CB-WP-0039: a seat that does not regulate — and it changes H1's verdict
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CB-EV-0030 concluded H1's DARVO arm rate was still 0. That was true of the panel, and the panel was greedy-family throughout. GreedyPolicy ranks `Ground if gated => 100`, so it grounds the instant the stress gate bites, Stress plateaus at 3, and the arm at 5 is unreachable by construction. "H1 does nothing" was really "H1 does nothing to a seat that already manages its Stress" — and H1 was written for the seat that does not. `reactive` is greedy with exactly one preference changed: GROUND demoted below ATTACK. Under it, H1's criteria 1 and 2 are MET — DARVO arms 400 times per cell, ATTACK is chosen 3 times per seat per game. Criterion 3 fails harder: reactive wins nothing at any seat count. The larger finding is about the baseline. Greedy and reactive play IDENTICALLY under baseline, and peak Stress across 3,200 baseline games was 1 — against a starting value of 2. The gate at 4, the DARVO arm at 5 and the Freedom token are all unreachable, and a policy built to be reckless with Stress is indistinguishable from one built to husband it. That is a deeper account of F17 than F17 has. Not raised as a finding yet: it wants the plural panel first. A constant was investigated rather than reported: darvo was exactly 400 in every cell while atk scaled with seats. Six-player final Stress is [5,5,4,4,4,4] every seed — H1-B holds the attacker at 4, below the arm, and pushes its targets to 5. The self-soothe suppresses DARVO in the aggressor and concentrates it in the attacked. The direction follows from H1-B's arithmetic; the number 2 is partly an artifact of reactive's first-legal targeting, and is labelled as such. Still unreviewed: tier L review outstanding on CB-WP-0038, and nothing here reaches ground-game until it runs. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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---
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id: CB-WP-0039
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kind: product
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title: "A seat that does not regulate"
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status: done
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---
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# Purpose
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```
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structural tier M (adds a policy to the panel every future difficulty
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and design measurement is reported against)
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chaos d8 = 2 → no override
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declared tier M
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```
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**Declaration 11 of chaos window 3.**
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## Why
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[CB-EV-0030](../evidence/CB-EV-0030-h1-measured.md) §4 named this as the
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measurement it had not run, and it is the one that decides whether H1's
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verdict is about **H1** or about **greedy**.
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H1 assumes rising Stress pushes a table toward the DARVO arm. It does not,
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**because greedy regulates**: `Action::Ground if gated => 100` makes
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GROUND the top choice the moment the stress gate bites, so Stress
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plateaus at 3 and neither the gate (4) nor the arm (5) is ever reached.
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> **Every policy in that panel was greedy-family.** So "H1 does nothing"
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> may be "H1 does nothing *to a seat that already manages its Stress*" —
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> and H1 was written for the seat that does not.
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## The one preference that varies
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`Reactive` is `GreedyPolicy` with **GROUND demoted below ATTACK**, and
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nothing else changed. It is the player who chases Problems and ignores
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their own state — which is not a straw man: it is the commonest way a
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person plays a co-operative game badly, and the behaviour GROUND's whole
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Stress economy exists to punish.
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**One preference, per ADR-0018 and the same discipline as
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`attack-value.rs`'s `Attacker`.** A policy that differed in several places
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would tell us a variant is different without saying which difference did
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the work.
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## Task: the policy, and the measurement
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```task
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id: CB-WP-0039-T01
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status: done
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priority: high
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```
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**Controls:**
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- **exactly one preference differs from greedy**, and the artifact says
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which;
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- **both variants, same instrument, same run** — otherwise the comparison
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is between harnesses;
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- **the game count is reported**, because CB-EV-0030 §3's harness defect
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was silently discarding games and printing zeros that read as losses;
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- **the answer may be that H1 still fails**, and that is reported as
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plainly as the other outcome.
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**Done 2026-08-08.**
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[CB-EV-0031](../evidence/CB-EV-0031-a-seat-that-does-not-regulate.md).
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**It changed CB-EV-0030's verdict.** H1's criteria 1 and 2 are **met** for
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the seat H1 was aimed at: DARVO arms 400 times per cell and ATTACK is
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selected 3 times per seat per game. The earlier "H1 does nothing" was a
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statement about greedy, which grounds the moment the gate bites.
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**Criterion 3 fails harder**: reactive wins nothing, at any seat count.
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**The larger finding is about the baseline, not H1.** Greedy and reactive
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play *identically* under baseline — same wins, zero attacks, zero DARVO —
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and **peak Stress across 3,200 baseline games was 1**, against a starting
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value of 2. The gate at 4, the arm at 5 and the Freedom token are all
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unreachable. That is a deeper account of F17 than F17 has, and it is
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**not raised as a finding here** because it wants the plural panel first.
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**A constant was investigated rather than reported.** `darvo` was exactly
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400 in every cell while `atk` scaled properly with seats. Six-player final
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Stress is `[5, 5, 4, 4, 4, 4]` every seed: **H1-B holds the attacker at 4,
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below the arm, and pushes its targets to 5** — the self-soothe suppresses
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DARVO in the aggressor and concentrates it in the attacked. The direction
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follows from H1-B's arithmetic; **the number 2 is partly an artifact of
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`reactive`'s first-legal targeting**, and is labelled as such.
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