45 lines
1.9 KiB
Markdown
45 lines
1.9 KiB
Markdown
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# Experiment H1 — problem pressure + high-stress ATTACK self-soothe
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| **variant_id** | `h1-problem-stress` |
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| **base** | `ground-darvo-r0` |
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| **status** | experimental (not baseline) |
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| **catalog** | [`../../catalog.yaml`](../../catalog.yaml) |
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| **design note** | [`../../../history/260807-attack-darvo-stress-design.md`](../../../history/260807-attack-darvo-stress-design.md) |
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| **workplan** | [`../../../workplans/GROUND-WP-0006-h1-problem-stress-experiment.md`](../../../workplans/GROUND-WP-0006-h1-problem-stress-experiment.md) |
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## Hypothesis
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If unsolved shared Problems raise Stress, and high-Stress ATTACK returns a small self-relief, then competent play will sometimes arm DARVO and sometimes select ATTACK, without making always-ATTACK optimal.
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## Deltas (only)
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### H1-A — Problem pressure
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At **Round End**, before the Stress clamp that arms DARVO:
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- If **any** Problem still in play is **unclaimed** (face-up unsolved, hidden, or Denied), **each player +1 Stress**.
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- Then clamp 0–5, arm DARVO at 5 as in baseline, rotate Lead, advance Round.
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### H1-B — High-stress ATTACK self-soothe
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When an Attack resolves and is **not cancelled**, if the attacker’s Stress was **≥ 4 before that Attack’s effects**, the attacker takes **−1 Stress** (then clamp). Target and relation effects unchanged.
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## Table play
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Use baseline components for everything except:
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1. Read End step and Stress/Attack wording from this package’s `Rules_Text.csv` / `Actions.csv` (or this file).
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2. Do not mix with baseline r0 wording mid-game.
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## Simulation (clay-borg)
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1. Select `variant_id: h1-problem-stress` via catalog.
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2. Inherit base edition data for Problems/Solutions/Modes/Tokens.
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3. Implement `rules_delta.yaml` in the kernel (H1-A, H1-B). CSV text is provenance for the table, not a substitute for kernel changes.
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## Decision criteria
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See design note §3.2. Catalog `utility_estimate` / `decision` update only after measurement — not when packaging.
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