gradient Descent Agent Gradient descent / update Adjusts agent adjectives and roles after misalignment
Residual Flow Agent Backward / residual flow Writes learnings to the Weight Agent matrix
Lifecycle Birth · survival · death rules Agents emerge, endure, or dissolve based on dependency strength
Low-Rank Agent Low-rank condensation Condensed governance rules from repeated playbook patterns
Seasons Temporal modulation Sharp vs diffuse judgment across macro/micro cycles
Hierarchical Memory Agent Hierarchical memory Long-horizon synthesis of playbook history

Regret, backward pass, and institutions

Tick number ≠ loss timing. The HUD tick advances at tick_started — the opening of each LangGraph pass. Regret (loss) is computed later in the same tick, during AUDIT, after PERFORM, DECOMPOSE, and ATTEND complete. If you are on tick 5 but ATTEND is still scoring pairs (the slowest phase when an LLM backend is connected), the regret label will not move until AUDIT finishes for that tick.

Phase Position in tick Transformer role What updates
ATTEND Early (often longest) Self-attention Playbook edges; attention_progress in Activity
AUDIT Mid-tick Loss auditor_regret event; regret label and quality score
CONFLICT Optional High-loss gate Only if regret ≥ 0.55 or conflict injected
REFORM After audit / conflict Gradient step Agent adjectives and verbs adjusted toward ought
CONFESS End of tick Backward pass Custodian weight write-back, institutions, lifecycle, RAPTOR; then tick++

Loss vs backward pass — don't conflate them:

  • AUDIT (Auditor / loss_agent) — forward-half evaluation. Measures collective regret against the ought snapshot and broadcasts the signal. This is when the top-bar Regret value changes.
  • CONFESS (Confessor / residual_flow_agent + Custodian) — backward-half write-back. Propagates feedback along that tick's dependency edges and EMA-blends persistent weights in custodian.json. Runs after REFORM, still within the same tick, before the counter increments.

In the Activity log, look for this sequence each tick:

tN · tick started
tN · phase ATTEND
tN · phase AUDIT          ← regret appears here
tN · regret 0.62
tN · phase REFORM
tN · phase CONFESS        ← backward pass + institutions

Why regret might look stuck at 0.00 or unchanged:

  • The current tick is still in ATTEND — no AUDIT yet for that tick (earlier ticks may already have regret values in the log).
  • No API key — audit uses a heuristic (1 − quality from task completion + adjective overlap); values can plateau until subtasks move.
  • Regret 0.00 is a valid low-loss reading, not a missing signal.

Institution formation (InstitutionCondenser in CONFESS) — condensed governance from repeated strong playbook patterns:

Criterion Threshold Notes
Strong edges in playbook ≥ 15 cumulative Only med and high strength count; low / none are ignored
Cluster size ≥ 3 entries per cluster KMeans on strong-entry vectors; clusters smaller than 3 are skipped
Novelty Unique member set Won't duplicate an institution for the same agent IDs
Phase CONFESS only Same end-of-tick pass as backward flow and lifecycle

With the minimum colony size (4 agents) — four specialists, zero workers — you get roughly 12 attention pairs per tick (specialist×all). Institutions typically appear around tick 3–8, depending on season temperature (sharp filters weak edges) and how many bonds reach med/high. They are unlikely on tick 1. In a diffuse macro season, an institution can dissolve if strong edges involving its members drop below 3.

Agent count floor: The UI and backend enforce agent_count ≥ 4 (create_colony_agents clamps to 4–512).

Architecture disagreements

Architecture disagreements are the narrative label for high-loss conflict rounds — simulated disputes over how the colony should structure the build. They are not a separate mechanic; they are what the CONFLICT phase produces when collective regret is high.

When they fire

The ConflictResolver (Intervention Agent) runs only when:

  1. Auditor regret ≥ 0.55 after AUDIT — the colony is misaligned with the ought snapshot, or
  2. You click Inject Conflict in the UI (POST /api/sim/inject-conflict), which forces a round for demo purposes.

This is the “high-loss gate” in the transformer analogue: loss spikes → intervention → compromise → reform continues.

What happens

The first two agents in the roster act as disputants. The resolver mediates one structured round:

Field Meaning
Topic Usually a Colony-wide design question (not a single subtask)
Proposal / counter-offer Competing approaches attributed to each disputant
Outcome compromise, voting, or similar
Decision Final resolution text, appended to the project canvas

With GenAI connected, the Intervention Agent generates topic and wording from regret, the audit narrative, and recent negotiations. Without an API key, the heuristic fallback is literally titled “Architecture disagreement” — e.g. modular LangGraph vs shared canvas, resolved by voting.

Artifacts produced

  • A NegotiationRound in the Negotiations panel
  • A canvas decision string
  • An architecture artifact titled “Conflict Resolution”
  • A conflict_resolved SSE event
  • Disputants lose hostile and gain aligned adjectives

vs task negotiations (ATTEND)

Task negotiations Architecture disagreements
Phase ATTEND (every tick with active tasks) CONFLICT (regret ≥ 0.55 or injected)
Orchestrator Negotiator / Multi-Head Agent ConflictResolver / Intervention Agent
Topic Current subtask title (e.g. “SSE Pipeline”) Colony system design dispute
Trigger Two+ agents with assigned subtasks High regret or Inject Conflict
Purpose Multi-head contention on contested work Track 3 conflict-resolution demo

In short: when regret spikes, specialists “disagree” on how to structure the project; the Intervention Agent forces a compromise, logs it as an architecture decision, and the loop proceeds to REFORM.

Specialist cast

Specialist Focus
Voxel Architect Agent Conway colony visualization
Orchestrator Agent LangGraph + SSE pipeline
Optimizer Agent Benchmark harness & metrics
Integrator Agent FastAPI + Three.js glue
UX Weaver Agent Dashboard, negotiation panel, controls
Critic Evaluator Agent Society vs baseline comparison

Workers fill the meadow with foraging, patrol, and relay behaviors — scaling the colony to hundreds of agents.


Track 3 requirements

Requirement Implementation
Task decomposition & role assignment Input Projection Agent + Attention Agent matching
Dialogue & negotiation Multi-Head Agent with live negotiation panel
Conflict resolution Intervention Agent on regret ≥ 0.55 — architecture disagreements
Efficiency gain Dual mode + live metrics dashboard

Quick start

Prerequisites

  • Python 3.11+
  • Node.js 18+
  • GenAI API key (optional for UI; required for LLM calls):

1. Backend

cd backend
pip install -e .
uvicorn app.main:app --reload --port 8001

2. Frontend

cd frontend
npm install
npm run dev

3. Open the app

http://localhost:5173

The Vite dev server proxies /apihttp://localhost:8001. Use 5173 in development (not :8000 directly) so the UI and API stay in sync.


Demo walkthrough

  1. Settings → choose Qwen Cloud or OpenRouter → set model slug (OpenRouter) → paste API key → Connect
  2. Controls → set colony size (default 48) and tick budget → Deploy Colony
  3. Colony tab → watch minimap, sectors, and agent registry populate
  4. Metrics tab → compare society vs baseline after both runs
  5. Inject Conflict → trigger the conflict-resolution demo mid-run
  6. Reset Colony → stop the sim and return to idle
  7. Step / Advance Phase / Pause for manual pacing

GenAI backend configuration

Colony supports two LLM backends via the OpenAI-compatible SDK (langchain-openai):

Backend Provider Key source Model routing
DashScope (default) Qwen Cloud DashScope console Per-role catalogue in Settings
OpenRouter OpenRouter openrouter.ai/keys Single model slug for all agents (default nex-agi/nex-n2-pro)

Settings tab

  1. Pick Provider (DashScope or OpenRouter).
  2. For OpenRouter, set Model slug (e.g. nex-agi/nex-n2-pro).
  3. Paste API key → Connect (one validation attempt; no retry loops).
  4. For DashScope only: override models per role in the catalogue grid.

Keys persist in browser localStorage (separate keys per provider) and restore on reload.

# Environment (optional — can also set via UI)
GENAI_BACKEND=dashscope                            # or openrouter
DASHSCOPE_API_KEY=sk-...                           # Qwen Cloud
QWEN_API_KEY=sk-...                                # alias for DashScope
OPENROUTER_API_KEY=sk-or-...                       # OpenRouter
OPENROUTER_MODEL=nex-agi/nex-n2-pro                # default slug when using OpenRouter
QWEN_MODEL=qwen3.6-flash-2026-04-02                # default per-role model (DashScope)

DashScope defaults (June 2026): every role starts on qwen3.6-flash-2026-04-02. Override per role in Settings for heavier models (e.g. qwen3.7-max-2026-06-08 for reasoning, qwen2.5-coder-32b-instruct for code).

Without a valid API key, agents run in heuristic mode (audit, negotiation, and conflict text use fallbacks).

API endpoints

Method Path Description
GET /api/health Service health (api_version: genai-v2)
GET /api/state Full simulation snapshot + colony stats
GET /api/stream SSE event stream
POST /api/sim/society Start society run { max_ticks, speed, agent_count, prompt }
POST /api/sim/baseline Start baseline run
POST /api/sim/reset Stop sim and return to idle
POST /api/sim/inject-conflict Force conflict resolution
POST /api/sim/step Advance one tick
POST /api/sim/pause Toggle pause
GET /api/metrics Society vs baseline comparison
GET /api/qwen/status GenAI provider status & usage
POST /api/qwen/setup Set backend + model slug
POST /api/genai/configure Alias for /api/qwen/setup
POST /api/qwen/api-key Connect API key { api_key, backend?, model_slug? }
POST /api/qwen/configure Per-role model override (DashScope only)

Architecture

colony/
├── backend/
│   └── app/
│       ├── agents/          # Attention, Auditor, Negotiator, …
│       ├── graph/           # LangGraph simulation graph
│       ├── grid.py          # 96×96 allocation, sectors, walkability
│       ├── llm/             # QwenLLMFactory (DashScope + OpenRouter)
│       ├── lifecycle/       # Birth/death on dependency graph
│       ├── simulation/      # Async runner + SSE queue
│       └── api/routes.py    # FastAPI endpoints
├── frontend/
│   └── src/
│       ├── scene/colony-scene.ts  # Isometric Conway colony (Three.js)
│       ├── ui/Dashboard.ts      # Tabbed dashboard + colony panel
│       └── sse/client.ts        # Live event stream
└── docs/
    └── colony-banner.jpg             # Retro voxel banner (Grok Imagine)

Backend: FastAPI · LangGraph · LangChain · Pydantic · SSE-Starlette · scikit-learn (Attention embeddings)

Frontend: TypeScript · Vite · Three.js (instanced meshes, orthographic isometric camera)


Society vs baseline metrics

After running both modes, the dashboard compares:

  • Quality score (1 − Auditor regret)
  • Iterations to completion
  • Conflicts detected / resolved
  • Negotiation rounds
  • Transparency events (SSE + playbook entries)
  • Token usage (active GenAI provider)
  • Colony progress (%)

The society is designed to win on quality and transparency while the baseline wins on raw iteration count — making the tradeoff visible and measurable.


Development

# Frontend production build
cd frontend && npm run build

# Backend health check
curl http://localhost:8001/api/health

Grid constants live in backend/app/grid.py and mirror frontend/src/scene/colony-scene.ts (WORLD_SIZE=96, TREE_SPACING=8).


License

MIT — built for the Agent Society Design hackathon track.

Transformer primitives as social roles. Watch the colony compute.

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Conways game of life meets Self-attention. Educational resource to teach social science students about transformers.

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