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Agent Skill · 研究检索

bookforge-backward-reasoning-game-solver(Bookforge 逆向推理游戏求解器)

bookforge-backward-reasoning-game-solver 用于查找、检索和筛选相关信息,适合在 OpenClaw 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

bookforge-backward-reasoning-game-solver 是研究检索类 Agent Skill,可用宿主为 OpenClaw,通过ClawHub获取,权限为执行命令;许可证为 MIT-0,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 32,014。

总安装 2,595周安装 106GitHub Stars 公开资料未说明下载 840核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT-0
版本
1.0.0

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:bookforge-backward-reasoning-game-solver(Bookforge 逆向推理游戏求解器)
来源仓库:https://github.com/quochungto/bookforge-backward-reasoning-game-solver
安装命令:
openclaw skills install bookforge-backward-reasoning-game-solver
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

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ClawHubOpenClaw
openclaw skills install bookforge-backward-reasoning-game-solver

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

用于解决多阶段决策或策略类游戏问题。bookforge-backward-reasoning-game-solver 属于研究检索类 Skill,可作为该场景下的辅助能力补充。基于逆向归纳法分析玩家轮流行动的逻辑路径。适合需要预测对手行为或优化自身策略的场景。使用时需提供具体游戏规则和初始状态。

结果应结合上下文判断是否适用于实际谈判或规划。

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 OpenClaw;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 openclaw skills install bookforge-backward-reasoning-game-solver;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要执行命令,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

bookforge-backward-reasoning-game-solver 怎么安装?

在终端执行 openclaw skills install bookforge-backward-reasoning-game-solver。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

bookforge-backward-reasoning-game-solver 支持哪些 AI 工具?

公开资料标注支持 OpenClaw。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

bookforge-backward-reasoning-game-solver 需要什么权限?

权限级别是执行命令。安装流程涉及命令执行,可能通过 openclaw skills install bookforge-backward-reasoning-game-solver 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

bookforge-backward-reasoning-game-solver 是免费的吗?

来源标注的许可证是 MIT-0。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

bookforge-backward-reasoning-game-solver 用的人多吗?

公开数据是累计安装 2,595 次,近一周安装 106 次,下载 840 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

bookforge-backward-reasoning-game-solver 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 专注 OpenClaw 一种宿主,触发方式和使用习惯不用来回切换。
  • 许可证明确为 MIT-0,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 需要执行命令,装到常用环境前要先评估影响面。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 OpenClaw,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 不能接受 Skill 在你机器上执行命令的人。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
bookforge-backward-reasoning-game-solver

Bookforge 逆向推理游戏求解器 · 本页

2,595—执行命令MIT-0通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

name
backward-reasoning-game-solver
description
Solve sequential-move strategic games using backward induction. Use this skill when a user faces a multi-stage decision or negotiation where players alternate moves and each person's best action depends on what others will do later. Triggers include: user needs to determine the optimal opening move in a turn-based game or negotiation; user wants to know whether they can guarantee a win or favorable outcome before the game starts; user must sequence two risky actions and does not know which to attempt first; user is analyzing a multi-stage political, business, or competitive scenario where one party moves, the other responds, and so on; user has a finite-horizon sequential game with known player preferences and needs the game-theoretic solution; user suspects their opponent can anticipate their moves and wants to reason from end-states backward to their first action; user is building a game tree and needs to prune it to find dominant paths; user has a combinatorial takeaway game (like Nim variants) and wants the winning-position formula; user needs to understand why more flexibility or options can paradoxically hurt a player in a sequential game. This skill handles perfect-information, finite, sequential-move games. It does NOT cover simultaneous-move games (use a separate Nash equilibrium skill), incomplete-information games, or infinite-horizon repeated games.
version
1.0.0
homepage
https://github.com/bookforge-ai/bookforge-skills/tree/main/books/the-art-of-strategy/skills/backward-reasoning-game-solver
metadata
{"openclaw":{"emoji":"📚","homepage":"https://github.com/bookforge-ai/bookforge-skills"}}
status
draft
source-books
title
The Art of Strategy
authors
["Avinash K. Dixit", "Barry J. Nalebuff"]
chapters
[2]
tags
[game-theory, strategy, decision-making, sequential-games, backward-induction]
depends-on
[]
execution
tier
1
mode
full
inputs
description
Description of the sequential game: players, sequence of moves, available actions at each decision point, and payoffs or preferences at terminal outcomes
tools-required
[Read, Write]
tools-optional
[]
mcps-required
[]
environment
Any agent environment; user describes the game situation in text or structured form
discovery
goal
Identify the game-theoretically optimal strategy for any sequential-move game by constructing a game tree and applying backward induction; deliver the opening move, the full contingent strategy, and the predicted outcome
tasks
audience
Strategists, negotiators, managers, game designers, analysts, and decision-makers facing any turn-based strategic interaction
when_to_use
quality
correctness
null
depth
null
actionability
null
specificity
null

Backward Reasoning Game Solver

When to Use

Use this skill for any strategic interaction where players move one at a time, each player can observe what the previous player did, and the game ends in a finite number of moves.

The core principle: Rule 1 — Look forward and reason backward. Anticipate where your initial decisions will ultimately lead and use that information to calculate your best current choice. This rule applies whether the game lasts two moves or two hundred.

The key insight backward reasoning delivers: a future action that "lies in the future does not mean it is uncertain." If you can deduce what a rational opponent will choose at a later node — because you know their preferences — you can treat that future action as a known fact today when computing your own best move now.

This skill applies when all of the following hold:

  • Players move in sequence (not simultaneously)
  • Earlier moves are observable before the next player responds
  • The game ends in a finite number of moves
  • Preferences or payoffs at each terminal outcome are known or can be reasonably estimated

This skill does NOT apply to:

  • Simultaneous-move games (rock-paper-scissors, sealed-bid auctions, price-setting)
  • Games with hidden information or private cards
  • Infinite-horizon repeated interactions where reputation effects dominate
  • Situations with deep uncertainty about opponents' objectives (estimate preferences first, then apply)

Context and Input Gathering

Required (ask if missing)

  • Players and move order: Who moves first, second, etc.? Does the sequence alternate, or does one player move multiple times in a row?

-> Ask: "Walk me through who acts and in what order."

  • Actions at each decision point: What choices does the player-to-move have at each node?

-> Ask: "At each turn, what are the available actions?"

  • Terminal payoffs or preference rankings: What does each player receive or prefer at each possible end-state?

-> Ask: "At each possible ending, how do you rank the outcomes? Best to worst is enough if exact numbers are unavailable."

  • Applicability check: Is this sequential (players observe each other's moves before responding)?

-> Ask: "Does each player see what the other did before choosing their own move?"

Useful (gather if present)

  • The number of total moves or stages (needed to apply the k+1 formula for combinatorial games)
  • Whether a player needs their opponent to believe a threat is credible (signals a commitment/credibility issue that modifies pure backward reasoning)
  • Whether the game is repeated (a one-time game vs. an ongoing relationship changes payoffs)

Execution

Step 1 — Classify the Game Type

Why: Backward induction is the correct tool only for sequential games with observable moves. Applying it to simultaneous games produces wrong answers. Spending thirty seconds on classification prevents wasted analysis.

1a. Is it sequential or simultaneous?

  • Sequential: players observe previous moves before choosing. Backward induction applies.
  • Simultaneous: players choose without seeing each other's current action. Use Nash equilibrium (different skill).
  • Mixed: some stages are simultaneous, others sequential. Apply backward induction only to the sequential stages; treat simultaneous sub-games separately.

1b. Is information perfect?

  • Perfect information: all previous moves are known to all players (chess, 21-flags, most negotiation sequences). Full backward induction works.
  • Imperfect information: some moves are hidden (card games). Backward induction must incorporate probabilistic beliefs. Flag this and proceed with stated assumptions.

1c. Is it finite?

  • Finite: the game ends within a known or bounded number of moves. Backward induction is exact.
  • Potentially infinite: note limitations; backward induction gives a partial solution (start from whatever end condition you can identify).

Step 2 — Construct the Game Tree

Why: The game tree is the visual logic of the game. It makes the sequence of decisions explicit and prevents the common error of optimizing the first branch without considering what happens downstream. A game tree and a decision tree differ in one critical way: at decision-tree nodes only one person chooses; at game-tree nodes, different players may choose at different nodes, each optimizing for their own preferences.

Structure of a game tree:

  • Root node: The first decision point. Label it with the player who moves.
  • Branch: Each available action at a node. Label branches with the action name.
  • Internal nodes: Every subsequent decision point. Label with the player who moves there.
  • Terminal nodes (leaves): End-states. Attach the payoffs or preference rankings for each player.

Construction procedure:

  1. Start at the root. Draw one branch per available action.
  2. For each branch, identify whether the game ends or another player chooses next. If it ends, attach payoffs. If not, draw a new node labeled with the next player.
  3. Repeat until all paths reach terminal nodes.
  4. If the tree is too large to draw fully, describe it verbally node by node or use the k+1 formula shortcut for combinatorial games (Step 4).

Critical rule: Even if you know that certain branches will never be reached (because a player will not rationally choose them), you must still resolve what each player *would* do at every conceivable node. The reason: a player at an earlier node makes choices based on what the other player would do *if* that branch were taken. Pruning a branch without resolving it first is a mistake.


Step 3 — Apply Backward Induction

Why: Forward reasoning — picking the branch that looks best at the first move — fails because it ignores what rational opponents will do in response. The correct procedure is the reverse: start at the end, where outcomes are fully known, and fold optimal decisions back toward the start. This converts every future branch into a known consequence, making the first move's true value calculable.

Backward induction procedure (step by step):

  1. Identify all terminal nodes. These have definite payoffs. No decision is needed here.
  1. Move one step back. Find every internal node whose branches all lead directly to terminal nodes. These are the "penultimate" nodes — the last decision points in the game.
  1. At each penultimate node, find the optimal action for the player who moves there. Optimal = the action leading to the terminal node with the best payoff for *that player* (not you, not the other side — the player who moves at that node). Mark this branch as the selected path (thicken it or mark with an arrow).
  1. Replace the penultimate node with its outcome. Now treat that node as if it were a terminal node whose payoff is whatever the selected branch leads to. The subtree below it is resolved.
  1. Repeat steps 2-4, moving one level back each time, until you reach the root node.
  1. At the root, the optimal action is determined. The full path of selected branches from root to terminal is the predicted equilibrium path.

Worked illustration (Charlie Brown / Fredo Investment):

The same tree structure covers both cases:

Player A
├── Action 1 → Player B
│              ├── B's preferred action → Outcome: [A: bad, B: good]
│              └── B's other action   → Outcome: [A: good, B: okay]
└── Action 2 → Outcome: [A: neutral, B: neutral]

Backward induction at B's node: B prefers "B's preferred action." Fold back: if A takes Action 1, the realized outcome is [A: bad, B: good]. Compare to Action 2: [A: neutral]. A prefers neutral to bad → A takes Action 2. Equilibrium: Action 2 without ever reaching B's node.

Common error to avoid: Do not prune B's node without resolving it. A must compute what B would do if reached — even if A ends up not taking that branch.


Step 4 — Combinatorial Game Shortcut (Winning-Position Formula)

Why: For games where players alternately remove objects from a pile (or similar combinatorial structures), drawing the full tree is impractical for large games. The pattern in the terminal logic propagates backward into a closed-form formula that immediately identifies winning and losing positions.

The k+1 formula:

In a game where each player may take 1 to k objects per turn, and the player who takes the last object wins:

  • Losing positions: multiples of (k + 1). A player facing a multiple of (k+1) cannot win against a perfect opponent.
  • Winning positions: any other count. The correct move is to take enough objects to leave the opponent at the nearest multiple of (k+1).

21-flags example (k=3, so k+1=4):

  • Losing positions: 4, 8, 12, 16, 20
  • Winning first move: take 1, leaving opponent with 20 (a multiple of 4)
  • Opponent takes n (1, 2, or 3); you take 4-n; the count drops to 16, 12, 8, 4, then 0

The "hot potato" variant (player who takes last loses): The same formula applies but the parity flips: losing positions are still multiples of (k+1), but now the positions are interpreted in reverse — check whether facing a multiple means you are forced to take the last item.

Generalizing: Any time a combinatorial game has a cycle length derivable from the rules, apply backward induction to the smallest cases (1, 2, 3, ... objects) to identify the pattern, then project it forward.


Step 5 — Risk Sequencing: Attempt Riskier Actions First

Why: When a player needs multiple unlikely successes to reach a goal, and can attempt them in any order, the correct sequence is to attempt the *harder or riskier action first while fallback options remain open*. Attempting the easier action first and failing the harder one second results in a forced loss that the reversed sequence would have avoided.

The Orange Bowl principle (Dixit and Nalebuff):

Nebraska needed two touchdowns plus net extra points to win. The coach kicked the safe one-point conversion after the first touchdown. When the second touchdown was scored, he was forced to attempt the two-point conversion with no margin. The correct strategy: attempt the two-point conversion first. If it succeeds, the subsequent one-point kick covers the margin. If it fails, there is still a chance to tie via the one-point kick after the second touchdown. Attempting the risky action first keeps more options alive.

Generalizable rule: If you need both A (risky, ~50%) and B (safe, ~90%), and either order is feasible:

  • Order B→A: if B succeeds but A fails → lose. No recovery.
  • Order A→B: if A fails → still alive for the tie/partial win via B. If A succeeds → B is insurance.

Attempt the riskier action first. This applies to: new product launches before marketing commitments are locked in, career pivots before exhausting current options, negotiation concessions where the harder ask should come before the easier one is spent.


Step 6 — Check Applicability Limits

Why: Backward induction gives the correct answer only given its assumptions. Violating those assumptions without acknowledging it produces overconfident, wrong predictions. Identifying limits is part of delivering a sound analysis.

Three conditions that limit backward induction:

  1. Natural uncertainty (chance nodes): Some nodes are resolved by probability (a die roll, a market shock), not a player's decision. Incorporate expected values at chance nodes using the same backward induction structure. Note that the result is now a probabilistic expectation, not a guaranteed outcome.
  1. Unknown opponent objectives: Backward induction requires predicting what the opponent will choose, which requires knowing their preferences. If you are uncertain, you must estimate. The result is a conditional recommendation: "If your opponent values X more than Y, then your best move is Z." If opponent motives are deeply uncertain, behavioral game theory (incorporating altruism, fairness, reputation) supplements the pure analysis.
  1. Strategic uncertainty in simultaneous sub-games: If any stage involves players choosing simultaneously, that stage requires Nash equilibrium analysis. Solve the simultaneous sub-game first, substitute its equilibrium payoffs into the larger game tree, then continue backward induction.

Paradox of expanded options: More choices or greater freedom can hurt a player in a sequential game. Adding options to one player (like a presidential line-item veto) changes what the other player anticipates and may cause the other player to respond in a way that leaves the first player worse off. Backward induction reveals these paradoxes; intuition does not.


Step 7 — Deliver the Solution

Structure your output as:

Optimal opening move: [Specific action for the first player, stated plainly]

Full contingent strategy: [Complete if-then plan: "If opponent does X, do Y; if opponent does Z, do W"]

Predicted equilibrium outcome: [The terminal state that backward induction leads to, and each player's payoff there]

Key reasoning: [The one or two backward induction steps that most determine the outcome — the nodes where the game is effectively decided]

Applicability notes: [Any assumptions made about opponent preferences or probability estimates, and how violations would change the answer]


Key Principles

Rule 1 is the foundation. Look forward and reason backward. All other steps implement this rule.

Future actions are predictable, not uncertain. In a sequential game, a rational opponent's future choice follows from their preferences — it is deducible, not random. Treating predictable future actions as "uncertain" is hope over analysis.

Resolve every node, even unreachable ones. A player at node A chooses based on what would happen at node B *if* A chose to go there. If node B is unresolved, node A cannot be correctly decided.

Game trees and decision trees differ in kind. A decision tree has one optimizer throughout. A game tree has multiple optimizers, each at their own nodes, each optimizing for themselves. Do not collapse a game tree into a single-optimizer problem.

More options can hurt. In sequential games, gaining additional choices can signal different intentions to opponents and cause their responses to shift unfavorably. Backward reasoning reveals this paradox; forward intuition misses it.

Attempt risky actions while fallback options remain. Risk sequencing is a corollary of backward induction: work backward from what you need to achieve, and structure the order of attempts so that failure of the hardest step leaves the most options open.

The first-mover advantage is derivable, not assumed. Whether moving first helps or hurts depends entirely on the structure of the game tree — backward induction tells you which.


Examples

Example 1: The 21-Flags Game (Survivor: Thailand)

Setup: 21 flags; players alternate; each turn take 1, 2, or 3; player who takes the last flag(s) wins.

Apply k+1 formula (k=3, so k+1=4):

  • Losing positions: 4, 8, 12, 16, 20
  • First player wins by taking 1, leaving opponent with 20

Full contingent strategy for first player: Take 1. Whatever opponent takes (n), take 4-n. After your turn the count is always a multiple of 4. Opponent is trapped.

Why Sook Jai lost: They took 2 on the opening move, leaving 19 — not a multiple of 4. This handed the initiative to Chuay Gahn. The tribe needed to reason all the way back to the opening move; recognizing the 4-flag trap mid-game is too late.


Example 2: The Fredo Investment Game

Setup: Charlie considers investing $100K with Fredo. If Charlie invests, Fredo can honor the contract (Charlie nets $150K, Fredo nets $250K) or abscond (Charlie loses $100K, Fredo keeps $500K). If Charlie does not invest, both get $0.

Game tree:

Charlie
├── Invest → Fredo
│             ├── Abscond → [Charlie: -$100K, Fredo: +$500K]
│             └── Honor   → [Charlie: +$150K, Fredo: +$250K]
└── Don't  → [Charlie: $0, Fredo: $0]

Backward induction at Fredo's node: Fredo prefers $500K over $250K → will Abscond.

Fold back: If Charlie invests, realized outcome is [Charlie: -$100K]. Compare to Don't: [Charlie: $0]. Charlie prefers $0 → Don't invest.

Equilibrium: No investment; both get $0. The mutually beneficial outcome ($150K/$250K) is blocked by the inability to commit credibly.

Caveat: This changes if the game is repeated or if Fredo has other US-dependent business interests — these create an ongoing game with reputation effects that can sustain cooperation.


Example 3: The Orange Bowl Risk Sequencing

Setup: Nebraska needs 2 extra points net across two touchdowns. Option A: two-point conversion attempt (~50% success). Option B: one-point kick (~95% success). Osborne's order: B then A. Alternative: A then B.

Backward induction on Osborne's order (B first):

  • If B succeeds and A succeeds → win (needed outcome)
  • If B succeeds and A fails → lose (no recovery)
  • If B fails and A succeeds → tie (acceptable)
  • If B fails and A fails → lose

Backward induction on alternative order (A first):

  • If A succeeds and B succeeds → win
  • If A succeeds and B fails → still ahead; other outcomes now favorable
  • If A fails → still score second touchdown; one-point kick gives tie (acceptable)
  • If A fails and score another: now need exactly 2 points — same situation as Osborne faced but with a remaining chance

Key insight: The only scenario where order matters is when exactly one attempt fails. If A fails first, the fallback (B on the second touchdown) still yields a tie. If B fails first (Osborne's plan), the second touchdown forces a must-make two-pointer with no margin. Attempt the risky action first.


References

  • references/game-tree-construction.md — Detailed node-labeling conventions, tree notation for complex games, handling chance nodes
  • references/combinatorial-game-formulas.md — k+1 formula derivations, hot-potato variants, multi-pile Nim, worked tables for games up to 100 objects
  • references/applicability-checklist.md — Diagnostic questions for classifying a game (sequential vs. simultaneous, perfect vs. imperfect information, finite vs. infinite)
  • references/risk-sequencing-patterns.md — Generalization of the Orange Bowl principle to business, negotiation, and career scenarios; worked examples with probability trees

License

This skill is licensed under CC-BY-SA-4.0. Source: BookForge — The Art of Strategy by Avinash K. Dixit, Barry J. Nalebuff.

Related BookForge Skills

This skill is standalone. Browse more BookForge skills: bookforge-skills

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