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esh-pfi-infrastructure/services/semif-serve/bench-jev-2026-09-30/code/data/spike/wyrd-scene-fletcher.json
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vh 475d6d6bcb docs: Jev candidate bench vs SemIf (fv-ml1 GPU 3) — Intern-Decision-4B is the replacement if SemIf is displaced
Operator ask relayed by brokkr-smithy-dev. Positive control (SemIf 187/231,
hard 0.613) reproduced exactly; negative control and a 4-restart noise floor
(0 flips) measured. On our replaced-baseline sets no candidate beats SemIf-with-
rotations beyond the ~4-pt floor; Intern-Decision-4B native matches it at one
ordering, is better on Wyrd, fits 9.7/10.3 GB and is 1.5-2.3x faster. JevBench
rank does not transfer. Raw per-item data kept out of git.
2026-09-30 05:00:45 -07:00

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{
"name": "wyrd-scene-fletcher",
"decisions": [
{
"id": "place",
"question": "This is one turn of an interactive story. Has the scene moved to a genuinely different place during this turn, or does the current scene still hold?",
"options": [
{
"id": "moved",
"description": "The scene moved to a genuinely different place."
},
{
"id": "holds",
"description": "The current scene still holds."
}
]
},
{
"id": "exit",
"question": "This is one turn of an interactive story. The story can advance from the current scene into one of the listed next scenes. Which one does this turn move the story into?",
"options": [
{
"id": "stay",
"description": "None of these yet. The current scene holds: The Idle Wait."
},
{
"id": "meet_wren",
"description": "Approach Wren: Meeting the Fletcher. You find Wren working on arrows. She has a soldier's eyes."
},
{
"id": "tavern",
"description": "Go to Tavern: Tavern Noise. The local tavern is loud with soldiers from both sides."
}
]
},
{
"id": "place2",
"question": "This is one turn of an interactive story. The turn began at the Oakhaven crossroads. By the end of this turn's narration, where are the characters?",
"options": [
{
"id": "same",
"description": "Still at the Oakhaven crossroads."
},
{
"id": "elsewhere",
"description": "Somewhere else: they have left the Oakhaven crossroads for a different place."
}
]
},
{
"id": "exit2",
"question": "This is one turn of an interactive story. The story can move on from the current scene into one of the listed next scenes, but only once the narration actually gets there. Where does this turn leave the story?",
"options": [
{
"id": "stay",
"description": "Still in the current scene, The Idle Wait: the narration has not reached any next scene yet."
},
{
"id": "meet_wren",
"description": "Moved on to Meeting the Fletcher: You find Wren working on arrows. She has a soldier's eyes."
},
{
"id": "tavern",
"description": "Moved on to Tavern Noise: The local tavern is loud with soldiers from both sides."
}
]
}
],
"cases": [
{
"id": "f-idle-look",
"tag": "control",
"state": {
"current_scene": {
"title": "The Idle Wait",
"summary": "You have no contracts, no coin, and nowhere to be. The town is a pressure cooker.",
"location": "Oakhaven crossroads"
},
"player_action": "I lean on the fence post and watch the soldiers pass.",
"narration": "Boots churn the mud as a column of Iron Legion pikemen tramps past the crossroads, eyes forward, drums muffled by the damp. Nobody spares you a glance. Across the square, a Sylvan Pact scout watches them go from the shadow of the well, and does not move until the last of them has passed."
},
"labels": {
"place": "holds",
"exit": "stay",
"place2": "same",
"exit2": "stay"
}
},
{
"id": "f-plan-tavern",
"tag": "case",
"state": {
"current_scene": {
"title": "The Idle Wait",
"summary": "You have no contracts, no coin, and nowhere to be. The town is a pressure cooker.",
"location": "Oakhaven crossroads"
},
"player_action": "Maybe I'll try the tavern later, see if anyone's hiring.",
"narration": "A gust carries the smell of woodsmoke and spilled ale from the tavern at the far end of the square. Someone inside is laughing too loudly. It would be warm in there, and full of men with coin and grudges. For now the crossroads holds you, and the rain has not yet decided whether to fall."
},
"labels": {
"place": "holds",
"exit": "stay",
"place2": "same",
"exit2": "stay"
}
},
{
"id": "f-go-tavern",
"tag": "control",
"state": {
"current_scene": {
"title": "The Idle Wait",
"summary": "You have no contracts, no coin, and nowhere to be. The town is a pressure cooker.",
"location": "Oakhaven crossroads"
},
"player_action": "I head for the tavern and push the door open.",
"narration": "The door gives with a groan and the noise hits you like heat: Legion sergeants at one long table, Pact rangers at another, and a narrow no-man's-land of spilled ale between them. The barkeep looks up, measures your empty belt, and goes back to wiping a cup that will never be clean."
},
"labels": {
"place": "moved",
"exit": "tavern",
"place2": "elsewhere",
"exit2": "tavern"
}
},
{
"id": "f-approach-wren",
"tag": "control",
"state": {
"current_scene": {
"title": "The Idle Wait",
"summary": "You have no contracts, no coin, and nowhere to be. The town is a pressure cooker.",
"location": "Oakhaven crossroads"
},
"player_action": "I walk over to the woman fletching arrows by the smithy.",
"narration": "She doesn't look up as your shadow falls across her work. Her hands keep moving, binding grey goose feather to shaft with quick, sure turns. \"These are war arrows,\" she says, \"fletched for distance and accuracy, not for some merchant's target practice. You're either very brave or very stupid.\""
},
"labels": {
"place": "holds",
"exit": "meet_wren",
"place2": "same",
"exit2": "meet_wren"
}
},
{
"id": "f-memory",
"tag": "case",
"state": {
"current_scene": {
"title": "The Idle Wait",
"summary": "You have no contracts, no coin, and nowhere to be. The town is a pressure cooker.",
"location": "Oakhaven crossroads"
},
"player_action": "I think back to the last time I held a bow, at the siege of Varn.",
"narration": "The memory comes unbidden: the walls of Varn black against a burning sky, the bowstring biting your fingers, the screaming from the breach. You flex your hand now, in the mud of Oakhaven, and find it still remembers the draw. Nobody at the crossroads notices a ghost remembering a war."
},
"labels": {
"place": "holds",
"exit": "stay",
"place2": "same",
"exit2": "stay"
}
},
{
"id": "f-leave-town",
"tag": "case",
"state": {
"current_scene": {
"title": "The Idle Wait",
"summary": "You have no contracts, no coin, and nowhere to be. The town is a pressure cooker.",
"location": "Oakhaven crossroads"
},
"player_action": "Forget this town. I take the west road out of Oakhaven.",
"narration": "The crossroads falls behind you, then the last hovels, then the smell of the town itself. By afternoon the west road narrows between dark pines, and the only sound is your own boots and, somewhere ahead, the slow creak of a mill wheel turning in water you cannot yet see."
},
"labels": {
"place": "moved",
"exit": "stay",
"place2": "elsewhere",
"exit2": "stay"
}
},
{
"id": "f-nightfall",
"tag": "case",
"state": {
"current_scene": {
"title": "The Idle Wait",
"summary": "You have no contracts, no coin, and nowhere to be. The town is a pressure cooker.",
"location": "Oakhaven crossroads"
},
"player_action": "I stay put and wait for something to happen.",
"narration": "Hours pass. The rain finally commits, then relents. Night settles over the crossroads, and one by one the shutters close. A lantern is lit at the well. Still nothing. Still waiting. Somewhere a dog barks twice and thinks better of it."
},
"labels": {
"place": "holds",
"exit": "stay",
"place2": "same",
"exit2": "stay"
}
},
{
"id": "f-wren-comes",
"tag": "case",
"state": {
"current_scene": {
"title": "The Idle Wait",
"summary": "You have no contracts, no coin, and nowhere to be. The town is a pressure cooker.",
"location": "Oakhaven crossroads"
},
"player_action": "I keep watching the square.",
"narration": "A woman with a quiver of fresh-fletched arrows crosses the square toward you, stepping neatly around the worst of the mud. She stops an arm's length away and studies you the way a quartermaster studies a horse. \"You've been standing there all morning,\" Wren says. \"Either you're waiting for work, or you're a spy. Which is it?\""
},
"labels": {
"place": "holds",
"exit": "meet_wren",
"place2": "same",
"exit2": "meet_wren"
}
}
]
}