the notebook · skill library contents · run s11c2 · data/notebook.json + data/story_quotes.json
The skills are the deliverable; this page shows them verbatim — the one mechanic with its full
predict_next code and repair history, the win-condition succession chain, and the six
metathinking seeds, each carrying the harness’s four-component score line
(explanation · compression · untestedness · usage).
Loading data/notebook.json …
r6 was born at R4 and rewritten in sleep 8 times (9 versions); 11 more repair attempts were
rejected by the held-out replay gate (e.g. held-out regression 0.948→0.778 —
sleep_edits.jsonl, verbatim). The v6 repair is where the code learned level 1’s 9→12 grammar
— zero_target = 12 if has12 else 8 first appears in v6 and survives into the
final code above — and the v7 doc then states it verbatim:
“zero-coded tiles use value 12 when a value-12 palette/key is visible, otherwise value 8”
(skill_versions.jsonl v7 doc).
evidence: s11c2 R24 — level 2 reached on this mechanic →
Before the overhaul, q1b burned 29 unrelated win-condition guesses (28 died on arrival). After it, s11c2 kept a single succession: each entry names its parent, marks the unconfirmed part [?] and carries a TEST: procedure against the logged level-up frame.
Loading data/notebook.json …
None of these held the actor’s winning hypothesis
(steps.html#s11c2-r2 →) — the code-form requirement kept
it out: the relational rule the actor played and won by (below, verbatim) never fit a
holds(state) predicate, so the notebook’s goal entries kept describing the
after-the-win screen instead. Next run: wincond becomes natural language.
Loading data/notebook.json …