clay-borg/specs/ChaosRollHistory.md

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ADR-0017: window 2's verdict — the mechanism worked, my account of it did not Tier M (changes how the loop constrains its own operation), declared at d8 because the rate for window 3 is what this document decides and declaring at a rate it invents would be circular. chaos d8 = 7, no override. I CLAIMED WINDOW 2 PRODUCED ZERO OVERRIDES, FIVE TIMES, AND IT IS FALSE. Declaration 3 (CB-WP-0020) rolled d8 = 8, overrode, drew S against a structural S, and changed nothing -- and CB-WP-0020 recorded it correctly at the time, in those words: "the first override at d8... It changed nothing... One." Counting the workplans takes one command and I never ran it. CB-EV-0024 asserted "zero" without checking; CB-EV-0025, 0026, 0027 and CB-WP-0029 each cited the one before. A claim propagated five times by citation rather than by measurement, in files whose subject was that exact failure. facts-check catches a copied number that disagrees with its source; nothing catches a number with NO source, asserted once and repeated. Registered F23, and all four evidence files carry an in-place correction rather than a silent edit (ADR-0012 D5). THE ACTUAL VERDICT: THE RATE IS WORKING. Eleven rolls at d8 -- declaration 1 opened the window at the old d4 -- against 1.375 eights expected, 1 observed. Not a shortage of evidence; the design. BUT THE RETIREMENT CONDITION GENUINELY CANNOT FIRE, and that took computing to see. "An override changes nothing twice running" needs a consecutive pair at P=1/3 each, so ~12 overrides expected, at ~1.4 per window: ~9 windows, roughly 100 declarations. A gate that cannot cash out on any realistic horizon is decoration, which ADR-0006 D3 forbids. Restated to be evaluated PER WINDOW: retire if a full window's overrides all change nothing, met in two consecutive windows. A window with no overrides is inconclusive and advances nothing. ~24 declarations rather than ~100. Window 2 counts as the first; window 3 opens at d8 and decides. Recorded and deliberately not acted on: declarations 5-9 rolled six five times running, ~1 in 370 for some run of five in eleven rolls. shuf tested over 200 rapid successive calls looks uniform, longest run three. Found post hoc, which is how coincidences become findings, so it is logged for a future window to check rather than treated as evidence. InnerLoop.md then crossed the loadability limit, and so did InnerLoopReference.md. The window log moved to specs/ChaosRollHistory.md: it grows by one entry per window, and a log inside a reference eventually crowds out the reference. make all: exit 0. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 10:55:54 +02:00
# Chaos roll — window records
One entry per chaos window. Split out of `InnerLoopReference.md` when that
file crossed the loadability limit: this is a **log that grows**, and a log
inside a reference eventually crowds out the reference.
The rule itself lives in [`InnerLoop.md`](InnerLoop.md) §Loop tiers; the
current window's terms are there. This is the history the verdicts rest on.
**Window 1** (d4, closed 2026-08-02): 12 declarations, **2 overrides**, one
each way, and **both changed the outcome**. The mechanism was kept and the
rate dropped d4 → d8 (CB-EV-0015 §5, CB-EV-0016 §4).
**Window 2** (d8, 2026-08-03 → 2026-08-07): 12 declarations, of which
**11 rolled at d8** — declaration 1 (CB-WP-0018) opened the window and
rolled at the old d4. Expected 8s: **1.375**. Observed: **1**.
| decl | pass | roll | effect |
|---:|---|---|---|
| 1 | CB-WP-0018 | d4 = 3 | opened the window at the old rate |
| 2 | CB-WP-0019 | d8 = 5 | — |
| **3** | **CB-WP-0020** | **d8 = 8** | **override — drew S over a structural S: changed nothing** |
| 4 | CB-WP-0021 | d8 = 7 | — |
| 59 | CB-WP-0022…0026 | d8 = 6 ×5 | — |
| 10 | CB-WP-0027 | d8 = 7 | — |
| 11 | CB-WP-0028 | d8 = 1 | — |
| 12 | CB-WP-0029 | d8 = 4 | — |
**Verdict (ADR-0017): the rate is behaving as designed.** One override
against 1.375 expected is not a shortage of evidence.
**Why the retirement condition changed.** *"An override changes nothing
twice running"* requires a consecutive pair, each with P = 1/3, so ~12
overrides are expected before one occurs — at ~1.4 overrides per window,
**~9 windows or roughly 100 declarations**. A gate that cannot cash out on
any realistic horizon is decoration (ADR-0006 D3). It is now evaluated
**per window**, needing two consecutive qualifying windows: ~24
declarations rather than ~100.
**Four evidence files claimed window 2 produced zero overrides.** They were
wrong, and each cited the one before rather than counting. See F23 —
the failure is a claim with no source, asserted once and repeated, which
no gate here detects.
**A post-hoc observation, deliberately not acted on.** Declarations 59
rolled six five times running (~1 in 370 for some run of five in eleven
rolls). `shuf` was tested over 200 rapid successive calls and looks
uniform, longest run three. Recorded so a future window can check whether
it recurs; not evidence of anything on its own.
CB-WP-0038: variant selection, H1 implemented, and H1 measured ground-game packages hypotheses as selectable rules variants — a catalog, a rules_delta.yaml, and prose — and their note is explicit that CSV text alone is not executable here. So the kernel gains a Variant in game state: in the state, therefore in the hash, therefore in the recording, because a scenario replayed under a different variant would diverge silently. Baseline is bit-for-bit what it was, asserted across seat counts and seeds. A variant system that perturbs the baseline invalidates every measurement this repo has. H1-A and H1-B implemented from rules_delta.yaml and mutation-proven on their own defects: "unclaimed" misread as face-up-and-unsolved, and the attacker's Stress read after the attack's effects. Their `unchanged:` list is asserted rather than trusted — that list is their claim about their own experiment. Measured, and three of their four criteria fail. DARVO arm rate is still 0 under greedy; ATTACK selection does not rise and falls for the rank-75 policy; group success collapses from 165/190/200 to 0 at 3/4/6 seats. The mechanism is not the assumed one: greedy answers the pressure by regulating, Stress plateaus at 3, so it never reaches the gate at 4 or the arm at 5 — H1-A acts as a solve-rate tax and H1-B is unreachable under competent play. A harness defect was caught before the claim: sweep discarded refused games silently and never reported its count, so "nobody won" and "nothing played" printed identically. Reporting H1 as unwinnable on that basis would have been the ADR-0018 family aimed at another repo's design. All 200 games ran in every cell; the zeros are real. Chaos d8 = 8 — the window's first override, redrew L against a structural L, so it changed nothing. Window 3 recorded in ChaosRollHistory. NOT REVIEWED: tier L owes a separate-agent adversarial review, and no H1 result may reach ground-game until it has run. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 00:50:08 +02:00
---
## Window 3 — opened 2026-08-07 at d8, running to 12 declarations
| # | pass | roll | override |
|---|---|---|---|
| 1 | CB-WP-0030 | d8 = 7 | — |
| 2 | CB-WP-0031 | d8 = 2 | — |
| 3 | CB-WP-0032 | d8 = 6 | — |
| 4 | CB-WP-0033 | d8 = 7 | — |
| 5 | CB-WP-0034 | d8 = 4 | — |
| 6 | CB-WP-0035 | d8 = 4 | — |
| 7 | CB-WP-0036 (first declaration) | d8 = 7 | — |
| 8 | CB-WP-0036 (re-declared L→M) | d8 = 7 | — |
| 9 | CB-WP-0037 | d8 = 1 | — |
| 10 | CB-WP-0038 | **d8 = 8** | **yes — redraw L, structural was L, so it changed nothing** |
CB-WP-0039: a seat that does not regulate — and it changes H1's verdict CB-EV-0030 concluded H1's DARVO arm rate was still 0. That was true of the panel, and the panel was greedy-family throughout. GreedyPolicy ranks `Ground if gated => 100`, so it grounds the instant the stress gate bites, Stress plateaus at 3, and the arm at 5 is unreachable by construction. "H1 does nothing" was really "H1 does nothing to a seat that already manages its Stress" — and H1 was written for the seat that does not. `reactive` is greedy with exactly one preference changed: GROUND demoted below ATTACK. Under it, H1's criteria 1 and 2 are MET — DARVO arms 400 times per cell, ATTACK is chosen 3 times per seat per game. Criterion 3 fails harder: reactive wins nothing at any seat count. The larger finding is about the baseline. Greedy and reactive play IDENTICALLY under baseline, and peak Stress across 3,200 baseline games was 1 — against a starting value of 2. The gate at 4, the DARVO arm at 5 and the Freedom token are all unreachable, and a policy built to be reckless with Stress is indistinguishable from one built to husband it. That is a deeper account of F17 than F17 has. Not raised as a finding yet: it wants the plural panel first. A constant was investigated rather than reported: darvo was exactly 400 in every cell while atk scaled with seats. Six-player final Stress is [5,5,4,4,4,4] every seed — H1-B holds the attacker at 4, below the arm, and pushes its targets to 5. The self-soothe suppresses DARVO in the aggressor and concentrates it in the attacked. The direction follows from H1-B's arithmetic; the number 2 is partly an artifact of reactive's first-legal targeting, and is labelled as such. Still unreviewed: tier L review outstanding on CB-WP-0038, and nothing here reaches ground-game until it runs. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 01:08:40 +02:00
| 11 | CB-WP-0039 | d8 = 2 | — |
CB-WP-0038: variant selection, H1 implemented, and H1 measured ground-game packages hypotheses as selectable rules variants — a catalog, a rules_delta.yaml, and prose — and their note is explicit that CSV text alone is not executable here. So the kernel gains a Variant in game state: in the state, therefore in the hash, therefore in the recording, because a scenario replayed under a different variant would diverge silently. Baseline is bit-for-bit what it was, asserted across seat counts and seeds. A variant system that perturbs the baseline invalidates every measurement this repo has. H1-A and H1-B implemented from rules_delta.yaml and mutation-proven on their own defects: "unclaimed" misread as face-up-and-unsolved, and the attacker's Stress read after the attack's effects. Their `unchanged:` list is asserted rather than trusted — that list is their claim about their own experiment. Measured, and three of their four criteria fail. DARVO arm rate is still 0 under greedy; ATTACK selection does not rise and falls for the rank-75 policy; group success collapses from 165/190/200 to 0 at 3/4/6 seats. The mechanism is not the assumed one: greedy answers the pressure by regulating, Stress plateaus at 3, so it never reaches the gate at 4 or the arm at 5 — H1-A acts as a solve-rate tax and H1-B is unreachable under competent play. A harness defect was caught before the claim: sweep discarded refused games silently and never reported its count, so "nobody won" and "nothing played" printed identically. Reporting H1 as unwinnable on that basis would have been the ADR-0018 family aimed at another repo's design. All 200 games ran in every cell; the zeros are real. Chaos d8 = 8 — the window's first override, redrew L against a structural L, so it changed nothing. Window 3 recorded in ChaosRollHistory. NOT REVIEWED: tier L owes a separate-agent adversarial review, and no H1 result may reach ground-game until it has run. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 00:50:08 +02:00
**The window's first 8, at declaration 10.** Expectation over ten rolls at
d8 is 1.25; one is exactly on rate.
**The override changed nothing**, which is the observation ADR-0017 D2's
retirement condition is built from — it needs *a full window whose
overrides all change nothing*, in two consecutive windows. This window now
CB-WP-0039: a seat that does not regulate — and it changes H1's verdict CB-EV-0030 concluded H1's DARVO arm rate was still 0. That was true of the panel, and the panel was greedy-family throughout. GreedyPolicy ranks `Ground if gated => 100`, so it grounds the instant the stress gate bites, Stress plateaus at 3, and the arm at 5 is unreachable by construction. "H1 does nothing" was really "H1 does nothing to a seat that already manages its Stress" — and H1 was written for the seat that does not. `reactive` is greedy with exactly one preference changed: GROUND demoted below ATTACK. Under it, H1's criteria 1 and 2 are MET — DARVO arms 400 times per cell, ATTACK is chosen 3 times per seat per game. Criterion 3 fails harder: reactive wins nothing at any seat count. The larger finding is about the baseline. Greedy and reactive play IDENTICALLY under baseline, and peak Stress across 3,200 baseline games was 1 — against a starting value of 2. The gate at 4, the DARVO arm at 5 and the Freedom token are all unreachable, and a policy built to be reckless with Stress is indistinguishable from one built to husband it. That is a deeper account of F17 than F17 has. Not raised as a finding yet: it wants the plural panel first. A constant was investigated rather than reported: darvo was exactly 400 in every cell while atk scaled with seats. Six-player final Stress is [5,5,4,4,4,4] every seed — H1-B holds the attacker at 4, below the arm, and pushes its targets to 5. The self-soothe suppresses DARVO in the aggressor and concentrates it in the attacked. The direction follows from H1-B's arithmetic; the number 2 is partly an artifact of reactive's first-legal targeting, and is labelled as such. Still unreviewed: tier L review outstanding on CB-WP-0038, and nothing here reaches ground-game until it runs. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 01:08:40 +02:00
has one qualifying override and **one declaration left to run**.
CB-WP-0038: variant selection, H1 implemented, and H1 measured ground-game packages hypotheses as selectable rules variants — a catalog, a rules_delta.yaml, and prose — and their note is explicit that CSV text alone is not executable here. So the kernel gains a Variant in game state: in the state, therefore in the hash, therefore in the recording, because a scenario replayed under a different variant would diverge silently. Baseline is bit-for-bit what it was, asserted across seat counts and seeds. A variant system that perturbs the baseline invalidates every measurement this repo has. H1-A and H1-B implemented from rules_delta.yaml and mutation-proven on their own defects: "unclaimed" misread as face-up-and-unsolved, and the attacker's Stress read after the attack's effects. Their `unchanged:` list is asserted rather than trusted — that list is their claim about their own experiment. Measured, and three of their four criteria fail. DARVO arm rate is still 0 under greedy; ATTACK selection does not rise and falls for the rank-75 policy; group success collapses from 165/190/200 to 0 at 3/4/6 seats. The mechanism is not the assumed one: greedy answers the pressure by regulating, Stress plateaus at 3, so it never reaches the gate at 4 or the arm at 5 — H1-A acts as a solve-rate tax and H1-B is unreachable under competent play. A harness defect was caught before the claim: sweep discarded refused games silently and never reported its count, so "nobody won" and "nothing played" printed identically. Reporting H1 as unwinnable on that basis would have been the ADR-0018 family aimed at another repo's design. All 200 games ran in every cell; the zeros are real. Chaos d8 = 8 — the window's first override, redrew L against a structural L, so it changed nothing. Window 3 recorded in ChaosRollHistory. NOT REVIEWED: tier L owes a separate-agent adversarial review, and no H1 result may reach ground-game until it has run. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 00:50:08 +02:00
**Declaration 8 is a re-declaration of the same workplan**, counted
separately because it was a materially different pass: CB-WP-0036 was
re-scoped from L to M after the maintainer moved the animation work out of
the repo, and a changed declaration is a new declaration or the roll is
not binding on what was actually built.