reikhelm/deepfall/configs/default.json
Parley Hatch 1a712e0c22 feat(deepfall): live 6-agent playtest + playtest-driven fixes
Ran an observed 6-player game with persona AI players (one per
Lineage/Calling) via a Workflow (72 agents): avgFun 7.3/10, 6/6 would
replay, tight 84-82-75 finish. PLAYTEST.md captures the session +
designer's assessment.

Findings the Monte-Carlo bots structurally missed:
- the careful/safe line feels UNFAIR, not just weak (banker finished
  last and resented it) — three human angles confirm the sim's
  Cash-vs-Worthy substitution finding
- humans hit the no-Last-Stand feel-bad 6x where rational bots hit it 0x
- deep-collapses-first geometry confuses newcomers (component fix)

Fixes (re-validated, 1000 seeds): WorthyEnd strategy 46.7 -> 42.5%,
safe lines lifted, 6p margin to 9.5%.
- Desperate Strike: a no-Last-Stand Take salvages 1/3 unbanked loot
- Extraction bonus: +3 glory per crew retired alive
- RULEBOOK: "Maw eats NEXT" indicator as a component rule

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 01:03:35 -06:00

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JSON

{
"floors": 6,
"rooms_per_floor": 4,
"depth_coeff": 0.7,
"hand_size": 4,
"dread_threshold": 3,
"setback_loot": 3,
"recruit_cost": 2,
"loot_per_greed": 1.0,
"loot_depth_factor": 0.3,
"maw_base_rate": 0.15,
"maw_accel": 0.06,
"maw_dread_push": 0.02,
"max_collapses_per_round": 1,
"press_dread_push": 0.5,
"cashout_depth_dividend": 2.0,
"cashout_min_bank": 12.0,
"cashout_extraction_bonus": 3.0,
"taken_salvage_frac": 0.33,
"worthy_factor": 2.5,
"worthy_held_bonus": 0.0,
"value_rise_frac": 0.5,
"reentry_gap": 1,
"comeback_bp": 0,
"max_rounds": 40
}