# Comparison Generation Plan - 2026-05-02

## 目的

本文件是重新生成对照实验图片前的控制记录。它用于证明“Skill-controlled”不是事后包装，而是在调用图像生成前已经完成任务定义、布局合同、风格合同、提示词锁定和 IP 相似度门禁。

## 本轮硬门槛

- 公开 Sample Pack 至少覆盖 5-8 组常见游戏案例；本轮覆盖 6 组。
- 每组包含一个 direct baseline 和一个 Skill-controlled 输出。
- Direct baseline 只允许使用简短直接提示词和基础非侵权提醒，不写完整流程合同。
- Skill-controlled 输出必须从 `SCREEN_BRIEF`、`LAYOUT_CONTRACT`、`VISUAL_STYLE_CONTRACT`、`IP_SIMILARITY_GATE` 和 `IMAGE_PROMPT_LOCKED` 派生。
- 任一图片如果一眼像知名商业游戏，直接判为 `redo`，不得复制进 `assets/`。
- 本轮不用上一轮已生成的卡牌战斗和肉鸽奖励图；它们触发 title-like 风险，只作为内部失败样本。

## 已废弃候选

| 候选 | 原始生成文件 | 废弃原因 | 是否进入 Sample Pack |
|---|---|---|---|
| card baseline candidate | `ig_0d5c3655d621be000169f5ee8dd53881918198b414654d5ea0.png` | 横屏暗黑地牢、底部扇形卡牌、能量球和战斗 UI 组合过于接近知名卡牌肉鸽标题。 | 否 |
| card controlled candidate | `ig_0d5c3655d621be000169f5f06eaee08191af5f20ccef15f7ec.png` | 虽然信息清楚，但角色名、敌人意图、End Turn、出牌连线和卡牌构图具有明显 title-like 风险。 | 否 |
| roguelike reward candidate | `ig_0d5c3655d621be000169f5f1c95f988191a78b1e68e4d43a15.png` | 三卡奖励、暗黑卡框和标题结构过于贴近常见知名肉鸽卡牌奖励页。 | 否 |

## 统一 IP_SIMILARITY_GATE

本轮所有公开候选必须满足：

- 只能看出品类，不能在 3 秒内说出具体游戏名。
- 不使用任何已知商业标题、角色名、敌人名、卡牌名、阵营名或 UI 专有表达。
- 不复刻标志性组合：底部弧形五张手牌 + End Turn + 能量球；三卡暗黑奖励页；重度 SLG 右侧活动栏 + VIP + 资源条；休闲三消大型促销墙。
- 每张 controlled 图至少锁定一个原创差异：新的布局结构、交互模型、世界观材料、UI 组件形状或状态表达。

## Case 01 - Match-3 Puzzle HUD

### Direct baseline prompt

```text
Create an original, non-infringing mobile match-3 puzzle game screenshot for Level 18 with 3 moves left and 6 ice blocks remaining. Make it colorful and polished. Do not imitate any existing commercial game, franchise, UI, or title-specific layout.
```
### SCREEN_BRIEF

- Screen type：HUD / gameplay screen
- Genre：casual puzzle
- Player state：Level 18, 3 moves left, objective is clear 6 ice blocks.
- Current action：player is about to make one decisive swap.
- Main tension：low moves; objective still incomplete.
- Success condition：user can identify objective, moves, board state and next likely swap within 3 seconds.

### LAYOUT_CONTRACT

- 9:16 mobile screenshot.
- Top HUD <= 14% height, with Level, Goal, Moves and Pause only.
- 8x8 playable board occupies about 58-64% screen height.
- Bottom booster tray <= 18% height, exactly three boosters.
- One suggested swap marker on the board.
- No side event stack, sale banner, VIP, shop, gacha, red-dot clutter or large character overlay.

### VISUAL_STYLE_CONTRACT

- Bright toy-like casual puzzle look.
- Rounded but compact UI panels.
- Tile shapes are simple fruit / leaf / star / droplet tokens, not branded candy pieces.
- Runtime text is short and readable; long text avoided.

### IMAGE_PROMPT_LOCKED

```text
Create a real playable 9:16 mobile match-3 puzzle gameplay screenshot. It is Level 18 with exactly 3 moves left and the goal is 6 ice blocks. The top HUD uses no more than 14% of screen height and contains Level, Goal, Moves, and Pause only. The center has an exact 8x8 board taking about 60% of the screen height. Show ice blockers on several tiles and one clear suggested swap marker. The bottom tray contains exactly three booster buttons. Use bright original toy-like puzzle art with fruit, leaf, star, and droplet tokens, but do not imitate any existing commercial puzzle game. No side events, no sale banner, no VIP, no gacha, no shop icon, no red notification dots, no large character art, no poster composition, no fake long text.
```

## Case 02 - Card Battle Without Title-Like Layout

### Direct baseline prompt

```text
Create an original, non-infringing card battle game screenshot with a player fighting an enemy, command cards, health, energy, and a clear turn decision. Do not imitate any existing commercial card game, franchise, UI, or title-specific layout.
```

### SCREEN_BRIEF

- Screen type：battle screen
- Genre：card battle
- Player state：player has 2 focus tokens, 24/40 HP, enemy is charging a shield break.
- Current action：player selects one command tile that redirects a beam through a center lane.
- Main tension：choose whether to attack, brace, or overload before the enemy shield break resolves.
- Success condition：user can see selected command, enemy intent, resource cost and next action.

### LAYOUT_CONTRACT

- 16:9 landscape screenshot.
- Center 55% width is a three-lane tactical conduit board, not a side-view dungeon duel.
- Player core on left, enemy core on right, lane nodes between them.
- Command cards are compact square tiles in a right vertical rail, not bottom curved hand cards.
- Primary button is `Resolve` in lower right; no `End Turn` text.
- No bottom hand fan, no energy orb, no dark dungeon room, no copied card frames.

### VISUAL_STYLE_CONTRACT

- Original solar-ink sci-fi fantasy style: pale stone, teal circuit ink, amber charge marks.
- UI uses square command tiles and thin circuit frames.
- Characters are abstract cores / pilots, not armored sword fighters.

### IMAGE_PROMPT_LOCKED

```text
Create a real playable 16:9 landscape card-battle screenshot with an original tactical conduit layout. The player core is on the left with 24/40 HP and 2 focus tokens. The enemy core is on the right and shows a shield-break intent in 1 turn. The center 55% width is a three-lane conduit board with nodes and a visible beam path. The selected command is a square tile named "Redirect" in a right-side vertical command rail with exactly four square command tiles: Redirect, Brace, Pulse, Overload. Show costs as small corner pips. Put a single "Resolve" button at lower right. Use pale stone, teal circuit ink, and amber charge marks. Do not create a bottom curved hand of cards, do not use an energy orb, do not use "End Turn", do not show a dark dungeon duel, do not imitate any existing commercial card game, and do not use title-like character names, card frames, or enemy layouts. No shop, VIP, gacha, red dots, event banners, or poster composition.
```

## Case 03 - Tower Defense

### Direct baseline prompt

```text
Create an original, non-infringing mobile tower defense screenshot with enemies moving along a path, towers attacking, wave, health, coins, and build buttons. Do not imitate any existing commercial tower defense game, franchise, UI, or title-specific layout.
```

### SCREEN_BRIEF

- Screen type：battle / HUD
- Genre：tower defense
- Player state：Wave 7/10, core integrity 3, copper 120.
- Current action：player is placing a frost beacon on a highlighted build pad.
- Main tension：six courier enemies are near a bend and one heavy enemy is still outside tower range.

### LAYOUT_CONTRACT

- 9:16 mobile screenshot.
- Path uses a diagonal rail through a windmill marsh, not a generic fantasy road.
- Two existing towers, three empty build pads, selected frost beacon placement preview.
- Top HUD <= 12%; bottom build bar <= 18%.
- Bottom has exactly three tower buttons and one charged skill.

### VISUAL_STYLE_CONTRACT

- Hand-painted windmill marsh, brass-and-ceramic tower materials.
- Enemies are small courier silhouettes with clear HP pips, not franchise creatures.
- UI panels are parchment + brass tabs, compact and readable.

### IMAGE_PROMPT_LOCKED

```text
Create a real playable 9:16 mobile tower defense screenshot in an original windmill marsh setting. Wave 7/10, core integrity 3, copper 120. A diagonal raised rail path crosses the screen from lower left to upper right with six small courier enemies near the center bend and one heavy armored cart farther up the rail. Show two existing towers: a windmill dart tower and a kettle mortar. Show exactly three empty build pads and one highlighted build pad with a translucent frost beacon placement preview. Top HUD uses no more than 12% height. Bottom build bar uses no more than 18% height with exactly three tower buttons plus one charged skill button. Use parchment and brass compact UI. Do not imitate any existing tower defense title, do not use generic high-fantasy castle-road composition, no shop, no VIP, no gacha, no red dots, no event banners, no poster composition.
```

## Case 04 - SLG Map

### Direct baseline prompt

```text
Create an original, non-infringing mobile SLG strategy map screenshot with territories, base, resources, enemy border, march route, and action buttons. Do not imitate any existing commercial strategy game, franchise, UI, or title-specific layout.
```

### SCREEN_BRIEF

- Screen type：map screen
- Genre：SLG / strategy map
- Player state：4 action points, 820 grain, 430 ore, border relay selected.
- Current action：player decides whether to scout, reinforce or harvest before an enemy signal reaches the border.

### LAYOUT_CONTRACT

- 9:16 mobile screenshot.
- Main map >= 72% height, using floating archipelago relay nodes rather than castle-war map.
- Top HUD has AP and two resources only.
- Bottom contextual panel has exactly three actions.
- No right-side event stack, no VIP, no alliance chat wall, no mail/store bottom nav overload.

### VISUAL_STYLE_CONTRACT

- Original sky-island cartography: slate islands, signal towers, colored wind borders.
- UI panels are translucent atlas strips and compact icons.

### IMAGE_PROMPT_LOCKED

```text
Create a real playable 9:16 mobile SLG strategy map screenshot using an original floating archipelago relay-map style. The player has 4 action points, 820 grain, and 430 ore in a compact top HUD. The main map takes at least 72% of the screen height. Show blue player wind-border islands in the lower left, amber neutral relay islands in the center, and red enemy signal territory in the upper right. A selected "Border Relay" node is highlighted near the border, with an incoming enemy signal route and timer 03:12. The bottom contextual panel contains exactly three actions: Scout, Reinforce, Harvest. Use slate islands, signal towers, colored wind borders, and translucent atlas UI strips. Do not imitate any existing mobile SLG title, no fantasy castle cluster, no VIP, no right-side event stack, no chat wall, no store/mail nav overload, no gacha, no red-dot clutter, no poster composition.
```

## Case 05 - Roguelike Reward Without Three-Card Clone

### Direct baseline prompt

```text
Create an original, non-infringing roguelike reward choice screenshot after a battle, with three reward options, player stats, and a clear confirm choice. Do not imitate any existing commercial roguelike game, franchise, UI, or title-specific layout.
```

### SCREEN_BRIEF

- Screen type：reward / popup screen
- Genre：roguelike
- Player state：runner has 9 HP, 42 scrap, corrosion build.
- Current action：choose one salvage module after a fight.
- Main tension：safe repair vs high-risk corrosion synergy.

### LAYOUT_CONTRACT

- 16:9 landscape screenshot.
- Use a workbench reward tray, not three vertical card frames.
- Three physical modules sit on a triangular inspection mat with short tags.
- Top-left run status; bottom-right confirm; bottom-left skip.
- No headline phrase copied from common reward screens.

### VISUAL_STYLE_CONTRACT

- Original salvage-lab style: ceramic metal parts, green corrosion fluid, paper inspection tags.
- Reward options are objects with small labels, not collectible cards.

### IMAGE_PROMPT_LOCKED

```text
Create a real playable 16:9 roguelike reward choice screenshot after a battle, using an original salvage-lab workbench layout. The runner has 9 HP, 42 scrap, and a corrosion build shown in a compact top-left status strip. The center is a physical workbench with a triangular inspection mat holding exactly three reward modules: Corrosion Valve, Patch Loom, Debt Capacitor. The selected module is Corrosion Valve, highlighted with a green inspection ring and a short tag "strong synergy". Patch Loom has tag "safe repair"; Debt Capacitor has tag "high risk". Bottom left has Skip, bottom right has Confirm. Do not use three vertical card frames, do not use a dark fantasy reward-card layout, do not use the headline "Choose Your Reward", do not imitate any existing roguelike title. No shop, VIP, gacha, red dots, event banners, or poster composition.
```

## Case 06 - Narrative Choice

### Direct baseline prompt

```text
Create an original, non-infringing visual novel narrative choice screenshot with a character, dialogue box, three choices, relationship hints, and clear readable UI. Do not imitate any existing commercial visual novel, franchise, UI, or title-specific layout.
```

### SCREEN_BRIEF

- Screen type：dialogue / choice screen
- Genre：narrative
- Player state：the player is questioning Mira at a rain station after she reveals a lost ticket.
- Current action：choose trust, ask for proof, or leave.
- Main tension：trust gain versus route risk.

### LAYOUT_CONTRACT

- 16:9 landscape screenshot.
- Character and environment are image layer; all key dialogue/choices are clean UI layer.
- Dialogue box lower third; choices on right; no system clutter.
- Exactly three choices, one focused state.

### VISUAL_STYLE_CONTRACT

- Original painterly rain-station mystery, muted blue-gray and warm lamp colors.
- UI uses thin rounded panels and icon + short text, not heavy fantasy frames.

### IMAGE_PROMPT_LOCKED

```text
Create a real playable 16:9 visual-novel narrative choice screenshot in an original rainy station mystery scene. Character Mira stands on the left holding an old ticket. The lower third has a clean dialogue box with speaker name "Mira" and short readable text: "I found the ticket you thought was gone." On the right side, show exactly three choice buttons: "Trust her" with +Mira, "Ask for proof" with Cautious, and "Walk away" with Route risk. The second choice is focused with a clear highlight. Top right may contain only Log, Auto, Skip. Use muted blue-gray rain and warm lamp colors, thin rounded UI panels, and clean icon plus text buttons. Do not imitate any existing visual novel title, no gacha, no shop, no red dots, no VIP, no event buttons, no poster composition, no long unreadable text.
```
