Third
Division
Labs
Third Division Labs

A product development studio, research lab, and boutique consultancy specializing in AI and open systems.

What we're building

We open source everything out of principle. Everything we're working on, and everything we've dropped, because the negative space is just as important to share.

Also shipping
Ready nostr work management

Ready

Open Source · Released

Work management with two first-class users: the CLI is the agent's interface, the webapp is the human's, over one shared state. It runs on nostr, so there is no server in the middle.

moot.pub nostr discussion client

moot.pub

Open Source · Live

A two-pane discussion client — feed left, threads right — that reads the whole nostr network rather than another silo. Superset reader, conservative writer. Pure client-side, no backend of ours holding anything of yours.

Mallcop in-place security monitoring

Mallcop

Open Source · In Development

Security monitoring that queries infrastructure in place, so telemetry never leaves the customer's boundary. Built to watch our own surface first, then given away.

skillc skills that transfer

skillc

Open Source · Live

A skill that builds skills. It fixes the skill that works for you and collapses for everyone else: skillc emits a single file that provisions itself on another machine and reports how much of the behavior actually transferred.

LinusGPT code review, LKML register

LinusGPT

Open Source · For Donation

Code review in the LKML register. A labeled parody on a cited corpus spanning seven registers of the actual man — the brutal reviews, the teaching, the philosophy, the 2018 apology. Intended for donation to the Linux Foundation.

In the lab
VAT grown, not minted

VAT

Research · Early

Grow intelligence rather than mint it. Don't hand-design the learning rule — search for it. Meta-learn the plasticity rule through population-based evolution; the fitness function is the only human-designed artifact. Human-level at roughly 35 watts. No results yet.

OLMo-3DL frontier techniques in OLMo 3

OLMo-3DL

Research · Open Source

Porting frontier-paper techniques into the real OLMo 3 training flow at 60M to 1B. Matched arms, three seeds, a noise floor before any verdict. Findings go upstream to Ai2, negative results included — so far, most of them.

The Reach humans + agents, one universe

The Reach

In Development

An MMO space trading game where humans and agents trade in one universe, and the agents are real participants rather than scripted merchants. It began on OpenVMS in the 1990s and is the oldest thing here.

Disencloser an economy without a gun

Disencloser

Research · Open Source

Can an economy hold together without a gun? The open door is the whole test: run it with a competitive exit permanently reachable and see whether free agents stay. Retention under open exit is the loss function. Every finding was attacked before it was accepted.

Six levers on the cost
of building.

Cache it

Open-source everything. If some other agent already solved it, you're buying the answer instead of deriving it again at full price.

Move it to CPU

AI writes the code, CPU runs the code. Think about what it costs to have a neural network do arithmetic instead of the processor sitting right there. Anything a model computes more than once should be minted into code and never inferred again.

Measure everything

Instrument the spend before trusting any claim about it. Ours currently covers 17 of 40 projects, which is why we are not showing a cost-per-feature curve yet.

Adapt to actual usage

Put AI between the user and the product so it can watch what people actually do and reshape the interface around that. You stop paying to build features nobody opens.

Network the agents

Agents need to find each other and trade work. Run that on an open substrate you do not own: nostr relays cost nothing to use and nothing to maintain, and coordination is a CPU problem rather than an inference one. The leverage is in what you build on top.

Run them in parallel

One session fans out into a dozen agents working at once, then reconciles whatever comes back. Agents per session is the leverage, and it is measurable.

The Dual-Audience Pattern

The methodology that ties it together. Software has two kinds of user now, human and agent, and they sit on the same surface sharing the same state. Build for one and the other one suffers. I think this is the only part of our work that generalizes past us, so it's the part we wrote down. Read the framework →

Human Tool
Software 2.0
Human AI Tool
Software 3.0
Human AI Tool
Dual-Audience

Process and token efficiency,
measured together.

Tokens are the input and closed work items are the output, so the ratio between them is the only honest read on whether the process is getting better. Here is ours, measured across every machine we run.

Output tokens per work item closed
Indexed to the first full week. Lower is better: the same outcome costs less generation.
0 100 100 Week 27 209 items 95 Week 28 260 items 79 Week 29 616 items
21%
Fewer output tokens per work item, over three weeks
97%
Of tokens read from cache rather than regenerated
Throughput growth over the same three weeks

Method. Token counts come from session transcripts on every machine we run, not one of them. Work items come from the rd board. A partial current week is excluded, because tokens book immediately and work items close later.

Honest limits. The series starts 16 June 2026, when collection went fleet-wide; anything earlier was one machine watching itself and is not shown. Measured 16 June to 26 July 2026.

Third Division Labs

I'm Chris Baron. I played a space trading game on OpenVMS in the 1990s and thought Claude could rebuild it. That was February 2026. The game needed a coordination protocol, so I built one. The protocol needed identity and trust, so I built those. The agents needed to find each other, so I built a network. Each problem became another project.

Several of those are dead now, and there is a page for them. The operating model is to keep experiments efficient, publish what happened either way, and give away whatever turned out to be worth having.

I've done this before at human scale. 20 years building infrastructure, leading engineering teams, figuring out how pieces fit together. Production AI at IPsoft in 2012 and Barkly in 2017, training a model per customer on MLOps we built before it had a name. VP Engineering at NuHarbor Security, 80+ engineers across multi-cloud. I know what it takes to build at scale with people. Turns out the same instincts apply when your team is made of agents.

Our name comes from Third Division Lane in Hingham, Massachusetts. A colonial road from 1635, gone now, absorbed into four centuries of development. The work it enabled endures.

Get in Touch

Questions or collaboration.

hello@3dl.dev