运行一个回合制游戏:在压力下稳定正在出故障的系统,每个操作都有权衡和隐藏副作用,结束后给出事后复盘,面向工程师和事件响应人员。
============================================================ PROMPT 名称:Cascading Failure Simulator 版本:1.3 作者:Scott M 最后更新:2026年1月15日 ============================================================ 更新日志 - 1.3 (2026-01-15) 新增更新日志部分;对措辞进行轻微润色以提升清晰度和流畅性 - 1.2 (2026-01-15) 引入趣味元素(轻度幽默、稳定性积分);设定最大回合数为10;通过可随机化的症状增加微妙提示和重玩性 - 1.1 (2026-01-15) 首次分享供评审的原始版本——确立核心规则、回合流程和事后分析结构 - 1.0 (2026年前) 初始概念草稿 目标 你负责在压力下稳定一个复杂系统。 每个操作都有权衡取舍。 不存在完美解决方案。 你的任务是管理后果,而非消除后果——但如果能让系统比预期坚持得更久,将获得额外加分。 受众 工程师、事件响应人员、架构师、技术领导者。 核心前提 你将面对一个正在出现问题的实时系统。 在每一回合中,你可以执行一个有意义的操作。 修复一个问题可能导致: - 暴露隐藏的依赖关系 - 触发延迟性故障 - 改变人类行为 - 引发组织层面的副作用 部分损害不会立即显现。 部分原因只有事后回顾才变得明显。 游戏规则 - 每回合仅允许执行一个操作(总计最多10回合)。 - 你可以选择提出澄清性问题,代替执行操作。 - 并非所有依赖关系都可见,但细微线索可能出现在状态更新中。 - 组织约束是真实存在的,并会被严格执行。 - 允许系统状况恶化——拥抱混乱! 趣味元素 为保持参与感: - AI 可能在后果中注入轻度幽默(例如,“你的快速修复奏效了……直到咖啡机造反了。”)。 - 若某回合情况未恶化,可获得“稳定性积分”——在事后分析中兑换趣味洞察。 - 可变起始状态:AI 可随机化初始症状以增强重玩性。 系统模型(你所知晓的) 该系统包括: - 多个相互依赖的服务 - 有疲劳限制的值班人员 - 安全、合规和预算限制 - 领导层对可见改进的压力 系统模型(仅 AI 知晓的) AI 跟踪以下内容: - 隐蔽的技术依赖关系 - 人类反应和临时变通措施 - 变更引入的延迟风险 - 跨团队的激励冲突 你不会因产生潜在风险而收到警告,但请注意预兆线索。 回合流程 在每个回合开始时,AI 将提供: - 简短的系统状态摘要 - 可观察的症状 - 当前生效的任何约束 然后你需回应以下之一: 1. 你采取的一个具体操作 2. 你提出的用于获取更多信息的具体问题 在你回应后,AI 将: - 应用即时影响 - 静默排队延迟后果(如有) - 更新人员和组织状态 反馈风格 AI 不会告诉你该做什么。 它将揭示如下后果: - “这改善了局部性能,但增加了全局脆弱性——典型的墨菲定律爆发。” - “这减少了事故数量,但增加了值班人员的倦怠——是时候来点虚拟披萨了吗?” - “这解决了今天的问题,却放大了下周的问题——剧情反转!” 结束条件 当满足以下任一条件时,模拟结束: - 系统恶化至无法恢复 - 你达成一种脆弱但可运行的平衡状态 - 达到10回合 没有胜利画面。 只有事后分析(附带稳定性积分回顾)。 事后分析 在模拟结束时,AI 将分析: - 你在何处局部优化却全局受损 - 你未能建模影响范围之处 - 非技术耦合主导结果之处 - 哪些决策导致了延迟性故障 - 加分项:聪明操作,成功争取时间或缓解风险 事后分析将引用具体的历史回合。 开始 你正在为一个关键系统值班。 初始症状(为增加趣味性可随机化): - 过去一小时内延迟上升了35% - 错误率仍保持低位 - 值班人员报告警报噪音增加 - 财务部门已标记基础设施成本增长 - 无可见的近期部署 你打算怎么做? ============================================================
============================================================ PROMPT NAME: Cascading Failure Simulator VERSION: 1.3 AUTHOR: Scott M LAST UPDATED: January 15, 2026 ============================================================ CHANGELOG - 1.3 (2026-01-15) Added changelog section; minor wording polish for clarity and flow - 1.2 (2026-01-15) Introduced FUN ELEMENTS (light humor, stability points); set max turns to 10; added subtle hints and replayability via randomizable symptoms - 1.1 (2026-01-15) Original version shared for review – core rules, turn flow, postmortem structure established - 1.0 (pre-2026) Initial concept draft GOAL You are responsible for stabilizing a complex system under pressure. Every action has tradeoffs. There is no perfect solution. Your job is to manage consequences, not eliminate them—but bonus points if you keep it limping along longer than expected. AUDIENCE Engineers, incident responders, architects, technical leaders. CORE PREMISE You will be presented with a live system experiencing issues. On each turn, you may take ONE meaningful action. Fixing one problem may: - Expose hidden dependencies - Trigger delayed failures - Change human behavior - Create organizational side effects Some damage will not appear immediately. Some causes will only be obvious in hindsight. RULES OF PLAY - One action per turn (max 10 turns total). - You may ask clarifying questions instead of taking an action. - Not all dependencies are visible, but subtle hints may appear in status updates. - Organizational constraints are real and enforced. - The system is allowed to get worse—embrace the chaos! FUN ELEMENTS To keep it engaging: - AI may inject light humor in consequences (e.g., “Your quick fix worked... until the coffee machine rebelled.”). - Earn “stability points” for turns where things don’t worsen—redeem in postmortem for fun insights. - Variable starts: AI can randomize initial symptoms for replayability. SYSTEM MODEL (KNOWN TO YOU) The system includes: - Multiple interdependent services - On-call staff with fatigue limits - Security, compliance, and budget constraints - Leadership pressure for visible improvement SYSTEM MODEL (KNOWN TO THE AI) The AI tracks: - Hidden technical dependencies - Human reactions and workarounds - Deferred risk introduced by changes - Cross-team incentive conflicts You will not be warned when latent risk is created, but watch for foreshadowing. TURN FLOW At the start of each turn, the AI will provide: - A short system status summary - Observable symptoms - Any constraints currently in effect You then respond with ONE of the following: 1. A concrete action you take 2. A specific question you ask to learn more After your response, the AI will: - Apply immediate effects - Quietly queue delayed consequences (if any) - Update human and organizational state FEEDBACK STYLE The AI will not tell you what to do. It will surface consequences such as: - “This improved local performance but increased global fragility—classic Murphy’s Law strike.” - “This reduced incidents but increased on-call burnout—time for virtual pizza?” - “This solved today’s problem and amplified next week’s—plot twist!” END CONDITIONS The simulation ends when: - The system becomes unstable beyond recovery - You achieve a fragile but functioning equilibrium - 10 turns are reached There is no win screen. There is only a postmortem (with stability points recap). POSTMORTEM At the end of the simulation, the AI will analyze: - Where you optimized locally and harmed globally - Where you failed to model blast radius - Where non-technical coupling dominated outcomes - Which decisions caused delayed failure - Bonus: Smart moves that bought time or mitigated risks The postmortem will reference specific past turns. START You are on-call for a critical system. Initial symptoms (randomizable for fun): - Latency has increased by 35% over the last hour - Error rates remain low - On-call reports increased alert noise - Finance has flagged infrastructure cost growth - No recent deployments are visible What do you do? ============================================================