clay-borg/specs/FindingRegister.md

318 lines
19 KiB
Markdown
Raw Normal View History

CB-WP-0026: collect the rulings -- ten answers that arrived and were never applied ground-game ruled all ten U-items on 2026-08-03, every one CONFIRMED as the default clay-borg simulates, and confirmed five of six provisional scenarios. clay-borg never collected the answers: CB-RES-0007 reported "0 of 10 ruled" the same day, and CB-WP-0022 built the finding register two days later still recording them as `reported`. make design's first run is what noticed -- not a human, not the adversarial review that found four other things. That is the unread-inbox failure running in the opposite direction, and it appears nowhere in the declaration, survey, ADR or spec of the pass that was built entirely around the forward version. It is arguably worse: an unread message is visible as silence, while a collected-but-unapplied ruling looks exactly like work in progress. Ten rulings quoted into §Underdetermined (the three conditional ones verbatim -- U1's designer note, U2's End-only trigger, U8's consume-only-if-it-cancels). Five provisional flags lifted, replaced by ruled/ruled_by/ruled_note so the flag went and the provenance stayed. Register queue 9 -> 0. T02's control came back clean: make sim is 26 passed, 59 rules covered, nothing red. Had a scenario gone red it would have meant we described our own behaviour incorrectly to ground-game. I wrote two U-item mappings and both were wrong. gr-a04 -> U1 (it asserts consent is REQUIRED; U1 asks WHEN the target accepts) and gr-d05 -> U5 (it exercises the UNREJECTED Reverse; U5 is the rejected one). Both plausible from covers:, neither survived reading the description. Third and fourth instance of this defect; the first two reached ground-game. So encodes_u_item is now a declaration and design.py asserts the file names what it claims -- and that check's own first version grepped for mentions and went red when two files recorded why they do NOT encode U1 and U5. A mention is not a claim, which is exactly the looseness that let "six of the ten have provisional scenarios" stand. Two positive controls went red for the best possible reason, both broken the same way -- asserting against live repo data instead of constructing their condition. rule-coverage.py required at least one provisional item to EXIST; it now builds a fixture and reports the live count as a diagnostic, because there is no number of provisional items this project should have. design-baseline.py pinned "2 of 6" while recomputing one row from a live glob, so the dated snapshot was never a snapshot; frozen to its 2026-08-03 list and unwired from self-tests, since per ADR-0012 D8 it is no longer a reporting tool. ScenarioFile is deny_unknown_fields and refused the four new fields until declared -- correct: a corpus accepting unknown metadata would let a typo'd encodes_u_iem sit there claiming nothing. DEVIATION: ADR-0012 D2 said "no new file". GroundRules.md crossed the loadability limit, so the register moved to specs/FindingRegister.md. D2's substance holds -- one register, same machinery, nothing competing -- but the literal instruction did not, and it resolves an awkwardness D2 named itself. make all: exit 0. loop-lint clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 16:13:37 +02:00
# The finding register
Design findings about **GROUND**, with their reproductions. Governed by
[`GameDesign.md`](GameDesign.md) (admissibility, kinds, states, metrics)
and [ADR-0012](../decisions/ADR-0012-the-design-instrument.md). Reported
by `make design`.
**Split out of `GroundRules.md §Underdetermined` on 2026-08-05** when that
file crossed the ~400-line loadability limit. ADR-0012 D2 said *"no new
file"* and this is a new file — but D2's substance was **one register, not
a second mechanism competing with the first**, and that holds: this *is*
§Underdetermined's register, moved, still driving off the same
`provisional`/ruling machinery. D2 also named the awkwardness this
resolves — a finding about the engine sitting in a document about the
game.
The U-items themselves, with their defaults and rulings, stay in
[`GroundRules.md §Underdetermined`](GroundRules.md); this file tracks them
*as findings*.
**This section is the design-finding register** (ADR-0012 D2). It was the
register for dataset ambiguities already; CB-WP-0022 extended it to all
five kinds rather than building a second one beside it. Admissibility,
kinds, states and metrics: [`GameDesign.md`](GameDesign.md). Reported by
`make design`.
<!-- design-register:begin -->
| id | kind | state | reproduction | role | raised | owner |
|---|---|---|---|---|---|---|
| U1 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
| U2 | underdetermined | applied | scenarios/ground/gr-d01-darvo-trigger.yaml | default | 2026-07-31 | ground-game |
| U3 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
| U4 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
| U5 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
| U6 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
| U7 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
| U8 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
| U9 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
| U10 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
| F11 | inert | applied | scenarios/ground/gr-p05-solve-legality.yaml | counterexample | 2026-08-02 | clay-borg |
| F12 | degenerate | note | — | — | 2026-08-01 | clay-borg |
| F13 | inconsistent | withdrawn | scenarios/ground/gr-e01-threshold-reachable-2p.yaml | counterexample | 2026-08-01 | clay-borg |
GR-E03 and GR-E04 played to the end — F14 closed, and the reason they were unplayed was ours Tier S (a fix and a measurement inside a boundary; chaos d8=4 from CB-WP-0029's roll, no override). cb-play built EVERY game with ScoringMode::SharedGround and passed an empty patch. The mode was settable in scenarios and not from the driver, so two of the three shipped modes were unreachable from the only way anyone actually plays. F14 sat open for a week because nobody could reach the thing it was about. --mode added. All three now play out and give DIFFERENT WINNERS FROM IDENTICAL PLAY: shared -> all four seats (mastery 4), common -> P3 alone (top personal scorer), coalitions -> P1+P2 (best Bond network, 4>3>2). Same 37 commands, three answers. AND THEY ANSWER F17'S OPEN QUESTION. I had flagged that ATTACK might earn its place where Blame costs personal score. It does not, in any mode: SHARED GROUND 132/165/190/200 -> identical free but pointless COMMON PROBLEM 59/52/48/44 -> 59/52/48/34 a cost at six seats BONDED COALITIONS 131/134/132/116 -> 59/52/48/34 roughly halved The coalitions row has a mechanism and the data confirms it unprompted. GR-A07 flips a Bond to a Rivalry on Attack, and GR-E04 scores Bond NETWORKS -- so attacking destroys the thing that scores. And the attacking numbers in E04 are IDENTICAL to E03's, which is exactly what that predicts: break every Bond and each seat is a coalition of one, so GR-E04 degenerates into GR-E03. That check was not designed; it fell out. F14 -> applied. F17 strengthened and no longer bounded to co-op: ATTACK has no mode in which it helps, and one where it actively destroys your score. Still framed as a question rather than a verdict. DARVO is the pattern the game is about not falling into, so a self-destructive ATTACK may be the design. What ground-game has to decide is whether the namesake mechanic being unreachable in competent play -- in all three modes -- is intended. make all: exit 0. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 10:38:27 +02:00
| F14 | unplayed | applied | games/ground/examples/attack-value.rs | counterexample | 2026-08-01 | clay-borg |
CB-WP-0024: the table you can watch Four of the maintainer's five playtest remarks. Three of the five turned out to be data the projection already carried, rendered as text -- the table's problem was legibility, not content, and the coverage gate passes either way because it proves nothing is OMITTED, not that anything is readable. That gap is named in the evidence rather than closed: the honest control is a person playing it. T01. The ending control was two defects wearing one button. The label said "close -- I have read this" while hotseat.rs reads `done` as STOP THE SERVER, and acknowledging it changed nothing -- the tab kept a full table and a `play again` pointing at a closed port. Now labelled by its effect, and the page seals itself on the `closed` reply: removeAttribute on every control's data-drop, so they stop being droppable by the same rule that made them droppable. removeAttribute rather than setAttribute(_, null), which writes the truthy string "null" in a browser. The reason it survived is structural. jsrun's fetch stub returned {then: function(){return this}} and never invoked its callbacks, so every line of the script reacting to the server was unreachable from every test in this project -- a page that ignores the server was indistinguishable from one that acts on it. Same finding as CB-WP-0016's "a stub too thin to express a failure is how the failure survives", one layer deeper, at the reply. The stub now delivers a real then-chain; gesture_with_reply reports surviving controls; the seal is mutation-proven and a negative control asserts `ok: dealing` does NOT seal. T02. Draw and discard as offset stacks with counts. The shuffle question the task required settling: it already works, at games/ground/src/lib.rs:1419-1435, implementing the U4 default that ground-game confirmed 2026-08-03. Nothing raised. The piles show the state before it fires, which is derivable from the view; a claim that a reshuffle HAS happened is not, and is not made. CB-WP-0026 applied that ruling the same day this consumed it -- first time answering "is this underdetermined?" was one lookup instead of a message. T03. Each seat's play drawn as a card, sentence kept beside it. The face-down back is a const with no parameters: SelectionView::Hidden carries nothing, so there is no data path into the back to add later. The leak test copies view.rs's own shape -- identical backs across two different hidden situations, THEN assert a revealed play does show, because without the second half the first passes for a renderer that draws nothing. T04. MatchTally lives in `play`, beside the listener and the seed. What "cumulative" means was decided before anything was summed, and the answer is that GROUND defines one game and no series: summed personal score and games-won answer different questions, and a test asserts they can point at different seats. Both shown, both labelled. Registered F15 as a NOTE -- the test shows the tallies can differ, which is arithmetic, not evidence the ambiguity harms play, so GameDesign §3.1 bars reporting it. First use of the note tier since D6 wrote it, and it came from building rather than from play. make all: exit 0. 41 render tests, 26 cb-play tests, loop-lint clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 17:32:48 +02:00
| F15 | underdetermined | note | — | — | 2026-08-05 | clay-borg |
CB-WP-0025 T06/T07: a difficulty baseline that reports its own confound T06. games/ground/examples/difficulty.rs, make difficulty, wired into make self-tests, and a report file in ground-game under GROUND-WP-0005 with a hub message pointing at it. THE REPORT OPENS WITH THE RETRACTION, because what this task was written to send was withdrawn by T02 and GROUND-WP-0005 is blocked on exactly that number. They are told, in the first section, that we nearly sent them "the game is too easy at 5-6 seats" and why it was wrong. seats winnable greedy random first-legal spread 2p 60% 60.0% 5.0% 76.7% 71.7 3p 93% 88.3% 6.7% 25.0% 81.7 4p 100% 93.3% 6.7% 30.0% 86.7 5p 100% 100.0% 3.3% 0.0% 100.0 6p 100% 100.0% 3.3% 0.0% 100.0 SPREAD justifies the whole redesign: 71.7 to 100.0 points between three trivial policies. The table now shows why no single rate is a difficulty rather than asserting it. And the 5-6 rows point the OPPOSITE way from the withdrawn claim -- first-legal 0% against greedy 100% is the widest spread in the table, which suggests play matters MORE there, not less. Neither reading is established and the report says so. The confound is stated in the tool's own output, not only in prose: `winnable` is conditioned on greedy's play up to the final round, because searching from round 1 is unaffordable. Presenting it as a property of the deal would repeat this pass's error in a subtler form -- which is exactly how a corrected project reintroduces a defect. NO THRESHOLD CHANGES ARE PROPOSED. The instrument can fail (spec §5): a witness must replay to a win, an unwinnable position must report searched-out rather than a budget cut, a one-node budget must not claim exhaustion, and the policy panel must actually disagree. difficulty-baseline.rs marked superseded, kept as the survey's dated snapshot. Registered as F16, inconsistent / withdrawn. T07. evidence/CB-EV-0024. Five of nine defects came only from the review; four from execution, and all four of those were in work written after it. The wrong-denominator family now has five instances and still no control -- facts-check catches copies that disagree, nothing catches a number computed correctly against the wrong base. Tier L was an over-declaration (no port, structurally M) and paid for itself anyway, because the review is L-only. Chaos window 2 will close with zero overrides, making its retirement condition untestable. Named as open rather than implied done: the witness is NOT wired to the ending page. The search works; the browser cannot ask it yet. make all: exit 0. loop-lint clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 19:24:49 +02:00
| F16 | inconsistent | withdrawn | games/ground/examples/difficulty.rs | counterexample | 2026-08-05 | clay-borg |
25 test games, no faults — and F17 gets the artifact that changes what it says Five games per seat count, 2-6 players. NO ANOMALIES: every game reaches 5 rounds with an outcome, no stalls, no stress above the cap, no over-claimed Problems. But the series showed something a crash never would. DARVO NEVER FIRED IN 25 GAMES and stress never exceeded 2. Measured wider: GreedyPolicy plays ATTACK exactly ZERO times in 10,000 selections across 500 games. THAT NUMBER IS ABOUT OUR BOT, NOT THE GAME. bot.rs ranks `Action::Attack => 10`, below everything. Reporting "the game gives no incentive to attack" from a policy we programmed to rank attack last would have been CB-WP-0025's C4 error committed again -- a single policy's behaviour presented as the game's. So the artifact varies exactly one number: ATTACK's rank in an otherwise identical policy, 200 games per cell. rank 10 (below all): 132/165/190/200/200 wins, 0 attacks, 0 DARVO rank 75 (above SUPPORT): 132/165/190/200/200 wins, 315-923, 13-218 rank 95 (above SOLVE): 0/0/0/0/0 wins, 1400-5170, 400-1000 THE MIDDLE ROW IS THE FINDING. Identical win counts at every seat count, while attacking hundreds of times and arming DARVO repeatedly. Attacking is not punished -- it is INERT with respect to the goal. Group success is a function of SOLVE alone, and ATTACK costs anything only when it ranks above SOLVE and displaces it. The maintainer was right and the reason is sharper than his phrasing: there is no incentive because there is no PATH. ATTACK's effects (Stress, Rivalry, DARVO) feed nothing that decides group_success. Bounded honestly to SHARED GROUND. Blame costs PERSONAL score, so ATTACK may earn its place in GR-E03 and GR-E04 -- which have never been played to the end (F14), and that is where to ask next. And this is NOT a claim the game is broken: DARVO is the pattern the game is about not falling into, so a self-destructive ATTACK may be the design. The question for ground-game is whether the namesake mechanic being unreachable in competent co-op play is intended. F17 promoted from note to raised, with games/ground/examples/attack-value.rs as its reproduction. Register: 18 findings, 8 with a resolving reproduction. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 10:08:47 +02:00
| F17 | degenerate | raised | games/ground/examples/attack-value.rs | counterexample | 2026-08-06 | ground-game |
CB-WP-0037 T01: F18 gets a reproduction, and F24 falls out of it F18 was the only open finding clay-borg owns, the only register row lacking a reproduction, and the only off-target metric. It is also understated: it reads as display data, but among the 14 unvendored files are DARVO.csv (mandatory_effect, advance), Relations.csv (formation, breaking) and Scenarios.csv — rules the engine already implements from a secondary source and has never checked against the primary one. The reproduction records column reads AT THE ACCESSOR rather than counting them from the source: a list beside the code would be a second copy of a fact the get calls already carry, and grepping would over-count because six column names are shared between vendored files. The first version was wrong in this repo's signature way — it watched Table::at only, so it called visibility, required_solution and point_value unread when the engine reads all three through problems_of's own index lookups. Correct about the accessor, wrong about the engine: the ADR-0018 family, committed inside the artifact built to measure it. Problems.csv went 7/13 to 10/13 once the manual reader was recorded too. F24 raised: solution_deck() is a Rust literal that never opens Solutions.csv. It agrees today, which is the point — the engine is right by maintenance coincidence rather than by reading. Role `default`, with a test that goes red the moment either side moves. open, lacking a reproduction: 1 -> 0. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 23:11:17 +02:00
| F18 | inert | raised | `games/ground/src/edition.rs::card_text_tests::the_engine_reads_only_part_of_what_it_vendored` | counterexample | 2026-08-06 | clay-borg |
CB-WP-0037 T02: the engine's rules against the edition's Vendored DARVO.csv, Relations.csv and Scenarios.csv — the three unread files that carry mechanism. The engine has implemented the DARVO sequence and relation formation/breaking from GroundRules.md since the beginning, and had never read the game owner's statement of them. Every checkable clause agrees, and agreement is recorded rather than noted: a survey that finds nothing and leaves no trace cannot be told from one never run. The two hardest clauses to notice were already right — Focus placed "even if the Attack was cancelled", and Focus removed when the sequence ends before REVERSE. The tests are tripwires, not derivations. The match was made by a person reading prose, and that reading goes stale in silence when the prose changes; each behaviour pins the phrase it was read from, so a reworded edition goes red and asks for a human. Mutation-proven by rewording the cancelled-Attack clause. F25 raised, and it is the real yield: Scenarios.csv carries threshold_2_players/3_4/5_6, starting_stress and round_track, and the engine hardcodes all three — a match returning 5/7/9, stress: 2 at setup, five rounds. They agree on all four scenarios. These are the most contested numbers in the project; the whole 4/6/9 vs 5/7/9 episode turned on them, and the engine has been right by maintenance coincidence rather than by reading the file that owns them. Also pinned: Problems.csv and Scenarios.csv both state the deal and the engine reads only the first. They agree; nothing was checking. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 00:21:40 +02:00
| F25 | inert | raised | `games/ground/src/edition.rs::card_text_tests::the_engine_agrees_with_the_editions_own_numbers` | default | 2026-08-08 | clay-borg |
CB-WP-0037 T01: F18 gets a reproduction, and F24 falls out of it F18 was the only open finding clay-borg owns, the only register row lacking a reproduction, and the only off-target metric. It is also understated: it reads as display data, but among the 14 unvendored files are DARVO.csv (mandatory_effect, advance), Relations.csv (formation, breaking) and Scenarios.csv — rules the engine already implements from a secondary source and has never checked against the primary one. The reproduction records column reads AT THE ACCESSOR rather than counting them from the source: a list beside the code would be a second copy of a fact the get calls already carry, and grepping would over-count because six column names are shared between vendored files. The first version was wrong in this repo's signature way — it watched Table::at only, so it called visibility, required_solution and point_value unread when the engine reads all three through problems_of's own index lookups. Correct about the accessor, wrong about the engine: the ADR-0018 family, committed inside the artifact built to measure it. Problems.csv went 7/13 to 10/13 once the manual reader was recorded too. F24 raised: solution_deck() is a Rust literal that never opens Solutions.csv. It agrees today, which is the point — the engine is right by maintenance coincidence rather than by reading. Role `default`, with a test that goes red the moment either side moves. open, lacking a reproduction: 1 -> 0. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 23:11:17 +02:00
| F24 | inert | raised | `games/ground/src/edition.rs::card_text_tests::the_hardcoded_deck_still_matches_the_edition` | default | 2026-08-07 | clay-borg |
| F19 | degenerate | applied | crates/cb-render-html/src/lib.rs::overhead_table | counterexample | 2026-08-06 | clay-borg |
fix: a click target wearing a drag affordance made the controls look dead Tier S (a fix inside a boundary; chaos d8=7 from the previous roll stands for this continuation). Two observations from play that are ONE defect. `play again`, `end session`, `pass` and the move buttons carried `.pick`, which is cursor:grab. The stylesheet has .btn{cursor:pointer} BEFORE .pick{cursor:grab}, so grab won. A GRAB CURSOR INVITES A DRAG. A drag released over nothing posts nothing, so the player picked up the button, let go, and the page did nothing. It looked dead because the affordance told them to do the one thing that does not work. Reported as two separate things -- "the button shows a hand to pick up that it probably shouldn't" and "I can't start another game or stop the server" -- and the first causes the second. The click path itself was never broken: driving again->again and done->done through the JS harness posts correctly. The logic was fine and the invitation was wrong. Click targets now carry `.tap` -- pointer cursor, same press affordance. This extends CB-WP-0017's rule (interactive and inert must not look identical) to: click and drag must not look identical either. The test asserts both directions, because checking only that buttons lost `.pick` would pass for a page with no affordances at all. Registered F20 (applied) and F21. F21 IS THE ONE I COULD NOT REPRODUCE: dragging did not work until after the first note was saved. Ruled out the plausible mechanisms -- the gesture logic posts correctly against the served page, the drag ghost carries pointer-events:none so it cannot intercept the drop, and the markup is identical before and after since the 303 re-renders the same page from the same state. Remaining candidates are a <details> toggle shifting layout mid-drag, a first-load timing difference, or browser-level pointer capture. Reproducing it needs a browser, which no test here has -- the same gap F19 named. Recorded as unreproduced rather than given a speculative fix. And the fourth observation is confirmation, not a bug: "drawing my cards from the deck is not implemented, I did not need to do that" is exactly what CB-WP-0028 T04 determined and deliberately did not build. It is the first evidence that importing the card text closed the comprehension gap that produced the earlier click-the-deck request. make all: exit 0. 62 render tests, 26 cb-play. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-06 22:25:06 +02:00
| F20 | inert | applied | crates/cb-render-html/src/lib.rs::ending_page | counterexample | 2026-08-06 | clay-borg |
| F21 | degenerate | note | — | — | 2026-08-06 | clay-borg |
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
| F23 | inconsistent | applied | decisions/ADR-0017-chaos-window-2-verdict.md | counterexample | 2026-08-07 | clay-borg |
CB-WP-0029 T01-T03: components you can count, and a supply that does not bind ADR-0016, Tokens.csv vendored, tracks and discs on the table, and a supply audit that found nothing and says so. T03 MEASURED BEFORE T01 DECIDED. 750 games, 2-6 seats, greedy and random: Protection reaches 1 per seat and 2 on the table against a supply of 6; Denied 3 of 5; relation links EXACTLY 12 OF 12 and never more; Focus/Blame 0 conflicts. The link row is the interesting one -- GR-L01's two-slot rule IS the twelve-token supply written twice, which is the shape of a supply needing no separate enforcement. AND THE FIRST VERSION OF THE FOCUS/BLAME CHECK WAS WRONG. It compared a seat's own placed Focus against its OWN blame_from -- but that list holds OTHER players' discs, so they are different tokens. It reported 2 conflicts; corrected, it reports 0. Fifth instance of this project's recurring defect, a number computed correctly about the wrong subject, and the first caught before it left the repo rather than by a reviewer. D2: a token is a VIEW, not a type. The aggregate gains no `Token` -- adding one would create a second source of truth for Stress, and the first time they disagreed the bug would be invisible because both would look internally consistent. D3: quantity does NOT bind, and the reason is not the measurement. A component limit the rules do not state is not a rule. Refusing a seventh Protection token would enforce something nobody ruled -- CB-WP-0023's error inverted: SOLVE was OFFERED where it could not act; this would REFUSE where the rules allow. The check ships as a standing control, so a future violation becomes a question for ground-game (does the box bound the game, or do the rules?) rather than a bound the engine invented. Registered as F22, withdrawn: a stated negative, because a survey that finds nothing and leaves no trace cannot be told from one never run. D4: Stress on a 0-5 track that turns red at 5 where DARVO arms, DARVO on OFF/DENY/ATTACK/REVERSE, Freedom as the two-sided disc the edition says it is, Protection and Blame counted, Lead and Round on the table. Two tests broke on token discs and both were FIXTURE defects: seat_centres matched every <circle> and track stops are circles. Seats now carry class="seat". The table height limit went 460 -> 500 as a CORRECTION, not a concession. 460 had no derivation; 500 does -- ~800px viewport less ~120 header and ~150 controls leaves ~530, and the version that broke dragging was 620. CB-WP-0021 T06's rule is to fix the measurement rather than lower the floor, and an underived number is a measurement defect. make all: exit 0. 66 render tests, 26 cb-play. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 09:54:20 +02:00
| F22 | underdetermined | withdrawn | games_ground::edition::supply_tests::play_never_exceeds_the_components_the_box_holds | counterexample | 2026-08-07 | clay-borg |
CB-WP-0026: collect the rulings -- ten answers that arrived and were never applied ground-game ruled all ten U-items on 2026-08-03, every one CONFIRMED as the default clay-borg simulates, and confirmed five of six provisional scenarios. clay-borg never collected the answers: CB-RES-0007 reported "0 of 10 ruled" the same day, and CB-WP-0022 built the finding register two days later still recording them as `reported`. make design's first run is what noticed -- not a human, not the adversarial review that found four other things. That is the unread-inbox failure running in the opposite direction, and it appears nowhere in the declaration, survey, ADR or spec of the pass that was built entirely around the forward version. It is arguably worse: an unread message is visible as silence, while a collected-but-unapplied ruling looks exactly like work in progress. Ten rulings quoted into §Underdetermined (the three conditional ones verbatim -- U1's designer note, U2's End-only trigger, U8's consume-only-if-it-cancels). Five provisional flags lifted, replaced by ruled/ruled_by/ruled_note so the flag went and the provenance stayed. Register queue 9 -> 0. T02's control came back clean: make sim is 26 passed, 59 rules covered, nothing red. Had a scenario gone red it would have meant we described our own behaviour incorrectly to ground-game. I wrote two U-item mappings and both were wrong. gr-a04 -> U1 (it asserts consent is REQUIRED; U1 asks WHEN the target accepts) and gr-d05 -> U5 (it exercises the UNREJECTED Reverse; U5 is the rejected one). Both plausible from covers:, neither survived reading the description. Third and fourth instance of this defect; the first two reached ground-game. So encodes_u_item is now a declaration and design.py asserts the file names what it claims -- and that check's own first version grepped for mentions and went red when two files recorded why they do NOT encode U1 and U5. A mention is not a claim, which is exactly the looseness that let "six of the ten have provisional scenarios" stand. Two positive controls went red for the best possible reason, both broken the same way -- asserting against live repo data instead of constructing their condition. rule-coverage.py required at least one provisional item to EXIST; it now builds a fixture and reports the live count as a diagnostic, because there is no number of provisional items this project should have. design-baseline.py pinned "2 of 6" while recomputing one row from a live glob, so the dated snapshot was never a snapshot; frozen to its 2026-08-03 list and unwired from self-tests, since per ADR-0012 D8 it is no longer a reporting tool. ScenarioFile is deny_unknown_fields and refused the four new fields until declared -- correct: a corpus accepting unknown metadata would let a typo'd encodes_u_iem sit there claiming nothing. DEVIATION: ADR-0012 D2 said "no new file". GroundRules.md crossed the loadability limit, so the register moved to specs/FindingRegister.md. D2's substance holds -- one register, same machinery, nothing competing -- but the literal instruction did not, and it resolves an awkwardness D2 named itself. make all: exit 0. loop-lint clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 16:13:37 +02:00
<!-- design-register:end -->
- **F11 — SOLVE offered where it cannot act.** Offered on a face-down
Problem, or with no matching suit in hand; inert every time. Ruled
GROUND-WP-0002 T02, implemented CB-WP-0023 as GR-P05. `applied` — the
rule changed, not just the annotation. **The case we reported was not the
case that fired**: `validate` already rejected face-down, and the
maintainer's three inert SOLVEs were the *hand* case.
- **F12 — GR-A13 "wasted SOLVE" on an already-claimed Problem.** A
scenario had to pick a default and did. `note`: no artifact isolates the
degenerate line, so under GameDesign §3.1 it may not be reported until
one exists.
- **F13 — GR-E01 vs GR-S01, withdrawn 2026-08-05.** Raised as *"4/6/9
against 5/7/9, no dataset reconciles them."* `2da19a4` measured **6/9/12
against 5/7/9** and the scenario was renamed `-unreachable-`
`-reachable-`. **Its reproduction is green**, which under GameDesign §1.3
is the alarm that forced the resolution. Withdrawn rather than deleted,
and the withdrawal is reported (ADR-0012 D5).
CB-WP-0025 T06/T07: a difficulty baseline that reports its own confound T06. games/ground/examples/difficulty.rs, make difficulty, wired into make self-tests, and a report file in ground-game under GROUND-WP-0005 with a hub message pointing at it. THE REPORT OPENS WITH THE RETRACTION, because what this task was written to send was withdrawn by T02 and GROUND-WP-0005 is blocked on exactly that number. They are told, in the first section, that we nearly sent them "the game is too easy at 5-6 seats" and why it was wrong. seats winnable greedy random first-legal spread 2p 60% 60.0% 5.0% 76.7% 71.7 3p 93% 88.3% 6.7% 25.0% 81.7 4p 100% 93.3% 6.7% 30.0% 86.7 5p 100% 100.0% 3.3% 0.0% 100.0 6p 100% 100.0% 3.3% 0.0% 100.0 SPREAD justifies the whole redesign: 71.7 to 100.0 points between three trivial policies. The table now shows why no single rate is a difficulty rather than asserting it. And the 5-6 rows point the OPPOSITE way from the withdrawn claim -- first-legal 0% against greedy 100% is the widest spread in the table, which suggests play matters MORE there, not less. Neither reading is established and the report says so. The confound is stated in the tool's own output, not only in prose: `winnable` is conditioned on greedy's play up to the final round, because searching from round 1 is unaffordable. Presenting it as a property of the deal would repeat this pass's error in a subtler form -- which is exactly how a corrected project reintroduces a defect. NO THRESHOLD CHANGES ARE PROPOSED. The instrument can fail (spec §5): a witness must replay to a win, an unwinnable position must report searched-out rather than a budget cut, a one-node budget must not claim exhaustion, and the policy panel must actually disagree. difficulty-baseline.rs marked superseded, kept as the survey's dated snapshot. Registered as F16, inconsistent / withdrawn. T07. evidence/CB-EV-0024. Five of nine defects came only from the review; four from execution, and all four of those were in work written after it. The wrong-denominator family now has five instances and still no control -- facts-check catches copies that disagree, nothing catches a number computed correctly against the wrong base. Tier L was an over-declaration (no port, structurally M) and paid for itself anyway, because the review is L-only. Chaos window 2 will close with zero overrides, making its retirement condition untestable. Named as open rather than implied done: the witness is NOT wired to the ending page. The search works; the browser cannot ask it yet. make all: exit 0. loop-lint clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 19:24:49 +02:00
- **F16 — "the game is too easy at 56 seats", withdrawn the day it was
raised.** Claimed from `GreedyPolicy` winning 200/200 at those seat
counts. A `FirstLegal` policy scores **0%** on the identical deals, and
at two seats it *beats* greedy — two unsophisticated agents span the
whole range, so the measurement was about the policy. Caught by the
CB-WP-0025 adversarial review (C4) **before transmission**; it would
have been the fifth wrong premise sent to ground-game and the worst,
since GROUND-WP-0005 is blocked on exactly this number. The withdrawal
was reported (ADR-0012 D5). Its reproduction is `difficulty.rs`, whose
policy panel is plural *because of this finding*.
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
- **F23 — a false claim propagated five times by citation instead of
measurement.** CB-EV-0024 §6 stated that chaos window 2 produced **zero
overrides** and that its retirement condition was untestable. CB-EV-0025,
CB-EV-0026, CB-EV-0027 and CB-WP-0029 each repeated it, citing the one
before.
**It was false.** Declaration 3 (CB-WP-0020) rolled d8 = 8 and overrode —
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.
**The subject makes it worse.** Three of those four files were arguing
that this project's defect is claims asserted without their
reproduction — while carrying one. `facts-check` catches a copied number
that disagrees with its source; nothing catches a number with **no
source**, asserted once and cited thereafter.
**`applied`** — ADR-0017 corrects it, and each of the four files carries
an in-place correction rather than a silent edit (ADR-0012 D5). **The
general defect is not fixed**: it is the same family as the five
wrong-subject instances, and still has no control.
CB-WP-0029 T01-T03: components you can count, and a supply that does not bind ADR-0016, Tokens.csv vendored, tracks and discs on the table, and a supply audit that found nothing and says so. T03 MEASURED BEFORE T01 DECIDED. 750 games, 2-6 seats, greedy and random: Protection reaches 1 per seat and 2 on the table against a supply of 6; Denied 3 of 5; relation links EXACTLY 12 OF 12 and never more; Focus/Blame 0 conflicts. The link row is the interesting one -- GR-L01's two-slot rule IS the twelve-token supply written twice, which is the shape of a supply needing no separate enforcement. AND THE FIRST VERSION OF THE FOCUS/BLAME CHECK WAS WRONG. It compared a seat's own placed Focus against its OWN blame_from -- but that list holds OTHER players' discs, so they are different tokens. It reported 2 conflicts; corrected, it reports 0. Fifth instance of this project's recurring defect, a number computed correctly about the wrong subject, and the first caught before it left the repo rather than by a reviewer. D2: a token is a VIEW, not a type. The aggregate gains no `Token` -- adding one would create a second source of truth for Stress, and the first time they disagreed the bug would be invisible because both would look internally consistent. D3: quantity does NOT bind, and the reason is not the measurement. A component limit the rules do not state is not a rule. Refusing a seventh Protection token would enforce something nobody ruled -- CB-WP-0023's error inverted: SOLVE was OFFERED where it could not act; this would REFUSE where the rules allow. The check ships as a standing control, so a future violation becomes a question for ground-game (does the box bound the game, or do the rules?) rather than a bound the engine invented. Registered as F22, withdrawn: a stated negative, because a survey that finds nothing and leaves no trace cannot be told from one never run. D4: Stress on a 0-5 track that turns red at 5 where DARVO arms, DARVO on OFF/DENY/ATTACK/REVERSE, Freedom as the two-sided disc the edition says it is, Protection and Blame counted, Lead and Round on the table. Two tests broke on token discs and both were FIXTURE defects: seat_centres matched every <circle> and track stops are circles. Seats now carry class="seat". The table height limit went 460 -> 500 as a CORRECTION, not a concession. 460 had no derivation; 500 does -- ~800px viewport less ~120 header and ~150 controls leaves ~530, and the version that broke dragging was 620. CB-WP-0021 T06's rule is to fix the measurement rather than lower the floor, and an underived number is a measurement defect. make all: exit 0. 66 render tests, 26 cb-play. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 09:54:20 +02:00
- **F22 — does the component supply bind the game? Asked, measured, and
withdrawn.** `Tokens.csv` gives every component a `quantity` — 6
Protection, 5 Denied, 12 relation links — and **no numbered rule
mentions a supply**, so the engine could in principle mint a seventh
Protection token (`saturating_add`, no bound, `lib.rs:986`). Measured
over **750 games**, 26 seats, greedy and random: Protection reaches 1
per seat and 2 on the table; Denied 3 of 5; links **exactly 12 of 12**,
never over, because GR-L01's two-slot rule *is* the twelve-token supply
written twice. Focus/Blame: 0 conflicts. **Withdrawn — nothing to
report.** Registered as a stated negative because a survey that finds
nothing and leaves no trace cannot be told from one that was never run.
The check ships as a standing control (ADR-0016 D3): if play ever does
exceed a quantity, that is a **finding for ground-game** — *does the box
bound the game, or do the rules?* — and **not** a bound for the engine to
invent.
fix: a click target wearing a drag affordance made the controls look dead Tier S (a fix inside a boundary; chaos d8=7 from the previous roll stands for this continuation). Two observations from play that are ONE defect. `play again`, `end session`, `pass` and the move buttons carried `.pick`, which is cursor:grab. The stylesheet has .btn{cursor:pointer} BEFORE .pick{cursor:grab}, so grab won. A GRAB CURSOR INVITES A DRAG. A drag released over nothing posts nothing, so the player picked up the button, let go, and the page did nothing. It looked dead because the affordance told them to do the one thing that does not work. Reported as two separate things -- "the button shows a hand to pick up that it probably shouldn't" and "I can't start another game or stop the server" -- and the first causes the second. The click path itself was never broken: driving again->again and done->done through the JS harness posts correctly. The logic was fine and the invitation was wrong. Click targets now carry `.tap` -- pointer cursor, same press affordance. This extends CB-WP-0017's rule (interactive and inert must not look identical) to: click and drag must not look identical either. The test asserts both directions, because checking only that buttons lost `.pick` would pass for a page with no affordances at all. Registered F20 (applied) and F21. F21 IS THE ONE I COULD NOT REPRODUCE: dragging did not work until after the first note was saved. Ruled out the plausible mechanisms -- the gesture logic posts correctly against the served page, the drag ghost carries pointer-events:none so it cannot intercept the drop, and the markup is identical before and after since the 303 re-renders the same page from the same state. Remaining candidates are a <details> toggle shifting layout mid-drag, a first-load timing difference, or browser-level pointer capture. Reproducing it needs a browser, which no test here has -- the same gap F19 named. Recorded as unreproduced rather than given a speculative fix. And the fourth observation is confirmation, not a bug: "drawing my cards from the deck is not implemented, I did not need to do that" is exactly what CB-WP-0028 T04 determined and deliberately did not build. It is the first evidence that importing the card text closed the comprehension gap that produced the earlier click-the-deck request. make all: exit 0. 62 render tests, 26 cb-play. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-06 22:25:06 +02:00
- **F21 — dragging did not work until after the first note was saved.**
Reported 2026-08-06: *"I could not drag and drop at the beginning but
after I added the first comment it worked."* **`note`, and I could not
reproduce it.** The gesture logic is correct against the served page
(the JS harness posts properly), the ghost carries `pointer-events:none`
so it cannot intercept the drop, and the markup is identical before and
after the note — the 303 re-renders the same page from the same state.
**Candidates, none confirmed:** a `<details>` toggle inside an action
card shifting the layout mid-drag; a first-load timing difference; or a
browser-level pointer capture. **Reproducing it needs a browser, which
no test here has** — the same gap F19 named. Recorded rather than
guessed at.
- **F20 — a click target wearing a drag affordance made the ending
controls look dead.** `play again`, `end session`, `pass` and the move
buttons carried `.pick`, which is `cursor:grab`. A grab cursor invites a
**drag**, and a drag released over nothing posts nothing — so the button
did nothing and appeared broken. Reported as two separate observations
(*"the button shows a hand to pick up that it probably shouldn't"* and
*"I can't start another game or stop the server"*) which are one defect.
**`applied`**: click targets now carry `.tap`. **This extends CB-WP-0017's
rule** — interactive and inert must not look identical — to *click and
drag must not look identical either*.
- **F19 — the engine shipped a table nobody could play on, and every gate
was green.** CB-WP-0028's overhead view was 620px tall, so the action
cards sat a screen below the Problems; dragging between them was
physically impossible. Seats were drawn *inside* the table, and the
`table` drop target was a card among the buttons rather than the drawn
surface. **`make all` passed throughout**, because every test asserted
the DOM was correct — which it was. The JS harness even posts a correct
gesture against a page a human cannot drag on. `degenerate`: the feature
fires and collapses play. **`applied`** — fixed 2026-08-06, with height,
seat-position and single-drop-zone proxies added. **They are proxies.**
Nothing here lays out a browser, and the gap CB-EV-0026 named — that no
gate measures whether a player can play — is unclosed.
25 test games, no faults — and F17 gets the artifact that changes what it says Five games per seat count, 2-6 players. NO ANOMALIES: every game reaches 5 rounds with an outcome, no stalls, no stress above the cap, no over-claimed Problems. But the series showed something a crash never would. DARVO NEVER FIRED IN 25 GAMES and stress never exceeded 2. Measured wider: GreedyPolicy plays ATTACK exactly ZERO times in 10,000 selections across 500 games. THAT NUMBER IS ABOUT OUR BOT, NOT THE GAME. bot.rs ranks `Action::Attack => 10`, below everything. Reporting "the game gives no incentive to attack" from a policy we programmed to rank attack last would have been CB-WP-0025's C4 error committed again -- a single policy's behaviour presented as the game's. So the artifact varies exactly one number: ATTACK's rank in an otherwise identical policy, 200 games per cell. rank 10 (below all): 132/165/190/200/200 wins, 0 attacks, 0 DARVO rank 75 (above SUPPORT): 132/165/190/200/200 wins, 315-923, 13-218 rank 95 (above SOLVE): 0/0/0/0/0 wins, 1400-5170, 400-1000 THE MIDDLE ROW IS THE FINDING. Identical win counts at every seat count, while attacking hundreds of times and arming DARVO repeatedly. Attacking is not punished -- it is INERT with respect to the goal. Group success is a function of SOLVE alone, and ATTACK costs anything only when it ranks above SOLVE and displaces it. The maintainer was right and the reason is sharper than his phrasing: there is no incentive because there is no PATH. ATTACK's effects (Stress, Rivalry, DARVO) feed nothing that decides group_success. Bounded honestly to SHARED GROUND. Blame costs PERSONAL score, so ATTACK may earn its place in GR-E03 and GR-E04 -- which have never been played to the end (F14), and that is where to ask next. And this is NOT a claim the game is broken: DARVO is the pattern the game is about not falling into, so a self-destructive ATTACK may be the design. The question for ground-game is whether the namesake mechanic being unreachable in competent co-op play is intended. F17 promoted from note to raised, with games/ground/examples/attack-value.rs as its reproduction. Register: 18 findings, 8 with a resolving reproduction. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 10:08:47 +02:00
- **F17 — ATTACK cannot affect whether the table succeeds.** Reported
from play as *"there is no incentive to play attacks as long as I have
positive cards"*, and **the artifact now exists**:
`games/ground/examples/attack-value.rs`, 200 games per cell, one number
varied — ATTACK's rank in an otherwise identical policy.
| ATTACK ranked | wins (2/3/4/5/6p) | attacks | DARVO armed |
|---|---|---:|---:|
| 10 (below all) | 132 / 165 / 190 / 200 / 200 | 0 | 0 |
| 75 (above SUPPORT) | **132 / 165 / 190 / 200 / 200** | 315923 | 13218 |
| 95 (above SOLVE) | **0 / 0 / 0 / 0 / 0** | 14005170 | 4001000 |
**The middle row is the finding: identical win counts at every seat
count**, while attacking hundreds of times and arming DARVO. Attacking
is not punished — it is **inert with respect to the goal**. Group success
is a function of SOLVE alone, and ATTACK only costs anything when it
ranks above SOLVE and displaces it.
**So the maintainer was right and the reason is sharper than the
phrasing.** There is no incentive because there is no *path*: ATTACK's
effects (Stress, Rivalry, DARVO) feed nothing that decides
`group_success`.
GR-E03 and GR-E04 played to the end — F14 closed, and the reason they were unplayed was ours Tier S (a fix and a measurement inside a boundary; chaos d8=4 from CB-WP-0029's roll, no override). cb-play built EVERY game with ScoringMode::SharedGround and passed an empty patch. The mode was settable in scenarios and not from the driver, so two of the three shipped modes were unreachable from the only way anyone actually plays. F14 sat open for a week because nobody could reach the thing it was about. --mode added. All three now play out and give DIFFERENT WINNERS FROM IDENTICAL PLAY: shared -> all four seats (mastery 4), common -> P3 alone (top personal scorer), coalitions -> P1+P2 (best Bond network, 4>3>2). Same 37 commands, three answers. AND THEY ANSWER F17'S OPEN QUESTION. I had flagged that ATTACK might earn its place where Blame costs personal score. It does not, in any mode: SHARED GROUND 132/165/190/200 -> identical free but pointless COMMON PROBLEM 59/52/48/44 -> 59/52/48/34 a cost at six seats BONDED COALITIONS 131/134/132/116 -> 59/52/48/34 roughly halved The coalitions row has a mechanism and the data confirms it unprompted. GR-A07 flips a Bond to a Rivalry on Attack, and GR-E04 scores Bond NETWORKS -- so attacking destroys the thing that scores. And the attacking numbers in E04 are IDENTICAL to E03's, which is exactly what that predicts: break every Bond and each seat is a coalition of one, so GR-E04 degenerates into GR-E03. That check was not designed; it fell out. F14 -> applied. F17 strengthened and no longer bounded to co-op: ATTACK has no mode in which it helps, and one where it actively destroys your score. Still framed as a question rather than a verdict. DARVO is the pattern the game is about not falling into, so a self-destructive ATTACK may be the design. What ground-game has to decide is whether the namesake mechanic being unreachable in competent play -- in all three modes -- is intended. make all: exit 0. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 10:38:27 +02:00
**Asked in all three modes 2026-08-07, and ATTACK earns its place in
none of them:**
| mode | never attack | attack sometimes |
|---|---|---|
| SHARED GROUND | 132/165/190/200 | **identical** — free but pointless |
| COMMON PROBLEM | 59/52/48/44 | 59/52/48/**34** — a cost at six seats |
| BONDED COALITIONS | 131/134/132/116 | **59/52/48/34** — roughly halved |
**The coalitions row has a mechanism the data confirms.** GR-A07 flips a
Bond to a Rivalry on Attack, and GR-E04 scores Bond *networks* — so
attacking destroys the thing that scores. And the attacking numbers in
E04 are **identical** to E03's, which is exactly what that predicts:
break every Bond and each seat becomes a coalition of one, so GR-E04
degenerates into GR-E03.
25 test games, no faults — and F17 gets the artifact that changes what it says Five games per seat count, 2-6 players. NO ANOMALIES: every game reaches 5 rounds with an outcome, no stalls, no stress above the cap, no over-claimed Problems. But the series showed something a crash never would. DARVO NEVER FIRED IN 25 GAMES and stress never exceeded 2. Measured wider: GreedyPolicy plays ATTACK exactly ZERO times in 10,000 selections across 500 games. THAT NUMBER IS ABOUT OUR BOT, NOT THE GAME. bot.rs ranks `Action::Attack => 10`, below everything. Reporting "the game gives no incentive to attack" from a policy we programmed to rank attack last would have been CB-WP-0025's C4 error committed again -- a single policy's behaviour presented as the game's. So the artifact varies exactly one number: ATTACK's rank in an otherwise identical policy, 200 games per cell. rank 10 (below all): 132/165/190/200/200 wins, 0 attacks, 0 DARVO rank 75 (above SUPPORT): 132/165/190/200/200 wins, 315-923, 13-218 rank 95 (above SOLVE): 0/0/0/0/0 wins, 1400-5170, 400-1000 THE MIDDLE ROW IS THE FINDING. Identical win counts at every seat count, while attacking hundreds of times and arming DARVO repeatedly. Attacking is not punished -- it is INERT with respect to the goal. Group success is a function of SOLVE alone, and ATTACK costs anything only when it ranks above SOLVE and displaces it. The maintainer was right and the reason is sharper than his phrasing: there is no incentive because there is no PATH. ATTACK's effects (Stress, Rivalry, DARVO) feed nothing that decides group_success. Bounded honestly to SHARED GROUND. Blame costs PERSONAL score, so ATTACK may earn its place in GR-E03 and GR-E04 -- which have never been played to the end (F14), and that is where to ask next. And this is NOT a claim the game is broken: DARVO is the pattern the game is about not falling into, so a self-destructive ATTACK may be the design. The question for ground-game is whether the namesake mechanic being unreachable in competent co-op play is intended. F17 promoted from note to raised, with games/ground/examples/attack-value.rs as its reproduction. Register: 18 findings, 8 with a resolving reproduction. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 10:08:47 +02:00
**Not a claim that the game is broken.** DARVO is the pattern the game
is *about* not falling into; a self-destructive ATTACK may be the
design. The question for `ground-game` is whether the namesake mechanic
being unreachable in competent co-op play is intended.
CB-WP-0028 declared, and two findings from play registered Nine observations from the maintainer's session. Two are about the game and go to the register; seven are about the engine and are this workplan. F18 IS THE ONE THAT REFRAMES THE PASS. "I don't understand the GROUND card" reads as a design problem. It is not: Actions.csv carries that card's own tagline -- "Regulate. Restore the frame. Decide." -- and its full rules text, and clay-borg never imported it. We vendored ONE OF NINETEEN edition files. Everything else the engine knows is a hand-transcription into GroundRules.md's 59 numbered rules, which is enough to PLAY the game and gives a player nothing to READ. The page shows `Clarify` where the card says "Ask What Happened -- Invite a concrete account before judging." Registered as `inert`: the data exists and cannot fire, because nothing reads it. Found by a player saying he did not understand something. Rule coverage is 59/59 and has been for weeks. F17: no incentive to ATTACK while holding useful Solutions. Registered as a NOTE, not a finding -- no artifact demonstrates it, and under GameDesign §3.1 it may not go to ground-game until one exists. One is cheap (count ATTACK selections across the policy panel against hand quality). Owner is ground-game if it survives, since it would be a design finding. The workplan (M, chaos d8=1, no override, declaration 11 of window 2) carries the seven engine observations. Two tasks are deliberately shaped against past mistakes: T01 must decide whether ADR-0011's hand-rolled CSV reader survives Solutions.csv, whose microcopy and rules_text are prose with commas and quotes -- ADR-0011 named exactly that as its revisit condition, so if the reader cannot parse them the dependency argument gets re-run rather than a fragile parser written. T04 must first establish whether "click the deck to draw" is a legal move at all. GR-A01 draws as part of INVESTIGATE; the deck is not a thing a player may take from. If it is not legal, that is a FINDING for ground-game -- the maintainer expected an interaction the rules do not offer -- and not a feature. CB-WP-0023 exists because SOLVE was offered where it could not act. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-06 15:34:58 +02:00
- **F18 — the engine imports one of nineteen edition files, so the cards
cannot say what they do.** Reported as *"I don't understand the GROUND
card"* — which is not a design gap: `Actions.csv` carries that card's
tagline (*"Regulate. Restore the frame. Decide."*) and full rules text,
and clay-borg never imported it. Every other card is the same: a player
sees `Clarify` where the card reads *"Ask What Happened — Invite a
concrete account before judging."* **`inert`**: the data exists and
cannot fire, because nothing reads it. **Ours, and CB-WP-0028 fixes it.**
CB-WP-0037 T02: the engine's rules against the edition's Vendored DARVO.csv, Relations.csv and Scenarios.csv — the three unread files that carry mechanism. The engine has implemented the DARVO sequence and relation formation/breaking from GroundRules.md since the beginning, and had never read the game owner's statement of them. Every checkable clause agrees, and agreement is recorded rather than noted: a survey that finds nothing and leaves no trace cannot be told from one never run. The two hardest clauses to notice were already right — Focus placed "even if the Attack was cancelled", and Focus removed when the sequence ends before REVERSE. The tests are tripwires, not derivations. The match was made by a person reading prose, and that reading goes stale in silence when the prose changes; each behaviour pins the phrase it was read from, so a reworded edition goes red and asks for a human. Mutation-proven by rewording the cancelled-Attack clause. F25 raised, and it is the real yield: Scenarios.csv carries threshold_2_players/3_4/5_6, starting_stress and round_track, and the engine hardcodes all three — a match returning 5/7/9, stress: 2 at setup, five rounds. They agree on all four scenarios. These are the most contested numbers in the project; the whole 4/6/9 vs 5/7/9 episode turned on them, and the engine has been right by maintenance coincidence rather than by reading the file that owns them. Also pinned: Problems.csv and Scenarios.csv both state the deal and the engine reads only the first. They agree; nothing was checking. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 00:21:40 +02:00
- **F25 — the engine hardcodes numbers the edition states.**
`GroundState::threshold` is a `match` returning 5/7/9 while
`Scenarios.csv` carries `threshold_2_players`, `threshold_3_4_players`
and `threshold_5_6_players`; setup writes `stress: 2` against *"All
players start at Stress 2."*; the engine plays five rounds against a
printed 15 track. **All three agree, on all four scenarios**, and that
is the finding rather than the reassurance: these are the most contested
numbers in the project — the whole 4/6/9 versus 5/7/9 episode turned on
them — and the engine has been right by maintenance coincidence rather
than by reading the file that owns them. **`inert`**, role `default`:
green because they agree, red the moment either side moves. **Ours.**
Same shape as F24.
CB-WP-0037 T01: F18 gets a reproduction, and F24 falls out of it F18 was the only open finding clay-borg owns, the only register row lacking a reproduction, and the only off-target metric. It is also understated: it reads as display data, but among the 14 unvendored files are DARVO.csv (mandatory_effect, advance), Relations.csv (formation, breaking) and Scenarios.csv — rules the engine already implements from a secondary source and has never checked against the primary one. The reproduction records column reads AT THE ACCESSOR rather than counting them from the source: a list beside the code would be a second copy of a fact the get calls already carry, and grepping would over-count because six column names are shared between vendored files. The first version was wrong in this repo's signature way — it watched Table::at only, so it called visibility, required_solution and point_value unread when the engine reads all three through problems_of's own index lookups. Correct about the accessor, wrong about the engine: the ADR-0018 family, committed inside the artifact built to measure it. Problems.csv went 7/13 to 10/13 once the manual reader was recorded too. F24 raised: solution_deck() is a Rust literal that never opens Solutions.csv. It agrees today, which is the point — the engine is right by maintenance coincidence rather than by reading. Role `default`, with a test that goes red the moment either side moves. open, lacking a reproduction: 1 -> 0. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 23:11:17 +02:00
- **F24 — the draw pile is a Rust literal.** `solution_deck()` builds six
of each suit from an array and never opens `Solutions.csv`, whose `suit`
and `quantity` columns say the same thing. **They agree today** — 24
rows, six per suit — so nothing is wrong now, and that is the point:
the engine is right by maintenance coincidence rather than by reading.
**`inert`**: the data exists and cannot fire. Role `default`, not
`counterexample` — the reproduction is green *because* the two agree,
which is the state GameDesign §1.3 says to expect from a documented
provisional choice, and it turns red the moment either side moves.
**Ours.** CB-WP-0037 T02 deletes the literal.
CB-WP-0024: the table you can watch Four of the maintainer's five playtest remarks. Three of the five turned out to be data the projection already carried, rendered as text -- the table's problem was legibility, not content, and the coverage gate passes either way because it proves nothing is OMITTED, not that anything is readable. That gap is named in the evidence rather than closed: the honest control is a person playing it. T01. The ending control was two defects wearing one button. The label said "close -- I have read this" while hotseat.rs reads `done` as STOP THE SERVER, and acknowledging it changed nothing -- the tab kept a full table and a `play again` pointing at a closed port. Now labelled by its effect, and the page seals itself on the `closed` reply: removeAttribute on every control's data-drop, so they stop being droppable by the same rule that made them droppable. removeAttribute rather than setAttribute(_, null), which writes the truthy string "null" in a browser. The reason it survived is structural. jsrun's fetch stub returned {then: function(){return this}} and never invoked its callbacks, so every line of the script reacting to the server was unreachable from every test in this project -- a page that ignores the server was indistinguishable from one that acts on it. Same finding as CB-WP-0016's "a stub too thin to express a failure is how the failure survives", one layer deeper, at the reply. The stub now delivers a real then-chain; gesture_with_reply reports surviving controls; the seal is mutation-proven and a negative control asserts `ok: dealing` does NOT seal. T02. Draw and discard as offset stacks with counts. The shuffle question the task required settling: it already works, at games/ground/src/lib.rs:1419-1435, implementing the U4 default that ground-game confirmed 2026-08-03. Nothing raised. The piles show the state before it fires, which is derivable from the view; a claim that a reshuffle HAS happened is not, and is not made. CB-WP-0026 applied that ruling the same day this consumed it -- first time answering "is this underdetermined?" was one lookup instead of a message. T03. Each seat's play drawn as a card, sentence kept beside it. The face-down back is a const with no parameters: SelectionView::Hidden carries nothing, so there is no data path into the back to add later. The leak test copies view.rs's own shape -- identical backs across two different hidden situations, THEN assert a revealed play does show, because without the second half the first passes for a renderer that draws nothing. T04. MatchTally lives in `play`, beside the listener and the seed. What "cumulative" means was decided before anything was summed, and the answer is that GROUND defines one game and no series: summed personal score and games-won answer different questions, and a test asserts they can point at different seats. Both shown, both labelled. Registered F15 as a NOTE -- the test shows the tallies can differ, which is arithmetic, not evidence the ambiguity harms play, so GameDesign §3.1 bars reporting it. First use of the note tier since D6 wrote it, and it came from building rather than from play. make all: exit 0. 41 render tests, 26 cb-play tests, loop-lint clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 17:32:48 +02:00
- **F15 — the rules define one game, not a series.** `OutcomeView` gives
`personal` (per seat), `group_success` (per table) and `winners`. Summing
the first and counting the third answer different questions, and GROUND
says nothing about how several games combine. CB-WP-0024 T04 shows
**both, labelled**, rather than picking one and letting it become the
score by default. `note`: no artifact demonstrates that this *harms*
play — a unit test showing the two tallies point at different seats
demonstrates only that they can differ, which is arithmetic, not a design
defect. Under GameDesign §3.1 it may not be reported until one exists.
GR-E03 and GR-E04 played to the end — F14 closed, and the reason they were unplayed was ours Tier S (a fix and a measurement inside a boundary; chaos d8=4 from CB-WP-0029's roll, no override). cb-play built EVERY game with ScoringMode::SharedGround and passed an empty patch. The mode was settable in scenarios and not from the driver, so two of the three shipped modes were unreachable from the only way anyone actually plays. F14 sat open for a week because nobody could reach the thing it was about. --mode added. All three now play out and give DIFFERENT WINNERS FROM IDENTICAL PLAY: shared -> all four seats (mastery 4), common -> P3 alone (top personal scorer), coalitions -> P1+P2 (best Bond network, 4>3>2). Same 37 commands, three answers. AND THEY ANSWER F17'S OPEN QUESTION. I had flagged that ATTACK might earn its place where Blame costs personal score. It does not, in any mode: SHARED GROUND 132/165/190/200 -> identical free but pointless COMMON PROBLEM 59/52/48/44 -> 59/52/48/34 a cost at six seats BONDED COALITIONS 131/134/132/116 -> 59/52/48/34 roughly halved The coalitions row has a mechanism and the data confirms it unprompted. GR-A07 flips a Bond to a Rivalry on Attack, and GR-E04 scores Bond NETWORKS -- so attacking destroys the thing that scores. And the attacking numbers in E04 are IDENTICAL to E03's, which is exactly what that predicts: break every Bond and each seat is a coalition of one, so GR-E04 degenerates into GR-E03. That check was not designed; it fell out. F14 -> applied. F17 strengthened and no longer bounded to co-op: ATTACK has no mode in which it helps, and one where it actively destroys your score. Still framed as a question rather than a verdict. DARVO is the pattern the game is about not falling into, so a self-destructive ATTACK may be the design. What ground-game has to decide is whether the namesake mechanic being unreachable in competent play -- in all three modes -- is intended. make all: exit 0. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 10:38:27 +02:00
- **F14 — GR-E03/GR-E04 never played to the end. Closed 2026-08-07, and
the reason they were unplayed was ours.** `cb-play` built every game with
`ScoringMode::SharedGround` and passed an **empty patch**, so two of the
three shipped modes were unreachable from the only way anyone plays. The
mode was patchable in *scenarios* and not from the *driver*. `--mode`
added; all three now play to the end and give **different winners from
identical play**: shared → all four seats, common → P3 alone, coalitions
→ P1+P2. **`applied`** — 800 games per mode in the reproduction.
CB-WP-0026: collect the rulings -- ten answers that arrived and were never applied ground-game ruled all ten U-items on 2026-08-03, every one CONFIRMED as the default clay-borg simulates, and confirmed five of six provisional scenarios. clay-borg never collected the answers: CB-RES-0007 reported "0 of 10 ruled" the same day, and CB-WP-0022 built the finding register two days later still recording them as `reported`. make design's first run is what noticed -- not a human, not the adversarial review that found four other things. That is the unread-inbox failure running in the opposite direction, and it appears nowhere in the declaration, survey, ADR or spec of the pass that was built entirely around the forward version. It is arguably worse: an unread message is visible as silence, while a collected-but-unapplied ruling looks exactly like work in progress. Ten rulings quoted into §Underdetermined (the three conditional ones verbatim -- U1's designer note, U2's End-only trigger, U8's consume-only-if-it-cancels). Five provisional flags lifted, replaced by ruled/ruled_by/ruled_note so the flag went and the provenance stayed. Register queue 9 -> 0. T02's control came back clean: make sim is 26 passed, 59 rules covered, nothing red. Had a scenario gone red it would have meant we described our own behaviour incorrectly to ground-game. I wrote two U-item mappings and both were wrong. gr-a04 -> U1 (it asserts consent is REQUIRED; U1 asks WHEN the target accepts) and gr-d05 -> U5 (it exercises the UNREJECTED Reverse; U5 is the rejected one). Both plausible from covers:, neither survived reading the description. Third and fourth instance of this defect; the first two reached ground-game. So encodes_u_item is now a declaration and design.py asserts the file names what it claims -- and that check's own first version grepped for mentions and went red when two files recorded why they do NOT encode U1 and U5. A mention is not a claim, which is exactly the looseness that let "six of the ten have provisional scenarios" stand. Two positive controls went red for the best possible reason, both broken the same way -- asserting against live repo data instead of constructing their condition. rule-coverage.py required at least one provisional item to EXIST; it now builds a fixture and reports the live count as a diagnostic, because there is no number of provisional items this project should have. design-baseline.py pinned "2 of 6" while recomputing one row from a live glob, so the dated snapshot was never a snapshot; frozen to its 2026-08-03 list and unwired from self-tests, since per ADR-0012 D8 it is no longer a reporting tool. ScenarioFile is deny_unknown_fields and refused the four new fields until declared -- correct: a corpus accepting unknown metadata would let a typo'd encodes_u_iem sit there claiming nothing. DEVIATION: ADR-0012 D2 said "no new file". GroundRules.md crossed the loadability limit, so the register moved to specs/FindingRegister.md. D2's substance holds -- one register, same machinery, nothing competing -- but the literal instruction did not, and it resolves an awkwardness D2 named itself. make all: exit 0. loop-lint clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 16:13:37 +02:00
### The register's first run found ten answers nobody had collected
**U1U10 are `ruled`, not `reported`.** GROUND-WP-0002 T05 answered all
ten on **2026-08-03** — every one **confirmed** as the default clay-borg
already simulates — and GROUND-WP-0002 T03 confirmed five of the six
provisional scenarios, voiding `gr-e01` as a rules gap. The workplan is
`finished`.
CB-RES-0007 reported *"0 of 10 ruled"* and this register was built saying
`reported`. **Both were two days stale on the day they were written.** The
answers had arrived and nothing propagated them — the same failure as the
unread inbox, in the opposite direction.
**They are `ruled`, not `applied`, and the difference is work we owe.**
Per ADR-0012 D5, `applied` means the source changed and the provisional
default was deleted. The rulings *confirmed* our defaults, so the rules did
not move — but the scenarios still carry `provisional: true` for choices
that are now settled. **Lifting those flags and recording each ruling is
what closes U1U10**, and it is not done. `make design` shows them open
until it is.
### The U-item ↔ scenario mapping, measured twice
**One U-item has a scenario that names it: U2.** CB-RES-0007 asserted six
of ten did.
CB-WP-0026 T03 tried to write the other mappings and **produced two wrong
ones before checking them**:
| claimed | why it was withdrawn |
|---|---|
| `gr-a04-bond-support` → U1 | it asserts consent is **required**; U1 asks **when** the target accepts. Different question. |
| `gr-d05-darvo-reverse` → U5 | it exercises the **unrejected** REVERSE; U5 is the **rejected** one (GROUND—ND). Different stage. |
Both were plausible from the `covers:` list and both were wrong on
reading the description. **That is the third and fourth instance of this
exact defect** — a link that looks right, asserted without checking what
the artifact actually exercises — and the first two reached ground-game.
So a scenario now declares `encodes_u_item` explicitly or claims nothing.
**Nine U-items have no reproduction and are recorded as having none.**
They are `applied` because the ruling landed and the provisional flag came
off, not because anything demonstrates them.
### What the backfill measured, and what it contradicted
**Only U2 names its U-item in a scenario.** Measured, not estimated:
```
for u in U1 .. U10; do grep -lE "\b$u\b" scenarios/ground/*.yaml; done
```
CB-RES-0007 asserted *"six of the ten already have provisional
scenarios."* Five provisional scenarios exist and **one** cites the item
it stands for. The other four may well encode U-item defaults — the
mapping is simply **not written down**, so it is not checkable, and an
uncheckable link is the defect this register exists to fix. The register
records what is citable; the rest is debt, visible in `make design`.
**No sixth kind was needed** — the five kinds absorbed all four non-U
findings. And the survey's *"six provisional defaults"* was **not** entered
as a finding: C3 showed it double-counted GR-E01, and the provisional
scenarios are *reproductions for* underdetermined items, not a finding of
their own.
**U1U10 are `reported` while lacking reproductions**, which GameDesign
§3.1 would now forbid. They were reported on 2026-07-30, before the rule
existed. They are grandfathered rather than rewritten, and the debt is a
reported metric with a target of zero.