CodexGameDev/research/experiment_index.md
2026-08-18 00:52:29 -04:00

13 lines
4.4 KiB
Markdown

# Experiment Index
| Experiment | Question | Result | Confidence change | Next question |
|---|---|---|---|---|
| [000 — Resonance Bench](../experiments/000_magic_language/README.md) | Does a consistent programmable-feeling magical system provoke self-directed experimentation? | Failed to provoke curiosity; solved in ≤3 minutes, tolerant predicates made timing/direction irrelevant | H02 down; H03/H07/H10/H11 more salient | Does embodied output make the same laws perceptible and worth manipulating? |
| [001 — Flux Familiar](../experiments/001_flux_familiar/README.md) | Does mapping the same signals to visible motion create a consequential, open behavior space? | Failed almost immediately; felt like brute-force steering, and smarter automation was explicitly predicted to be tedious | H02/H11 down; H12/H13 added | Does direct systemic action under meaningful stakes create curiosity and incentive? |
| [002 — Conversion Breach](../experiments/002_conversion_breach/README.md) | Is directly exploiting transfer, storage, temperature, and momentum interesting, and does pressure help? | Two long Breach runs but little renewed discovery; revision 2 reached wave 29 and numerically collapsed into the same wall-blast answer | H16 supported as persistence, not durable fun; H08 weakly supported for continuation; H15 reduced | Do changing qualitative requirements make direct physical construction worth revising? |
| [003 — Rig Trials](../experiments/003_rig_trials/README.md) | Is modifying a directly piloted construction across different physical requirements enjoyable? | Boring despite all trials completed in ~6:47; obvious counter-loadouts and inconsequential placement, not awkward controls | H06/H17 down as implemented; voluntary experimentation shown insufficient | Does inferring and transferring a surprising stable law create real interest? |
| [004 — Invariant Rooms](../experiments/004_invariant_rooms/README.md) | Does learning an unfamiliar environmental law and transferring it across rooms generate curiosity? | A self-directed marker experiment occurred, but was unsatisfying; transfer was brute-forced because the predictive model never formed | H03 reinforced as a requirement; H18 down as a sufficient source of fun | Can systemic knowledge create valued agency during recoverable chaos rather than an abstract terminal answer? |
| [005 — Sanctuary Wake](../experiments/005_sanctuary_wake/README.md) | Does a coupled physical tool become enjoyable in a changing, recoverable rescue crisis without stat growth? | Wanted to stop immediately; readable chaos became unmanageable, charge reduced agency, and rescue outcomes inspired no care | H08/H19 down as sufficient; indiscriminate coupling identified as harmful | Is assertive, selective action intrinsically more valuable than custodial management? |
| [006 — Breakline](../experiments/006_breakline/README.md) | Are targeted combat/movement verbs enjoyable without progression, timers, or accumulating failure? | No; all sets were cleared, but strike dominated, tether hurt positioning, dash was forgotten, and reflection was interesting to inspect but attention-splitting rather than fun | H20 down as a sufficient cause; voluntary replay again separated from enjoyment | Does rapid, deliberately chosen qualitative transformation make otherwise serviceable action worth continuing? |
| [007 — Catalyst Trials](../experiments/007_catalyst_trials/README.md) | Does rapid qualitative chosen growth create value beyond matched numerical amplification? | Successful: mutation prompted at least four repeat/comparison runs, wrong predictions, revised build knowledge, conditional small/big-enemy mapping, and a qualified fun report; numerical choices were boring | H21/H22 strongly up; H23 added; first clear curiosity chain | Can changing enemy ecologies and limited composition preserve reasoning without prescribing counter-loadouts? |
| [008 — Catalyst Ecology](../experiments/008_catalyst_ecology/README.md) | Can a four-choice compositional system remain interesting across small, durable, and spawning populations? | Revision 2 completed; three distinct mature builds were clearer in use, Bloom+Arc ceased being universal, but no replay occurred; report pending | H23 receives behavioral support but intention/enjoyment remain unresolved | Were builds ecological reasoning or experiment coverage, and did mature exposure create fun or only legibility? |