FenriX

Method

Consequence is the curriculum.

Every FenriX game runs the same loop. The design is old, tested learning science; the arena makes it stick.

The loop

Decide. Pay. Debrief. Replay.

  1. 01 / Decide

    An authentic decision with real trade-offs: price against margin, capacity against payroll, argument against clock.

  2. 02 / Pay

    The consequence lands in the shared world, visibly, and it persists. Rivals feel it and answer.

  3. 03 / Debrief

    The match ends in a readout: what each choice cost, what it earned, and what to try differently.

  4. 04 / Replay

    Round-to-round adjustment inside the match is the replay. Five rounds means five chances to act on the last debrief.

Inside the AI

Not everything here is an LLM. That is deliberate.

GameEngine
Bakery BashDeterministic shared demand model. Math, not an LLM.
Trading FloorOrder book fed by historical price series and simulated traders.
Front OfficeSamples real NBA performance distributions.
HoldingsPrices set from comparable-sales data; demand shifts each round.
Alpha HuntLicense-free and simulated market data. Scoring runs out of sample.

Limits first. Front Office samples real performance distributions, not a scouting verdict. Trading Floor runs on historical price series and simulated order flow, never a real-money feed. Alpha Hunt ships license-free and simulated market data, and every strategy is judged out of sample. Where a system is still being built, its card says in development.

No validated skill-lift metrics exist yet. Pilots are how that evidence gets built, openly, with partners who can check the work.

Reading

Designed in line with.

  • Kolb, Experiential Learning (1984)

    the decide-consequence-reflect cycle is the spine of every match

  • Fanning & Gaba, The Role of Debriefing in Simulation-Based Learning (2007)

    why every match ends in a structured debrief, not a score alone

  • Ericsson, Krampe & Tesch-Romer, The Role of Deliberate Practice (1993)

    tight feedback loops on hard decisions, repeated round after round

  • Roediger & Karpicke, Test-Enhanced Learning (2006)

    retrieval under pressure beats re-reading; playing beats reviewing

  • Perkins & Salomon, Teaching for Transfer (1988)

    varied scenarios across rounds so the lesson leaves the game

  • Freeman et al., Active Learning Increases Student Performance in STEM (PNAS, 2014)

    doing beats listening across 225 studies; an arena is active learning at full volume

  • Sailer & Homner, The Gamification of Learning: a Meta-analysis (Educ. Psychol. Rev., 2020)

    game elements move cognition and motivation; effects are real and modest, so ours carry a whole match, not points and badges

  • Sinha & Kapur, When Problem Solving Followed by Instruction Works: Evidence for Productive Failure (Rev. Educ. Res., 2021)

    struggling before instruction beats instruction first; losing a match is part of the syllabus

Designed in line with, never proven by. The proof gets built in pilots.

Your data

Plain words.

Games log in-game decisions to power scoring and debriefs. Players see their own debrief; instructors and facilitators see the round-by-round data of their own cohort. Nothing is sold, nothing is profiled.