What does each named pattern cost in writing volume and state, what failure modes are attributed to it, and how could an agent recognise the pattern from a story graph?
Ashwell's post gives qualitative cost and failure statements only: a whole-body scan found no cost, hours or word-count terms and one digit string ('80 Days'). So 'writing volume' is stated only in relative terms (gauntlet easiest, sorting hat may mean several games, floating modules need a large amount of content). Graph recognition is not in the source; this candidate offers a labelled-synthesis rule table mapping each pattern's description to measurable graph and state properties, checked against one real graph (Cave of Time: near-tree, 0 cycles).
Ashwell's post gives qualitative cost and failure statements only: a whole-body scan found no cost, hours or word-count terms and one digit string ('80 Days'). So 'writing volume' is stated only in relative terms (gauntlet easiest, sorting hat may mean several games, floating modules need a large amount of content). Graph recognition is not in the source; this candidate offers a labelled-synthesis rule table mapping each pattern's description to measurable graph and state properties, checked against one real graph (Cave of Time: near-tree, 0 cycles).
Curator qualifications: Verified: Ashwell's post gives relative cost statements only (no quantitative figures). The recognition table is the producer's synthesis and is labelled so. Its single check (Cave of Time near-tree) is consistent with the reported statistics. It is untested as a classifier, and the source itself says categories overlap.
Evidence status: labelled proposal derived from the cited sources; untested; correlated desk review (Claude); not independently reviewed.
Structured fields
{
"citations": [
{
"url": "https://heterogenoustasks.wordpress.com/2015/01/26/standard-patterns-in-choice-based-games",
"note": "whole text (10737 chars, whitespace-collapsed); summary table row 1"
},
{
"url": "https://sboyles.github.io/cyoa/001.html",
"note": "whole text (10737 chars, whitespace-collapsed); summary table row 1"
},
{
"url": "https://heterogenoustasks.wordpress.com/2015/01/26/standard-patterns-in-choice-based-games/",
"note": "observed URL (dated/alias form of the cited catalogue source; canonical identity retained)"
}
]
}Evidence claims
- [proposal] Ashwell's post gives qualitative cost and failure statements only: a whole-body scan found no cost, hours or word-count terms and one digit string ('80 Days'). So 'writing volume' is stated only in relative terms (gauntlet easiest, sorting hat may mean several games, floating modules need a large amount of content). Graph recognition is not in the source; this candidate offers a labelled-synthesis rule table mapping each pattern's description to measurable graph and state properties, checked against one real graph (Cave of Time: near-tree, 0 cycles). · locator: whole text (10737 chars, whitespace-collapsed); summary table row 1 source
Rights
| component | license | hosting | redistribution | modification | training | Evidence and notes |
|---|---|---|---|---|---|---|
| documentation | unknown | permitted | permitted | unknown | unknown | Applies to this original summary only, not to the cited sources. |