Declare CB-WP-0022: the design instrument, tier L
The maintainer named a new aspect: clay-borg as a game design tool, with
a register for design flaws, questions, results and trial protocols.
Structural L on the maintainer-named-high-leverage trigger, and it amends
INTENT. Chaos d8=6, no override.
The insight is that this is already happening with no home. Five passes
have produced ten underdetermined rules points, SOLVE offered on a
face-down problem and always inert, GR-A13's wasted SOLVE, GR-E01
unreachable below 5 seats, six provisional scenario defaults, and two
scoring modes never played to the end -- every one found by BUILDING the
simulator rather than by playing it. A simulator rigorous enough to
refuse ambiguity is a design instrument, because it cannot proceed past a
rule that does not decide. All of it has been carried in prose in six
places and one sat unread in an inbox for four days.
The load-bearing rule: a design finding is not admissible without its
reproduction. A register that collects opinions would reproduce this
project's standing failure -- unexecuted verification -- in a new medium.
Recorded as a judgment for the adversarial review rather than assumed:
the engine-evolution meta the maintainer also asked about should NOT be
built, because evidence/, decisions/, gates.toml and workplans already
carry nineteen passes of it with dates, costs and falsifiers. A second
register for the same subject is ceremony. The asymmetry is the point --
engine evolution has a home and game design does not.
T05 backfills the six known findings as the TEST of the register: one
that cannot express findings the project already has is the wrong
register, and discovering that after designing it is why the order is
survey, review, decide, specify, build.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 20:48:08 +02:00
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---
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id: CB-WP-0022
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kind: product
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title: "The design instrument: findings about the game, with their reproductions"
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2026-08-03 21:19:12 +02:00
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status: active
|
Declare CB-WP-0022: the design instrument, tier L
The maintainer named a new aspect: clay-borg as a game design tool, with
a register for design flaws, questions, results and trial protocols.
Structural L on the maintainer-named-high-leverage trigger, and it amends
INTENT. Chaos d8=6, no override.
The insight is that this is already happening with no home. Five passes
have produced ten underdetermined rules points, SOLVE offered on a
face-down problem and always inert, GR-A13's wasted SOLVE, GR-E01
unreachable below 5 seats, six provisional scenario defaults, and two
scoring modes never played to the end -- every one found by BUILDING the
simulator rather than by playing it. A simulator rigorous enough to
refuse ambiguity is a design instrument, because it cannot proceed past a
rule that does not decide. All of it has been carried in prose in six
places and one sat unread in an inbox for four days.
The load-bearing rule: a design finding is not admissible without its
reproduction. A register that collects opinions would reproduce this
project's standing failure -- unexecuted verification -- in a new medium.
Recorded as a judgment for the adversarial review rather than assumed:
the engine-evolution meta the maintainer also asked about should NOT be
built, because evidence/, decisions/, gates.toml and workplans already
carry nineteen passes of it with dates, costs and falsifiers. A second
register for the same subject is ceremony. The asymmetry is the point --
engine evolution has a home and game design does not.
T05 backfills the six known findings as the TEST of the register: one
that cannot express findings the project already has is the wrong
register, and discovering that after designing it is why the order is
survey, review, decide, specify, build.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 20:48:08 +02:00
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---
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# Purpose
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```
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structural tier L (named a high-leverage pass by the maintainer, and it
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amends INTENT — clay-borg gains a stated aspect)
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chaos d8 = 6 → no override
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declared tier L
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```
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Declaration 5 of chaos window 2. Tier L: separate survey, **adversarial
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review**, ADR, then spec, then code.
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## The insight, in the maintainer's words
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> *"We should consider ourselves testing the game and document
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> inconsistencies to report them back to the ground-game repo, so that the
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> game designer can improve the rules accordingly… We should have the
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> rigorous game simulation engine and a meta scope to capture notes about
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> game design flaws, questions, results and protocols about trial games…
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> This will provide clay-borg an additional aspect as a valuable game
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> design tool."*
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**This is already happening and has no home.** In five passes the engine
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has produced, as a by-product of being rigorous:
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| finding | how it surfaced |
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|---|---|
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| ten underdetermined rules points (U1–U10) | formalizing the dataset into testable rules |
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| SOLVE offered on a face-down Problem, always inert | a human dragging it three rounds running |
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| GR-A13 "wasted SOLVE" on a claimed Problem | a scenario that had to pick a default |
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| GR-E01 unreachable below 5 seats | arithmetic over the deal count |
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| six provisional scenario defaults | scenarios that could not be written without deciding something |
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| GR-E03 / GR-E04 never played to the end | nobody noticed for nineteen passes |
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Every one was found by *building the simulator*, not by playing. That is
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the thing worth naming: **a simulator rigorous enough to refuse ambiguity
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is a design instrument, because it cannot proceed past a rule that does
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not decide.**
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And every one of them has been carried in prose, in six different places,
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and one sat unread in an inbox for four days.
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## The load-bearing rule this must have
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The project's standing failure is *unexecuted verification*. A design
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register that collects opinions would reproduce it in a new medium.
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> **A design finding is not admissible without its reproduction.**
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Concretely: a scenario that fails, an arithmetic check that prints the
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contradiction, a recorded game the reader can replay, or a named test.
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*"This feels unbalanced"* is a note, not a finding. **GR-E01 is admissible
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because 4/6/9 against 5/7/9 is a computation anyone can rerun; the SOLVE
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inertness is admissible because a recorded session shows three no-ops.**
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This is what would make clay-borg a design tool rather than a suggestion
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box, and it is the one part of this proposal that must not be traded away
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for convenience.
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## The judgment I want reviewed, not assumed
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The maintainer asked whether this should extend to *"a meta about the
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clay-borg engine evolution itself."*
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**My answer is no, and it should be argued rather than accepted.** That
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register already exists and is load-bearing: `evidence/CB-EV-*` records
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what each pass found, `decisions/ADR-*` records what was decided and what
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was rejected, `gates.toml` records what every control has caught and what
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would retire it, and workplans record what was attempted. Nineteen passes
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of engine evolution are already captured, with dates, costs and
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falsifiers.
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**Building a second register for the same subject would be ceremony**, and
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this project has a standing rule that a gate must cash out. The asymmetry
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is the point: engine evolution has a home and game design does not.
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If the adversarial review disagrees, that is exactly the kind of thing
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tier L exists to surface.
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## Task: survey how this is done elsewhere, and what we already have
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```task
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id: CB-WP-0022-T01
|
2026-08-03 21:19:12 +02:00
|
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|
status: done
|
Declare CB-WP-0022: the design instrument, tier L
The maintainer named a new aspect: clay-borg as a game design tool, with
a register for design flaws, questions, results and trial protocols.
Structural L on the maintainer-named-high-leverage trigger, and it amends
INTENT. Chaos d8=6, no override.
The insight is that this is already happening with no home. Five passes
have produced ten underdetermined rules points, SOLVE offered on a
face-down problem and always inert, GR-A13's wasted SOLVE, GR-E01
unreachable below 5 seats, six provisional scenario defaults, and two
scoring modes never played to the end -- every one found by BUILDING the
simulator rather than by playing it. A simulator rigorous enough to
refuse ambiguity is a design instrument, because it cannot proceed past a
rule that does not decide. All of it has been carried in prose in six
places and one sat unread in an inbox for four days.
The load-bearing rule: a design finding is not admissible without its
reproduction. A register that collects opinions would reproduce this
project's standing failure -- unexecuted verification -- in a new medium.
Recorded as a judgment for the adversarial review rather than assumed:
the engine-evolution meta the maintainer also asked about should NOT be
built, because evidence/, decisions/, gates.toml and workplans already
carry nineteen passes of it with dates, costs and falsifiers. A second
register for the same subject is ceremony. The asymmetry is the point --
engine evolution has a home and game design does not.
T05 backfills the six known findings as the TEST of the register: one
that cannot express findings the project already has is the wrong
register, and discovering that after designing it is why the order is
survey, review, decide, specify, build.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 20:48:08 +02:00
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priority: high
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```
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`research/CB-RES-0007-*.md`.
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**Do not survey issue trackers.** The question is narrower and more
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interesting: how do rigorous rule systems record *the ambiguity they
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found*? Candidates worth a benchmark-to-beat:
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- **Errata and rulings practice** in published games (Magic's
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comprehensive-rules + rulings split, Netrunner's NAPD card rulings) —
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what makes a ruling *findable* years later.
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- **Formal-methods counterexample traces** — a model checker's output is
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precisely a reproduction attached to a claim, which is the shape wanted
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here.
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- **Conformance-suite provisional behaviour** — how W3C/WHATWG mark
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"implementation-defined" and how a spec later absorbs it.
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- **What this repo already has**: `provisional: true` scenarios,
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`§Underdetermined`, `gates.toml`'s `caught`/`retire_if` shape, and the
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hub message that went unread. **The register must reuse the provisional
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machinery rather than compete with it.**
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Name, per dimension, the property to beat — findability, reproducibility,
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and whether a ruling can *close* a finding mechanically.
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2026-08-03 21:19:12 +02:00
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**Done 2026-08-03.**
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[CB-RES-0007](../research/CB-RES-0007-design-instrument.md), with a
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runnable baseline (`tools/design-baseline.py`).
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**The baseline is us, and it is measured**: 6 findings across **11 files**
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with no index, **2 of 6 (33%) with a runnable reproduction**, and U1–U10
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raised 2026-07-30, first *read* 2026-08-03 — **4 days**, 0 of 10 ruled.
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**The uncomfortable number is stated up front rather than left for the
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review to find: the reproduction rule would reject four of our six
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existing findings.** The survey answers it — none of the four is
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expensive to reproduce, so the 33% is evidence that nobody was ever asked
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for one, not that the rule is unaffordable.
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**Magic corrected an assumption this pass was about to build on.** I
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expected a ruling to be the authoritative resolution. It is not: rulings
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are *"reminder information with no actual weight or rules meaning"*, and
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the authoritative fix folds into the **Oracle** card text. **A finding
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closes when the source changes, not when an annotation is added** — so
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the register must be a queue that empties, not an archive that grows.
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That is now a constraint on T03's lifecycle.
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Model checkers supplied the reproduction rule independently (a
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counterexample trace *is* the finding), and W3C's *implementation-defined*
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mark is the one piece of machinery we already have and must reuse rather
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than duplicate.
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Declare CB-WP-0022: the design instrument, tier L
The maintainer named a new aspect: clay-borg as a game design tool, with
a register for design flaws, questions, results and trial protocols.
Structural L on the maintainer-named-high-leverage trigger, and it amends
INTENT. Chaos d8=6, no override.
The insight is that this is already happening with no home. Five passes
have produced ten underdetermined rules points, SOLVE offered on a
face-down problem and always inert, GR-A13's wasted SOLVE, GR-E01
unreachable below 5 seats, six provisional scenario defaults, and two
scoring modes never played to the end -- every one found by BUILDING the
simulator rather than by playing it. A simulator rigorous enough to
refuse ambiguity is a design instrument, because it cannot proceed past a
rule that does not decide. All of it has been carried in prose in six
places and one sat unread in an inbox for four days.
The load-bearing rule: a design finding is not admissible without its
reproduction. A register that collects opinions would reproduce this
project's standing failure -- unexecuted verification -- in a new medium.
Recorded as a judgment for the adversarial review rather than assumed:
the engine-evolution meta the maintainer also asked about should NOT be
built, because evidence/, decisions/, gates.toml and workplans already
carry nineteen passes of it with dates, costs and falsifiers. A second
register for the same subject is ceremony. The asymmetry is the point --
engine evolution has a home and game design does not.
T05 backfills the six known findings as the TEST of the register: one
that cannot express findings the project already has is the wrong
register, and discovering that after designing it is why the order is
survey, review, decide, specify, build.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 20:48:08 +02:00
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## Task: adversarial review
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```task
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id: CB-WP-0022-T02
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status: todo
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priority: high
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```
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Tier L requires it. Give the reviewer the survey **and** the §judgment
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above, and require an attempt at:
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- **that the engine-evolution register is redundant** — the strongest
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counter is that ADRs record *decisions* and evidence records *findings*,
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but nothing records *what we learned about building engines*, which is a
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third thing;
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- **that "carries its reproduction" is affordable** — if half the real
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findings cannot be reproduced cheaply, the rule will be quietly dropped
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and the register becomes a suggestion box anyway;
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- **that a register is needed at all**, rather than one more section in
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`GroundRules.md §Underdetermined`, which already exists and already
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works.
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Record the trail in `history/`, unpolished.
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## Task: decide
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```task
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id: CB-WP-0022-T03
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status: todo
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priority: high
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```
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`decisions/ADR-0012-*.md`. At minimum:
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- whether clay-borg's **INTENT gains a stated aspect** as a design
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instrument, and in what words — this is the change with the longest
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half-life in the pass;
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- the finding **taxonomy**, and it should be grounded in the six findings
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above rather than invented: *underdetermined* (rules do not say),
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*inconsistent* (rules disagree with each other or the data), *inert* (a
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rule that cannot fire), *degenerate* (fires, but collapses play),
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*unplayed* (implemented, never played);
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- the **lifecycle** and who owns each state: raised → reported → ruled →
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applied, or withdrawn;
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- whether a finding without a reproduction is **rejected** or **admitted
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as a note** — and if admitted, how it is prevented from aging into an
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apparent finding.
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## Task: specify
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```task
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id: CB-WP-0022-T04
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status: todo
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priority: high
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```
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`specs/GameDesign.md`, with metrics, because a spec without them is prose.
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Candidate measures, to be argued not adopted:
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- **findings with a runnable reproduction** — target 100%, and the
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denominator includes withdrawn ones;
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- **time from raised to reported** — the U-items took four days to be
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*read*; that is the number this exists to fix;
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- **findings closed by a ruling** vs **findings still open**, with age.
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Also specify the **trial protocol**, which is the part with no precedent
|
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|
here: a trial game is a `--record`ed session plus an observation log, so
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|
*"we played it and X happened"* is replayable rather than remembered. The
|
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|
|
engine already records sessions as scenarios; a trial is that plus notes,
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|
and it must cost almost nothing or it will not be done.
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## Task: build it, and backfill what is already known
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```task
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id: CB-WP-0022-T05
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status: todo
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priority: high
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```
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The register, the tool, and then **the six findings above entered into
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it** — backfilling is the test. A register that cannot express findings
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the project already has is the wrong register, and discovering that after
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designing it is the point of doing it in this order.
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`make design` (or equivalent) must report: open findings by kind, those
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without a reproduction, and those never reported to their owner.
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## Task: report to ground-game, mechanically
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```task
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id: CB-WP-0022-T06
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status: todo
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priority: high
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```
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Generate the report and send it. **The message that sat unread for four
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days is the baseline to beat**, and the failure was not the message — it
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was that nothing pointed at it and nothing tracked whether it was
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answered.
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So the report must land somewhere that persists: a file in `ground-game`
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under its own workplan, not only an inbox entry. GROUND-WP-0002 already
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holds the ten U-items; this should extend it rather than duplicate it.
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Include the two sharpened findings this pass has already produced:
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- **GR-E01 vs GR-S01** — the deal count puts 4/6/9 points in play against
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thresholds of 5/7/9, so either the count or the thresholds are wrong and
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no dataset reconciles them;
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- **SOLVE's legality** against a face-down Problem or an unmatchable suit.
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## Task: evidence
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```task
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id: CB-WP-0022-T06B
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status: todo
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priority: high
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```
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`evidence/CB-EV-0020-*.md`.
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- **Whether backfilling changed the design** — if all six findings fit the
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first taxonomy, say so and be suspicious of it.
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- **What tier L cost against what it caught**, since this is the second
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full-weight L pass and CB-WP-0012's deleted its own structural trigger.
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- **The engine-evolution question**, as the review left it.
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- **Quote CB-WP-0021's cost by re-running the instrument.**
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