Why we exist
Life on Earth is entering an age where every wild place is shaped by forces that are invisible: markets, algorithms, climate systems, distant political decisions. The forests, deserts, ice sheets and oceans that sustain us are increasingly monitored from afar, yet rarely known — reduced to reports, simulations and headlines that arrive long after the damage is done.
We refuse the idea that nature must disappear quietly in the background of human progress, or that technology's only role is to extract, optimise and replace.
Geologic Dome exists to make the living world continuously present — to turn remote ecosystems into shared spaces of attention, care and responsibility.
Building general artificial intelligence isn’t just about scaling data and compute; it’s about teaching machines to play.
Play, but a trivial or hedonistic pursuit, has been the cradle of human learning: it comprises rule‑bound yet voluntary activities that let people rehearse identities, negotiate norms, or imagine futures without the full expense of failure. (Johan Huizinga’s Homo Ludens, 1938)
One might argue that play has been evolution’s way of lowering the expected cost of error while maximizing informational return. This open‑ended experimentation (where we invent or revise rules) stands in stark contrast to work, or generally, constrained contests (where we master existing rules, and failure has severe consequences).
We see computation not as the opposite of wilderness, but as a new layer of perception laid gently over it.
World and action models extend the dichotomy: agents first “dream” within compressed simulacra of reality to test possibilities at low cost, to derive hypotheses that accelerate real‑world learning. Capable of evaluating effectively infinite actions over short horizons—an exploration rate and diversity impossible in physical environments.
It is, perhaps, no coincidence that many research labs, including DeepMind and OpenAI, have deep roots in gaming. Or that Nvidia, the world’s most valuable company in 2025, started as a gaming company in 1993.