ERC-8006: Universal Policy Engine

DApps keep re-implementing ad-hoc validation and compliance rules (roles, kyc, allowlists, limits, workflows, and other legally required validatons). It’s brittle to upgrade, hard to audit, and not reusable across projects.This ERC standardizes a Universal Policy Engine:

  1. Each rule is packaged in small contract called artifact
  2. Each artifact contract can be reused by other policies and has to expose minimal interface (init, exec) and self-descriptors
  3. A policy handler bundles/orchestrates them as a Directed Acyclic Graph so apps can compose complex policies from simple building blocks and update them incrementally (swap/append artifacts instead of redeploying app logic)
  4. All parameters flow as bytes for uniform on/off-chain integration; variables can be introspected for tooling.

It’s universal by design – applicable across data domains and attachable to any contract as method-level hooks (pre/post) to gate calls and chain validations. Reference implementation in ERC assets.

General and simplified yet precise view of how it works

ERC-8006

ERC Authors list:
@Vlad, @Vitali

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An excellent story for gamification processes. You can build custom complex systems resembling MPORG, conditionally WoW. Artifacts can be ers721/1155, and their improvements are coordinated by high-level policies (for example, physics from Oracle). I like your approach. Thank you.

Sorry for my English, translated from Russian.

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The mechanic looks particularly interesting for social DAOs, where actors/delegates/conditional guilds or factions can be endowed with a life cycle through artifacts and, for example, have “research trees.” But for such a system, a certain general primitive of Web3 generation experience must be built up, accessible to all interested parties. It is only necessary to take into account sibyl scams (for example, using a quadratic approach when improving levels), BUT then all these Leyer3, Galaxies, and other systems can be brought to conditional common denominators through policies.

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Hey, thanks for your interest!

  1. Yep, improvements/role escalations (or any other action) can be constrained by policies
  2. The artifacts themselves though are not originally intended to be tokens, cause the “fungibleness” is not the same here as “interoperability” and “reusability” in this case. It is rather a reverse story, policy and its artifacts can constrain erc20, erc721’s transfer method (or other hook, whatever)
  3. So, artifacts can be reused, and they not obligatory should be token-like (while technically it’s possible). The only obligation for artfact is to implement IArbitraryDataArtifact interface
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Hey! I think there’s a small misunderstanding — ‘artifacts’ here aren’t ‘game artifacts.’
The term ‘artifact’ is used in the sense of ‘a unit intended for a specific function,’ not as ‘a unique collectible item.’ These are just functional components — like addition, subtraction, price queries, etc. So they don’t have much in common with NFTs or other game-fi artifacts.
Regarding DAO policies — while they’re not typically used to store data, I do get your point about what you were aiming to achieve with them!
You can absolutely design a policy system that evaluates a participant’s current level using some standardized inputs. Of course, the evaluation strategy can be arbitrary — say, a quadratic model. In that case, the policy effectively becomes an authorization guard.

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