tribe-sizing-algorithm.md
1 # Tribe Sizing Algorithm 2 3 *proto-014 | How much firepower for this problem?* 4 5 --- 6 7 - **principle** 8 - "How big should a team be? Based on task complexity, not fixed size." 9 - "Dynamic navigation ([[A3 Dynamic Pole Navigation]])." 10 11 - **shape** 12 - Match tribe size to problem characteristics 13 - Weight formula: W = (Blast × 0.25) + (Fundamentality × 0.25) + (Tension × 0.20) + (Error × 0.15) + (Reversibility × 0.15) 14 - W < 0.2: Solo; W 0.2-0.4: Pair; W 0.4-0.6: Small tribe; W > 0.6: Full tribal council 15 16 --- 17 18 **Status:** 📄 DOCUMENTED 19 20 --- 21 22 ## The Problem 23 24 Not every problem needs a full tribal council. Not every problem can be handled by a single reviewer. We need an algorithm to match tribe size to problem characteristics. 25 26 --- 27 28 ## Input Variables 29 30 | Variable | Symbol | Scale | Question | 31 |----------|--------|-------|----------| 32 | **Blast Radius** | B | 0-1 | How much does this affect if wrong? | 33 | **Fundamentality** | F | 0-1 | How core is this to the architecture? | 34 | **Tension** | T | 0-1 | How much ambiguity/disagreement exists? | 35 | **Error Likelihood** | E | 0-1 | How likely are we to make a mistake? | 36 | **Reversibility** | R | 0-1 | How hard to undo if wrong? (1 = irreversible) | 37 38 --- 39 40 ## Scoring Examples 41 42 | Problem | B | F | T | E | R | Notes | 43 |---------|---|---|---|---|---|-------| 44 | Typo fix | 0.1 | 0.0 | 0.0 | 0.1 | 0.0 | Trivial | 45 | New pattern doc | 0.3 | 0.2 | 0.2 | 0.3 | 0.1 | Low stakes | 46 | API change | 0.5 | 0.4 | 0.3 | 0.4 | 0.6 | Medium | 47 | Axiom modification | 0.9 | 1.0 | 0.7 | 0.5 | 0.9 | Critical | 48 | Architecture decision | 0.8 | 0.9 | 0.8 | 0.6 | 0.8 | High stakes | 49 50 --- 51 52 ## The Algorithm 53 54 ### Step 1: Compute Problem Weight 55 56 ``` 57 W = (B × 0.25) + (F × 0.25) + (T × 0.20) + (E × 0.15) + (R × 0.15) 58 59 Scale: 0-1 60 ``` 61 62 ### Step 2: Map Weight to Tribe Configuration 63 64 | Weight | Configuration | Description | 65 |--------|---------------|-------------| 66 | W < 0.2 | **SOLO** | Single reviewer, skip FO | 67 | 0.2 ≤ W < 0.4 | **LIGHT** | 2-3 Sonnet, no FO | 68 | 0.4 ≤ W < 0.6 | **STANDARD** | 3 Sonnet + Opus FO | 69 | 0.6 ≤ W < 0.8 | **TRIBAL** | 3-5 Sonnet + Opus FO + Human spot-check | 70 | W ≥ 0.8 | **COUNCIL** | Multiple tribes + Meta-FO + Human decision | 71 72 ### Step 3: Adjust for Special Cases 73 74 | Condition | Adjustment | 75 |-----------|------------| 76 | F = 1.0 (axiom-level) | Always COUNCIL minimum | 77 | R > 0.8 (irreversible) | Bump up one level | 78 | T > 0.8 (high tension) | Add adversarial reviewer | 79 | E > 0.8 (error-prone) | Add second pass | 80 81 --- 82 83 ## Tribe Configurations 84 85 ### SOLO (W < 0.2) 86 ``` 87 1 Sonnet reviewer 88 No First Officer 89 Quick turnaround 90 ``` 91 92 ### LIGHT (0.2 ≤ W < 0.4) 93 ``` 94 2-3 Sonnet reviewers (different lenses) 95 No First Officer 96 Compare findings manually 97 ``` 98 99 ### STANDARD (0.4 ≤ W < 0.6) 100 ``` 101 3 Sonnet reviewers 102 1 Opus First Officer 103 Full synthesis 104 ``` 105 106 ### TRIBAL (0.6 ≤ W < 0.8) 107 ``` 108 3-5 Sonnet reviewers 109 1 Opus First Officer 110 Human reviews synthesis 111 Human spot-checks findings 112 ``` 113 114 ### COUNCIL (W ≥ 0.8) 115 ``` 116 Multiple tribes (if scope requires) 117 Opus First Officers per tribe 118 Opus Meta-First Officer 119 Human as final arbiter 120 Full deliberation protocol 121 ``` 122 123 --- 124 125 ## Human Involvement Algorithm 126 127 ### The Paradox 128 129 ``` 130 SEEING DECIDING 131 ────── ──────── 132 Passive model-building Active frame-locking 133 Low time cost High time cost 134 Broad coverage Deep engagement 135 Awareness Ownership 136 ``` 137 138 **Both are valuable. Budget both.** 139 140 ### Human Time Budget 141 142 ``` 143 Let H = available human attention units per cycle 144 145 Allocate: 146 ├── H × 0.3 = SEEING (summaries, dashboards) 147 ├── H × 0.5 = DECIDING (strategic choices) 148 └── H × 0.2 = SAMPLING (spot-checks) 149 ``` 150 151 ### Injection Point Selection 152 153 | Problem Weight | Human Injection | 154 |----------------|-----------------| 155 | W < 0.2 | None (see summary later) | 156 | 0.2 ≤ W < 0.4 | See synthesis only | 157 | 0.4 ≤ W < 0.6 | See synthesis + option to deep-dive | 158 | 0.6 ≤ W < 0.8 | Review synthesis + decide on disputed items | 159 | W ≥ 0.8 | Full involvement - see all, decide key points | 160 161 ### The Sampling Strategy 162 163 Even for low-weight problems, human should randomly sample: 164 165 ``` 166 SAMPLING PROTOCOL 167 168 1. All W ≥ 0.8 → Human sees + decides (100%) 169 2. W 0.6-0.8 → Human sees synthesis (100%), decides disputes (100%) 170 3. W 0.4-0.6 → Human sees synthesis (100%), samples detail (20%) 171 4. W 0.2-0.4 → Human sees summary (100%), samples full (10%) 172 5. W < 0.2 → Human sees aggregate stats (100%), samples (5%) 173 174 Sampling is RANDOM - prevents gaming. 175 ``` 176 177 --- 178 179 ## The Frame-Locking Insight 180 181 > **Deciding locks in frames more powerfully than seeing.** 182 183 When you decide: 184 - You commit to a position 185 - You register the tradeoffs 186 - You update your model actively 187 - The decision becomes part of your cognitive structure 188 189 When you just see: 190 - Passive absorption 191 - Less retention 192 - Model updates weakly 193 194 **Implication:** Strategically inject DECISIONS, not just visibility. 195 196 ### Decision Injection Points 197 198 | Type | Frequency | Purpose | 199 |------|-----------|---------| 200 | **Strategic** | Every major direction | Lock in architectural frames | 201 | **Sampling** | Random 10-20% | Calibrate system, build model | 202 | **Escalation** | When system can't resolve | Catch edge cases | 203 | **Audit** | Periodic deep-dive | Verify system is working | 204 205 --- 206 207 ## Dynamic Adjustment 208 209 The algorithm should learn: 210 211 ``` 212 IF human overrides system decision frequently on X-type problems: 213 → Increase weight for X-type 214 → Lower threshold for human involvement 215 216 IF human consistently approves without changes: 217 → Decrease weight (system is calibrated) 218 → Raise threshold for human involvement 219 220 Track: Override rate per problem type 221 Adjust: Weights and thresholds based on track record 222 ``` 223 224 --- 225 226 ## Implementation 227 228 ### Quick Assessment (Mental) 229 230 Before any task, estimate: 231 ``` 232 "Blast radius?" → Low / Medium / High 233 "How core is this?" → Peripheral / Important / Foundational 234 "Ambiguity?" → Clear / Some / High tension 235 "Error-prone?" → Unlikely / Possible / Likely 236 "Reversible?" → Easy / Moderate / Hard 237 238 → Gut check maps to SOLO / LIGHT / STANDARD / TRIBAL / COUNCIL 239 ``` 240 241 ### Formal Assessment (For Important Decisions) 242 243 ```markdown 244 ## Tribe Sizing Assessment 245 246 **Problem:** [Description] 247 248 | Variable | Score | Rationale | 249 |----------|-------|-----------| 250 | Blast Radius (B) | [0-1] | [Why] | 251 | Fundamentality (F) | [0-1] | [Why] | 252 | Tension (T) | [0-1] | [Why] | 253 | Error Likelihood (E) | [0-1] | [Why] | 254 | Reversibility (R) | [0-1] | [Why] | 255 256 **Weight:** W = [calculated] 257 258 **Configuration:** [SOLO/LIGHT/STANDARD/TRIBAL/COUNCIL] 259 260 **Human Injection:** [None/See/Decide/Full] 261 ``` 262 263 --- 264 265 ## Your Role in the Stack 266 267 ### Always (Non-negotiable) 268 - See aggregate dashboard (Trust_F, thread status, gravity wells) 269 - Decide on W ≥ 0.8 problems 270 - Set strategic direction 271 272 ### By Sampling (Calibration) 273 - Random spot-checks of lower-weight decisions 274 - Periodic deep-dives into system operation 275 - Override tracking to tune algorithm 276 277 ### By Choice (Engagement) 278 - Deep-dive when curious 279 - Inject at any level when desired 280 - Pull any decision up to your level 281 282 **The system should make it EASY to see everything and EFFICIENT to decide strategically.** 283 284 --- 285 286 ## The Promise 287 288 > **Match firepower to problem. Match involvement to value.** 289 > 290 > Small problems get small tribes. 291 > Big problems get full councils. 292 > You see everything summarized. 293 > You decide what matters most. 294 > The system learns from your overrides. 295 296 --- 297 298 ## Related 299 300 - **axioms** 301 - [[A3 Dynamic Pole Navigation]] - tribe size navigates dynamically based on problem 302 - shape:: "Life is the oscillation; death is fixing at either pole." 303 - [[A2 Recognition of Life]] - right-size for the situation (not over/under) 304 - **protocols** 305 - [[autonomous-exploration-tribes]] - what gets sized 306 - shape:: "Self-directed teams that explore without constant supervision." 307 - [[first-officer-protocol]] - FO uses this algorithm to decide spawn size 308 - shape:: "Per-thread metacognition. Track gravity wells." 309 - [[fractal-tribe-architecture]] - tribe sizing at each level 310 - shape:: "Same pattern at every level." 311 - [[model-allocation-strategy]] - model allocation per tribe size 312 - shape:: "Match model capability to task complexity." 313 - **enables** 314 - [[execution-autonomy-gradient]] - larger tribes for higher-stakes decisions 315 316 --- 317 318 *proto-014 | Tribe Sizing Algorithm | Match Firepower to Problem*