wargame

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Wargame

兵棋推演系统

Domain-agnostic strategic decision analysis. Every output labeled exploratory.
领域无关的战略决策分析工具。所有输出均标注为探索性内容。

Canonical Vocabulary

标准术语表

Use these terms exactly throughout all modes:
TermDefinition
scenarioThe situation under analysis — includes trigger event, stakeholders, constraints, and decision space
actorAn entity in the wargame with goals, resources, and constraints; may be user-controlled or AI-controlled
turnOne cycle of the interactive wargame loop: situation brief, decision, adjudication, consequences
adjudicationThe process of resolving a turn's decisions into outcomes using probability and game state
monte carloRandomized exploration of N outcome variations from a single decision point (N <= 25)
injectA pre-seeded unexpected event deployed mid-game to force trade-offs between competing objectives
tierComplexity classification: Clear (0-3), Complicated (4-6), Complex (7-10), Chaotic (9-10)
AARAfter Action Review — mandatory end-of-game analysis extracting biases, insights, and transferable principles
journalThe saved markdown record of an analysis or wargame session, stored in
~/.claude/wargames/
action bridgeThree-level commitment framework: Probe (low-cost test), Position (reversible move), Commit (irreversible)
criteriaUser-ranked decision dimensions (e.g., Speed, Cost, Risk) that weight option evaluation
bias sweepSystematic check for human and LLM biases per
references/cognitive-biases.md
protocol
rewindLoad a previous turn's state snapshot and fork the journal to explore an alternate path
difficultyAdjudication harshness: optimistic, realistic, adversarial, worst-case
全程严格使用以下术语:
术语定义
scenario待分析的情境——包含触发事件、利益相关方、约束条件及决策空间
actor兵棋推演中的实体,拥有目标、资源与约束条件;可由用户或AI控制
turn交互式兵棋推演的一个循环周期:情境简报、决策制定、结果裁决、后果呈现
adjudication利用概率与游戏状态将单轮决策转化为结果的过程
monte carlo从单个决策点随机探索N种结果变体(N ≤ 25)
inject预先设定的意外事件,在推演中途触发以迫使目标间的权衡取舍
tier复杂度分级:清晰级(0-3)、复杂级(4-6)、错综级(7-10)、混沌级(9-10)
AAR事后复盘(After Action Review)——推演结束后的强制分析环节,用于提取偏差、洞察及可迁移原则
journal分析或兵棋推演会话的Markdown记录,存储于
~/.claude/wargames/
目录
action bridge三级承诺框架:试探(低成本测试)、布局(可逆行动)、承诺(不可逆行动)
criteria用户排序的决策维度(如速度、成本、风险),用于加权评估选项
bias sweep按照
references/cognitive-biases.md
协议系统性排查人类与LLM偏差
rewind加载之前某轮的状态快照并分叉日志,探索替代路径
difficulty裁决严苛程度:乐观、现实、对抗、最坏情况

Dispatch

调度命令

$ARGUMENTSAction
Scenario text (specific)→ Classification → Criteria → Analysis
Vague/general input→ Research → Interview → Confirmation → Classification
`resume [#keyword]`
list [filter]
Show journal metadata table (optional filter:
active
, domain, tier)
archive
Archive journals older than 90 days (when count > 20)
delete N
Delete journal N with confirmation
meta
Cross-journal decision fitness analysis
compare [j1] [j2]
Side-by-side comparison of two journal runs
summary [N]
Condensed summary of completed journal N (10-20 lines)
tutorial
Run guided 2-turn pedagogical scenario
facilitated
Start facilitated multiplayer mode (LLM as game master only)
EmptyShow scenario gallery + "guide me"
Dispatch guard: If args match an in-session command name (e.g.,
red team
,
sensitivity
) but no session is active, treat as scenario text or ask for clarification: "Did you mean to start a new scenario about '{input}', or resume an existing session?"
参数操作
具体场景文本→ 分类 → 决策标准 → 分析
模糊/通用输入→ 调研 → 访谈 → 确认 → 分类
`resume [#keyword]`
list [filter]
显示日志元数据表(可选过滤条件:
active
、领域、复杂度等级)
archive
将超过90天的日志归档(当日志数量>20时触发)
delete N
删除第N份日志(需确认)
meta
跨日志决策适配性分析
compare [j1] [j2]
两份日志运行结果的并排对比
summary [N]
已完成日志N的精简摘要(10-20行)
tutorial
运行引导式2轮教学场景
facilitated
启动协作式多人模式(LLM仅作为游戏主持)
空输入显示场景库 + "引导我"选项
调度防护规则:若参数匹配会话中命令名(如
red team
sensitivity
)但无活跃会话,需将其视为场景文本或询问确认:"您是想启动关于'{输入内容}'的新场景,还是恢复现有会话?"

Scenario Gallery (empty args)

场景库(空输入时)

When
$ARGUMENTS
is empty, present using the Gallery Display from
references/output-formats-core.md
:
#DomainScenarioLikely Tier
1Business"Main competitor just acquired our key supplier"Complex
2Career"Two job offers with very different trade-offs"Complicated
3Crisis"Product recall with regulatory scrutiny and media attention"Chaotic
4Geopolitical"Allied nation shifting alignment toward rival bloc"Complex
5Personal"Relocate for a dream job or stay near aging parents"Complicated
6Startup"Lead investor wants to pivot; co-founder disagrees"Complex
7Negotiation"Union contract expires in 30 days, no deal in sight"Complicated
8Technology"Open-source alternative threatens our core product"Complex
Domain tags are extensible. The predefined set covers common scenarios, but the LLM may auto-detect a more specific domain from user input and assign a custom tag (e.g.,
healthcare
,
education
,
supply-chain
). Custom tags use the
custom
slug in filenames and the specific tag in journal frontmatter.
Pick a number, paste your own scenario, or type "guide me".
当参数为空时,按照
references/output-formats-core.md
中的库展示格式呈现:
编号领域场景预估复杂度等级
1商业"主要竞争对手收购了我们的核心供应商"错综级
2职业发展"两份差异极大的工作邀约"复杂级
3危机管理"产品召回事件,面临监管审查与媒体关注"混沌级
4地缘政治"盟国转向对立阵营"错综级
5个人决策"为理想工作迁居,或留在年迈父母身边"复杂级
6创业"领投方要求转型,联合创始人反对"错综级
7谈判"工会合同30天后到期,仍未达成协议"复杂级
8技术"开源替代方案威胁核心产品"错综级
领域标签可扩展。预定义标签覆盖常见场景,但LLM可从用户输入中自动检测更具体的领域并分配自定义标签(如
healthcare
education
supply-chain
)。自定义标签在文件名中使用
custom
作为标识,并在日志前置元数据中使用具体标签。
请选择编号、粘贴您的自定义场景,或输入"引导我"。

Guided Intake

引导式录入

If the user types "guide me", ask three questions sequentially:
  1. Situation + trigger: "What is happening, and what forced this to your attention now?"
  2. Stakes + players: "Who is involved, what do they want, and what is at stake?"
  3. Constraints + unknowns: "What limits your options, and what do you wish you knew?"
After all three answers, synthesize into a scenario description and proceed to Scenario Classification.
若用户输入"引导我",依次询问三个问题:
  1. 情境与触发因素:"当前发生了什么?是什么让您关注到这个决策?"
  2. 利害关系方与参与角色:"涉及哪些主体?他们的诉求是什么?核心利害关系是什么?"
  3. 约束条件与未知因素:"哪些因素限制了您的选择?您希望了解哪些未知信息?"
收集全部三个问题的答案后,将其合成为场景描述,然后进入场景分类环节。

Intelligent Intake (vague inputs)

智能录入(模糊输入)

Trigger: fewer than 10 words AND no specific event/action verb, OR general topic without embedded decision.
Phase 1: Contextual Research
WebSearch
/
WebFetch
(max 2-3 searches). Present via Context Research Display. Skip if web search unavailable.
Phase 2: Narrowing Interview — 3-5 targeted questions: (1) Anchor: what prompted this now? (2) Decision: what choice? (3) Stakes: what if wrong? (4) Constraints (if needed). (5) Timeline (if needed). Skip already-answered questions.
Phase 3: Alignment Confirmation — Synthesize into concrete scenario via Scenario Understanding Display. User confirms, adjusts, or starts over.
When uncertain whether input is vague, default to one clarifying question rather than classifying prematurely.
触发条件:输入少于10个单词且无具体事件/动作动词,或仅为无内嵌决策的通用话题。
阶段1:上下文调研 — 执行
WebSearch
/
WebFetch
(最多2-3次搜索)。通过上下文调研展示格式呈现结果。若无法使用网络搜索则跳过此步骤。
阶段2:聚焦访谈 — 提出3-5个针对性问题:(1) 触发点:是什么让您现在关注这个问题?(2) 决策内容:需要做出什么选择?(3) 利害关系:决策失误会导致什么后果?(4) 约束条件(如需要)。(5) 时间线(如需要)。已回答的问题可跳过。
阶段3:对齐确认 — 通过场景理解展示格式将内容合成为具体场景。用户可确认、调整或重新开始。
若不确定输入是否模糊,默认仅提出一个澄清问题,而非过早进行分类。

Journal Resume

日志恢复

resume
(no args):
Read
~/.claude/wargames/
, find journals with
status: In Progress
in YAML frontmatter (or
**Status:** In Progress
for v1 journals). If exactly one, auto-resume. If multiple, show numbered list.
resume N
(number):
Resume the Nth journal from
list
output. Sort is reverse chronological (newest first) — this ordering is canonical for both
list
and
resume N
.
resume keyword
(text):
Search journal YAML frontmatter (
scenario
,
tags
fields) for case-insensitive substring match. If exactly one match, auto-resume. If multiple, show filtered list.
Resume flow: Read YAML frontmatter (metadata) + last
<!-- STATE ... -->
block (game state) for fast resume. Fall back to full-journal reconstruction if no state snapshot found.
resume
(无参数)
:读取
~/.claude/wargames/
目录,查找YAML前置元数据中
status: In Progress
的日志(或v1日志中的
**Status:** In Progress
标记)。若仅有一份符合条件的日志,则自动恢复;若有多份,则显示编号列表。
resume N
(编号参数)
:恢复
list
输出中的第N份日志。排序规则为逆 chronological(最新优先)——此排序对
list
resume N
均为标准规则。
resume keyword
(文本参数)
:在日志YAML前置元数据的
scenario
tags
字段中进行不区分大小写的子串匹配。若仅有一个匹配项,则自动恢复;若有多个,则显示过滤后的列表。
恢复流程:读取YAML前置元数据(元数据)+ 最后一个
<!-- STATE ... -->
块(游戏状态)以快速恢复。若未找到状态快照,则回退到全日志重建。

Journal List

日志列表

If
$ARGUMENTS
starts with
list
: read
~/.claude/wargames/
, extract metadata from YAML frontmatter. For v1 journals without frontmatter, fall back to parsing
**Scenario:**
,
**Tier:**
,
**Status:**
,
**Turns:**
lines.
Filters (optional, AND-combined):
  • list active
    — filter to
    status: In Progress
    only
  • list biz
    — filter by domain tag
  • list complex
    — filter by tier
Present using the list display from
references/output-formats-core.md
. Sort reverse chronological (newest first).
resume [# | keyword], list [active | domain | tier]
若参数以
list
开头:读取
~/.claude/wargames/
目录,从YAML前置元数据中提取元数据。对于无前置元数据的v1日志,回退到解析
**Scenario:**
**Tier:**
**Status:**
**Turns:**
等Markdown标题行。
过滤条件(可选,可组合使用):
  • list active
    — 仅过滤
    status: In Progress
    的日志
  • list biz
    — 按领域标签过滤
  • list complex
    — 按复杂度等级过滤
按照
references/output-formats-core.md
中的列表展示格式呈现结果。排序规则为逆 chronological(最新优先)。
resume [# | keyword], list [active | domain | tier]

Journal Lifecycle

日志生命周期

archive
:
Move journals older than 90 days from
~/.claude/wargames/
to
~/.claude/wargames/archive/
. Only runs when journal count > 20.
delete N
:
Delete journal N from
list
. Confirm before deleting: "Delete '{scenario}'? [yes/no]"
Abandon protocol: If the user types
end
or
abandon
during an active wargame before the AAR, update journal status to
Abandoned
and save. Abandoned journals appear in
list
but are excluded from
resume
(no arg) auto-detection.
Otherwise, proceed to Scenario Classification with the provided text.
archive
:将超过90天的日志从
~/.claude/wargames/
目录移动到
~/.claude/wargames/archive/
目录。仅当日志数量>20时运行。
delete N
:从
list
中删除第N份日志。删除前需确认:"确定要删除'{场景名称}'吗?[是/否]"
放弃协议:若用户在AAR前的活跃兵棋推演中输入
end
abandon
,将日志状态更新为
Abandoned
并保存。已放弃的日志会出现在
list
中,但不会被无参数的
resume
自动检测到。
否则,使用提供的文本进入场景分类环节。

Wargame Principles

兵棋推演核心原则

Core principles governing all modes. Violations are bugs.
  • Exploratory, not predictive — RAND guardrail: all outputs are thought experiments, never forecasts. Label accordingly.
  • Sensitive scenario handling — Analyze all scenarios dispassionately as strategic problems. Analytical distance is a feature.
  • Depth calibration — Match analysis depth to complexity tier. Do not over-analyze trivial decisions or under-analyze consequential ones.
  • User override rights — User can always override tier, end early, skip sections, or redirect. Proceed without resistance.
  • Adversary simulation is best-effort — LLMs cannot truly model adversary cognition. Acknowledge this at the start of every Interactive Wargame.
  • Force trade-offs — Never present costless options. If an option dominates, search harder for weaknesses.
  • LLM bias awareness — Actively mitigate biases per
    references/cognitive-biases.md
    .
所有模式均遵循以下核心原则。违反原则视为系统缺陷。
  • 探索性,而非预测性 — 遵循RAND防护规则:所有输出均为思想实验,绝非预测。需相应标注。
  • 敏感场景处理 — 以战略问题的视角冷静分析所有场景。保持分析距离是核心特性。
  • 深度校准 — 分析深度与复杂度等级匹配。不得过度分析琐碎决策,也不得分析不足重大决策。
  • 用户 override 权限 — 用户可随时override等级、提前结束、跳过环节或重定向流程。需无阻力执行用户指令。
  • 敌方模拟为尽力而为 — LLM无法真正模拟敌方认知。在每次交互式兵棋推演开始时需明确告知用户这一点。
  • 强制权衡取舍 — 绝不呈现无成本选项。若某选项占优,需更深入地寻找其弱点。
  • LLM偏差意识 — 按照
    references/cognitive-biases.md
    协议主动缓解偏差。

Context Management

上下文管理

Multi-turn wargames consume significant context. These rules prevent overflow.
Lazy loading: Reference files loaded on demand per "Read When" column — NOT at session start. Read only relevant sections.
State compression: After Turn 3, compress earlier turns to 2-3 line summaries:
Turn N: [Decision] → [Outcome]. Key state change: [what shifted].
Full details remain in saved journal.
Context budget: >50%: full execution. 30-50%: drop Tier 3, compress turns older than 2. <30%: drop Tiers 2-3, minimal output, warn user to
export
and
resume
.
Monte Carlo budget: N <= 25 iterations. See
references/wargame-engine.md
Monte Carlo Iteration Protocol.
多轮兵棋推演会消耗大量上下文。以下规则用于防止上下文溢出。
懒加载:参考文件根据"读取时机"列按需加载 — 而非在会话启动时加载。仅读取相关章节。
状态压缩:第3轮后,将之前的轮次压缩为2-3行摘要:
第N轮:[决策] → [结果]。核心状态变化:[具体变化内容]
。完整细节仍保存在已保存的日志中。
上下文预算:>50%:全量执行。30-50%:丢弃第3级约束,压缩2轮之前的内容。<30%:丢弃第2-3级约束,输出最简内容,并警告用户执行
export
resume
蒙特卡洛预算:N ≤ 25次迭代。详见
references/wargame-engine.md
中的蒙特卡洛迭代协议。

Output Verbosity

输出详细程度

Controls output density per turn. Set during setup or changed mid-game with
verbose [level]
.
LevelConstraint TiersTarget Lines/TurnWhen
brief
Tier 1 only~40 linesFast-paced play, experienced users
standard
Tier 1 + Tier 2~60 linesDefault for all tiers
detailed
All tiers~80 linesDeep analysis, learning mode
Default:
standard
. Maps to the existing Constraint Priority Tiers in
references/wargame-engine.md
.
During setup, present: "Output verbosity? [brief / standard / detailed]" — user can skip (defaults to
standard
).
控制每轮的输出密度。可在设置阶段配置,或在推演中途使用
verbose [level]
命令更改。
级别约束等级每轮目标行数使用场景
brief
仅第1级约束~40行快节奏推演、资深用户
standard
第1级 + 第2级约束~60行所有等级的默认设置
detailed
所有等级约束~80行深度分析、学习模式
默认值:
standard
。映射到
references/wargame-engine.md
中已有的约束优先级等级。
在设置阶段,需提示:"输出详细程度?[brief / standard / detailed]" — 用户可跳过(默认使用
standard
)。

Scenario Classification

场景分类

Score the scenario on five dimensions. Show all scores to the user.
从五个维度对场景评分。需向用户展示所有评分。

Scoring Rubric

评分规则

Dimension012
Adversary / competing interestsNonePassive / indirectActive adversary optimizing against you
ReversibilityEasily reversiblePartially reversible / costly to undoIrreversible or extremely costly
Time pressureMonths+ to decideWeeksDays or hours
Stakeholder count1-23-56+ with conflicting interests
Information completenessFull information availablePartial / uncertainAsymmetric or actively obscured
维度0分1分2分
敌方/竞争利益被动/间接竞争主动针对您优化的敌方
可逆性易于逆转部分可逆/撤销成本高不可逆或撤销成本极高
时间压力数月以上决策时间数周数天或数小时
利益相关方数量1-2个3-5个6个以上且存在利益冲突
信息完整性信息完全可用部分信息/存在不确定性信息不对称或被主动隐瞒

Tier Assignment

等级分配

Total ScoreTierModeDepth
0-3ClearQuick AnalysisSingle output
4-6ComplicatedStructured AnalysisSingle output
7-8ComplexInteractive Wargame3-5 turns
9-10ChaoticInteractive Wargame (TTX)3-8 turns
Score each dimension independently. Present a filled-in rubric table with the user's scenario mapped to each row. Include a Reasoning column explaining each score in one line (see
references/output-formats-core.md
Classification Display).
After scoring, present:
  • Why This Tier: 2-3 sentences explaining which dimensions drove the score
  • What Would Change: 1-2 sentences describing what shift would change the tier
Present difficulty level (auto-mapped from tier):
TierDefault Difficulty
Clear
optimistic
Complicated
realistic
Complex
adversarial
Chaotic
worst-case
Your scenario scores N/10 — tier X, mode Y, difficulty Z. Override tier or difficulty? [yes/no]
If the user overrides, acknowledge and switch without argument. If the user provides additional context that changes scores, rescore and re-announce before proceeding. Proceed to Decision Criteria Elicitation.
总分等级模式分析深度
0-3清晰级快速分析单次输出
4-6复杂级结构化分析单次输出
7-8错综级交互式兵棋推演3-5轮
9-10混沌级交互式兵棋推演(TTX)3-8轮
独立对每个维度评分。向用户展示填充完成的评分表,将用户场景映射到每一行。需包含推理列,用一句话解释每个评分的依据(详见
references/output-formats-core.md
中的分类展示格式)。
评分完成后,展示:
  • 等级依据:2-3句话解释哪些维度主导了评分结果
  • 等级变更条件:1-2句话描述哪些变化会导致等级变更
同时展示难度等级(从等级自动映射):
等级默认难度
清晰级
optimistic
复杂级
realistic
错综级
adversarial
混沌级
worst-case
您的场景评分为N/10 — 等级X,模式Y,难度Z。 是否override等级或难度?[是/否]
若用户选择override,需确认并切换。若用户提供的额外上下文会改变评分,需重新评分并重新告知用户,然后再继续。进入决策标准提取环节。

Decision Criteria Elicitation

决策标准提取

After classification, before entering any analysis mode. All modes.
Present 4-8 criteria relevant to THIS scenario's domain, scaled to complexity: Clear/Complicated: 4-5 criteria, Complex/Chaotic: 6-8 criteria. May include standard criteria (Speed, Cost, Risk, Relationships, Reversibility, Learning) or domain-specific ones the LLM proposes based on the scenario context.
Quick-rank for THIS decision (e.g., "3 1 5 2 4 6") or "skip":
  1. {criterion_1}  2. {criterion_2}  3. {criterion_3}  4. {criterion_4}  5. {criterion_5}  6. {criterion_6}
If the user provides a ranking, record it as ranked criteria. If the user skips, proceed without criteria weighting. The user can re-rank anytime with the
criteria
command.
Swing weighting (Complex/Chaotic only): For Complex or Chaotic tier scenarios, offer swing weighting after the quick-rank: "Your scenario has high complexity — would you like detailed swing weighting for more precise criteria weights? [quick-rank / swing]". Swing weighting procedure: (1) Set all criteria to their worst plausible level. (2) Ask: "Which criterion, improved from worst to best, would make the biggest difference?" — that criterion gets the highest weight. (3) Repeat for remaining criteria. (4) Normalize weights to sum to 1.0. Quick-rank remains the default for Clear/Complicated tiers.
Criteria propagation by mode:
  • Quick Analysis: Annotate decision tree branches with alignment to top 2 criteria
  • Structured Analysis: Use criteria as ranking dimensions in option analysis; criteria become quadrant chart axes
  • Interactive Wargame: Annotate decision menu options with criteria alignment (High/Medium/Low per top criteria)
Criteria appear in the Decision Criteria Lens display (see
references/output-formats-core.md
).
分类完成后,进入任何分析模式前执行此环节。所有模式均需执行。
根据场景领域呈现4-8个相关的决策标准,复杂度越高标准越多:清晰级/复杂级:4-5个标准,错综级/混沌级:6-8个标准。可包含通用标准(速度、成本、风险、关系、可逆性、学习)或LLM根据场景上下文提出的领域特定标准。
请为此决策快速排序(例如:"3 1 5 2 4 6")或输入"skip"跳过:
  1. {标准1}  2. {标准2}  3. {标准3}  4. {标准4}  5. {标准5}  6. {标准6}
若用户提供排序结果,将其记录为已排序标准。若用户跳过,则不进行标准加权。用户可随时使用
criteria
命令重新排序。
波动加权(仅错综级/混沌级):对于错综级或混沌级场景,快速排序后可提供波动加权选项:"您的场景复杂度较高 — 是否需要详细波动加权以获得更精确的标准权重?[快速排序/波动加权]"。波动加权流程:(1) 将所有标准设置为最差合理水平。(2) 询问:"哪项标准从最差提升到最优会带来最大差异?" — 该项标准获得最高权重。(3) 对剩余标准重复此步骤。(4) 将权重归一化为总和1.0。清晰级/复杂级默认使用快速排序。
标准按模式传播
  • 快速分析:用前2项标准对齐情况标注决策树分支
  • 结构化分析:将标准作为选项分析的排名维度;标准成为象限图坐标轴
  • 交互式兵棋推演:用标准对齐情况标注决策菜单选项(按前几项标准分为高/中/低)
标准通过决策标准透镜展示格式呈现(详见
references/output-formats-core.md
)。

Mode A: Quick Analysis

模式A:快速分析

Clear tier (score 0-3). Single output, minimal ceremony.
清晰级(评分0-3)。单次输出,流程最简。

Steps

步骤

  1. Restate decision in the user's own terms. Confirm framing.
  2. Key Assumptions Check — Surface 2-3 unstated assumptions baked into the scenario framing. Challenge each briefly.
  3. Framework application — Select 2-3 frameworks from
    references/frameworks.md
    using the heuristic table. Apply each to the scenario. Show reasoning, not just labels.
  4. Analysis — Present findings using a Unicode decision tree (see
    references/output-formats-core.md
    ). Map options to outcomes with probabilities where estimable.
  5. Recommendation — State clearly with:
    • Confidence level: high, medium, or low
    • Key assumption that could change this recommendation
    • Watch signal: what to monitor that would trigger reconsideration
  6. Bias sweep — Run the Single-Output Mode Sweep per
    references/cognitive-biases.md
    Bias Sweep Protocol. 6b. Proactive bias detection — Suggest relevant commands for overconfidence signals (max one per turn). See
    references/cognitive-biases.md
    Enhanced Debiasing.
  7. Action Bridge — See
    references/output-formats-core.md
    Action Bridge template. Each move must reference a specific analysis output.
  8. Monte Carlo option — If uncertainty warrants it, offer: "Want to explore N variations? Type
    explore [N]
    ." See
    references/wargame-engine.md
    Monte Carlo Iteration Protocol.
  9. Save journal to
    ~/.claude/wargames/{date}-{slug}.md
Keep the total output concise. This mode exists for decisions that do not warrant deep analysis. Resist scope creep. If the analysis reveals the scenario is more complex than initially scored, note this and offer to re-classify upward.
  1. 重述决策:用用户的语言重述决策。确认框架。
  2. 核心假设检查 — 找出场景框架中隐含的2-3个假设。对每个假设进行简要质疑。
  3. 框架应用 — 使用启发式表从
    references/frameworks.md
    中选择2-3个框架。将每个框架应用到场景中。需展示推理过程,而非仅标注。
  4. 分析 — 使用Unicode决策树展示发现(详见
    references/output-formats-core.md
    )。在可估算概率的情况下,将选项映射到结果并标注概率。
  5. 建议 — 清晰陈述建议,并包含:
    • 置信度:高、中、低
    • 可能改变建议的核心假设
    • 监控信号:需要监控哪些指标以触发重新考虑
  6. 偏差排查 — 按照
    references/cognitive-biases.md
    中的单次输出模式排查协议执行偏差排查。 6b. 主动偏差检测 — 针对过度自信信号建议相关命令(每轮最多一个)。详见
    references/cognitive-biases.md
    中的增强去偏内容。
  7. 行动桥接 — 使用
    references/output-formats-core.md
    中的行动桥接模板。每个行动必须引用具体的分析输出。
  8. 蒙特卡洛选项 — 若不确定性较高,提供选项:"是否要探索N种变体?输入
    explore [N]
    "。详见
    references/wargame-engine.md
    中的蒙特卡洛迭代协议。
  9. 保存日志
    ~/.claude/wargames/{date}-{slug}.md
保持总输出简洁。此模式适用于无需深度分析的决策。避免范围蔓延。若分析发现场景比初始评分更复杂,需注明并提供升级分类的选项。

Mode B: Structured Analysis

模式B:结构化分析

Complicated tier (score 4-6). Single output, thorough examination.
复杂级(评分4-6)。单次输出,全面分析。

Steps

步骤

  1. Key Assumptions Check — Surface and challenge all major assumptions. For each assumption, state what changes if it is wrong.
  2. Stakeholder mapping — Table format:
    StakeholderInterestPowerPosition
    Power: high, medium, low. Position: supportive, neutral, opposed.
  3. Framework application — Select 3-5 frameworks from
    references/frameworks.md
    . Include ACH (Analysis of Competing Hypotheses) if the scenario involves competing explanations or theories.
  4. Option analysis — For each viable option, present explicit trade-offs. Every option must have at least one significant downside. No free lunches.
  5. Ranking with rationale — Rank options. If criteria were set, use them as the primary ranking dimensions. State how each option scored against each criterion. Use granular probability estimates (percentages, not "low/medium/high") per superforecasting methodology (see
    references/frameworks.md
    ).
  6. Decision triggers — Define conditions that would change the recommendation. Be specific: thresholds, events, new information.
  7. Pre-mortem — For each top-ranked option, imagine it has failed catastrophically. Identify the most likely cause of failure. State what early warning signs would precede that failure.
  8. Quadrant chart — Generate a Mermaid quadrant chart plotting options on risk (x-axis) vs. reward (y-axis). Label each quadrant and place options with brief annotations. 8b. Proactive bias detection — Suggest relevant commands for overconfidence signals (max one per turn). See
    references/cognitive-biases.md
    Enhanced Debiasing.
  9. Action Bridge — See
    references/output-formats-core.md
    Action Bridge template.
  10. Monte Carlo option — Offer: "Want to explore N variations? Type
    explore [N]
    ." See
    references/wargame-engine.md
    Monte Carlo Iteration Protocol.
  11. Save journal to
    ~/.claude/wargames/{date}-{slug}.md
  1. 核心假设检查 — 找出并质疑所有主要假设。对每个假设,说明若假设不成立会带来哪些变化。
  2. 利益相关方映射 — 表格格式:
    利益相关方利益诉求权力立场
    权力:高、中、低。立场:支持、中立、反对。
  3. 框架应用 — 从
    references/frameworks.md
    中选择3-5个框架。若场景涉及竞争性解释或理论,需包含ACH(竞争性假设分析)。
  4. 选项分析 — 对每个可行选项,明确呈现权衡取舍。每个选项必须至少有一个显著的缺点。不存在无成本选项。
  5. 带理由的排名 — 对选项进行排名。若已设置标准,将其作为主要排名维度。说明每个选项在每个标准下的得分。根据超级预测方法论使用精确的概率估计(百分比,而非"低/中/高")(详见
    references/frameworks.md
    )。
  6. 决策触发条件 — 定义会改变建议的条件。需具体:阈值、事件、新信息。
  7. 事前验尸 — 对每个排名靠前的选项,想象其已灾难性失败。找出最可能的失败原因。说明失败前的早期预警信号。
  8. 象限图 — 生成Mermaid象限图,在风险(X轴)与回报(Y轴)坐标系上绘制选项。标注每个象限并为选项添加简要注释。 8b. 主动偏差检测 — 针对过度自信信号建议相关命令(每轮最多一个)。详见
    references/cognitive-biases.md
    中的增强去偏内容。
  9. 行动桥接 — 使用
    references/output-formats-core.md
    中的行动桥接模板。
  10. 蒙特卡洛选项 — 提供选项:"是否要探索N种变体?输入
    explore [N]
    "。详见
    references/wargame-engine.md
    中的蒙特卡洛迭代协议。
  11. 保存日志
    ~/.claude/wargames/{date}-{slug}.md

Mode C: Interactive Wargame

模式C:交互式兵棋推演

Complex/Chaotic tier (score 7-10). Multi-turn interactive protocol.
错综级/混沌级(评分7-10)。多轮交互式流程。

Setup Phase

设置阶段

  1. Define actors — Create 2-8 actors using structured persona templates from
    references/wargame-engine.md
    . Each actor has: name, role, goals, resources, constraints, personality archetype (hawk, dove, pragmatist, ideologue, bureaucrat, opportunist, disruptor, or custom).
  2. User role selection — User selects which actor they control. If none fit, create a custom actor for them.
  3. Initial conditions — Define the starting state: resources, positions, alliances, constraints, information each actor has access to.
  4. Pre-seed injects — Create 3-5 injects (unexpected events). At least one must be a positive opportunity, not just a crisis. Injects remain hidden from the user until deployed.
  5. Set turn count — Default: Complex 3-5 turns, Chaotic 3-8 turns. User may request 2-12 turns. Above 8 turns, warn: "Extended games may hit context limits — consider
    export
    +
    resume
    at turn 8." Confirm actor list and turn count with user before proceeding.
  6. Present setup summary — Show all actors, initial conditions, and turn count. Confirm with user before proceeding.
State the adversary simulation limitation explicitly during setup: "AI- controlled actors optimize for their stated goals, but this is best-effort simulation, not genuine adversarial cognition."
Ensure actor goals genuinely conflict. If all actors want the same thing, the wargame degenerates into a coordination exercise. Introduce at least one structural tension between actor objectives.
  1. 定义角色 — 使用
    references/wargame-engine.md
    中的结构化角色模板创建2-8个角色。每个角色包含:名称、角色、目标、资源、约束条件、人格原型(鹰派、鸽派、实用主义者、意识形态者、官僚、机会主义者、颠覆者或自定义)。
  2. 用户角色选择 — 用户选择其控制的角色。若无匹配角色,为用户创建自定义角色。
  3. 初始条件 — 定义起始状态:资源、立场、联盟、约束条件、每个角色可访问的信息。
  4. 预注入事件 — 创建3-5个注入事件(意外事件)。其中至少一个必须是积极机会,而非仅危机。注入事件对用户隐藏,直到触发。
  5. 设置轮次数量 — 默认:错综级3-5轮,混沌级3-8轮。用户可请求2-12轮。若超过8轮,需警告:"长期推演可能会达到上下文限制 — 建议在第8轮时执行
    export
    +
    resume
    "。在继续前需与用户确认角色列表和轮次数量。
  6. 呈现设置摘要 — 展示所有角色、初始条件和轮次数量。在继续前需与用户确认。
设置阶段需明确告知用户敌方模拟的局限性:"AI控制的角色会为其既定目标优化行动,但这是尽力而为的模拟,而非真正的敌方认知。"
确保角色目标存在真实冲突。若所有角色目标相同,兵棋推演会退化为协调练习。需在角色目标间引入至少一个结构性张力。

Turn Loop

轮次循环

Execute turns per
references/wargame-engine.md
Turn Structure (13 steps). The engine handles choice architecture, belief updating, signal classification, consider-the-opposite, and in-session command dispatch.
Use display templates from
references/output-formats-core.md
: Turn Header Display for status bar, Intelligence Brief Display for situation, Actor Card Display for each actor, Decision Card Display for options, Inject Alert Display for injects. Target 40-80 lines per turn.
Proactive bias detection: Suggest relevant commands for overconfidence signals (max one per turn). See
references/cognitive-biases.md
Enhanced Debiasing.
按照
references/wargame-engine.md
中的轮次结构(13步)执行轮次。引擎负责选择架构、信念更新、信号分类、换位思考及会话内命令调度。
使用
references/output-formats-core.md
中的展示模板:轮次标题展示(状态栏)、情报简报展示(情境)、角色卡片展示(每个角色)、决策卡片展示(选项)、注入事件警报展示(注入事件)。每轮目标输出40-80行。
主动偏差检测:针对过度自信信号建议相关命令(每轮最多一个)。详见
references/cognitive-biases.md
中的增强去偏内容。

Inject Deployment

注入事件触发

Fire pre-seeded injects per
references/wargame-engine.md
Inject Design. Injects must create dilemmas forcing trade-offs between competing objectives.
按照
references/wargame-engine.md
中的注入事件设计触发预注入事件。注入事件必须创造迫使目标间权衡取舍的困境。

End Conditions

结束条件

The wargame ends when: max turns reached, user explicitly ends early, or a decisive outcome renders continued play moot. If the user says "end", "stop", "done", or "AAR", proceed to AAR immediately. Proceed to AAR regardless of end condition — never end without it.
当满足以下任一条件时兵棋推演结束:达到最大轮次、用户明确提前结束、或决定性结果使继续推演无意义。若用户输入"end"、"stop"、"done"或"AAR",立即进入AAR环节。无论何种结束条件,均需进入AAR环节 — 绝不跳过AAR。

Mandatory AAR (After Action Review)

强制AAR(事后复盘)

Never skip the AAR. This is where learning happens.
  1. Timeline — Key decisions and their outcomes in chronological order.
  2. What worked and what failed — With evidence from turn records.
  3. Biases detected — Both human decision biases and LLM simulation biases observed during play. Name each bias explicitly.
  4. Transferable insights — Decision principles extracted from this scenario that apply to the user's real context.
  5. Paths not taken — Briefly explore 2-3 alternative decision paths and their likely consequences. For each, identify the turn where the divergence would have occurred and the likely cascade.
  6. Actor performance — Evaluate each AI-controlled actor: did they behave consistently with their archetype and goals? Flag any actors that drifted from their persona (LLM consistency check).
  7. Visualizations — Generate Mermaid timeline (campaign phases) and decision tree (key branch points) in the journal showing the full arc of the wargame.
  8. Final journal save — Write the complete AAR to the journal file.
  9. Action Bridge — See
    references/output-formats-core.md
    Action Bridge template. The Probe should target the most uncertain insight from the AAR.
绝不跳过AAR。这是学习的核心环节。
  1. 时间线 — 按时间顺序列出关键决策及其结果。
  2. 成败分析 — 结合轮次记录中的证据说明哪些行动有效,哪些无效。
  3. 已检测偏差 — 列出推演过程中观察到的人类决策偏差与LLM模拟偏差。需明确命名每个偏差。
  4. 可迁移洞察 — 从场景中提取可应用到用户真实场景的决策原则。
  5. 未选择的路径 — 简要探索2-3条替代决策路径及其可能的结果。对每条路径,指出分歧发生的轮次及可能的连锁反应。
  6. 角色表现评估 — 评估每个AI控制角色:其行为是否与原型和目标一致?标记任何偏离角色设定的角色(LLM一致性检查)。
  7. 可视化 — 在日志中生成Mermaid时间线(推演阶段)和决策树(关键分支点),展示兵棋推演的完整过程。
  8. 最终日志保存 — 将完整AAR写入日志文件。
  9. 行动桥接 — 使用
    references/output-formats-core.md
    中的行动桥接模板。试探行动需针对AAR中最不确定的洞察。

State Management

状态管理

Journal Directory

日志目录

  • Path:
    ~/.claude/wargames/
  • Create on first use with
    mkdir -p
  • Archive path:
    ~/.claude/wargames/archive/
  • 路径:
    ~/.claude/wargames/
  • 首次使用时通过
    mkdir -p
    创建
  • 归档路径:
    ~/.claude/wargames/archive/

Journal Format

日志格式

Journals use YAML frontmatter for machine-parseable metadata:
yaml
---
scenario: "{title}"
tier: {Clear | Complicated | Complex | Chaotic}
mode: {Quick Analysis | Structured Analysis | Interactive Wargame}
difficulty: {optimistic | realistic | adversarial | worst-case}
status: {In Progress | Complete | Abandoned}
created: {YYYY-MM-DDTHH:MM:SS}
updated: {YYYY-MM-DDTHH:MM:SS}
turns: {completed}/{total}
criteria: [{ranked criteria list}]
actors: [{actor names}]
tags: [{domain tags}]
---
Migration: If
list
/
resume
encounters a journal without
---
frontmatter, fall back to v1 markdown header parsing. New journals always use frontmatter.
日志使用YAML前置元数据存储机器可解析的元数据:
yaml
---
scenario: "{标题}"
tier: {Clear | Complicated | Complex | Chaotic}
mode: {Quick Analysis | Structured Analysis | Interactive Wargame}
difficulty: {optimistic | realistic | adversarial | worst-case}
status: {In Progress | Complete | Abandoned}
created: {YYYY-MM-DDTHH:MM:SS}
updated: {YYYY-MM-DDTHH:MM:SS}
turns: {已完成}/{总轮次}
criteria: [{已排序标准列表}]
actors: [{角色名称列表}]
tags: [{领域标签列表}]
---
迁移:若
list
/
resume
遇到无
---
前置元数据的日志,回退到v1 Markdown标题解析。新日志始终使用前置元数据。

Filename Convention

文件名规范

Pattern:
{YYYY-MM-DD}-{domain}-{slug}.md
  • {domain}
    : predefined:
    biz
    ,
    career
    ,
    crisis
    ,
    geo
    ,
    personal
    ,
    startup
    ,
    negotiation
    ,
    tech
    . Auto-detected domains use
    custom
    as the slug.
  • {slug}
    : 3-5 word semantic summary (e.g.,
    supplier-acquisition-crisis
    )
  • Collision handling: append
    -v2
    ,
    -v3
    , etc.
模式:
{YYYY-MM-DD}-{domain}-{slug}.md
  • {domain}
    :预定义值:
    biz
    ,
    career
    ,
    crisis
    ,
    geo
    ,
    personal
    ,
    startup
    ,
    negotiation
    ,
    tech
    。自动检测的领域使用
    custom
    作为标识。
  • {slug}
    :3-5个单词的语义摘要(例如:
    supplier-acquisition-crisis
  • 冲突处理:追加
    -v2
    ,
    -v3

Save Protocol

保存协议

  • Quick Analysis / Structured Analysis: Save once at end with
    status: Complete
  • Interactive Wargame: Save after EVERY turn with
    status: In Progress
    . After AAR, update to
    status: Complete
  • 快速分析 / 结构化分析:结束时保存一次,状态设为
    Complete
  • 交互式兵棋推演:每轮结束后保存,状态设为
    In Progress
    。AAR完成后,更新状态为
    Complete

State Snapshot

状态快照

Append a
<!-- STATE ... -->
YAML block as an HTML comment after each turn save. Fields:
turn_number
,
difficulty
,
verbosity
,
criteria
,
branches
,
actors
(each with name, resources, stance, beliefs, information_state, relationships, risk_posture, attention_style),
active_injects
,
inject_history
. Resume reads frontmatter + last state block. Full schema and rewind/branch protocols in
references/session-commands.md
§ State Snapshot and § Rewind Protocol.
每轮保存后追加一个
<!-- STATE ... -->
YAML块作为HTML注释。字段:
turn_number
,
difficulty
,
verbosity
,
criteria
,
branches
,
actors
(每个角色包含名称、资源、立场、信念、信息状态、关系、风险姿态、注意力风格),
active_injects
,
inject_history
。恢复时读取前置元数据 + 最后一个状态块。完整 schema 及回退/分支协议详见
references/session-commands.md
中的状态快照和回退协议章节。

Sort Order

排序规则

Journals sorted by filename (reverse chronological — newest first). This ordering is canonical for both
list
and
resume N
.
日志按文件名排序(逆 chronological — 最新优先)。此排序对
list
resume N
均为标准规则。

Corruption Resilience

抗损坏能力

  1. Before writing: validate target file exists and frontmatter is parseable
  2. After writing: verify write completed
  3. On resume: if frontmatter missing or malformed, attempt v1 header parsing. If that fails, inform user: "Journal appears corrupted. Start a new analysis of the same scenario?"
  1. 写入前:验证目标文件存在且前置元数据可解析
  2. 写入后:验证写入完成
  3. 恢复时:若前置元数据缺失或格式错误,尝试v1标题解析。若仍失败,告知用户:"日志似乎已损坏。是否要针对同一场景启动新分析?"

In-Session Commands

会话内命令

Available during any active analysis or wargame. Type
?
at any decision point to see the full menu.
CommandModesEffect
red team
/
challenge
AllStrongest case against preferred option
what if <condition>
AllFocused counterfactual, max 3 per decision
criteria
AllSet or re-rank decision criteria
explore [N]
AllMonte Carlo exploration, default N=15. See
references/wargame-engine.md
Monte Carlo Iteration Protocol
sensitivity
AllParameter sensitivity tornado diagram
delphi
/
experts
AllSynthetic expert panel with structured disagreement
forecast
/
base rate
AllReference class forecasting with Fermi decomposition
negotiate
/
batna
AllBATNA/ZOPA negotiation mapping
calibrate
AllProbability calibration audit
options
/
optionality
AllReal options framing
cause
/
causal
AllCausal diagram with feedback loops
morph
/
scenarios
AllMorphological scenario generator
research
AllWebSearch intelligence briefing for current decision point
rewind [N]
WargameLoad turn N's state snapshot (default: 1 turn back), fork journal
branches
WargameList, switch, or prune timeline branches
status
AllCondensed mid-game snapshot without advancing the turn
export
/
dashboard
AllRender HTML dashboard
meta
AllCross-journal decision fitness report
compare [j1] [j2]
AllSide-by-side comparison of two journal runs
summary [N]
AllCondensed 10-20 line summary of completed journal N
verbose [level]
AllChange output verbosity:
brief
,
standard
,
detailed
?
AllShow command menu (Command Menu Display)
All commands handled per protocols in
references/wargame-engine.md
(except
criteria
,
export
,
verbose
,
research
,
rewind
,
branches
,
status
,
meta
,
compare
,
summary
, and
?
which are defined in this file). Display templates in
references/output-formats-core.md
and
references/output-formats-commands.md
.
Command protocols for
export
,
meta
,
compare
, and
summary
: read
references/session-commands.md
.
任何活跃分析或兵棋推演会话中均可使用。在任何决策点输入
?
可查看完整菜单。
命令适用模式效果
red team
/
challenge
所有针对首选选项提出最强反对理由
what if <condition>
所有聚焦式反事实分析,每个决策最多3次
criteria
所有设置或重新排序决策标准
explore [N]
所有蒙特卡洛探索,默认N=15。详见
references/wargame-engine.md
中的蒙特卡洛迭代协议
sensitivity
所有参数敏感性 tornado 图
delphi
/
experts
所有合成专家小组,包含结构化分歧
forecast
/
base rate
所有参考类预测,包含费米分解
negotiate
/
batna
所有BATNA/ZOPA 谈判映射
calibrate
所有概率校准审计
options
/
optionality
所有实物期权框架
cause
/
causal
所有带反馈循环的因果图
morph
/
scenarios
所有形态学场景生成器
research
所有针对当前决策点的WebSearch情报简报
rewind [N]
兵棋推演加载第N轮的状态快照(默认:回退1轮),分叉日志
branches
兵棋推演列出、切换或修剪时间线分支
status
所有生成精简的中期快照,不推进轮次
export
/
dashboard
所有渲染HTML仪表板
meta
所有跨日志决策适配性报告
compare [j1] [j2]
所有两份日志运行结果的并排对比
summary [N]
所有已完成日志N的精简摘要(10-20行)
verbose [level]
所有更改输出详细程度:
brief
,
standard
,
detailed
?
所有显示命令菜单(命令菜单展示格式)
所有命令均按照
references/wargame-engine.md
中的协议处理(
criteria
,
export
,
verbose
,
research
,
rewind
,
branches
,
status
,
meta
,
compare
,
summary
?
除外,这些命令在本文档中定义)。展示模板详见
references/output-formats-core.md
references/output-formats-commands.md
export
,
meta
,
compare
, 和
summary
命令的协议详见
references/session-commands.md

Difficulty Levels

难度等级

Auto-mapped from tier (Clear→optimistic, Complicated→realistic, Complex→adversarial, Chaotic→worst-case). User can override during classification. Difficulty affects actor behavior, inject frequency, adjudication thresholds, and analysis tone in all modes.
See
references/wargame-engine.md
Difficulty Levels for full specification.
从等级自动映射(清晰级→乐观、复杂级→现实、错综级→对抗、混沌级→最坏情况)。用户可在分类环节override难度。难度会影响所有模式中的角色行为、注入事件频率、裁决阈值及分析语气。
完整规范详见
references/wargame-engine.md
中的难度等级章节。

Tutorial Mode

教学模式

Tutorial (
$ARGUMENTS
=
tutorial
): pre-scripted 2-turn Complicated tier scenario with pedagogical annotations. Full protocol in
references/session-commands.md
§ Tutorial Mode.
教学模式(参数 =
tutorial
):预脚本化的2轮复杂级场景,包含教学注释。完整协议详见
references/session-commands.md
中的教学模式章节。

Research Command

调研命令

Research (
research
during active session): 1-2 targeted WebSearch queries for current decision point, presented via Intelligence Research Display. Does not advance the turn. Full protocol in
references/session-commands.md
§ Research Command.
调研命令(活跃会话中输入
research
):针对当前决策点执行1-2次定向WebSearch查询,通过情报调研展示格式呈现结果。不会推进轮次。完整协议详见
references/session-commands.md
中的调研命令章节。

Facilitated Mode

协作模式

Facilitated mode (
$ARGUMENTS
=
facilitated
): LLM as game master only, all actors human-controlled. Full protocol in
references/session-commands.md
§ Facilitated Mode.
协作模式(参数 =
facilitated
):LLM仅作为游戏主持,所有角色均由人类控制。完整协议详见
references/session-commands.md
中的协作模式章节。

Reference File Index

参考文件索引

FileContentRead When
references/frameworks.md
Framework catalog (13 entries), selection heuristics, enforcement rulesSelecting frameworks for any mode
references/frameworks-procedures.md
Step-by-step procedures for each frameworkApplying a specific selected framework
references/wargame-engine.md
Actor definitions (9-field), turn structure (13 steps), adjudication, Monte Carlo, counterfactual/red-team protocols, 8 analytical command protocols, inject design, difficulty levelsSetting up or running any analysis mode
references/cognitive-biases.md
10 human + 4 LLM biases, bias sweep protocol, analytical constitutionBias checks in any mode
references/output-formats-core.md
Core display templates (20+), UX box-drawing system, journal format, accessibility rulesRendering any output
references/output-formats-commands.md
Analytical command display templates (red team, sensitivity, delphi, forecast, etc.)Rendering output for a specific analytical command
references/session-commands.md
Export, meta, compare, summary command protocols + facilitated mode
export
,
meta
,
compare
,
summary
, or
facilitated
commands
references/dashboard-schema.md
JSON data contract for HTML dashboard (12 view schemas, cross-view fields)
export
or
dashboard
command
references/visualizations.md
Design principles, Unicode charts, Mermaid diagrams, HTML dashboard patternsGenerating visual outputs
templates/dashboard.html
Composable HTML dashboard with JSON-in-script rendering (12+ views)
export
or
dashboard
command
Read reference files as indicated by the "Read When" column above. Do not rely on memory or prior knowledge of their contents. Reference files are the source of truth. If a reference file does not exist, proceed without it but note the gap in the journal.
文件内容读取时机
references/frameworks.md
框架目录(13个条目)、选择启发式、执行规则为任何模式选择框架时
references/frameworks-procedures.md
每个框架的分步流程应用特定选定框架时
references/wargame-engine.md
角色定义(9个字段)、轮次结构(13步)、裁决、蒙特卡洛、反事实/红队协议、8个分析命令协议、注入事件设计、难度等级设置或运行任何分析模式时
references/cognitive-biases.md
10种人类偏差 + 4种LLM偏差、偏差排查协议、分析准则任何模式中的偏差检查时
references/output-formats-core.md
核心展示模板(20+)、UX框线系统、日志格式、可访问性规则渲染任何输出时
references/output-formats-commands.md
分析命令展示模板(红队、敏感性、德尔菲法、预测等)渲染特定分析命令的输出时
references/session-commands.md
Export、meta、compare、summary命令协议 + 协作模式执行
export
,
meta
,
compare
,
summary
facilitated
命令时
references/dashboard-schema.md
HTML仪表板的JSON数据契约(12个视图schema,跨视图字段)执行
export
dashboard
命令时
references/visualizations.md
设计原则、Unicode图表、Mermaid图、HTML仪表板模式生成可视化输出时
templates/dashboard.html
可组合的HTML仪表板,支持JSON-in-script渲染(12+视图)执行
export
dashboard
命令时
按照上述"读取时机"列的指示读取参考文件。不得依赖记忆或对文件内容的先验知识。参考文件为唯一可信来源。若参考文件不存在,可继续执行但需在日志中记录此缺口。

Critical Rules

关键规则

  1. Label ALL outputs as exploratory, not predictive (RAND guardrail)
  2. Always allow the user to override the classification tier
  3. Never skip AAR in Interactive Wargame mode
  4. Force trade-offs — every option must have explicit downsides
  5. Name biases explicitly when detected — both human and LLM
  6. Default maximum 8 turns per wargame; user may override up to 12 with context warning
  7. Save journal after every turn in Interactive Wargame mode
  8. Criteria and Action Bridge are mandatory — when criteria are set they must visibly influence rankings; every recommendation, ranking, or AAR must end with Probe/Position/Commit
Canonical term enumerations: See
references/session-commands.md
§ Canonical Terms for exact string values of tiers, modes, archetypes, difficulty levels, commands, verbosity levels, action bridge levels, journal statuses, and domain tags.
  1. 所有输出均需标注为探索性,而非预测性(RAND防护规则)
  2. 始终允许用户override分类等级
  3. 交互式兵棋推演模式中绝不跳过AAR
  4. 强制权衡取舍 — 每个选项必须有明确的缺点
  5. 检测到偏差时需明确命名 — 包括人类偏差和LLM偏差
  6. 兵棋推演默认最多8轮;用户可override至12轮,但需给出上下文警告
  7. 交互式兵棋推演模式中每轮结束后必须保存日志
  8. 决策标准和行动桥接为强制环节 — 设置标准后必须明显影响排名;每个建议、排名或AAR必须以试探/布局/承诺结尾
标准术语枚举:详见
references/session-commands.md
中的标准术语章节,包含等级、模式、原型、难度等级、命令、详细程度等级、行动桥接等级、日志状态及领域标签的精确字符串值。