149 lines
7.1 KiB
Markdown
149 lines
7.1 KiB
Markdown
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# Positioning — what clay-borg is for, and what it does that others do not
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Status: **draft**. A working answer to *"where does this sit, and what is
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the point of it"*, written against the field rather than in isolation.
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Companion to [`../INTENT.md`](../INTENT.md) (what we are building),
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[`Taxonomy.md`](Taxonomy.md) (the vocabulary), and
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[`Ornamentation.md`](Ornamentation.md) (the boundary).
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---
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## 1. The field, honestly
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There are mature systems here and we are not first.
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| system | what it optimises for | what it does not do |
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| **Ludii** (Digital Ludeme Project) | *generality of representation*. Games as **ludemes** — composable, human-readable concepts. Fast, broad, a game fits in a QR code | it is not built to argue with the designer about the rules, and its evidence is not auditable by a third party |
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| **GDL / General Game Playing** (Stanford) | *agent generality* — an agent that plays a game it has never seen | verbose, slow relative to Ludii, and aimed at AI research rather than design support |
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| **Machinations** | *economy and feedback-loop simulation*, diagrammatic and immediate | not rules-complete; a model of flows, not of a played game |
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| **Tabletop Simulator / boardgame.io** | *play*, human or networked | no analysis; the rules are a script, not a claim |
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| **RL self-play stacks** | *strength* | a strong agent tells you what beats what, not why a rule is undecided |
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**Ludii is the closest relative and the right benchmark.** If clay-borg's
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answer to *"why not Ludii"* is only "ours is in Rust", there is no answer.
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## 2. What we do differently
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Four things, and each is already visible in the repo rather than aspired
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to.
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### 2.1 The measurement is under suspicion by construction
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Every other system in §1 treats its own output as data. **This one treats
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its own output as a claim that has to survive an attempt to break it** —
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`GameDesign.md` §1 admissibility, the finding register, mutation-proof as
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a condition for a control, and mandatory adversarial review at tier L.
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**This is not a posture; it is measured.** Three review rounds on one
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measurement found twelve fatal defects, **every one in our instrument and
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none in the game** — including two that inverted a verdict already written
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down. A tool that reports game-design conclusions without that machinery
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is reporting its own bugs at the same volume as its results.
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### 2.2 Authority is federated, and the simulator is not the authority
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The game's owner rules; we report. A rule we cannot execute becomes a
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**finding** carried back with the artifact that produced it — never a
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default we quietly pick.
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**Ludii's model is a description someone wrote. Ours is a claim about
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somebody else's artifact**, with digests and tripwires against their
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source of truth, and a queue of open questions that belong to them. That
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is a different relationship to the designer than any system above has.
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### 2.3 What is *not* mechanism is modelled too
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[`Ornamentation.md`](Ornamentation.md). Materials, ceremony, typography,
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timing — declared, with falsifiers, and separated from the rules by a test
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something can run (does the state hash move?).
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Every system in §1 either ignores this or treats it as presentation
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config. **We treat "this does not matter" as a claim that can be wrong**,
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because our own register is a list of times it was.
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### 2.4 A hypothesis is a package, not a patch
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A design experiment arrives as a selectable variant — a catalog entry,
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a machine-readable `rules_delta`, declared success criteria — and is
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measured against those criteria, with the results reported including the
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parts that fail. The variant is in the game state, so a recording says
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which rules it was played under.
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## 3. What that adds up to
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> **Clay-borg is a design-evidence instrument, not a game engine and not a
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> game-playing AI.** Its product is an auditable answer to *"what does this
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> rule actually do at the table, and how much should you trust that?"*
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The second half of that sentence is the differentiator. Anyone can produce
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the number.
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## 4. Where it has to go
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Three tracks, in dependency order. None started.
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### Track A — a second game
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**GROUND is an example, and nothing has tested that claim.** Every
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abstraction here has exactly one instance, which by our own rule
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(GameDesign §2) means it may have been invented rather than observed.
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The work is to take a **popular, well-understood game** — one where the
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dynamics are already documented, so our output can be checked against
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something — and build a clay-borg definition efficiently enough that the
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cost is itself the finding. **The measurement that matters is how much of
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the kernel turns out to be GROUND-shaped.**
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Ludii's ludeme decomposition is the obvious prior art to steal from, and
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the honest question is whether we need our own description language at all
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or should consume theirs.
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### Track B — game theory as the lens on dynamics
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§4 of [`Taxonomy.md`](Taxonomy.md): our panels measure **dynamics**, and
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game theory is the science of exactly that. Today we sample the strategy
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space with two hand-written policies and a rank parameter. That is a crude
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instrument for questions that have real theory behind them:
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- **dominance** — is an action dominated? (F17 asks this about ATTACK and
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answers it with a sweep)
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- **equilibrium** — what does competent play converge to, and is it the
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play the designer intended?
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- **cooperative solution concepts** — GROUND is co-operative with a
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defection mechanic; the **core** and the **Shapley value** are the
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standard tools for "is this coalition stable" and "what is a seat
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contributing", which is precisely what GR-E04 is groping at
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- **social dilemmas** — DARVO is one; the literature on them is large
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**The proposed shape is a specialised agent**, not a library: something
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that reads a clay-borg game definition and a panel run, and reports what
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the theory says about the dynamics — with the same admissibility rules as
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everything else, because a Nash equilibrium quoted without its assumptions
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is exactly the wrong-subject error in mathematical dress.
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### Track C — assimilated knowledge about why games work
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The furthest out, and the one the maintainer named as the point:
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**make what is known about game dynamics available to designers.**
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MDA's aesthetics vocabulary, the balance literature, documented failure
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modes (runaway leader, kingmaking, analysis paralysis, dominant strategy,
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degenerate equilibrium). The value is not a database — it is that a
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finding from a panel run can be **named** as an instance of a known
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pattern, and the designer told what usually follows.
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**The risk is obvious and worth stating now**: this track is where a tool
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starts telling designers what is fun, on the strength of numbers that
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measure dynamics. §4 of the taxonomy is the guard, and it will be under
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pressure here.
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## 5. Falsifier
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**Track A is the falsifier for this whole document.** If a second game
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cannot be defined without reshaping the kernel around it, then "GROUND is
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an example" was never true, clay-borg is a GROUND engine with ambitions,
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and §2's differentiators are properties of one bespoke tool rather than of
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a framework.
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