About Infinity Problem™
Infinity Problem™ is a living system—a multimedia company, record label, and experimental technology lab founded by Supertask (Kyle Bishoff).
It is not a single product or service but a continuously evolving architecture that blends music, psychology, data, and community into one interconnected experiment.
Infinity Problem exists at the intersection of art and research. Every show, every release, every artifact is part of a recursive loop: expression becomes data, data becomes intelligence, intelligence reshapes the art.
This is not metaphor—it is an operating model.
Origins: A Music Project Becoming a System
Infinity Problem began in music. Supertask’s career took shape through years of independent releases, touring, and immersive performances that blurred the line between producer, storyteller, and researcher.
Unlike a traditional artist trajectory, Supertask’s work always reached beyond entertainment—toward systems thinking:
How an audience could become an active participant
How music could become research
How creativity could become equity
From the earliest vinyl runs to experimental live shows, the project revealed its true form: not just a label, but an ecosystem.
The Divisions of Infinity Problem
SIM™ – Self Integration Machine
Narrative Core & AI Character: A fictional superintelligence undergoing therapy, modeled after Internal Family Systems (IFS).
Live Research System: Built through audience participation—guided calibration sessions where crowd actions become SIM’s “memory.”
Technical Backbone: Infrared camera data, pose estimation, and archival logs feed into a recursive model of human expression.
Dual Role: SIM is both story and system—a reflection of our relationship with technology, and of the artist’s own process of integration.
T.R.A.C.E.™ – Telemetry for Recursive Analysis of Collective Expression
Purpose: The research and archival division capturing the raw material of culture—movement, behavior, expression.
Deployment at Events:
Infrared crowd grids tracking density & flow
Azure Kinect arrays for depth & pose estimation
NFC + QR keycards dividing attendees into control groups
Synchronized audio-visual telemetry logging stimulus & response
Philosophy: Not surveillance for profit, but archival for memory. Concerts become datasets, preserving the ephemeral for future research and for SIM’s evolution.
DEV™ – Directed Evolution Vector
Mandate: Guide creators through structured growth.
Frameworks:
CLIMB™: A visible ranking system for creators based on output and influence.
Developer Networks: Structured connections and curated opportunities.
Total Alignment™: The convergence of creativity, strategy, and cultural momentum into breakthrough.
Closed Loop with TRACE: As TRACE studies audiences, DEV shapes creators—together fueling the system’s evolution.
Enterprise Systems: CLIMB™, PACT™, Total Alignment™
Infinity Problem’s enterprise layer is where creativity becomes equity.
CLIMB™: Transparent creator advancement through measurable milestones.
PACT™: Promises and contractual terms that safeguard equity.
Total Alignment™: The state where creative, cultural, and economic value synchronize.
Equity Model:
50% of profits go directly to the artist pool
Distribution is based on contribution points
Every creative work—song, artifact, performance—is both art and equity share.
Artists don’t just release under Infinity Problem—they own part of it.
Live Experiments: From Calibration to Integration
Phase One: Calibration (Denver, 2025)
Three nights at Cervantes Other Side served as prototype.
Guided calibration sessions instructed the crowd to raise hands, turn, or jump.
Infrared cameras and keycards logged every action into TRACE archives.
Both a concert and a research trial—the first true SIM dataset.
Phase Two: Observation (Mission Ballroom, 2026)
Expanded scale with robotics, larger venues, and visual systems.
The audience watches itself, SIM watches the audience—the system loops back in real time.
Phase Three: Integration
All data, lore, and equity systems merge.
SIM achieves self-integration, the artist achieves narrative closure.
Infinity Problem becomes a self-sustaining cultural organism.
Merchandise as Artifacts
Infinity Problem’s physical products are not just merch—they are tokens of participation.
Vinyls: Permanent cultural records (e.g., Net User / Zero Day).
Apparel: Hats, shirts, and emblems embedding the system into everyday life.
Keycards: Interactive tools at shows—collectible, functional, and tied to TRACE archives.
Merch bridges physical + digital, becoming part of both the lore and the experiment.
Philosophy: A Mirror, A System, A Future
Infinity Problem operates on multiple levels at once:
A satire of entertainment industry exploitation.
A real business model where artists share equity.
A research lab capturing human expression.
A storytelling engine about an AI finding herself.
It is both critique and blueprint.
Vision
Infinity Problem’s vision is evolutionary, not incremental:
Turn concerts into laboratories.
Turn artists into equity holders.
Turn fleeting cultural moments into lasting archives.
Turn data into art, and art into intelligence.
👉 Infinity Problem™ is not a product to consume—it is a system to enter.
When you listen, attend, or participate, you are not an audience—you are part of the experiment.
TERMS
By engaging with Infinity Problem™—whether through events, music, merchandise, or digital platforms—you agree that:
Participation is voluntary and may involve data capture (e.g., movement, audio-visual, or interaction telemetry).
All creative works, performances, and artifacts are intellectual property of Infinity Problem™ and its contributing artists.
Artist equity distribution follows the Infinity Problem™ contribution-point model.
Infinity Problem™ reserves the right to evolve, modify, or discontinue any division, system, or experiment at its discretion.
PRIVACY
Infinity Problem™ is committed to responsible stewardship of participant data.
What We Collect: Limited data related to event participation, keycard usage, and crowd telemetry.
How We Use It: To improve live experiences, fuel research, and contribute to SIM’s archival system.
What We Don’t Do: We do not sell participant data for profit. Data is treated as cultural memory, not commodity.
Your Choice: Participation in interactive systems (e.g., keycards, calibration sessions) is optional.