Neocortex
Web Platform

Question Sets

Author the questions and the rules of play for a quiz

Experimental

Question sets and the quiz engine are currently an experimental feature. Their behavior may change.

A question set holds the questions a quiz asks and the rules the run follows. A game only ever sends a character id and a set id, so everything about how the quiz behaves is decided here rather than in your code.

Open Question Sets from the dashboard sidebar.

Plan requirement

Question sets and the quiz engine require a Team plan.

Creating a set

  1. Click Create Question Set and give it a name
  2. Click Add Question for each question you want to ask
  3. Copy the set id from the card's action menu, or from the URL of the set

A set holds up to 10 questions.

Question types

Pick the Answer Type on each question.

TypeHow it is judged
Free TextThe host reads the answer and compares it to the expected answer you wrote, plus any rubric.
Multiple ChoiceTwo to six options, one marked correct. Graded against the option you marked.
True / FalseFixed True and False options. Mark which one is correct.

Choice questions are graded without asking the host for a verdict. When a player's words do not name an option outright, for example answering "yes" to a true or false question or naming the option in another language, the host is asked only which option they meant and the comparison to your answer key still happens in code.

What you write on a question

FieldWhat it does
Question PromptThe question itself. The host asks this, translated into the character's language if it speaks another one.
Expected / Correct AnswerThe reference answer for a free text question. Choice questions derive it from the option you mark.
Scene keywordA stable name for the scene this question needs, such as SHOW_RED_APPLE. Sent to the game with the question so it can key its scene on something readable instead of a generated id.
Reasoning Facts & ContextBackground the host uses to judge edge cases and explain an answer. Answers you list here as accepted, partly right or wrong are graded that way. Never read out as the answer.
HintA clue, given when a player asks for one, is stuck, or gets it wrong. The host leads them towards the answer with it and never states the answer itself.
Custom Grading RubricFree text only. Decides what counts as correct or partial for this question, in the language the player speaks. Useful for judging pronunciation, where near misses have to be spelled out.
PointsWhat a correct answer is worth.
Allow partial creditFree text only. Lets the host award a partial verdict, worth the partial points you set.

A wrong answer teaches rather than reveals

While the player still has an attempt left, the host never says the answer: it uses your hint and background facts to lead them towards it. Once the attempts are spent, it tells them what the answer was and why, so nobody moves on still believing the wrong thing.

How a run plays

Open Configure Host & Flow to set the rules. These are what make the same two ids drive a coaching tutor that lets a child try again and a game show that never does.

SettingEffect
Question orderIn order or Shuffled. A game can choose its own for a run.
Questions per runHow many of the set one run serves. Leave it empty to serve them all. A game can choose its own for a run.
After a wrong answerMove on, One more try, or Until they get it. Single player runs only: with several players a round is judged once and the run moves on.
Ask before trying againThe host offers another go and waits for a yes. Off, and it simply asks the question again.
A second try still scoresWhether a replayed question can move the leaderboard. Off, and a replay is played for the learning rather than the points.
Give a hint when askedWhether the host may offer the hints you wrote. Off, and the game is never told a clue exists.
Opening wordsThe host's welcome, before the first question. Say it exactly speaks them word for word; In own words makes them a note the host performs. Leave empty to open on the first question.
Closing wordsHow the run ends, with the same two modes. Leave empty to end on the host's last reaction. The host is told the scores on the last question, so a note such as "announce the winner" names the right one.

Opening and closing words are spoken exactly as you wrote them, in your own language, rather than paraphrased.

Host delivery

How the host delivers a result decides what the host says once an answer has been judged. It never decides the verdict or the points: those come from the question's own answer, rubric and scoring.

ModeDelivery
Game ShowPuts the question, takes the answer, says the verdict and the points out loud, moves on.
NaturalReacts in character and never says a number. Your UI shows the score.
Coaching TutorTeaches rather than tests: why an answer was wrong, or what made it right. Says no numbers.

Custom Host Instructions add guidance for the host on top of the character's own personality, for this set only.

The character you pick when the quiz runs supplies the host's name, personality, language and voice. How it hosts is this set's business, not the character's: pick the mode above. Give the character a Language node and it runs the whole quiz in that language, whatever language the set is written in.

Testing a set

Test Set opens the playground. It runs the same engine the public API runs, so a question graded here grades the same way in a game.

  • Pick a question and a host character
  • Add simulated contestants, type or tap their answers, and post them one at a time
  • Evaluate Round scores the round and shows the host's reaction and each verdict
  • Preview Start and Preview Finish play the opening and closing sequences

Playground runs count against your daily editor allowance, the same as the character chat preview.

Taking it into your game

The playground and your game run the same engine. Once no question shows an Incomplete badge, the set is ready: pass its id and the host character's id to

On this page