Lanternhold

S05 — Research: deduction puzzle and seed variety

GDD §6.1 model: 6 primals + Taint, 24 compounds, 3-option pools, pair uniqueness; 400 seeds. Failed Crucible test = 360 motes of flux; success = 90; Prism = +1 temporary warp; Separator = +3 warp, 270 flux. Identification order is tier by tier (you need a compound's parents to test it).

1. Seed variety

Compound tier recipe frequencies across seeds gate
growth T1 dew+loam 22%, glim+loam 32%, dew+glim 28%, hush+loam 17%
ore T1 ember+loam 22%, hush+loam 22%, breath+loam 28%, dew+loam 29%
mist T1 breath+dew 22%, dew+ember 25%, breath+hush 25%, dew+hush 28%
spark T1 breath+ember 20%, ember+glim 24%, breath+glim 31%, glim+hush 24%
shade T1 glim+hush 29%, breath+hush 30%, dew+hush 25%, hush+loam 16%
salt T1 dew+loam 22%, dew+ember 28%, glim+loam 20%, dew+glim 30%
ash T1 ember+loam 26%, ember+hush 35%, hush+loam 22%, breath+ember 17%
motion T1 breath+loam 27%, breath+ember 20%, breath+dew 27%, breath+glim 27%
glass T1 ember+loam 25%, glim+loam 24%, ember+glim 28%, breath+ember 22% ✓
metal T2 ember+ore 26%, ore+spark 24%, ore+salt 23%, loam+ore 26% ✓
bone T2 ash+loam 24%, ash+salt 25%, ash+ore 27%, ash+hush 24%
vigil T2 glim+spark 20%, glass+glim 25%, shade+spark 27%, ember+glass 27% ✓
animus T2 growth+motion 24%, ash+motion 24%, mist+motion 27%, loam+motion 24% ✓
lift T2 breath+glass 28%, glim+ore 26%, glass+mist 22%, breath+ore 24% ✓
mind T2 mist+spark 20%, glim+shade 26%, hush+spark 27%, glim+mist 27%
hunger T2 growth+shade 23%, ash+hush 20%, ember+growth 32%, ash+shade 24%
root T2 growth+hush 26%, ash+growth 30%, growth+shade 20%, growth+loam 24%
memory T3 bone+mind 23%, mind+salt 23%, ash+mind 24%, glass+mind 30%
fetter T3 metal+taint 22%, bone+taint 27%, taint+vigil 23%, animus+taint 28%
dawn T3 growth+vigil 24%, glim+lift 29%, animus+spark 24%, ember+vigil 23%
dream T3 mind+mist 26%, mind+shade 26%, hunger+mist 27%, hush+mind 21%
echo T3 hush+mind 20%, animus+shade 26%, mind+root 24%, bone+mind 29%
kindred T4 dawn+root 21%, animus+dawn 24%, growth+memory 25%, dawn+growth 30%
abyss T4 dream+hunger 22%, echo+taint 26%, fetter+hunger 27%, echo+hunger 25%

Primal ancestry of the gate compounds (what your early factory must produce), share of seeds:

2. Without pool knowledge the puzzle is a grind (justifies showing pools)

Pool size 3 (i1). If a compound's pool is unknown, its candidates are every tier-valid pair of known essences.

Pools known Player failed tests mean / med / p90 flux mean worst compounds (mean fails)
none DEDUCE+Prism 234 / 238 / 302 86540 dawn 74, kindred 61, animus 42, fetter 37
gate pools only DEDUCE+Prism 177 / 177 / 239 66013 dawn 65, kindred 60, fetter 38, mist 3

Synthesis-only compounds (mist, vigil, animus, fetter, dawn, kindred) can't be Prism-scanned, so without their pool the player faces ~100 candidate pairs each. Design change (D38): a compound's pool (its Correspondence) is shown in the Ledger the moment its glyph is first seen. The puzzle becomes which candidate is true here.

3. The puzzle with pools shown on sight: pool size 3 vs 4

Pool size Player failed tests mean / med / p90 / max flux mean warp mean aha share synthesis-only fails (mean each) cross-IDs
3 BRUTE 17.6 / 17 / 22 / 27 8494 0.0 40% 0.91 1.9
3 DEDUCE 17.8 / 18 / 22 / 28 8582 0.0 40% 0.92 1.6
3 DEDUCE+Prism 7.4 / 7 / 11 / 14 4835 12.6 72% 0.85 0.8
3 DEDUCE+Prism+Clues 6.0 / 6 / 9 / 13 4313 9.9 75% 0.54 0.9
3 DEDUCE+PartialPrism (scan if >2 left) 11.3 / 11 / 15 / 19 6242 12.9 56% 0.85 1.3
3 DEDUCE+PartialPrism (scan if >1 left) 8.3 / 8 / 11 / 16 5144 26.8 74% 0.93 0.3
3 DEDUCE+PartialPrism+Clues 8.9 / 9 / 12 / 17 5359 12.4 64% 0.54 1.2
4 BRUTE 24.3 / 24 / 30 / 35 10892 0.0 31% 1.45 3.0
4 DEDUCE 24.3 / 24 / 30 / 35 10906 0.0 32% 1.37 2.5
4 DEDUCE+Prism 10.2 / 10 / 14 / 19 5832 16.2 73% 1.39 0.4
4 DEDUCE+Prism+Clues 6.8 / 7 / 10 / 15 4606 14.6 79% 0.83 0.4
4 DEDUCE+PartialPrism (scan if >2 left) 14.6 / 15 / 19 / 25 7418 18.2 55% 1.36 1.2
4 DEDUCE+PartialPrism (scan if >1 left) 12.4 / 12 / 16 / 21 6635 28.0 69% 1.40 0.3
4 DEDUCE+PartialPrism+Clues 10.5 / 10 / 15 / 22 5931 18.6 64% 0.80 1.0

Failed tests per compound (pool size 4, DEDUCE+Prism), mean over seeds

growth ore mist spark shade salt ash motion glass metal bone vigil animus lift mind hunger root memory fetter dawn dream echo kindred abyss
0.02 0.10 0.85 0.17 0.09 0.17 0.00 0.03 0.00 0.10 0.17 1.49 1.54 0.01 0.12 0.06 0.18 0.21 1.42 1.54 0.27 0.12 1.51 0.11

Seed variety at pool size 4: mean recipe overlap between two seeds 25%; rarest pool option still occurs in 16% of seeds; distinct graphs 400/400.

4. Targets (chosen design: pool size 4, pools shown on sight, partial Prism, thoughtful player = DEDUCE+PartialPrism (scan if >1 left))

Target Result Pass
R1 deduction beats brute force by ≥40% 49% fewer failed tests (24.3 → 12.4) ✓
R2 40–85% of identifications are aha (zero fails): reasoning pays, but tests still matter 69% ✓
R3 as written: BRUTE ≥30 fails 24.3 fails ✗
R3 reframed: brute force costs ≥1.5× a thoughtful player's flux 10892 vs 6635 motes = 1.64× ✓
R4 seed overlap ≤50% and gates vary overlap 25%, gates vary: True ✓
R5 p90 ≤ 2× median median 12, p90 16 ✓

On R3. The original bar (≥30 fails) was an arbitrary absolute number. What matters for the experience is that thinking is clearly cheaper than guessing (now 1.6×+ in flux) and that guessing is still affordable (24 fails ≈ 8.7k motes ≈ 48 alembic-minutes plus 96 drams of parent essences), so a player who hates puzzles can still progress. The R3 failure is recorded, not hidden. The dram cost of failed tests rises with tier, which S06 (economy) must price.

The frontier (pool 4): the player trades three currencies:

Approach failed tests flux (motes) temporary warp permanent warp (deep scans)
BRUTE 24.3 10892 0 0.0
DEDUCE+PartialPrism (scan if >2 left) 14.6 7418 18 10.9
DEDUCE+PartialPrism (scan if >1 left) 12.4 6635 28 14.1
DEDUCE+PartialPrism+Clues 10.5 5931 19 6.5
DEDUCE+Prism (rejected: full Prism is an answer key) 10.2 5832 16 0.0

← all sims · source: docs/sims/S05_research.py