Define multiplayer learning rules
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@@ -890,7 +890,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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- [x] Define when deeper questions should matter: quality improvements, safer work, complex crafting, teaching others, and advanced branches. Added deeper-question timing rules to `Docs/KnowledgeAndSkillFoundation.md`, keeping advanced checks out of the first survival loop while tying them to quality improvements, safer work, complex crafting, teaching others, and advanced branches.
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- [x] Add design notes for avoiding exploit farming and rote memorization. Added exploit and rote-memorization guardrails to `Docs/KnowledgeAndSkillFoundation.md`, covering diminishing returns, meaningful action context, repeated prompt suppression, recovery-only credit, learned-concept separation, and varied wording to reward decisions and practice instead of low-cost repetition.
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- [x] Add persistence requirements for knowledge, skill experience, learned concepts, failed attempts, and tutorial state. Added knowledge persistence requirements to `Docs/KnowledgeAndSkillFoundation.md`, defining saved profile IDs, learned concepts, practical skill experience, mastery tiers, failed-attempt feedback history, tutorial/prompt state, question cooldowns, teaching/observation events, schema versioning, server authority, and reset-farming prevention.
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- [ ] Add multiplayer rules for teaching, observation, shared work, and group skill benefits.
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- [x] Add multiplayer rules for teaching, observation, shared work, and group skill benefits. Added multiplayer learning rules to `Docs/KnowledgeAndSkillFoundation.md`, covering server-validated teaching, bounded learner credit, observation limits, role-specific shared-work experience, capped group benefits, no global skill aura, and network authority checks for distance, visibility, participation, cooldowns, tools, context, and outcome.
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