clay-borg/workplans/CB-WP-0041-the-extensive-form-foundation.md

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Declare CB-WP-0041 (extensive-form foundation) and CB-WP-0042 (H2) 0041 answers what is true of the engine as a game-theoretic object before anything is built on it. CB-RES-0009 found the EFG is the interchange format between describing a game and analysing it, and that we already have most of one — the journal is the history, Outcome the payoff, and project(Viewer::Player(seat)) the information partition. Three gaps remain, and perfect recall is first because CFR and exploitability both assume it and nobody has checked ours. The workplan deliberately builds no port: creating a capability port is a tier-L trigger and this is M, so T04 decides whether to build one and declares it separately. T01's control includes that the answer may be NO, which would make Track B's adoption unsound as it stands. 0042 implements H2, which is ground-game's direct answer to our H1 reading. Unclaimed Problems now tick only the seats in scope — global, personal (the owner), or bond (the owner's Bond network over Bond edges only, degree 0 falling back to personal) — assigned by hidden priority, so 2p never has the bond card in play. It explicitly does not stack with H1. H2 is bigger than H1 was: it needs variant-scoped edition data (H2 overrides Problems.csv with a stress_scope column, and ours is an include_str! constant), per-Problem ownership which is new state reaching the hash and every recording, and Bond-network reachability. The controls name the likely defects in advance: traversing Rivalry edges, applying stacking once, forgetting the degree-0 fallback, and ownership silently becoming a permission to SOLVE. Chaos window 4 opens: d8 = 5 and d8 = 4, no overrides. Window 3's verdict is still owed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:11:09 +02:00
---
id: CB-WP-0041
kind: product
title: "The extensive-form foundation"
CB-WP-0041 done: ADR-0020 refuses the port, and T02 is why T02 — all chance derives from one root seed. Three chance points, all reading it: the setup deck shuffle, the setup Lead draw, and the reshuffle permutation. The Problems deal is not chance at all. So in extensive-form terms the tree has a single chance node at the root. That test was wrong first, and the mutation caught it. It compared state hashes — and GroundState carries `seed` as a field, so "different seeds differ" was true by construction. Mutating the shuffle away left it green. It now compares the dealt configuration, and the same mutation fails it: a wrong-subject error inside the control written for T02. The reshuffle is a pure function of (seed, round) because K5 requires deterministic replay, where a real table reshuffles independently. That is a modelling restriction, not a defect, and it is now pinned. T03 — commit/reveal checked in both directions: before Reveal each seat sees its own selection and no other; after Reveal the information sets merge, because an encoding that hides forever is not commit/reveal either. T04 — ADR-0020 refuses the EFG port, and the blocker is T02 rather than T01, which inverts what the workplan expected. Perfect recall looked like the risk and is a constraint with a known answer: key on observation histories. Making chance explicit is the expensive one — the reshuffle would become a real chance node and break the K5 purity that every recording, replay bundle and trial-note hash depends on. A port would trade the property this project is built on for one it has never needed. Track B's first move is therefore a question, not a build: take "is exploitability meaningful for a co-operative game with a shared threshold" to OpenSpiel on a toy model, where answering it costs nothing. D4 states what being wrong looks like — OpenSpiel settling on a toy what three rounds of policy sweeps could not — and makes watching for it the next action. Taxonomy §4.1 records the EFG correspondence with the test that checks each row, so a later pass starts from a specification rather than a memory. Chaos window 4 at three declarations. Window 3's verdict is now two windows behind and should be evaluated rather than restated. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:35:03 +02:00
status: done
state_hub_workstream_id: "dacfa1fe-81c3-4c97-b81e-ec66d95a611c"
Declare CB-WP-0041 (extensive-form foundation) and CB-WP-0042 (H2) 0041 answers what is true of the engine as a game-theoretic object before anything is built on it. CB-RES-0009 found the EFG is the interchange format between describing a game and analysing it, and that we already have most of one — the journal is the history, Outcome the payoff, and project(Viewer::Player(seat)) the information partition. Three gaps remain, and perfect recall is first because CFR and exploitability both assume it and nobody has checked ours. The workplan deliberately builds no port: creating a capability port is a tier-L trigger and this is M, so T04 decides whether to build one and declares it separately. T01's control includes that the answer may be NO, which would make Track B's adoption unsound as it stands. 0042 implements H2, which is ground-game's direct answer to our H1 reading. Unclaimed Problems now tick only the seats in scope — global, personal (the owner), or bond (the owner's Bond network over Bond edges only, degree 0 falling back to personal) — assigned by hidden priority, so 2p never has the bond card in play. It explicitly does not stack with H1. H2 is bigger than H1 was: it needs variant-scoped edition data (H2 overrides Problems.csv with a stress_scope column, and ours is an include_str! constant), per-Problem ownership which is new state reaching the hash and every recording, and Bond-network reachability. The controls name the likely defects in advance: traversing Rivalry edges, applying stacking once, forgetting the degree-0 fallback, and ownership silently becoming a permission to SOLVE. Chaos window 4 opens: d8 = 5 and d8 = 4, no overrides. Window 3's verdict is still owed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:11:09 +02:00
---
# Purpose
```
structural tier M (states what the kernel claims about itself as a
game-theoretic object, and prepares — but does not
build — a capability port)
chaos d8 = 5 → no override
declared tier M
```
**Declaration 1 of chaos window 4.** Window 3 closed at 12 declarations
with one override that changed nothing, and **its verdict is still owed**
([`ChaosRollHistory.md`](../specs/ChaosRollHistory.md)).
## Why
[CB-RES-0009](../research/CB-RES-0009-extensive-form-is-the-lingua-franca.md)
found that the **extensive-form game is the interchange format** between
describing a game and analysing it — Ludii's universality result grounds
its language in EFGs, and OpenSpiel's CFR, best-response and
exploitability consume them.
**And that we already have most of one**, under other names:
| EFG component | ours |
|---|---|
| histories | the journal — `Applied { actor, command, events }` in order |
| actions | `bot::legal_commands(state, seat)` |
| **information sets** | **`state.project(Viewer::Player(seat))`** |
| payoffs | `Outcome` / `score()` |
| terminal | `outcome.is_some()` |
**This workplan does not build the port.** It answers what is true of the
engine today, because a port built on an unchecked assumption is worse
than no port — and one of the three gaps invalidates every equilibrium
concept if it turns out badly.
## Task: does the engine satisfy perfect recall?
```task
id: CB-WP-0041-T01
CB-WP-0041 T01: perfect recall fails on the projection, holds on the history The answer is "it depends what you call an information set", and the distinction is the result. 44,938 decision points, random play, 2/3/4/6 seats. Reading A — information set = the seat's current projection, which is what project(Viewer::Player(seat)) returns and what the page renders: 22 violations. Reading B — information set = the seat's observation history, every view seen and action taken in order: 0. The Reading A witness is concrete. Two histories reach a byte-identical view — round 3, Select step, same hand, same claimed Problem — where the seat had played SOLVE then GROUND-OU(protect) in one and SUPPORT then SOLVE in the other. The view does not tell the seat what it did, because our state is a snapshot rather than a history: selections clear each round and effects coincide, so a player cannot reconstruct their own past from the present. In a real game the player's memory supplies it; in the state, nothing does. That is precisely OpenSpiel's ObservationString vs InformationStateString split, arrived at here by measurement rather than read off. project() is an observation, not an information state. So Track B is not closed, it is constrained, and usefully: an extensive-form game built from this engine must key information sets on observation histories, never on project(). Both directions are asserted — Reading B empty AND Reading A non-empty — because if the sample stops finding Reading A violations the conclusion is unsupported and must be re-derived rather than quietly kept. And the check samples, so it can falsify perfect recall and cannot establish it: Reading B's zero means no counterexample was drawn, which is printed as such. Wired into make panels, so it is re-derived by the gate rather than by hand. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:18:36 +02:00
status: done
Declare CB-WP-0041 (extensive-form foundation) and CB-WP-0042 (H2) 0041 answers what is true of the engine as a game-theoretic object before anything is built on it. CB-RES-0009 found the EFG is the interchange format between describing a game and analysing it, and that we already have most of one — the journal is the history, Outcome the payoff, and project(Viewer::Player(seat)) the information partition. Three gaps remain, and perfect recall is first because CFR and exploitability both assume it and nobody has checked ours. The workplan deliberately builds no port: creating a capability port is a tier-L trigger and this is M, so T04 decides whether to build one and declares it separately. T01's control includes that the answer may be NO, which would make Track B's adoption unsound as it stands. 0042 implements H2, which is ground-game's direct answer to our H1 reading. Unclaimed Problems now tick only the seats in scope — global, personal (the owner), or bond (the owner's Bond network over Bond edges only, degree 0 falling back to personal) — assigned by hidden priority, so 2p never has the bond card in play. It explicitly does not stack with H1. H2 is bigger than H1 was: it needs variant-scoped edition data (H2 overrides Problems.csv with a stress_scope column, and ours is an include_str! constant), per-Problem ownership which is new state reaching the hash and every recording, and Bond-network reachability. The controls name the likely defects in advance: traversing Rivalry edges, applying stacking once, forgetting the degree-0 fallback, and ownership silently becoming a permission to SOLVE. Chaos window 4 opens: d8 = 5 and d8 = 4, no overrides. Window 3's verdict is still owed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:11:09 +02:00
priority: high
state_hub_task_id: "a9438152-1556-4cde-9eae-af75066a485a"
Declare CB-WP-0041 (extensive-form foundation) and CB-WP-0042 (H2) 0041 answers what is true of the engine as a game-theoretic object before anything is built on it. CB-RES-0009 found the EFG is the interchange format between describing a game and analysing it, and that we already have most of one — the journal is the history, Outcome the payoff, and project(Viewer::Player(seat)) the information partition. Three gaps remain, and perfect recall is first because CFR and exploitability both assume it and nobody has checked ours. The workplan deliberately builds no port: creating a capability port is a tier-L trigger and this is M, so T04 decides whether to build one and declares it separately. T01's control includes that the answer may be NO, which would make Track B's adoption unsound as it stands. 0042 implements H2, which is ground-game's direct answer to our H1 reading. Unclaimed Problems now tick only the seats in scope — global, personal (the owner), or bond (the owner's Bond network over Bond edges only, degree 0 falling back to personal) — assigned by hidden priority, so 2p never has the bond card in play. It explicitly does not stack with H1. H2 is bigger than H1 was: it needs variant-scoped edition data (H2 overrides Problems.csv with a stress_scope column, and ours is an include_str! constant), per-Problem ownership which is new state reaching the hash and every recording, and Bond-network reachability. The controls name the likely defects in advance: traversing Rivalry edges, applying stacking once, forgetting the degree-0 fallback, and ownership silently becoming a permission to SOLVE. Chaos window 4 opens: d8 = 5 and d8 = 4, no overrides. Window 3's verdict is still owed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:11:09 +02:00
```
**Perfect recall** — every player remembers their own past actions and
observations — is the assumption **CFR and exploitability both rest on**.
Nobody has checked whether ours holds.
Formally, for a seat `i` and any two histories `h`, `h'` in the same
information set of `i`: the *sequence of `i`'s own actions and
information sets* along `h` and `h'` must be identical.
**Controls:**
- **derived from the journal and the projection**, not asserted — the
check must be able to say NO;
- **a positive control**: a deliberately forgetful projection must fail
it, or the check proves nothing;
- **stated per seat count**, since the partition depends on how many
seats there are to hide from;
- **the answer may be that we do NOT have perfect recall**, and that is
reported as plainly as the other outcome. It would be a real finding
and would make Track B's adoption unsound as it stands.
CB-WP-0041 T01: perfect recall fails on the projection, holds on the history The answer is "it depends what you call an information set", and the distinction is the result. 44,938 decision points, random play, 2/3/4/6 seats. Reading A — information set = the seat's current projection, which is what project(Viewer::Player(seat)) returns and what the page renders: 22 violations. Reading B — information set = the seat's observation history, every view seen and action taken in order: 0. The Reading A witness is concrete. Two histories reach a byte-identical view — round 3, Select step, same hand, same claimed Problem — where the seat had played SOLVE then GROUND-OU(protect) in one and SUPPORT then SOLVE in the other. The view does not tell the seat what it did, because our state is a snapshot rather than a history: selections clear each round and effects coincide, so a player cannot reconstruct their own past from the present. In a real game the player's memory supplies it; in the state, nothing does. That is precisely OpenSpiel's ObservationString vs InformationStateString split, arrived at here by measurement rather than read off. project() is an observation, not an information state. So Track B is not closed, it is constrained, and usefully: an extensive-form game built from this engine must key information sets on observation histories, never on project(). Both directions are asserted — Reading B empty AND Reading A non-empty — because if the sample stops finding Reading A violations the conclusion is unsupported and must be re-derived rather than quietly kept. And the check samples, so it can falsify perfect recall and cannot establish it: Reading B's zero means no counterexample was drawn, which is printed as such. Wired into make panels, so it is re-derived by the gate rather than by hand. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:18:36 +02:00
**Done 2026-08-08. The answer is "it depends what you call an information
set", and the distinction is the result.** 44,938 decision points, random
play, 2/3/4/6 seats.
| reading | information set is… | violations |
|---|---|---|
| **A** | the seat's **current projection** — what `project(Viewer::Player(seat))` returns and the page renders | **22** |
| **B** | the seat's **observation history** — every view seen and action taken, in order | **0** |
**Reading A fails, and the witness is concrete**: two histories reach a
byte-identical view — round 3, Select, same hand, same claimed Problem —
where the seat had played `SOLVE, GROUND—OU(protect)` in one and
`SUPPORT, SOLVE` in the other. **The view does not tell the seat what it
did.**
**The mechanism is that our state is a snapshot, not a history.**
Selections clear each round and effects coincide, so a player cannot
reconstruct their own past from the present. In a real game the player's
memory supplies it; in the state, nothing does.
**This is precisely OpenSpiel's `ObservationString` vs
`InformationStateString` split**, arrived at here by measurement rather
than by reading it off. `project()` is an *observation*.
**So Track B is not closed — it is constrained**, and usefully:
> **An extensive-form game built from this engine must key information
> sets on observation histories, never on `project()`.**
**Both directions are asserted.** Reading B empty, *and* Reading A
non-empty — because if the sample stops finding Reading A violations the
conclusion is unsupported and must be re-derived, not quietly kept.
**What this cannot say.** It samples; it can falsify perfect recall and
cannot establish it. Reading B's zero means *no counterexample was
drawn*, which is weaker than "the property holds" and is printed as such.
Declare CB-WP-0041 (extensive-form foundation) and CB-WP-0042 (H2) 0041 answers what is true of the engine as a game-theoretic object before anything is built on it. CB-RES-0009 found the EFG is the interchange format between describing a game and analysing it, and that we already have most of one — the journal is the history, Outcome the payoff, and project(Viewer::Player(seat)) the information partition. Three gaps remain, and perfect recall is first because CFR and exploitability both assume it and nobody has checked ours. The workplan deliberately builds no port: creating a capability port is a tier-L trigger and this is M, so T04 decides whether to build one and declares it separately. T01's control includes that the answer may be NO, which would make Track B's adoption unsound as it stands. 0042 implements H2, which is ground-game's direct answer to our H1 reading. Unclaimed Problems now tick only the seats in scope — global, personal (the owner), or bond (the owner's Bond network over Bond edges only, degree 0 falling back to personal) — assigned by hidden priority, so 2p never has the bond card in play. It explicitly does not stack with H1. H2 is bigger than H1 was: it needs variant-scoped edition data (H2 overrides Problems.csv with a stress_scope column, and ours is an include_str! constant), per-Problem ownership which is new state reaching the hash and every recording, and Bond-network reachability. The controls name the likely defects in advance: traversing Rivalry edges, applying stacking once, forgetting the degree-0 fallback, and ownership silently becoming a permission to SOLVE. Chaos window 4 opens: d8 = 5 and d8 = 4, no overrides. Window 3's verdict is still owed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:11:09 +02:00
## Task: say precisely what our chance is
```task
id: CB-WP-0041-T02
CB-WP-0041 done: ADR-0020 refuses the port, and T02 is why T02 — all chance derives from one root seed. Three chance points, all reading it: the setup deck shuffle, the setup Lead draw, and the reshuffle permutation. The Problems deal is not chance at all. So in extensive-form terms the tree has a single chance node at the root. That test was wrong first, and the mutation caught it. It compared state hashes — and GroundState carries `seed` as a field, so "different seeds differ" was true by construction. Mutating the shuffle away left it green. It now compares the dealt configuration, and the same mutation fails it: a wrong-subject error inside the control written for T02. The reshuffle is a pure function of (seed, round) because K5 requires deterministic replay, where a real table reshuffles independently. That is a modelling restriction, not a defect, and it is now pinned. T03 — commit/reveal checked in both directions: before Reveal each seat sees its own selection and no other; after Reveal the information sets merge, because an encoding that hides forever is not commit/reveal either. T04 — ADR-0020 refuses the EFG port, and the blocker is T02 rather than T01, which inverts what the workplan expected. Perfect recall looked like the risk and is a constraint with a known answer: key on observation histories. Making chance explicit is the expensive one — the reshuffle would become a real chance node and break the K5 purity that every recording, replay bundle and trial-note hash depends on. A port would trade the property this project is built on for one it has never needed. Track B's first move is therefore a question, not a build: take "is exploitability meaningful for a co-operative game with a shared threshold" to OpenSpiel on a toy model, where answering it costs nothing. D4 states what being wrong looks like — OpenSpiel settling on a toy what three rounds of policy sweeps could not — and makes watching for it the next action. Taxonomy §4.1 records the EFG correspondence with the test that checks each row, so a later pass starts from a specification rather than a memory. Chaos window 4 at three declarations. Window 3's verdict is now two windows behind and should be evaluated rather than restated. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:35:03 +02:00
status: done
Declare CB-WP-0041 (extensive-form foundation) and CB-WP-0042 (H2) 0041 answers what is true of the engine as a game-theoretic object before anything is built on it. CB-RES-0009 found the EFG is the interchange format between describing a game and analysing it, and that we already have most of one — the journal is the history, Outcome the payoff, and project(Viewer::Player(seat)) the information partition. Three gaps remain, and perfect recall is first because CFR and exploitability both assume it and nobody has checked ours. The workplan deliberately builds no port: creating a capability port is a tier-L trigger and this is M, so T04 decides whether to build one and declares it separately. T01's control includes that the answer may be NO, which would make Track B's adoption unsound as it stands. 0042 implements H2, which is ground-game's direct answer to our H1 reading. Unclaimed Problems now tick only the seats in scope — global, personal (the owner), or bond (the owner's Bond network over Bond edges only, degree 0 falling back to personal) — assigned by hidden priority, so 2p never has the bond card in play. It explicitly does not stack with H1. H2 is bigger than H1 was: it needs variant-scoped edition data (H2 overrides Problems.csv with a stress_scope column, and ours is an include_str! constant), per-Problem ownership which is new state reaching the hash and every recording, and Bond-network reachability. The controls name the likely defects in advance: traversing Rivalry edges, applying stacking once, forgetting the degree-0 fallback, and ownership silently becoming a permission to SOLVE. Chaos window 4 opens: d8 = 5 and d8 = 4, no overrides. Window 3's verdict is still owed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:11:09 +02:00
priority: high
state_hub_task_id: "e223bf7d-6e4e-4377-8eac-a63e83a60d35"
Declare CB-WP-0041 (extensive-form foundation) and CB-WP-0042 (H2) 0041 answers what is true of the engine as a game-theoretic object before anything is built on it. CB-RES-0009 found the EFG is the interchange format between describing a game and analysing it, and that we already have most of one — the journal is the history, Outcome the payoff, and project(Viewer::Player(seat)) the information partition. Three gaps remain, and perfect recall is first because CFR and exploitability both assume it and nobody has checked ours. The workplan deliberately builds no port: creating a capability port is a tier-L trigger and this is M, so T04 decides whether to build one and declares it separately. T01's control includes that the answer may be NO, which would make Track B's adoption unsound as it stands. 0042 implements H2, which is ground-game's direct answer to our H1 reading. Unclaimed Problems now tick only the seats in scope — global, personal (the owner), or bond (the owner's Bond network over Bond edges only, degree 0 falling back to personal) — assigned by hidden priority, so 2p never has the bond card in play. It explicitly does not stack with H1. H2 is bigger than H1 was: it needs variant-scoped edition data (H2 overrides Problems.csv with a stress_scope column, and ours is an include_str! constant), per-Problem ownership which is new state reaching the hash and every recording, and Bond-network reachability. The controls name the likely defects in advance: traversing Rivalry edges, applying stacking once, forgetting the degree-0 fallback, and ownership silently becoming a permission to SOLVE. Chaos window 4 opens: d8 = 5 and d8 = 4, no overrides. Window 3's verdict is still owed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:11:09 +02:00
```
`setup` shuffles, deals and draws Lead from a seeded RNG, and the
mid-game reshuffle derives from seed and round. **So a clay-borg game is
one chance realisation, not a game with chance nodes**, and the panels
approximate the distribution by sampling seeds.
**Controls:**
- **state it, do not fix it.** Monte Carlo over seeds is legitimate and
is what we do; the defect would be calling it an EFG;
- **name every point where chance enters**, from the code, not from
memory;
- **say what an explicit chance player would cost** — that is the input to
T04's decision, and guessing it is how a port gets built on a hope.
CB-WP-0041 done: ADR-0020 refuses the port, and T02 is why T02 — all chance derives from one root seed. Three chance points, all reading it: the setup deck shuffle, the setup Lead draw, and the reshuffle permutation. The Problems deal is not chance at all. So in extensive-form terms the tree has a single chance node at the root. That test was wrong first, and the mutation caught it. It compared state hashes — and GroundState carries `seed` as a field, so "different seeds differ" was true by construction. Mutating the shuffle away left it green. It now compares the dealt configuration, and the same mutation fails it: a wrong-subject error inside the control written for T02. The reshuffle is a pure function of (seed, round) because K5 requires deterministic replay, where a real table reshuffles independently. That is a modelling restriction, not a defect, and it is now pinned. T03 — commit/reveal checked in both directions: before Reveal each seat sees its own selection and no other; after Reveal the information sets merge, because an encoding that hides forever is not commit/reveal either. T04 — ADR-0020 refuses the EFG port, and the blocker is T02 rather than T01, which inverts what the workplan expected. Perfect recall looked like the risk and is a constraint with a known answer: key on observation histories. Making chance explicit is the expensive one — the reshuffle would become a real chance node and break the K5 purity that every recording, replay bundle and trial-note hash depends on. A port would trade the property this project is built on for one it has never needed. Track B's first move is therefore a question, not a build: take "is exploitability meaningful for a co-operative game with a shared threshold" to OpenSpiel on a toy model, where answering it costs nothing. D4 states what being wrong looks like — OpenSpiel settling on a toy what three rounds of policy sweeps could not — and makes watching for it the next action. Taxonomy §4.1 records the EFG correspondence with the test that checks each row, so a later pass starts from a specification rather than a memory. Chaos window 4 at three declarations. Window 3's verdict is now two windows behind and should be evaluated rather than restated. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:35:03 +02:00
**Done 2026-08-08.** Three chance points, all reading the same root seed:
| where | what |
|---|---|
| `setup` | shuffles the Solution deck (`ChaChaRng::from_seed(seed)`), hands dealt off the top |
| `setup` | draws the **Lead** (`rng.draw(seats)`) from the same stream |
| `draw_solution` | reshuffles the discard when the deck empties, with `ChaChaRng::from_seed(seed ^ round)` |
**The Problems deal is not chance at all** — `edition::deal` is a pure
function of the vendored CSV, so every game gets the same board.
**So in extensive-form terms the tree has a single chance node at the
root.** `a_game_is_determined_by_its_seed` pins it.
**And that test was wrong first.** It compared *state hashes*, and
`GroundState` carries `seed` as a field — so "different seeds differ" was
true by construction. Mutating the shuffle away left it green. It now
compares the **dealt configuration** (hands, Lead, deck order), and the
same mutation fails it. **A wrong-subject error inside T02's own control**,
caught by the mutation rather than by reading.
**The reshuffle is correlated with the root seed, and a real table's is
not.** The permutation is a pure function of `(seed, round)` — deliberate,
so replay never re-derives it (GameKernel K5), and the code says so.
`the_reshuffle_permutation_is_a_function_of_seed_and_round` pins that it
moves with **both** inputs.
**The consequence is a modelling one, not a defect**: at a table the
reshuffle is an independent random event. An EFG built from this engine
inherits the correlation and models a *restriction* of the game as played.
**The cost of an explicit chance player, stated for T04:**
- the root node is **not enumerable** — 24 Solution cards give 24!
orderings — so any EFG over this must **sample** chance, which is what
external-sampling MCCFR does and what our seed sweeps already do by
hand;
- making the reshuffle a genuine chance node **breaks the K5 purity that
makes replay deterministic**. That is the real cost and it is a
tension, not a line of code: our recordings replay *because* chance is
a function of state.
Declare CB-WP-0041 (extensive-form foundation) and CB-WP-0042 (H2) 0041 answers what is true of the engine as a game-theoretic object before anything is built on it. CB-RES-0009 found the EFG is the interchange format between describing a game and analysing it, and that we already have most of one — the journal is the history, Outcome the payoff, and project(Viewer::Player(seat)) the information partition. Three gaps remain, and perfect recall is first because CFR and exploitability both assume it and nobody has checked ours. The workplan deliberately builds no port: creating a capability port is a tier-L trigger and this is M, so T04 decides whether to build one and declares it separately. T01's control includes that the answer may be NO, which would make Track B's adoption unsound as it stands. 0042 implements H2, which is ground-game's direct answer to our H1 reading. Unclaimed Problems now tick only the seats in scope — global, personal (the owner), or bond (the owner's Bond network over Bond edges only, degree 0 falling back to personal) — assigned by hidden priority, so 2p never has the bond card in play. It explicitly does not stack with H1. H2 is bigger than H1 was: it needs variant-scoped edition data (H2 overrides Problems.csv with a stress_scope column, and ours is an include_str! constant), per-Problem ownership which is new state reaching the hash and every recording, and Bond-network reachability. The controls name the likely defects in advance: traversing Rivalry edges, applying stacking once, forgetting the degree-0 fallback, and ownership silently becoming a permission to SOLVE. Chaos window 4 opens: d8 = 5 and d8 = 4, no overrides. Window 3's verdict is still owed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:11:09 +02:00
## Task: state the simultaneity encoding, and check it
```task
id: CB-WP-0041-T03
CB-WP-0041 done: ADR-0020 refuses the port, and T02 is why T02 — all chance derives from one root seed. Three chance points, all reading it: the setup deck shuffle, the setup Lead draw, and the reshuffle permutation. The Problems deal is not chance at all. So in extensive-form terms the tree has a single chance node at the root. That test was wrong first, and the mutation caught it. It compared state hashes — and GroundState carries `seed` as a field, so "different seeds differ" was true by construction. Mutating the shuffle away left it green. It now compares the dealt configuration, and the same mutation fails it: a wrong-subject error inside the control written for T02. The reshuffle is a pure function of (seed, round) because K5 requires deterministic replay, where a real table reshuffles independently. That is a modelling restriction, not a defect, and it is now pinned. T03 — commit/reveal checked in both directions: before Reveal each seat sees its own selection and no other; after Reveal the information sets merge, because an encoding that hides forever is not commit/reveal either. T04 — ADR-0020 refuses the EFG port, and the blocker is T02 rather than T01, which inverts what the workplan expected. Perfect recall looked like the risk and is a constraint with a known answer: key on observation histories. Making chance explicit is the expensive one — the reshuffle would become a real chance node and break the K5 purity that every recording, replay bundle and trial-note hash depends on. A port would trade the property this project is built on for one it has never needed. Track B's first move is therefore a question, not a build: take "is exploitability meaningful for a co-operative game with a shared threshold" to OpenSpiel on a toy model, where answering it costs nothing. D4 states what being wrong looks like — OpenSpiel settling on a toy what three rounds of policy sweeps could not — and makes watching for it the next action. Taxonomy §4.1 records the EFG correspondence with the test that checks each row, so a later pass starts from a specification rather than a memory. Chaos window 4 at three declarations. Window 3's verdict is now two windows behind and should be evaluated rather than restated. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:35:03 +02:00
status: done
Declare CB-WP-0041 (extensive-form foundation) and CB-WP-0042 (H2) 0041 answers what is true of the engine as a game-theoretic object before anything is built on it. CB-RES-0009 found the EFG is the interchange format between describing a game and analysing it, and that we already have most of one — the journal is the history, Outcome the payoff, and project(Viewer::Player(seat)) the information partition. Three gaps remain, and perfect recall is first because CFR and exploitability both assume it and nobody has checked ours. The workplan deliberately builds no port: creating a capability port is a tier-L trigger and this is M, so T04 decides whether to build one and declares it separately. T01's control includes that the answer may be NO, which would make Track B's adoption unsound as it stands. 0042 implements H2, which is ground-game's direct answer to our H1 reading. Unclaimed Problems now tick only the seats in scope — global, personal (the owner), or bond (the owner's Bond network over Bond edges only, degree 0 falling back to personal) — assigned by hidden priority, so 2p never has the bond card in play. It explicitly does not stack with H1. H2 is bigger than H1 was: it needs variant-scoped edition data (H2 overrides Problems.csv with a stress_scope column, and ours is an include_str! constant), per-Problem ownership which is new state reaching the hash and every recording, and Bond-network reachability. The controls name the likely defects in advance: traversing Rivalry edges, applying stacking once, forgetting the degree-0 fallback, and ownership silently becoming a permission to SOLVE. Chaos window 4 opens: d8 = 5 and d8 = 4, no overrides. Window 3's verdict is still owed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:11:09 +02:00
priority: medium
state_hub_task_id: "c95b32a1-5006-4acd-abc9-537543119344"
Declare CB-WP-0041 (extensive-form foundation) and CB-WP-0042 (H2) 0041 answers what is true of the engine as a game-theoretic object before anything is built on it. CB-RES-0009 found the EFG is the interchange format between describing a game and analysing it, and that we already have most of one — the journal is the history, Outcome the payoff, and project(Viewer::Player(seat)) the information partition. Three gaps remain, and perfect recall is first because CFR and exploitability both assume it and nobody has checked ours. The workplan deliberately builds no port: creating a capability port is a tier-L trigger and this is M, so T04 decides whether to build one and declares it separately. T01's control includes that the answer may be NO, which would make Track B's adoption unsound as it stands. 0042 implements H2, which is ground-game's direct answer to our H1 reading. Unclaimed Problems now tick only the seats in scope — global, personal (the owner), or bond (the owner's Bond network over Bond edges only, degree 0 falling back to personal) — assigned by hidden priority, so 2p never has the bond card in play. It explicitly does not stack with H1. H2 is bigger than H1 was: it needs variant-scoped edition data (H2 overrides Problems.csv with a stress_scope column, and ours is an include_str! constant), per-Problem ownership which is new state reaching the hash and every recording, and Bond-network reachability. The controls name the likely defects in advance: traversing Rivalry edges, applying stacking once, forgetting the degree-0 fallback, and ownership silently becoming a permission to SOLVE. Chaos window 4 opens: d8 = 5 and d8 = 4, no overrides. Window 3's verdict is still owed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:11:09 +02:00
```
Commit/reveal **is** the textbook EFG encoding of simultaneous moves:
sequence them, and hide the earlier move in an information set.
**Control:** it is not enough to say so. **The projection must actually
hide another seat's selection before Reveal**, and a test must fail if it
stops doing that. That property is load-bearing for every claim in §1 of
the research note and is currently only implied by
`SelectionView::Hidden`.
CB-WP-0041 done: ADR-0020 refuses the port, and T02 is why T02 — all chance derives from one root seed. Three chance points, all reading it: the setup deck shuffle, the setup Lead draw, and the reshuffle permutation. The Problems deal is not chance at all. So in extensive-form terms the tree has a single chance node at the root. That test was wrong first, and the mutation caught it. It compared state hashes — and GroundState carries `seed` as a field, so "different seeds differ" was true by construction. Mutating the shuffle away left it green. It now compares the dealt configuration, and the same mutation fails it: a wrong-subject error inside the control written for T02. The reshuffle is a pure function of (seed, round) because K5 requires deterministic replay, where a real table reshuffles independently. That is a modelling restriction, not a defect, and it is now pinned. T03 — commit/reveal checked in both directions: before Reveal each seat sees its own selection and no other; after Reveal the information sets merge, because an encoding that hides forever is not commit/reveal either. T04 — ADR-0020 refuses the EFG port, and the blocker is T02 rather than T01, which inverts what the workplan expected. Perfect recall looked like the risk and is a constraint with a known answer: key on observation histories. Making chance explicit is the expensive one — the reshuffle would become a real chance node and break the K5 purity that every recording, replay bundle and trial-note hash depends on. A port would trade the property this project is built on for one it has never needed. Track B's first move is therefore a question, not a build: take "is exploitability meaningful for a co-operative game with a shared threshold" to OpenSpiel on a toy model, where answering it costs nothing. D4 states what being wrong looks like — OpenSpiel settling on a toy what three rounds of policy sweeps could not — and makes watching for it the next action. Taxonomy §4.1 records the EFG correspondence with the test that checks each row, so a later pass starts from a specification rather than a memory. Chaos window 4 at three declarations. Window 3's verdict is now two windows behind and should be evaluated rather than restated. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:35:03 +02:00
**Done 2026-08-08.** `a_pending_selection_is_hidden_until_reveal` checks
**both halves** at four seats: before Reveal each seat sees its own
selection and no other, and after Reveal the information sets **merge**
because an encoding that hides forever is not commit/reveal either.
Mutation-proven: make selections public and it fails naming the seats.
Declare CB-WP-0041 (extensive-form foundation) and CB-WP-0042 (H2) 0041 answers what is true of the engine as a game-theoretic object before anything is built on it. CB-RES-0009 found the EFG is the interchange format between describing a game and analysing it, and that we already have most of one — the journal is the history, Outcome the payoff, and project(Viewer::Player(seat)) the information partition. Three gaps remain, and perfect recall is first because CFR and exploitability both assume it and nobody has checked ours. The workplan deliberately builds no port: creating a capability port is a tier-L trigger and this is M, so T04 decides whether to build one and declares it separately. T01's control includes that the answer may be NO, which would make Track B's adoption unsound as it stands. 0042 implements H2, which is ground-game's direct answer to our H1 reading. Unclaimed Problems now tick only the seats in scope — global, personal (the owner), or bond (the owner's Bond network over Bond edges only, degree 0 falling back to personal) — assigned by hidden priority, so 2p never has the bond card in play. It explicitly does not stack with H1. H2 is bigger than H1 was: it needs variant-scoped edition data (H2 overrides Problems.csv with a stress_scope column, and ours is an include_str! constant), per-Problem ownership which is new state reaching the hash and every recording, and Bond-network reachability. The controls name the likely defects in advance: traversing Rivalry edges, applying stacking once, forgetting the degree-0 fallback, and ownership silently becoming a permission to SOLVE. Chaos window 4 opens: d8 = 5 and d8 = 4, no overrides. Window 3's verdict is still owed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:11:09 +02:00
## Task: decide whether to build the port at all
```task
id: CB-WP-0041-T04
CB-WP-0041 done: ADR-0020 refuses the port, and T02 is why T02 — all chance derives from one root seed. Three chance points, all reading it: the setup deck shuffle, the setup Lead draw, and the reshuffle permutation. The Problems deal is not chance at all. So in extensive-form terms the tree has a single chance node at the root. That test was wrong first, and the mutation caught it. It compared state hashes — and GroundState carries `seed` as a field, so "different seeds differ" was true by construction. Mutating the shuffle away left it green. It now compares the dealt configuration, and the same mutation fails it: a wrong-subject error inside the control written for T02. The reshuffle is a pure function of (seed, round) because K5 requires deterministic replay, where a real table reshuffles independently. That is a modelling restriction, not a defect, and it is now pinned. T03 — commit/reveal checked in both directions: before Reveal each seat sees its own selection and no other; after Reveal the information sets merge, because an encoding that hides forever is not commit/reveal either. T04 — ADR-0020 refuses the EFG port, and the blocker is T02 rather than T01, which inverts what the workplan expected. Perfect recall looked like the risk and is a constraint with a known answer: key on observation histories. Making chance explicit is the expensive one — the reshuffle would become a real chance node and break the K5 purity that every recording, replay bundle and trial-note hash depends on. A port would trade the property this project is built on for one it has never needed. Track B's first move is therefore a question, not a build: take "is exploitability meaningful for a co-operative game with a shared threshold" to OpenSpiel on a toy model, where answering it costs nothing. D4 states what being wrong looks like — OpenSpiel settling on a toy what three rounds of policy sweeps could not — and makes watching for it the next action. Taxonomy §4.1 records the EFG correspondence with the test that checks each row, so a later pass starts from a specification rather than a memory. Chaos window 4 at three declarations. Window 3's verdict is now two windows behind and should be evaluated rather than restated. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:35:03 +02:00
status: done
Declare CB-WP-0041 (extensive-form foundation) and CB-WP-0042 (H2) 0041 answers what is true of the engine as a game-theoretic object before anything is built on it. CB-RES-0009 found the EFG is the interchange format between describing a game and analysing it, and that we already have most of one — the journal is the history, Outcome the payoff, and project(Viewer::Player(seat)) the information partition. Three gaps remain, and perfect recall is first because CFR and exploitability both assume it and nobody has checked ours. The workplan deliberately builds no port: creating a capability port is a tier-L trigger and this is M, so T04 decides whether to build one and declares it separately. T01's control includes that the answer may be NO, which would make Track B's adoption unsound as it stands. 0042 implements H2, which is ground-game's direct answer to our H1 reading. Unclaimed Problems now tick only the seats in scope — global, personal (the owner), or bond (the owner's Bond network over Bond edges only, degree 0 falling back to personal) — assigned by hidden priority, so 2p never has the bond card in play. It explicitly does not stack with H1. H2 is bigger than H1 was: it needs variant-scoped edition data (H2 overrides Problems.csv with a stress_scope column, and ours is an include_str! constant), per-Problem ownership which is new state reaching the hash and every recording, and Bond-network reachability. The controls name the likely defects in advance: traversing Rivalry edges, applying stacking once, forgetting the degree-0 fallback, and ownership silently becoming a permission to SOLVE. Chaos window 4 opens: d8 = 5 and d8 = 4, no overrides. Window 3's verdict is still owed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:11:09 +02:00
priority: medium
state_hub_task_id: "3010fb0d-84cc-4fa8-8c23-726ee946cd79"
Declare CB-WP-0041 (extensive-form foundation) and CB-WP-0042 (H2) 0041 answers what is true of the engine as a game-theoretic object before anything is built on it. CB-RES-0009 found the EFG is the interchange format between describing a game and analysing it, and that we already have most of one — the journal is the history, Outcome the payoff, and project(Viewer::Player(seat)) the information partition. Three gaps remain, and perfect recall is first because CFR and exploitability both assume it and nobody has checked ours. The workplan deliberately builds no port: creating a capability port is a tier-L trigger and this is M, so T04 decides whether to build one and declares it separately. T01's control includes that the answer may be NO, which would make Track B's adoption unsound as it stands. 0042 implements H2, which is ground-game's direct answer to our H1 reading. Unclaimed Problems now tick only the seats in scope — global, personal (the owner), or bond (the owner's Bond network over Bond edges only, degree 0 falling back to personal) — assigned by hidden priority, so 2p never has the bond card in play. It explicitly does not stack with H1. H2 is bigger than H1 was: it needs variant-scoped edition data (H2 overrides Problems.csv with a stress_scope column, and ours is an include_str! constant), per-Problem ownership which is new state reaching the hash and every recording, and Bond-network reachability. The controls name the likely defects in advance: traversing Rivalry edges, applying stacking once, forgetting the degree-0 fallback, and ownership silently becoming a permission to SOLVE. Chaos window 4 opens: d8 = 5 and d8 = 4, no overrides. Window 3's verdict is still owed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:11:09 +02:00
```
`decisions/ADR-*.md`, written **after** T01T03 and not before.
**It must be able to conclude "no".** Options include exporting an EFG,
adopting OpenSpiel's API directly for analysis only, or deciding the gaps
are too expensive and Track B borrows vocabulary rather than machinery.
**Controls:**
- **the decision cites T01's answer**, because if perfect recall fails,
most of the option space closes;
- **it states what it would cost to be wrong**;
- **a port is declared separately, at its own tier.** Creating a capability
port is a tier-L trigger and this workplan is M — it may not smuggle one
in.
CB-WP-0041 done: ADR-0020 refuses the port, and T02 is why T02 — all chance derives from one root seed. Three chance points, all reading it: the setup deck shuffle, the setup Lead draw, and the reshuffle permutation. The Problems deal is not chance at all. So in extensive-form terms the tree has a single chance node at the root. That test was wrong first, and the mutation caught it. It compared state hashes — and GroundState carries `seed` as a field, so "different seeds differ" was true by construction. Mutating the shuffle away left it green. It now compares the dealt configuration, and the same mutation fails it: a wrong-subject error inside the control written for T02. The reshuffle is a pure function of (seed, round) because K5 requires deterministic replay, where a real table reshuffles independently. That is a modelling restriction, not a defect, and it is now pinned. T03 — commit/reveal checked in both directions: before Reveal each seat sees its own selection and no other; after Reveal the information sets merge, because an encoding that hides forever is not commit/reveal either. T04 — ADR-0020 refuses the EFG port, and the blocker is T02 rather than T01, which inverts what the workplan expected. Perfect recall looked like the risk and is a constraint with a known answer: key on observation histories. Making chance explicit is the expensive one — the reshuffle would become a real chance node and break the K5 purity that every recording, replay bundle and trial-note hash depends on. A port would trade the property this project is built on for one it has never needed. Track B's first move is therefore a question, not a build: take "is exploitability meaningful for a co-operative game with a shared threshold" to OpenSpiel on a toy model, where answering it costs nothing. D4 states what being wrong looks like — OpenSpiel settling on a toy what three rounds of policy sweeps could not — and makes watching for it the next action. Taxonomy §4.1 records the EFG correspondence with the test that checks each row, so a later pass starts from a specification rather than a memory. Chaos window 4 at three declarations. Window 3's verdict is now two windows behind and should be evaluated rather than restated. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:35:03 +02:00
**Done 2026-08-08.**
[ADR-0020](../decisions/ADR-0020-we-do-not-build-the-port.md) — **and the
answer is no.**
**The blocker is T02, not T01**, which inverts what the workplan expected.
Perfect recall looked like the risk and turned out to be a *constraint
with a known answer*: key on observation histories. **Making chance
explicit is the expensive one** — the reshuffle would become a real chance
node, and that breaks the K5 purity every recording, replay bundle and
trial-note hash in this repo depends on.
> A port would trade the property this project is built on for one it has
> never needed.
**Track B's first move is a question, not a build**: take
"is exploitability meaningful for a co-operative game with a shared
threshold" to OpenSpiel on a toy model, where answering it costs nothing.
**D4 states what being wrong looks like** — OpenSpiel settling, on a toy,
a question three rounds of policy sweeps could not — and makes watching
for it the next action rather than a hope.
Declare CB-WP-0041 (extensive-form foundation) and CB-WP-0042 (H2) 0041 answers what is true of the engine as a game-theoretic object before anything is built on it. CB-RES-0009 found the EFG is the interchange format between describing a game and analysing it, and that we already have most of one — the journal is the history, Outcome the payoff, and project(Viewer::Player(seat)) the information partition. Three gaps remain, and perfect recall is first because CFR and exploitability both assume it and nobody has checked ours. The workplan deliberately builds no port: creating a capability port is a tier-L trigger and this is M, so T04 decides whether to build one and declares it separately. T01's control includes that the answer may be NO, which would make Track B's adoption unsound as it stands. 0042 implements H2, which is ground-game's direct answer to our H1 reading. Unclaimed Problems now tick only the seats in scope — global, personal (the owner), or bond (the owner's Bond network over Bond edges only, degree 0 falling back to personal) — assigned by hidden priority, so 2p never has the bond card in play. It explicitly does not stack with H1. H2 is bigger than H1 was: it needs variant-scoped edition data (H2 overrides Problems.csv with a stress_scope column, and ours is an include_str! constant), per-Problem ownership which is new state reaching the hash and every recording, and Bond-network reachability. The controls name the likely defects in advance: traversing Rivalry edges, applying stacking once, forgetting the degree-0 fallback, and ownership silently becoming a permission to SOLVE. Chaos window 4 opens: d8 = 5 and d8 = 4, no overrides. Window 3's verdict is still owed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:11:09 +02:00
## Not in this workplan
- **No EFG export, no OpenSpiel integration, no equilibrium computation.**
- **No answer to "is exploitability meaningful for a co-operative game
with a shared threshold"** — that is the other open question from
CB-RES-0009 §6, it is a question about game theory rather than about our
engine, and it wants its own pass.