Design low-friction idle, light-interaction, and micro-progress actions for fragmented or low-energy time while protecting recovery. Use when the user wants...
--- name: idle-reward-optimizer description: Design low-friction idle, light-interaction, and micro-progress actions for fragmented or low-energy time while protecting recovery. Use when the user wants gentle gains from waiting windows, transitions, or tired periods without over-optimizing every minute. --- # Idle Reward Optimizer Chinese name: 挂机收益优化 ## Purpose Help the user turn fragmented or low-energy windows into gentle progress loops without stealing recovery. This skill is descriptive only. It does not create reminders, automations, or time-tracking systems. ## Use this skill when - The user keeps losing small pockets of time to mindless scrolling. - The user wants useful actions for waiting, commuting, transitions, or recovery periods. - The user has low energy and needs options lighter than full-focus work. - The user wants a repeatable “idle reward” system that feels kind instead of punishing. ## Inputs to collect - Fragmented time windows and their usual length. - Low-energy periods, common locations, and interruption level. - Tasks or themes that benefit from tiny amounts of progress. - Recovery needs, boundaries, and times that should stay empty. ## Workflow 1. Map the user’s fragmented windows, low-energy zones, and common waiting scenes. 2. Sort candidate actions into idle, light interaction, micro-progress, and maintenance buckets. 3. Match each scene with one low-friction action pack that fits the real energy cost. 4. Add reuse rules so the user can repeat the pack without re-deciding every time. 5. End with leave-blank rules for windows that should stay restful. ## Output Format - Fragmented time map with scene, energy level, and safe action intensity. - Idle reward actions that need almost no thought. - Micro-progress actions that fit inside one to five minutes. - Leave-blank rules that protect rest and recovery. ## Quality bar - Protect recovery first, instead of trying to monetize every spare minute. - Every suggested action must be genuinely light enough for the stated context. - Include at least one reusable action loop that can compound over time. - Keep the plan realistic for family life, commuting, or interruptions. ## Edge cases and limits - If the user sounds depleted, prioritize restorative idle options before productivity ideas. - If time windows are highly unpredictable, use scene-based menus rather than fixed schedules. - Do not present this skill as a replacement for timers, trackers, or automation tools. ## Compatibility notes - Can pair conceptually with game-inventory-manager and boss-fight-stamina-manager. - Works well for family life, commuting gaps, transition time, and recovery periods. - Text only, with no reminder or scheduling integration.
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