hermes-agent/optional-skills/creative/creative-ideation/references/methods/polya.md
SHL0MS d799284b15
feat(optional-skills/creative-ideation): expand to v2.1.0 method library (#42402)
The optional-skills copy was still the v1.0.0 constraint-dispatch skill
(SKILL.md + full-prompt-library.md only). This brings it up to the current
tool: a situation-routed library of 22 named ideation methods drawn from
working artists, scientists, designers, and writers.

SKILL.md becomes a 4-step router (extract PHASE/DOMAIN/SPECIFICITY signals
→ apply overrides → route phase-then-domain → resolve ambiguity), with
anti-slop operating rules and an anti-default check.

Adds:
- 22 method files under references/methods/ — oblique-strategies (Eno/Schmidt),
  oulipo, scamper, lateral-provocations (de Bono), triz (Altshuller),
  leverage-points (Meadows), pattern-languages (Alexander), compression-progress
  (Schmidhuber), analogy-and-blending, pataphysics, first-principles, polya,
  biomimicry, volume-generation, creative-discipline, premortem-and-inversion,
  defamiliarization, derive-and-mapping, affinity-diagrams, jobs-to-be-done,
  story-skeletons, chance-and-remix. Each: when/when-not, the actual
  cards/principles/operators, a procedure, a worked example, anti-slop notes.
- references/method-catalog.md (index + when-to-use), heuristics.md (extended
  decision tree), anti-slop.md (rules applied to every output), exercises.md
  (time-boxed exercises).
- full-prompt-library.md restructured into domain-affinity sections (general /
  software / physical / social / lists) so the no-direction default isn't
  developer-biased.

Frontmatter: name aligned to directory slug (creative-ideation, folding in
the fix from #18084); version 2.0.0→2.1.0; platforms field preserved.

Original wttdotm-derived constraint dispatch is kept as the default path.
Supersedes #19295 (which targeted the pre-move skills/ path).

Co-authored-by: SHL0MS <SHL0MS@users.noreply.github.com>
2026-06-19 15:40:02 -07:00

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3.5 KiB
Markdown

# Pólya's Heuristics
George Pólya, *How to Solve It* (Princeton UP, 1945). Four-phase problem-solving framework + dictionary of heuristic moves. Written for math but applies to any well-defined "find X such that..." problem.
## When to use
- Math, physics, theoretical problems
- Algorithm design, debugging
- Any problem with a clear target (find X such that...)
- Teaching problem-solving
## Don't use when
- Open-ended creative problems with no defined target
- Difficulty is *understanding the problem space*, not solving within it (use dérive or compression-progress first)
- Solution is more about taste than analysis
- Real-world problems where data is incomplete and conditions vague
## The four phases
### 1. Understand the problem
- What is the **unknown**?
- What are the **data**?
- What is the **condition** linking them?
- Is the condition sufficient? Insufficient? Redundant? Contradictory?
- State in your own words.
- Draw a figure. Introduce notation.
This phase is most often skipped. **Most problem-solving failures are upstream of method** — they're failures to understand the problem precisely.
### 2. Devise a plan
Find the connection between data and unknown. Heuristic moves:
- **Have you seen this problem before?** Or in slightly different form?
- **Do you know a related problem?**
- **Look at the unknown** — find a familiar problem with the same or similar unknown.
- **Could you use a related problem's result? Its method?**
- **Restate.**
- If you can't solve the proposed problem, solve a related one:
- More general
- More specific
- Analogous
- A part of the problem
- With a condition relaxed
- **Did you use all the data?** All the conditions?
### 3. Carry out the plan
- Can you see clearly that each step is correct?
- Can you prove it?
### 4. Look back
- Check the result. Check the argument.
- Can you derive it differently? See it at a glance?
- Can you use the result, or the method, for some other problem?
The looking-back phase is the *learning* phase — what makes Pólya's method an *educational* method, not just a problem-solving one.
## Key heuristics from the dictionary
- **Decompose and recombine.** Break into parts; solve each; combine.
- **Generalization.** The general case is sometimes easier than the specific because it forces you to identify essential structure.
- **Specialization.** Try the smallest case, the simplest case, the case where one parameter is zero. Look for pattern.
- **Analogy.** Find a related problem with same structure, different surface.
- **Auxiliary problem.** Solve a related problem first; use its result.
- **Working backwards.** Start from the unknown and work back. Forward direction often has too many branches; backward is more constrained.
- **Setting up an equation.** Most word-problem failure is in translation, not algebra.
- **Reductio ad absurdum.** Assume the conclusion is false; derive contradiction.
- **Pattern recognition.** Small cases → conjecture → prove.
- **Symmetry.** Where there's symmetry in the problem, there's usually symmetry in the solution.
## Anti-slop notes
- Reciting the four phases without doing them = slop. The structure is fine; the value is in actually executing each phase.
- Don't pretend you've understood when you haven't. State the unknown, the data, the condition concretely.
- Don't claim "Pólya'd it" without consulting specific heuristics.
- Don't apply to fuzzy problems. Pólya assumes clear problem statements.
Source: Pólya, *How to Solve It* (Princeton UP, 1945; current edition 2014).