Knowledge grids
From ONGOING. Each technician has a 12 × 12 grid over the task space. Tickets from one machine land in one region. A repair adds a Gaussian bump of experience e around its cell, so related tasks gain a part of it.
Interactive · after the KATA and ONGOING papers
Ten days, five machines, four technicians. Machines fail, and you choose who repairs them. Marta, your veteran, retires at the start of day 5. Can you keep the plant running after she leaves?
No ticket waits. All repairs are assigned.
Each grid is a knowledge map over the task space, on the novice-to-expert scale below. The ring marks the selected ticket, and the labels mark the tasks of each machine.
End of the season
| Dispatcher | Units | Days 1–4 | Days 5–10 | Crew knowledge | Sick leaves | Paired repairs |
|---|
Dispatch is a small version of two models from my research. The model is a few hundred lines of JavaScript, and it runs in your browser. I tuned the constants by hand, so that the effect is visible in ten days.
From ONGOING. Each technician has a 12 × 12 grid over the task space. Tickets from one machine land in one region. A repair adds a Gaussian bump of experience e around its cell, so related tasks gain a part of it.
The repair time is t = tnovice · (1 + e)−b · exp(0.5 f), with b = −log₂ 0.8 ≈ 0.32. This is Wright's law: each doubling of experience cuts the time by 20 %.
Two technicians on one ticket work 15 % faster. Near the ticket, the learner receives half of the difference between the mentor's experience and their own. This is the transmission mechanism of ONGOING.
A repair by a novice lasts less long: the machine runs only 35 % of the normal time until its next failure. Fatigue f grows by 0.06 per hour of work and falls by about 10 % per hour of rest. At 1.0, the technician takes 24 h of leave.
Fastest technician optimizes production only. Human-centric rule also rests tired technicians and pairs a learner with a mentor when no other ticket waits. Random picks any free technician. All three see the same failures as you.
The KATA study uses the full FactoReal simulator and learns a policy with a Transformer (HTT-RL), not hand-written rules. Over 200 seasons of this game, the human-centric rule beats the fastest-technician policy in 191.