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"
|
|
|
|
|
|
status: active
|
|
|
|
|
|
---
|
|
|
|
|
|
|
|
|
|
|
|
# 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
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
**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
|
|
|
|
|
|
status: todo
|
|
|
|
|
|
priority: high
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
`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.
|
|
|
|
|
|
|
|
|
|
|
|
## Task: state the simultaneity encoding, and check it
|
|
|
|
|
|
|
|
|
|
|
|
```task
|
|
|
|
|
|
id: CB-WP-0041-T03
|
|
|
|
|
|
status: todo
|
|
|
|
|
|
priority: medium
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
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`.
|
|
|
|
|
|
|
|
|
|
|
|
## Task: decide whether to build the port at all
|
|
|
|
|
|
|
|
|
|
|
|
```task
|
|
|
|
|
|
id: CB-WP-0041-T04
|
|
|
|
|
|
status: todo
|
|
|
|
|
|
priority: medium
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
`decisions/ADR-*.md`, written **after** T01–T03 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.
|
|
|
|
|
|
|
|
|
|
|
|
## 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.
|