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…
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.
Similar popular skills
Related neighbors and high-traction skills in the same topics — useful to compare before installing.
Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.
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skill mdSKILL.md4,270 B
docsSUMMARY.md653 B
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First seen on skills.sh
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).