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scoring skill

/skills/scoring

This skill evaluates achievement by considering context and style, prioritizing emergent and creative solutions to influence rewards and decisions.

npx playbooks add skill simhacker/moollm --skill scoring

Review the files below or copy the command above to add this skill to your agents.

Files (5)
SKILL.md
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---
name: scoring
description: "Motto: Style counts. Context matters. Story trumps numbers."
license: MIT
tier: 1
allowed-tools:
  - read_file
  - write_file
related: [probability, reward, economy, rubric]
tags: [moollm, achievement, evaluation, style, narrative]
---

# Scoring Skill

Achievement valuation.

**Motto:** *"Style counts. Context matters. Story trumps numbers."*

## Key Concepts

- **Scores calculated at completion** — not fixed upfront
- **HOW matters** — style, creativity, emergence
- **Skills emerge from play** — not menus

## Modifiers

| Factor | Bonus |
|--------|-------|
| Creative solution | +50% |
| Overwhelming odds | +100% |
| Taught to NPC | +50% |
| Discovered approach | +50% |
| Emergent solution | +100% |

## Skill Tiers

| Tier | Value |
|------|-------|
| Planned | Base |
| Discovered | +50% |
| Emergent | +100% |
| Legendary | +200% |

## Skill Operations

- `TRADE SKILL [skill] TO [npc] FOR [thing]`
- `TEACH SKILL [skill] TO [npc]`
- `AUCTION SKILL [skill]`
- `BEQUEATH SKILL [skill] TO [future]`

## See Also

- [reward](../reward/) — Scores determine reward quality
- [economy](../economy/) — Skills have economic value
- [rubric](../rubric/) — **Explicit criteria** for scoring decisions
- [evaluator](../evaluator/) — Independent scoring without context bias

Overview

This skill provides a flexible achievement valuation system that emphasizes style, context, and emergent play over raw numbers. Scores are computed at completion using modifiers and tier multipliers to reflect creativity, difficulty, and narrative impact. It is designed to convert player actions into meaningful, tradeable skill value.

How this skill works

Scores are calculated when an action or task completes, not predetermined, so final value reflects execution and context. Modifiers (creative solution, overwhelming odds, taught to NPC, discovered approach, emergent solution) and tier multipliers (Planned, Discovered, Emergent, Legendary) adjust the base score. Operations let you trade, teach, auction, or bequeath skills, and the output links to reward and economy systems for downstream effects.

When to use it

  • When you need to value player achievements after execution rather than before
  • If you want scoring to reward creativity, improvisation, and narrative impact
  • To convert player-developed abilities into tradeable or economic assets
  • When scores should influence rewards, NPC behavior, or marketplace value
  • If you need consistent rules for awarding bonus multipliers based on context

Best practices

  • Define a clear base score for tasks, then apply modifiers at completion
  • Keep a documented rubric for explicit criteria to avoid inconsistent scoring
  • Use evaluator services to audit scores and reduce context bias
  • Log decisions that trigger large modifiers (emergent solutions, overwhelming odds)
  • Design economy interactions so skill value scales predictably with tiers

Example use cases

  • Awarding extra value when players discover a novel solution to a puzzle
  • Converting a taught skill into a tradable item in an in-game marketplace
  • Using emergent behavior in simulations to trigger Legendary-tier scaling
  • Adjusting reward quality based on final scored value rather than task difficulty
  • Running auctions where community members bid on high-value discovered skills

FAQ

When is a modifier applied?

Modifiers are applied at completion when evidence of the qualifying condition exists, e.g., a creative solution or emergent result.

How do tiers interact with modifiers?

Tiers multiply the base value and modifiers add percent bonuses; combine them to compute final score and then map that to rewards or economic value.