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Value Trap

find the colour that matches the value

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match this grey’s value — how light it is

Seeing how light a colour is, not which colour it is

An item is one grey target chip, somewhere between L* 30 and 75, and six chips in loud hues. Exactly one of the six carries the grey’s value; tap it, or press its number, since the chips are keyed 1–6. The moment you pick, all of them flip to their own greyscale equivalents with their L* numbers printed on — the squint view — which stays up until you dismiss it, with no clock running, so a miss can be studied. Six items make a round, and the margin between the right answer and its nearest distractor tightens from 12 L* to 5.

Hue interferes with value, and that interference is the trap. A saturated chip announces itself, while its lightness — the property that decides whether a picture reads at all — says very little out loud. Half-shutting your eyes is the old remedy, and the squint view is that gesture made literal, but it arrives only once the answer is locked in, so the judgement itself happens with the colour still shouting.

What a near miss is worth

The right chip is 100. A wrong one still earns for being close in value: 38 × (1 − |ΔL*| / reach)³, where reach is 3.8× the tightest gap available on that item. Both numbers fall out of that arithmetic and nothing else — the chips were built to their L* values before they were drawn, so no model has to judge them. Measuring against the item’s own gap keeps the nearest wrong chip worth a visible ~15 whether the item was easy or subtle, while distant picks fade to nothing. Cubing the fade is deliberate: with six chips and one right answer, guessing alone already banks about 17, and cubing holds a blind round close to that floor — a measured mean of 24 over 20,000 simulated rounds. A round is the mean of its six items.

More colour drills: Neutral Hunt · Temperature Sort · Colour Constancy · the whole catalogue