The owner's brief, 2026-08-01: 「Primary: improve our world to a level that every game on the shelf can be played by human users without obvious bugs. Secondary: make sure our harness is sound… and we are using the most cost-effective LLMs for each role. Greatly improve the kits first: search the web for authoritative rules → internalize → write the kit for the GM — the GM is the reader. Then simulate with 1..N LLM users, analyze from the user's POV and the transcripts, fix, loop until no more issues. One game at a time, starting with 20Q.」 This page is the plan, for review before execution, and will become the scoreboard as cycles run.
1 · The goals, ranked
primaryEvery game on the shelf is human-playable without obvious bugs. The judge of「obvious」is a player's eye, not a passing check: the game's logic runs correctly end to end, every tool the moment needs fires, and no unwanted tool intrudes. The owner's own four-user sessions are the gold standard the sim approximates.
secondaryThe instruments stay honest and cheap. ① Harness soundness — the troupe and the batteries work without leaning on exception-swallowing (every caught exception is counted per run; the budget is ~zero). ② Model economy — each role runs on the cheapest model that measures clean, in both dollars and wall time; every switch is A/B'd, never assumed (the flash-0731 act experiment is the precedent for how this goes wrong when skipped).
2 · The loop
exit criteriaA game is DONE when two consecutive troupe runs at two different seat counts (e.g. N=2 and N=4) come back clean on all four tests — invocation · tools · logic · UX — with zero harness exceptions and no human-verified judge flags. Then its status row below flips green and the next game starts. A later regression re-opens the row; the loop is a ratchet, not a rite.
The layer discipline is the constitution's: a defect fixed in the kit that belongs in the world will recur in the next game; a defect fixed in the world that belongs in the kit taxes every room. Each cycle's fixes are classified out loud (the ledger row names the layer), and the enumerated-list debts (firewall families · sweep exits · promise words) stay tracked in the maintenance routine.
3 · Known entering defects — the loop starts mid-story
defect
evidence
layer · the designed fix
The silent board (ledger 41, OPEN)
reproduced in sim-20Q (0 rows over 6 questions) AND sim-卧底 (board unmoved after an elimination) — a kit law cannot carry a silent omission; the promise check needs words
world · THE ROW-LAG CUE: the world holds both timestamps (counters/eliminations moved N times since the board's text last changed) and states the disagreement at the wake door. Mechanical, any tally game, no content sniffing
The deal-family speech door
room 8f01: a speech-written <roll away/> tore up a live deal (the firewall's walled families never included deals)
world · the firewall walls deal arms + aways from speech; the act call stays the lawful door. Gates: the legacy deal pins run bracketed, exp cells, controls
Setup-deal reliability
1 of 3 sim setups armed no deal in the first beat (the others dealt cleanly)
measure first — raise N before judging; may be the same silent-omission family
The 20Q cycle will meet the first of these immediately — the loop's first fix stage is expected to build the row-lag cue against a reproducing sim, which is the right order: the defect reproduces on demand before the fix is written, and the same sim proves the fix.
4 · The model economy — the secondary goal, made a table
role
model today
cost share (gameroom audit)
candidate move
gate
panel speech
pro
~42%
stays — the voice is the product
—
act call (hands)
pro (cache lever −38%)
~45%
stays — flash measured worse on composition (drift, bare-letter options, public run sheets)
re-open only on a new flash generation
verify tail
pro
~10% of act spend
flash — a mechanical does-the-table-match check
A/B on the verify's fix-rate + false-fix rate
floor producer
pro (v1p)
~12%
flash (the recorded v1f re-test) + the cache-shape pass
hold/stage accuracy + controls
prop master
flash-0731
~2%
done
—
sim brains + UX judge
flash
(harness side)
done
—
promise confirm
flash
<1%
done
—
Each cycle's report prints the room's per-role spend and wall time, so the economy is measured continuously rather than audited occasionally. The FP/prop cache-shape pass (the proven −38% playbook applied to the two remaining volatile-prefix calls) rides whichever cycle first touches those prompts.
5 · The games, in order — the scoreboard
#
game
status
cycles
notes
1
二十问 (20Q)
next — cycle 1 planned below
—
enters with the silent-board defect reproducing
2
谁是卧底
queued
—
owner's four GM rules + the mechanical END already in; the dead-are-out rule fresh
3
问答之夜 (quiz)
queued
—
the frozen-tally residual lives here
4
大话骰
queued
—
per-player cups + the rename-and-land law get their workout
5
两真一假
queued
—
round-2 parity's remaining seam (the swapped teller's box)
6
真心话大冒险
queued
—
the least instrumented; mostly social — the UX lens leads
6 · 20Q · cycle 1 — the concrete first execution
Rules research. Authoritative sources for Twenty Questions (the classic parlor rules; the animal/vegetable/mineral opening taxonomy; the handling of ambiguous answers; multiplayer turn conventions; the guess-cost rule) — cross-checked, forks noted as DIALS.
The kit rewrite, GM-as-reader. The current kit is a good outline; the rewrite makes every step mechanical and every obligation single-homed: the answer ladder (是/不是/说不清) with worked ambiguity examples; the board row as PART of the answer (kept), plus what to do when rows are found missing (backfill, from the record); the count as the board's business with the exact tick pairing; the endgame's two doors (right guess · the twentieth) each as a numbered sequence ending in the reveal; multiplayer turn order as a declared DIAL. Length is not the goal — reachability is: each rule sits in the section the GM reads at the moment it applies (the dilution law governs placement).
Sim configs. N=1 (the solo guesser — the commonest real shape), N=2, N=4 (turn order + the free-for-all DIAL). The troupe's 20Q script grows: patient watch (done) · per-question board-row assertion (done) · a deliberate wrong guess mid-game (costs one question, game continues) · the twentieth-question exhaustion path in one config · the reveal-before-verdict order checked from the event ledger.
Analysis. The four tests + 20Q-specific checks: count honesty (已问/剩余 vs the actual question count), answer consistency (rulings vs the sealed word — the referee reads the record), the row law, the reveal ritual. The flash judge's player-POV read on every run; flags human-verified.
Expected first fixes. The row-lag cue (world) is the anticipated cycle-1 build — reproduced first, then built, then proven by the same sim. Harness soundness items as they surface (exception counts printed per run).
Exit. Two consecutive clean runs at N=1 and N=4 → the scoreboard row flips green → 卧底.
Budget honesty: a troupe run is ~$0.10–0.20 and ~8–15 min wall; a cycle (sim + fixes + re-sim ×2–4) lands around $0.5–1 per game plus the fix work itself. Six games ≈ $5 of API across the whole program — the owner's manual four-seat session cost more in time than the entire loop costs in dollars.
Dialogue · the sim loop · the owner's brief 2026-08-01 · plan status: FOR REVIEW — execution starts on the owner's go · siblings: world-events · play-kits · the defect ledger · the exam