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