بنقرة واحدة
crewmate-tactics
Use for crewmate tactics recipes in scripted Coworld policy optimization.
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
القائمة
Use for crewmate tactics recipes in scripted Coworld policy optimization.
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
استنادا إلى تصنيف SOC المهني
Use when improving a Coworld player through one diagnosed failure and completed comparison evidence.
Use when compiling, validating, and uploading a notsus change as a new Crewrift policy version.
Use when decoding a Crewrift replay for authoritative deaths, survival, movement, roles, tasks, or rewards.
Use when verifying that the notsus Bedrock vote advisor fires before an advisor-sensitive evaluation.
Use when classifying a stuck, failed, empty, or zero-scoring evaluation as infrastructure or policy failure.
Use when finding and statistically confirming a reproducible Crewrift crux before changing the policy.
| name | crewmate-tactics |
| description | Use for crewmate tactics recipes in scripted Coworld policy optimization. |
On-demand recipes (6). Trigger→action heuristics; pull the relevant one when its situation arises.
loop
When sort-key penalties over a candidate set prove inert, the problem is usually that the candidate SET is too small (0-1 items), not the key -- the next value is expanding/changing the set (add threatened held targets, high-connectivity targets, preemptive frontier captures, blacklisted trap targets) rather than adding another sort key over the same tiny set. Relatedly, a binary danger/safety penalty that fires uniformly on every candidate has zero effect on relative sort order: when the gating condition is ubiquitous (e.g. every candidate is near some enemy cell), use a distance-PROPORTIONAL penalty that discriminates between candidates instead of a binary in/out threshold. And always make the choice an explicit scored, priority-tiered ranking over threat/value (with hostile-presence detection and an abort guard for risky actions like a key exchange) rather than grabbing the first element (occupants[0]). sources: opencode:ses_1fb2002bcffeK2Ldmjf34wdpM3
loop
(1) Separate strategy-selection from per-role priority logic via a ROLE_EVALUATORS table mapping role -> pure evaluator evaluate(strategic_state, belief_state, action_memory) -> ModeDirective(mode_name, params), so each role is its own testable function and the dispatcher stays trivial. (2) Encode each role as an explicit ordered priority chain (P1, P2, P3 ... Default) of guard-condition -> mode, written as numbered priorities not nested if/else, so coverage gaps are visible. (3) Drive strategy off a small named set of high-level modes (idle, scout, probe_target, probe_systematic, hold_position, coordinate_cross_room, seek_leadership), with a lower layer turning modes into concrete actions, keeping the strategy layer free of pathing/input detail. (4) Build incrementally behind a shared stub evaluator that always returns a safe default mode (e.g. 'scout') so the architecture compiles and tests pass before any real per-role logic exists. Make gear/role switching deliberate: switching clears the current gear and charges hub element costs, so switch only on explicit triggers (e.g. miner->aligner when hub element surplus is high and active aligners are few), and gate retooling on live territory safety -- if the desired role differs from current gear and the current cell is not friendly, enter a retreating state before routing to a gear station, or the unsafe agent may no-op or die en route. sources: codex:019e081d-ff5d-7111-90ab-9b441207a6ee, archive/cogames_playground/alpha_cog/docs/cogs-v-clips-strategy.md, archive/cogames_playground/bulbacog/designs/OUTER_LOOP_AND_MODES.md
loop · ⚠ session-derived, unverified
Treat roles as temporary jobs, not identities: give each selected role a short lease that a new role must beat by a switch margin to take over, preventing oscillation; allow stalled-mode and death/gear-loss as hard overrides, but block gear changes in live-unsafe territory (retreat first) and let cargo-carrying or heart-holding specialists finish their current task before retooling. Role-gate stuck-recovery: target re-picking on a stuck agent helps aligners/scramblers (any junction alignment is productive) but HURTS miners, because for a miner the deficit signal that drove the original target is load-bearing -- blacklisting the #1-deficit extractor concentrates miners on #2 and devastates spread-wins seeds, so let stuck miners keep a conservative bounded explore instead of re-picking. sources: archive/cogames_playground/bulbacog/designs/STRATEGY.md, opencode:ses_219f1f7a8ffeQVQYqola5M5a9n
loop · negative result
A workable scripted cogs_vs_clips baseline gives each agent an independent per-agent state machine with no shared cross-agent state: pick a role (miner/scout/aligner/scrambler), pathfind to the depot to acquire matching gear if missing, execute the role's primary action, fall back to noop or local exploration when blocked; per-agent intent persists via a stateful wrapper and thresholds/movement biases live in overridable hyperparameters. For coordinated play, drive role distribution from one phase machine with a single shared state per policy and hysteresis on stock thresholds (e.g. hub-rich entry 210 / exit 180): phases progress GEAR_UP_AND_SCATTER -> EXPAND -> HOLD -> ENDGAME, reassigning roles deterministically by sorted agent id on boundaries, with a dual threshold for emergency pivots (moderate while the specialist is alive, higher when dead, since a single threshold either misses the pre-collapse window or panics). Open miner-heavy (prioritize gatherers until ~4 trusted miner claims) to bring the heart economy online -- the failure mode otherwise is support/aligner agents idling while resources sit uncollected -- and keep a miner floor through mid-game (retire miners only with a large resource buffer, sufficient hearts, and real defensive demand). Keep wandering scouts at zero standing demand and reassign equipped scouts (scout map memory is private and a scout doesn't directly score, so it's a rare fallback only when the team has no captures, no hearts, and poor map info). For a 2-of-6 underdog rescue, add a 'contested' lane mode that collapses all owned agents onto the single hottest contested lane when num_owned is below a small threshold. sources: players_checkouts/players/players/cogsguard/baseline/README.md, optimizers/.cursor/skills/scripted-navigation/SKILL.md, optimizers/.cursor/skills/scripted-navigation/reference.md, archive/cogames_playground/bulbacog/designs/STRATEGY.md (+3)
loop
Route miners to the heart-pipeline bottleneck element -- the element with the lowest pooled team stock, since buildable hearts = min(stocks)//heart_cost_per_element. Spread mild scarcity across nearby miners (avoid duplicating a visible miner's announced resource when levels are close; pick the next-lowest), but under severe deficits restrict all affected miners to that pool until projected claims close the gap. Prioritize capture/expansion targets in order: local capturable neutral, directional neutral expansion, neutral frontier repairs between friendly and enemy territory, then clean-enemy only when neutral work is exhausted or valuable enough to justify creating a contested junction; take cheap local legal captures opportunistically over distant stale ones, and treat equidistant targets as unequal via a territorial-coverage bonus (kept non-negative and capped, returning 0 when no anchors exist so it never overrides base distance before territory is established). Enforce action legality from exact junction ownership: align accepts neutral and clean-enemy (connected or disconnected) but must REJECT contested junctions (the align handler cannot clear enemy tags there), while scramble/cleanup accepts clean-enemy and contested; include contested junctions in BOTH friendly-network and enemy-threat queries since they carry both net tags. Detect action success by state change, not assumption: scramble/align succeeded when heart count decreases (consumes 1 heart), mine succeeded when cargo increases, move succeeded when last_action_executed matches intent. Do not add 'go recharge' logic for failed energy-limited moves -- energy auto-regenerates every step (fully near aligned buildings like the nexus AOE) -- just retry the failed action up to a small max (default 3). sources: archive/cogames_playground/bulbacog/designs/STRATEGY.md, optimizers/.cursor/skills/scripted-navigation/SKILL.md, optimizers/.cursor/skills/scripted-navigation/reference.md, archive/cogames_playground/bulbacog/designs/OUTER_LOOP_AND_MODES.md (+1)
loop
The CoGsGuard policy uses a 'vibe' indirection layer: each agent's behavior (miner/scout/aligner/scrambler/gear/default/heart) is selected by a settable vibe field, so an external coordinator steers by writing the vibe instead of editing the policy. Default and heart vibes noop; 'gear' picks a smart role then switches its vibe to it; miner/scout/aligner/scrambler each acquire needed gear then perform. Agents change vibe dynamically, so debug the current vibe per agent, not a static role. Control the initial mix via policy-URI query params (e.g. role?miner=4&scrambler=2&gear=1&aligner=2&scout=1); vibes assign by agent id in fixed order scrambler -> aligner -> miner -> scout -> gear; default is scrambler=1, miner=4 with the remainder defaulting to 'gear'; agents beyond the count get none; use role_cycle (comma-separated) for a repeating pattern by index or role_order for exact per-agent ordering. Agents must buy role-specific gear from gear stations using cogs-commons resources before executing (miner = 3 carbon/1 oxygen/1 germanium/1 silicon, scrambler = 1/3/1/1; bonuses like +40 cargo or +200 HP), so commons depletion gates role activation. Debug: a missing initial vibe is usually URI params not parsed (often shell quoting of policy_uri) or agent id exceeding the count -- confirm via the startup 'Initial vibe assignment' log; an agent that bumps a gear/depot station but stays NO_GEAR usually means the commons lacks the required resources or the agent isn't aligned with the station's commons (check commons inventory). Give a safe fallback rather than crashing on a missing precondition: skip _calculate_deficits and idle when heart_recipe is still unknown after N steps instead of raising and killing the episode. sources: players/cogsguard/role/AGENTS.md, players_checkouts/players/players/cogsguard/role/README.md, players_checkouts/players/players/cogsguard/role/CLAUDE.md, players_checkouts/players/docs/findings/baseline-policy-recipe-discove