Use for reusable ab methodology recipes in software and coding-agent work.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use for meeting voting social recipes in scripted Coworld policy optimization.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
실행 점수 미검증
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
On-demand recipes (4). Trigger→action heuristics; pull the relevant one when its situation arises.
For Crewrift, LLM decisions must use Haiku 4.5
(us.anthropic.claude-haiku-4-5-20251001-v1:0) and remain below 1,800
quota-weighted tokens per policy episode across all calls
(input + cache-write + 5 × output tokens), with deterministic fallback when the
remaining budget is insufficient.
loop · negative result
Set roles/options in an experience request via game_config_overrides.slots as an ARRAY of objects, one per slot (e.g. {"slots": [{"role": "imposter"}, {"role": "crew"}, ...]} for crewrift, slot 0 = the requester). Supply the FULL array because the override REPLACES the whole key -- a partial array or bare strings will not work. <sub>sources: player_labs/.claude/skills/coworld-experience-requests/SKILL.md</sub>
loop
For length-limited coordination, use a compact POSITIONAL format with short field codes, '-' for absent values, and row.col targets (e.g. 'B3 role,job,epoch,hearts,dir,target,resource|event' with an optional event suffix and status|message delimiter so urgent events ride along), keeping the parser backward-compatible with older formats in historical logs. Broadcast a policy-identity handshake such as 'BULBA/v{VERSION} role={ROLE} id={ID}' so a listener decoding its own signature knows it found a coordinatable teammate, and keeping the version in the message lets coordination survive policy-version changes. Use a startup coordination window (first ~100 ticks, a natural Schelling point is all agents converging on the team hub to negotiate roles in an Initialization mode), then switch to EVENT-BASED communication: suppress idle heartbeat chatter and emit only for concrete coordination events (role commit/refresh/change, job, target, resource, direction, hearts, epoch, raid recruitment) AND only when a relevant teammate is currently visible and can act on the info. The agent must still play correctly if no one else cooperates. <sub>sources: archive/cogames_playground/bulbacog/designs/OUTER_LOOP_AND_MODES.md, archive/cogames_playground/bulbacog/designs/STRATEGY.md, claude-code:829e80cb-6031-4b81-af72-52b3a12289f3, archive/cogames_playground/bulbacog/designs/INNER_LOOP_IMPL.md (+1)</sub>
loop · negative result · ⚠ session-derived, unverified
NEGATIVE RESULT: never use agent_id as a reason to SELECT a role (only as a tiebreak) -- a policy that hard-assigns by agent_id cannot adapt to unknown teammates. Replace it with a negotiation/initialization phase where each agent observes, talks, estimates teammate roles, computes per-role demand, and commits only to a role that wins on merit, using agent_id solely to break otherwise-equal ties. Prevent role oscillation among same-policy teammates with leases + hysteresis + demand tokens: without commitment a local resource shortage makes every agent flip to miner simultaneously, so give roles a minimum lease or completion condition, only switch when a new role beats the committed one by a margin, and track out-of-view teammates as DECAYING commitments. Bias toward miners early (before ~tick 700 hold miner demand at 4 unless 4+ OTHER trusted teammates already claimed miner -- the deciding agent must NOT count itself). Miners announce the resource they seek via talk so nearby miners DIVERGE (pick the next-lowest element) instead of all piling onto oxygen then germanium. Aligner direction is flexible and reactive: seed from agent_id but announce dir=N/E/S/W via talk and yield/change if another aligner claimed it, and make the capturing mode honor a directive's specific target_pos before generic selection or the negotiated direction won't stick. <sub>sources: codex:019e14de-cdca-7482-88fa-81716ee830ae</sub>
loop · negative result · ⚠ session-derived, unverified
NEGATIVE RESULT: a negotiated role is useless if the execution layer has no branch for it -- a strategic layer could negotiate a scout role but no scout execution branch existed, so a scout that finished equipping fell through into holding and did nothing. When adding a role to negotiation, wire a real execution branch AND make the bid explicit and conditional (bid scout only when heart/resource discovery is the actual bottleneck), and check that every negotiable role has a matching path. Treating scrambler raid-intent as a capturable fact breaks coordination: separate three talk states -- raid-intent (recruit support, must NOT affect capture scoring), support-wait (aligner advertises it has a heart and waits at a frontier anchor to prevent pile-ups, with a ~150-300 tick TTL), and raid-done tgt=r,c (the ONLY state that creates an aligner reclaim target). Aligner heart-hogging starves trusted teammates, so reserve hearts in the hub equal to the trusted-aligner count (count trusted aligners from negotiation/talk where h<=0 means still needs a heart; take one when you can, then take no more unless enough remain to leave one per trusted aligner). <sub>sources: codex:019e1579-a737-7b70-bf0e-172ff04307cf, codex:019e194d-3a17-7eb2-9df9-7bae24112862, codex:019e14de-cdca-7482-88fa-81716ee830ae</sub>
아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.
로그인 없이 쓸 수 있습니다. 사용 후기, 질문, 작동하지 않은 환경 등을 편하게 남겨 주세요.
아직 댓글이 없습니다. 첫 댓글을 남겨 보세요.
Use for reusable ab methodology recipes in software and coding-agent work.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use for ab methodology recipes when optimizing a Coworld player.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use for ab methodology recipes in scripted Coworld policy optimization.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use for Crewrift-specific ab methodology recipes when optimizing a player.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use for reusable agent workflow collab recipes in software and coding-agent work.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use for agent workflow collab recipes in scripted Coworld policy optimization.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.