Experiment registry · Design

Knowledge delivery — how the game's knowledge reaches the agent

The design keeps the world, tools, and objective fixed while changing only how the game's knowledge reaches the agent: through a folder to read, a search tool, facts pushed inside tool results, or a plan file. The design asks which delivery method turns a capable model into a player that understands the game.

The problem

Five stack-validation runs proved the stack works, but they also showed the agents playing blind. The game's design document was bundled in a folder next to the agent, yet two of three models never opened it. The third model guessed at file paths and got them wrong up to a quarter of the time.

The agents learned rules from error messages ("requires RESTING" → try resting), not from the documentation. They had leveling tools in front of them in every session but used those tools only four times in 15,815 calls. One arm banked 2,121 MUSU and closed at level 1–2, with the experience to level up sitting unspent.

Taken together, these observations support one lesson from the runs: knowledge that arrives inside a tool result gets used; knowledge one file-read away in a folder mostly does not.

The observations also motivate the hypothesis tested here: the bottleneck may be knowledge delivery rather than the model. The design tests that hypothesis directly.

The method

The world, tool surface, starting wallet, and objective stay fixed across all arms. The objective remains "complete as many quests as possible"; only the way knowledge reaches the agent changes. The models are one tier up from those in the stack-validation series (Sonnet 5, gpt-5.2), so a null result is not "the model was too small".

Each delivery variant is a rung in a cumulative ladder. Rung A is the control, and every later rung adds one delivery path to those before it. The table shows what each rung adds and where the agent receives it:

rung adds where it lives
A control today's scaffold: the agent can read the design document from a read-only folder. At each session, the agent also sees its remaining ETH and is told that every action costs gas scaffold
B orientation one fixed paragraph in the system prompt explaining the core loop: kamis harvest, harvesting drains health, food restores it, experience levels up, and quests count across all your kamis. The paragraph gives rules only, with no advice scaffold
C search a deterministic search_reference tool that searches the bundled design document by keyword and returns snippets with their paths scaffold
D pushed knowledge item and room descriptions appear inline in what the agent perceives. When a tool call fails, the result includes a short note explaining why and naming the action that applies now. The descriptions and failure notes come from the environment's own rules, never from prose environment (lens + harness)
E planning a plan file that the agent is asked to maintain and receives again at the start of each session scaffold

Rung D is the only one that changes the environment side, and it changes only tool results. Schemas, descriptions, and tool count are byte-identical across arms. Nothing in any rung tells the agent what to do; strategy content is excluded on purpose.

The box

Arms ladder rung × model, one arm per cell (N=1)
Models Sonnet 5 · gpt-5.2 — capability- and price-matched
Session cap 150,000 tokens
Wall clock up to 14 days; an arm stops early once its verdict is clear
Start a fresh Ethereum mainnet wallet holding 0.03 ETH
Objective "complete as many quests as possible"
Cost a $200-per-arm planning ceiling, invisible to the agent; no cost meter
Stack one pinned version of scaffold, environment interface and lens for the whole family; rungs are flags, not branches

What decides

The primary outcome and the pre-registered verdict rule determine the experimental result. The other process measurements help explain how each arm reached its outcome, although one of them — a landed level-up — also appears in the verdict rule. This is the distinction behind the shorthand: outcomes decide; process observables explain.

The verdict moves through three levels. First, check whether each model landed a level-up and compare its quest count with its own control. Next, determine whether both models satisfy the rung-level rule. Finally, use the rung results to reach the family conclusion. The exact pre-registered rule is:

Waves

Cheapest decisive test first.

The experiment launches arms in sequence rather than all at once. A cell is one rung–model combination, and each wave depends on the result of the previous wave:

  1. Wave 1 — control (A) and the full pushed rung (A+B+C+D) on both models: four arms. If the top rung moves neither model, the family stops there.
  2. Wave 2 — only if Wave 1 shows a gap: bisect (B and C alone on the more responsive model; E on top of the best on both).
  3. Wave 3 — replicate the winning cell.

Wave 1 decides whether the family stops or proceeds to Wave 2. If the family proceeds, Wave 2 runs the intermediate tests above before Wave 3 replicates the winning cell.

Because arms launch in waves and run in the live world, cells are not synchronized. Every arm's record names the other arms live during its window and the world era in which it started. Cells are exploratory by grade; only a synchronized replication earns a registered comparison.

Reproducibility

Design and run pages publish before launch. Each run's manifest pins exact commit SHAs of kami-agent, kami-harness, kami-lens and kamigotchi-gdd. The manifest also pins model strings, reasoning settings, price tables, and every scaffold cap. Chain state is the public ground-truth action log.