lyndonkl/claude

wc-archetype-mutation

The mutation operator for the FIFA World Cup Fantasy evolution engine. Applies small, bounded, feasibility-preserving perturbations to a recombined offspring squad/plan — swap one differential for an adjacent-price alternative, reorder the bench by kickoff, shift one captain-ladder step, try one fixture-swing transfer, nudge one enabler. Mutation rate is low by default and raised on demand by the diversity governor when the population has collapsed. Each mutation stays inside budget/nation/form…

First seen Jun 15, 2026

Installation

$ npx skills add lyndonkl/claude --skill wc-archetype-mutation

Summary

  • The mutation operator for the FIFA World Cup Fantasy evolution engine.
  • Applies small, bounded, feasibility-preserving perturbations to a recombined offspring squad/plan — swap one differential for an adjacent-price alternative, reorder the bench by kickoff, shift one captain-ladder step, try one fixture-swing transfer, nudge one enabler.
  • Mutation rate is low by default and raised on demand by the diversity governor when the population has collapsed.
  • Each mutation stays inside budget/nation/formation feasibility.
  • Use in the mutate stage after recombination, or when wc-population-diversity calls for more exploration.

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 155
Default branch main
Open issues 0
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 4,270 B
  • docs SUMMARY.md 653 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 14 installs

SKILL.md

wc-archetype-mutation — bounded exploration

The mutation operator from the genetic loop (evolution-protocol.md). After recombination has fused the best blocks, mutation explores the neighbourhood of each offspring — small perturbations that might find a slightly better local arrangement or, when the diversity governor raises the rate, push an offspring away from a collapsed template. It is the explore side of the explore/exploit dial.

Inputs

  • An offspring candidate (post-crossover, feasible) with block tags.
  • mutation_rate (default low, e.g. ~1 perturbation per offspring; raised by wc-population-diversity to ~2–3 when collapse is detected).
  • Live constraints (budget, nation cap, phase) for the feasibility guard.

Mutation moves (pick per the rate; each must keep feasibility)

Move What it does When apt
Differential swap replace one BB4 pick with an adjacent-price, similar-EV alternative of lower ownership exploring the rank axis; diversity-injection toward differential
Enabler nudge swap a BB5 enabler for an equal-price guaranteed starter with a marginally better fixture freeing optionality without touching value blocks
Captain-ladder shift reorder one step of MB2 (promote a different day-2 captain candidate) matchday plans; exploring captaincy variance
Bench reorder re-rank MB3 bench by a refined kickoff/likely-points read improving manual-sub optionality
Fixture-swing transfer for a transfer plan, try one alternative in→out pair targeting a steeper fixture delta exploring A4-style edges
Formation flex shift the XI between two valid formations (e.g. 3-4-3 ↔ 3-5-2) the same 15 supports exploring attack/defence balance

Workflow

- [ ] 1. Read offspring + mutation_rate + constraints
- [ ] 2. Pick `rate` moves, biased by any diversity-injection target passed in (e.g. "push toward differential")
- [ ] 3. Apply each move; re-check feasibility (budget, nation cap, formation, 15-man shape)
- [ ] 4. Reject any move that breaks feasibility or destroys a building block; retry an alternative move
- [ ] 5. Emit the mutated offspring + a mutation log (what changed, why)

Bounds (mutation is small by design)

  • Never a wholesale rebuild. That's the Wildcard / a fresh strategist run, not mutation. Mutation touches ~1 (default) to ~3 (raised) elements.
  • Feasibility-preserving. A mutation that breaks budget/nation/formation is discarded, not repaired (repair is crossover's job; mutation simply tries a different small move).
  • Block-respecting. Mutation perturbs within or at the edge of a block (swap a differential, nudge an enabler) — it does not split a value block (never break the clean-sheet stack as a "mutation").
  • Directed when asked. If wc-population-diversity passes an injection target ("move toward high-variance / differential"), bias move selection that way.

Output

mutated_offspring: <candidate>
mutation_log:
  - move: differential_swap
    change: "BB4: out [player A, 12% owned] → in [player B, 4% owned, similar xEV]"
    rationale: "diversity injection toward differential; raises ceiling variance"
  feasibility_ok: true

Guardrails

  • Keep the default rate low — over-mutation destroys the gains recombination just made (the document's "too much disruption tears apart useful structure").
  • One mutated copy per offspring (don't fan out many mutants unless the diversity governor explicitly asks).
  • Always log the change so lineage stays auditable.