omniwin training game
- I think I have some notes on this in the convos I had to develop the panarcatalyst
- September 14th, 2022 - beautiful case study
- "2 vowels" vs "at least 4 vowels"
- seems incompatible but it turns out the first person wasn't counting Y as a vowel and the 2nd person was, so there were actually words that could work, eg
- nonsynergy
- androgyny
- abysmally
- antonymy
- cryptically
- daylily
- demystify
- dillydally
- dizzyingly
- gyratory
- joyfully (maybe)
- physically
- polymathy
- polygamy
- psychopathy
- yearly (maybe)
- rhythmically
- typically
- typology
- #todo get list of words used
- stretched
- I'm reflecting that training the NNTD could be interestingly practiced by using some kinda contrived game situations where it is hard to find win-wins but the win-wins are known to exist.
- Like some sort of board/card game where everyone has a win condition and you just have to work together to create a board state where everyone's condition is satisfied.
- Relates to An exercise for getting same-sided & post-compromise, which you could usefully do beforehand.
- To make it more challenging, and simulate stressors, you could have there be some sort of timer.
- Not sure if real-time or turn-based though. Obviously even if turn-based you'd want lots of space to have deep unstructured conversation.
- I'm not sure exactly how you would go about making it so I in particular have to care about my condition in particular, not just "well here are all of the constraints we have"
- one version of this might be flavored kind of like Keep Talking And Nobody Explodes where your win condition is actually so long and complicated that you can't explain it adequately or something
- if this were a video game it could even have hidden components, where you have to run a test to see if it satisfies, and you can run tests without having to get the rest of the team to agree to let you run a test, but nobody else can run your test, so you're ultimately responsible for ensuring the shared board configuration satisfies your test
- this actually seems pretty decent!
- a totally ridiculous version would be something like, set everybody up with Pavloks, and whoever's condition isn't satisfied by the shared board state at the end of the round gets shocked
- this is physically costly, and it's kind of weird to enter into a game where you're signing up to maybe be shocked
- but it does point at something quite precise, which is basically like...
- ...I want none of my friends to get shocked, but I definitely have more skin in the game with my own getting shocked
- obviously if you have an external person offering prizes you can make it more potent
- the most obvious non-transferrable/non-tradeable prize would be like, admission to some cool event
- May 18th, 2025 — cool "make your own lil interaction game" meta-game at Presence Games with Max Roth, which had a sort of low-stakes omniwin training game vibe
- (see google photos for rules of meta-game)
15 linked references
November 30th, 2025
- omniwin training game - this is somewhat competitive too, but does have multiple-constraint satisf
November 23rd, 2025
- November 24th, 2025 edit up & publish omniwin training game
- because it follows well from the previous 2
November 21st, 2025
- huhAn exercise for getting same-sided & post-compromise
as is sort of a full-fractal buy-in / omniwin training game exercise
September 1st, 2025
- here's a simple team-building exercise version of the omniwin training game, where the details are specified but if the group fixates on the number (needed, or willing to pay) rather than the specific need, it will seem like a win-win isn't possible
- has some interesting stuff about culture and negotiations
- and there's some (apparent) incentive to not reveal information
- although in fact zero actual incentive to not attend to the question of "what part of the orange, specifically, does each team need?"
August 28th, 2025
- new articulation of omniwin training game
- the basic premise is that each player has some set of constraints and the goal is to figure out how to satisfy them all at once
- the simple version is that each player knows exactly what their own constraints are, but can't talk about them, they can only propose options and communicate 👍/ 👎 , and everybody wins when someone proposes an option that works for everybody
- (an example of the simple version is that each player picks some criterion that a word has to match, could be like "must have exactly 2 vowels" or "must be a verb" and then you try to find a word that matches them all)
- but I feel like the more interesting/realistic versions are where you don't actually have complete knowledge of your own constraints (/desires) but you have better access than others do to checking in with them... which would require some sort of system that could be deterministic (but with a lot of parameters) or could be run by an LLM or something.
- and then you can communicate openly, and speculate about what you think would work for you
August 11th, 2025
- prompts for LLMs that would probably yield good results if run enough times and iterated on game with unclear rules adjacent to omniwin training game
- can you think of a fun game/social experiment one could play where each player is handed a piece of paper that is supposedly just to share with them their role in the game, but it actually describes a somewhat different game (some mix of "different framing" and straight up different rules!) and somehow in the course of the game the players find themselves in confusing conflicts about this, but (assuming reasonably friendly and metacognitively aware players) they're able to sort it out to some extent, but not like, fully sort it out before the game is over, like usually still some ambiguity.
think about it from a few different angles, and consider analogies with other games with secret info and complex win-conditions, like one-night ultimate werewolf. the game itself could be one where actually everybody can win but some players are led to believe that their win-condition will NOT be one that other players will tolerate. or it could be one where not everybody can win, or where each player believes everybody is working towards a collaborative win condition when in fact no such condition exists. you might consider analogies to real-world situations, whether office politics, war, family dynamics, sports, [add more items to this list], etc,
consider all the different possible combinations of these kinds of variations, and come up with a sketch or two for each one, then critique each of the ideas, then present me with your best ideas, in the form of a set of different player-cards that would go together. note that the player cards need to contain the entire ruleset, because the whole point is that we're giving people these cards to read in order to understand the game, not just to hand them their role. but you can make a note before you write out the cards, of which rules would be 100% in common between the roles.- private notes exploring this
- eigenprompt: chatgpt.com/c/689a4ab5-9dac-832f-be66-ddeae263af71
April 25th, 2024
- this turing machine board game feels related
February 16th, 2023
- inspired a bit more about how this could work based on playing The Mind
- you have a similar gameplay mechanic of there being random cards being played in some order that's collectively determined
- but each person has a different condition that the process needs to satisfy
- which could possibly be determined by drawing some sort of card
- although this is MAYBE a pretty big departure from The Mind in that (at least in the variant I played—I believe there's more) there's sort of a single answer to "what order do cards need to be played in?" and so you can't add more constraints because they'd either contradict or be redundant
- in The Mind there's also already perfect info about the ordering function, rather than a discovery process
- ---
- ah, although, if it's not based on getting a perfect ordering but more based on some sort of sequence that maximizes a bunch of different scalar functions
- which could be functions of the (a,b) card order, such that in some cases (b,a) would get a very different output
- basically you have a bunch of moves to play, and each move will gain/lose each player n points
- (or gain lose the team n points... hm. some tough stuff there)
- and you want to sort of max out the total points
July 19th, 2021
- re omniwin / omniwin training game etc
- this post by Tasshin Fogleman has some suggestions for finding win-wins internally or between people
- > Ask one or more of the following questions as generative prompts:
- > Is there a way to meet need 1, without doing X?
- > Is there a way to meet need 2, while doing X?


June 12th, 2021
- use creativity to find win-win solutions to complex conflicts
April 12th, 2021
- oh, there's a version of this that's like a collaborative version of zendo
- if naming words, with conditions
April 10th, 2021
- see recording exploring this with Eric Chisholm on April 9th, 2021
