CB-WP-0008-T01: bots — the kernel's first non-scenario consumer
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A Policy trait, a seeded random policy and a greedy one with a stated
heuristic, a legal-command generator that filters candidates through
validate, and a driver that runs a 3-player all-bot game to GameEnded.
Same-seed runs are hash-identical (K8), and a different policy seed
produces a different game — without that second assertion the first is
satisfied by a bot that ignores its RNG.

Every failure is loud, because the one a bot driver must not have is the
silent one: no legal move, passing where an action is required, an
out-of-range index (not clamped), a rejected command, and a stall guard.

What the second consumer found, none of it fixed here:
- GR-A13 admits SOLVE against an already-claimed Problem and resolution
  then does nothing — the action is silently wasted. The policy avoids
  it; the rule is left for a ruling.
- The 3-player standard fixture cannot reach GR-E01's threshold of 7:
  three Problems valued 1,2,3 cap the total at 6. No scenario noticed
  because none plays to scoring.
- K13's Project trait still has zero implementors. T02 is its first.

Mutation-checked by hand. The first mutation was a no-op and survived;
removing the Resolve call outright turned three tests red for the stated
reason. Third instance of the weak-mutation class.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
tegwick 2026-08-01 14:29:45 +02:00
parent be2d7a3e5a
commit 6197677126
4 changed files with 926 additions and 2 deletions

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games/ground/src/bot.rs Normal file
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//! Bots — the kernel's first non-scenario consumer (CB-WP-0008 T01).
//!
//! Everything here drives `GroundState` through the ordinary
//! `Aggregate::validate` → `fold` path. Nothing in this module reaches
//! into state to mutate it: a bot that did would prove nothing about the
//! kernel, which is the whole reason INTENT wants a *second* consumer.
//!
//! **Stated limit on [`legal_commands`].** It is complete only up to the
//! candidate shapes it enumerates. Every candidate it yields is legal —
//! each one is filtered through `validate` — but a command shape this
//! function forgets to construct is invisible, and nothing here detects
//! that. Under-generation is the failure mode; it would show up as a bot
//! that never uses a rule, not as an error.
use crate::{
Action, DarvoTarget, GroundChoice, GroundCommand, GroundMode, GroundState, Relation, RoundStep,
Selection, SupportResponse,
};
use cb_kernel::{Actor, Aggregate, ChaChaRng, KernelRng, PlayerId, Rejection, Seed};
/// A seat's decision when offered the legal commands available to it.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum Choice {
/// Index into the offered slice.
Command(usize),
/// Decline to act. Legal only where the driver says it is.
Pass,
}
/// How one seat decides. Implementors see the whole state — bots are not
/// the place to enforce hidden information; that is K13's projection, and
/// [`crate::bot`] deliberately does not pretend otherwise.
pub trait Policy {
fn name(&self) -> &'static str;
/// Pick one of `legal`, or [`Choice::Pass`] when `may_pass`.
///
/// `legal` is never empty when this is called: the driver treats an
/// empty legal set at an obligatory point as [`BotError::NoLegalMove`]
/// rather than asking a policy to invent a move.
fn choose(
&mut self,
state: &GroundState,
seat: PlayerId,
legal: &[GroundCommand],
may_pass: bool,
) -> Choice;
}
/// Every way a bot game can fail. All of them are **loud**: the failure a
/// bot driver must never have is the silent one, where a stalled game is
/// indistinguishable from a finished one.
#[derive(Debug, Clone, PartialEq, Eq)]
pub enum BotError {
/// A seat had to act and had nothing legal to do.
NoLegalMove {
seat: PlayerId,
round: u8,
step: RoundStep,
},
/// A policy passed where passing is not allowed.
PassedWhenObligatory {
seat: PlayerId,
round: u8,
step: RoundStep,
},
/// A policy returned an index outside the offered slice. Not clamped:
/// clamping would turn a broken policy into a quietly playing one.
IllegalChoice {
seat: PlayerId,
index: usize,
offered: usize,
},
/// A command the driver generated was rejected. Since generation is
/// validate-filtered, this means state moved underneath it.
Rejected {
seat: Option<PlayerId>,
command: String,
rejection: Rejection,
},
/// The game did not progress. A bot that loops forever looks like a
/// bot that is working; this is the guard that makes it look broken.
Stalled { round: u8, detail: String },
/// Fewer policies than seats.
NoPolicy { seat: PlayerId },
}
impl core::fmt::Display for BotError {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
match self {
BotError::NoLegalMove { seat, round, step } => write!(
f,
"player {seat} has no legal command in round {round} {step:?}"
),
BotError::PassedWhenObligatory { seat, round, step } => write!(
f,
"player {seat} passed in round {round} {step:?}, where an action is required"
),
BotError::IllegalChoice {
seat,
index,
offered,
} => write!(
f,
"player {seat}'s policy chose index {index} of {offered} offered commands"
),
BotError::Rejected {
seat,
command,
rejection,
} => write!(f, "{seat:?} issuing {command} was rejected: {rejection}"),
BotError::Stalled { round, detail } => {
write!(f, "game stalled in round {round}: {detail}")
}
BotError::NoPolicy { seat } => write!(f, "no policy for seat {seat}"),
}
}
}
/// What a completed bot game produced.
#[derive(Debug, Clone)]
pub struct BotGame {
pub state: GroundState,
/// Every event, in order — the log a replay bundle would carry.
pub events: Vec<crate::GroundEvent>,
/// Commands accepted, player and system alike.
pub commands: usize,
pub rounds: u8,
}
// ------------------------------------------------------------ generation
/// Every legal command `seat` may issue right now, in canonical order.
///
/// Candidates are constructed then filtered through `validate`, so the
/// game rules stay in one place. See the module note for what this
/// cannot tell you.
pub fn legal_commands(state: &GroundState, seat: PlayerId) -> Vec<GroundCommand> {
let seats: Vec<PlayerId> = state.players.keys().copied().collect();
let problems: Vec<u32> = state.problems.keys().copied().collect();
let mut candidates: Vec<GroundCommand> = Vec::new();
match state.step {
RoundStep::Select => {
for action in [
Action::Investigate,
Action::Solve,
Action::Support,
Action::Attack,
Action::Ground,
] {
match action {
Action::Investigate | Action::Solve => {
for problem in &problems {
candidates.push(GroundCommand::SelectAction {
action,
target: None,
problem: Some(*problem),
});
}
}
Action::Support | Action::Attack => {
for other in &seats {
candidates.push(GroundCommand::SelectAction {
action,
target: Some(*other),
problem: None,
});
}
}
Action::Ground => candidates.push(GroundCommand::SelectAction {
action,
target: None,
problem: None,
}),
}
}
candidates.push(GroundCommand::SpendFreedom);
}
RoundStep::Reveal => {
candidates.push(GroundCommand::ChooseGroundMode {
mode: GroundMode::Gr,
choice: None,
});
for problem in &problems {
for choice in [
GroundChoice::RestoreProblem { problem: *problem },
GroundChoice::ProtectProblem { problem: *problem },
] {
candidates.push(GroundCommand::ChooseGroundMode {
mode: GroundMode::Ou,
choice: Some(choice),
});
}
}
for other in &seats {
candidates.push(GroundCommand::ChooseGroundMode {
mode: GroundMode::Ou,
choice: Some(GroundChoice::CancelAttack { attacker: *other }),
});
for choice in [
GroundChoice::RemoveBlame { owner: *other },
GroundChoice::BreakRelation { with: *other },
] {
candidates.push(GroundCommand::ChooseGroundMode {
mode: GroundMode::Nd,
choice: Some(choice),
});
}
}
candidates.push(GroundCommand::ChooseGroundMode {
mode: GroundMode::Nd,
choice: Some(GroundChoice::RejectReverse),
});
for response in [
SupportResponse::AcceptBond,
SupportResponse::DeclineBond,
SupportResponse::FlipToBond,
SupportResponse::BreakRivalry,
] {
candidates.push(GroundCommand::RespondToSupport { response });
}
for problem in &problems {
candidates.push(GroundCommand::ChooseDarvoTarget {
target: DarvoTarget {
problem: Some(*problem),
player: None,
},
});
}
for other in &seats {
candidates.push(GroundCommand::ChooseDarvoTarget {
target: DarvoTarget {
problem: None,
player: Some(*other),
},
});
}
}
// GR-R06/R08: system-driven; a seat has nothing to issue.
RoundStep::Resolve | RoundStep::End => {}
}
candidates
.into_iter()
.filter(|cmd| state.validate(Actor::Player(seat), cmd).is_ok())
.collect()
}
// --------------------------------------------------------------- policies
/// Uniform over the legal commands, from a seeded kernel RNG so a bot
/// game stays deterministic and replayable (K8).
pub struct RandomPolicy {
rng: ChaChaRng,
/// Probability, in sixteenths, of taking an optional action rather
/// than passing. Fixed rather than tunable: a knob here would be a
/// parameter nobody has a second use for.
act_in_16: u32,
}
impl RandomPolicy {
pub fn new(seed: u64) -> Self {
Self {
rng: ChaChaRng::from_seed(Seed(seed)),
act_in_16: 12,
}
}
}
impl Policy for RandomPolicy {
fn name(&self) -> &'static str {
"random"
}
fn choose(
&mut self,
_state: &GroundState,
_seat: PlayerId,
legal: &[GroundCommand],
may_pass: bool,
) -> Choice {
if may_pass && self.rng.draw(16) >= self.act_in_16 {
return Choice::Pass;
}
Choice::Command(self.rng.draw(legal.len() as u32) as usize)
}
}
/// A stated heuristic, in priority order:
///
/// 1. **Get out from under the stress gate.** At Stress ≥ 4 only ATTACK
/// and GROUND are selectable (GR-R03), so GROUND—GR (2 Stress) is
/// worth more than anything else on the board.
/// 2. **SOLVE** a face-up Problem — the only action that adds to the
/// shared total the outcome is scored against (GR-E01).
/// 3. **INVESTIGATE** — turns a hidden Problem face up, which is what
/// makes a later SOLVE possible.
/// 4. **SUPPORT** — Bonds are the cheapest relationship and feed GR-E04.
/// 5. **GROUND**, then **ATTACK** last: attacking raises another seat's
/// Stress, which under SHARED GROUND scoring costs the group.
///
/// Deterministic by construction: ties break toward the earlier candidate
/// in canonical order, so two runs of a greedy game are identical without
/// needing a seed.
#[derive(Debug, Default, Clone, Copy)]
pub struct GreedyPolicy;
impl GreedyPolicy {
fn rank(state: &GroundState, seat: PlayerId, cmd: &GroundCommand) -> i32 {
let gated = state
.players
.get(&seat)
.is_some_and(|p| p.stress >= 4 && !p.freedom_gate_lifted);
match cmd {
GroundCommand::SelectAction {
action, problem, ..
} => match action {
Action::Ground if gated => 100,
// GR-A13 admits SOLVE against an already-claimed Problem
// (it names only "face-up, non-Denied"), and resolution
// then does nothing — the action is silently wasted. The
// policy avoids it; the *rule* is left alone, and the gap
// is recorded rather than patched here.
Action::Solve
if problem
.and_then(|p| state.problems.get(&p))
.is_some_and(|p| p.claimed_by.is_some()) =>
{
5
}
Action::Solve => 90,
Action::Investigate => 80,
Action::Support => 70,
Action::Ground => 60,
Action::Attack => 10,
},
// Only worth spending when the gate is actually biting.
GroundCommand::SpendFreedom => {
if gated {
95
} else {
0
}
}
GroundCommand::ChooseGroundMode { mode, choice } => match (mode, choice) {
// GR-A10: the only mode that lowers our own Stress.
(GroundMode::Gr, _) => 90,
(_, Some(GroundChoice::RestoreProblem { .. })) => 80,
(_, Some(GroundChoice::CancelAttack { .. })) => 75,
(_, Some(GroundChoice::ProtectProblem { .. })) => 70,
(_, Some(GroundChoice::RemoveBlame { .. })) => 65,
_ => 40,
},
// GR-L02/A05: take the Bond wherever one is on offer.
GroundCommand::RespondToSupport { response } => match response {
SupportResponse::AcceptBond | SupportResponse::FlipToBond => 90,
SupportResponse::BreakRivalry => 50,
SupportResponse::DeclineBond => 10,
},
GroundCommand::ChooseDarvoTarget { .. } => 50,
GroundCommand::Reveal | GroundCommand::Resolve | GroundCommand::EndRound => -1,
}
}
}
impl Policy for GreedyPolicy {
fn name(&self) -> &'static str {
"greedy"
}
fn choose(
&mut self,
state: &GroundState,
seat: PlayerId,
legal: &[GroundCommand],
_may_pass: bool,
) -> Choice {
let mut best = 0usize;
let mut best_rank = i32::MIN;
for (i, cmd) in legal.iter().enumerate() {
let rank = Self::rank(state, seat, cmd);
if rank > best_rank {
best_rank = rank;
best = i;
}
}
Choice::Command(best)
}
}
// ----------------------------------------------------------------- driver
/// Rounds the driver will run before declaring a stall. GR-R09 ends the
/// game after five; anything past that is a defect, not a long game.
const MAX_ROUNDS: u8 = 20;
/// Attempts a single seat gets within one step. Bounded so a policy that
/// keeps choosing non-advancing commands fails instead of spinning.
const MAX_ATTEMPTS: usize = 8;
/// Drive `state` to `GameEnded` with one policy per seat.
///
/// Seats are matched to `policies` by index: `PlayerId(n)` gets
/// `policies[n]`.
pub fn play(mut state: GroundState, policies: &mut [Box<dyn Policy>]) -> Result<BotGame, BotError> {
let mut events = Vec::new();
let mut commands = 0usize;
let seats: Vec<PlayerId> = state.players.keys().copied().collect();
for seat in &seats {
if policies.get(seat.0 as usize).is_none() {
return Err(BotError::NoPolicy { seat: *seat });
}
}
let mut rounds = 0u8;
while state.outcome.is_none() {
rounds += 1;
if rounds > MAX_ROUNDS {
return Err(BotError::Stalled {
round: rounds,
detail: format!("no outcome after {MAX_ROUNDS} rounds"),
});
}
let round = state.round;
// GR-R02 — Select. Every seat must end this step with a selection.
for seat in &seats {
let mut attempts = 0;
while !state.selections.contains_key(seat) {
attempts += 1;
if attempts > MAX_ATTEMPTS {
return Err(BotError::Stalled {
round,
detail: format!("player {seat} never selected an action"),
});
}
step_seat(
&mut state,
&mut events,
&mut commands,
policies,
*seat,
round,
false,
)?;
}
}
// Positive control: the driver must have done the work it claims.
if state.selections.len() != state.players.len() {
return Err(BotError::Stalled {
round,
detail: format!(
"Select ended with {} of {} selections",
state.selections.len(),
state.players.len()
),
});
}
apply(
&mut state,
&mut events,
&mut commands,
Actor::System,
&GroundCommand::Reveal,
)?;
// GR-R05 — after Reveal: modes are obligatory for a seat that
// revealed GROUND; Support responses and DARVO targets are not.
for seat in &seats {
let mut attempts = 0;
loop {
attempts += 1;
if attempts > MAX_ATTEMPTS {
return Err(BotError::Stalled {
round,
detail: format!("player {seat} kept acting after Reveal"),
});
}
let obligatory = state
.selections
.get(seat)
.is_some_and(|s| s.action == Action::Ground)
&& !state.ground_modes.contains_key(seat);
if !obligatory && legal_commands(&state, *seat).is_empty() {
break;
}
if !step_seat(
&mut state,
&mut events,
&mut commands,
policies,
*seat,
round,
!obligatory,
)? {
break;
}
}
}
apply(
&mut state,
&mut events,
&mut commands,
Actor::System,
&GroundCommand::Resolve,
)?;
apply(
&mut state,
&mut events,
&mut commands,
Actor::System,
&GroundCommand::EndRound,
)?;
}
Ok(BotGame {
state,
events,
commands,
rounds,
})
}
/// Offer one seat its legal commands and apply what the policy picks.
/// `Ok(false)` means the seat passed.
fn step_seat(
state: &mut GroundState,
events: &mut Vec<crate::GroundEvent>,
commands: &mut usize,
policies: &mut [Box<dyn Policy>],
seat: PlayerId,
round: u8,
may_pass: bool,
) -> Result<bool, BotError> {
let legal = legal_commands(state, seat);
if legal.is_empty() {
if may_pass {
return Ok(false);
}
return Err(BotError::NoLegalMove {
seat,
round,
step: state.step,
});
}
let policy = policies
.get_mut(seat.0 as usize)
.ok_or(BotError::NoPolicy { seat })?;
match policy.choose(state, seat, &legal, may_pass) {
Choice::Pass if may_pass => Ok(false),
Choice::Pass => Err(BotError::PassedWhenObligatory {
seat,
round,
step: state.step,
}),
Choice::Command(i) => {
let cmd = legal.get(i).ok_or(BotError::IllegalChoice {
seat,
index: i,
offered: legal.len(),
})?;
apply(state, events, commands, Actor::Player(seat), cmd)?;
Ok(true)
}
}
}
fn apply(
state: &mut GroundState,
events: &mut Vec<crate::GroundEvent>,
commands: &mut usize,
actor: Actor,
cmd: &GroundCommand,
) -> Result<(), BotError> {
let produced = state
.validate(actor, cmd)
.map_err(|rejection| BotError::Rejected {
seat: match actor {
Actor::Player(p) => Some(p),
Actor::System => None,
},
command: format!("{cmd:?}"),
rejection,
})?;
for event in &produced {
state.fold(event);
}
events.extend(produced);
*commands += 1;
Ok(())
}
/// The selection a seat made this round, for callers that want to report
/// a game rather than only run one.
pub fn selection_of(state: &GroundState, seat: PlayerId) -> Option<Selection> {
state.selections.get(&seat).copied()
}
/// Relation between two seats, for the same reason.
pub fn relation_of(state: &GroundState, a: PlayerId, b: PlayerId) -> Option<Relation> {
state.relations.get(&crate::Pair::new(a, b)).copied()
}
#[cfg(all(test, feature = "scenarios"))]
mod tests {
use super::*;
use cb_events::state_hash_hex;
use cb_game_runtime::{ScenarioGame, Setup};
fn setup(players: u8, seed: u64) -> GroundState {
GroundState::setup(
&Setup {
players,
preset: format!("standard-{players}p"),
patch: Default::default(),
},
seed,
)
.expect("preset")
}
fn policies(kind: &str, n: u8, seed: u64) -> Vec<Box<dyn Policy>> {
(0..n)
.map(|i| -> Box<dyn Policy> {
match kind {
"greedy" => Box::new(GreedyPolicy),
_ => Box::new(RandomPolicy::new(seed + u64::from(i))),
}
})
.collect()
}
/// Acceptance, first half: a 3-player all-bot game reaches GR-R09's
/// end with every command legal (nothing was rejected — `play`
/// returns `Err` on the first rejection).
#[test]
fn three_player_all_bot_game_reaches_game_ended() {
for kind in ["random", "greedy"] {
let game = play(setup(3, 42), &mut policies(kind, 3, 42))
.unwrap_or_else(|e| panic!("{kind} bots: {e}"));
let outcome = game.state.outcome.as_ref().expect("GR-R09 outcome");
assert_eq!(game.state.round, 5, "{kind}: GR-R09 runs five rounds");
assert!(
game.events
.iter()
.any(|e| matches!(e, crate::GroundEvent::GameEnded { .. })),
"{kind}: GameEnded must be in the log"
);
// Positive control: a driver that did nothing would still see
// an outcome if the state arrived scored, so assert the work.
assert!(
game.commands > 3 * 5,
"{kind}: only {} commands for a five-round game",
game.commands
);
assert!(outcome.threshold > 0);
}
}
/// Acceptance, second half (K8): same seed, identical state hash.
#[test]
fn same_seed_bot_games_are_hash_identical() {
let a = play(setup(3, 7), &mut policies("random", 3, 7)).expect("run a");
let b = play(setup(3, 7), &mut policies("random", 3, 7)).expect("run b");
assert_eq!(
state_hash_hex(&a.state),
state_hash_hex(&b.state),
"same-seed bot games must be hash-identical"
);
assert_eq!(a.events.len(), b.events.len());
// And the seed must matter, or the equality above is vacuous —
// two runs of a bot that ignores its RNG are also identical.
let c = play(setup(3, 7), &mut policies("random", 3, 999)).expect("run c");
assert_ne!(
state_hash_hex(&a.state),
state_hash_hex(&c.state),
"different policy seeds must produce a different game"
);
}
/// The positive control the workplan asks for: no legal move must be
/// loud. A seat the game does not contain has no legal command, and
/// the driver must say so rather than skip it.
#[test]
fn a_seat_with_no_legal_move_fails_loudly() {
let mut state = setup(3, 1);
let ghost = PlayerId(9);
assert!(legal_commands(&state, ghost).is_empty());
let mut ps = policies("greedy", 10, 0);
let err = step_seat(
&mut state,
&mut Vec::new(),
&mut 0,
&mut ps,
ghost,
1,
false,
)
.expect_err("a seat with nothing legal must fail");
assert!(matches!(err, BotError::NoLegalMove { seat, .. } if seat == ghost));
}
/// A policy that passes where it may not is a defect, not a turn.
#[test]
fn passing_when_obligatory_fails_loudly() {
struct Passer;
impl Policy for Passer {
fn name(&self) -> &'static str {
"passer"
}
fn choose(
&mut self,
_: &GroundState,
_: PlayerId,
_: &[GroundCommand],
_: bool,
) -> Choice {
Choice::Pass
}
}
let mut ps: Vec<Box<dyn Policy>> = (0..3)
.map(|_| Box::new(Passer) as Box<dyn Policy>)
.collect();
let err = play(setup(3, 3), &mut ps).expect_err("a passing bot must not finish a game");
assert!(
matches!(err, BotError::PassedWhenObligatory { .. }),
"got {err}"
);
}
/// An out-of-range index is not clamped to a legal move.
#[test]
fn an_out_of_range_choice_fails_loudly() {
struct Wild;
impl Policy for Wild {
fn name(&self) -> &'static str {
"wild"
}
fn choose(
&mut self,
_: &GroundState,
_: PlayerId,
legal: &[GroundCommand],
_: bool,
) -> Choice {
Choice::Command(legal.len())
}
}
let mut ps: Vec<Box<dyn Policy>> =
(0..3).map(|_| Box::new(Wild) as Box<dyn Policy>).collect();
let err = play(setup(3, 3), &mut ps).expect_err("an out-of-range index must fail");
assert!(matches!(err, BotError::IllegalChoice { .. }), "got {err}");
}
/// Every command a bot issues goes through `validate`. This asserts
/// the generator agrees with the kernel rather than trusting it.
#[test]
fn every_generated_command_validates() {
let state = setup(3, 11);
let mut total = 0;
for seat in state.players.keys().copied() {
let legal = legal_commands(&state, seat);
assert!(!legal.is_empty(), "seat {seat} has no opening move");
for cmd in &legal {
assert!(
state.validate(Actor::Player(seat), cmd).is_ok(),
"generated {cmd:?} is not legal for {seat}"
);
}
total += legal.len();
}
assert!(
total > 10,
"only {total} legal opening commands across 3 seats"
);
}
/// The greedy heuristic must actually be a heuristic — a policy that
/// ranked everything equally would pick index 0 and still finish.
#[test]
fn greedy_prefers_solve_over_attack() {
let state = setup(3, 5);
let seat = PlayerId(0);
let legal = legal_commands(&state, seat);
let mut p = GreedyPolicy;
let Choice::Command(i) = p.choose(&state, seat, &legal, false) else {
panic!("greedy never passes");
};
match &legal[i] {
GroundCommand::SelectAction { action, .. } => assert!(
matches!(action, Action::Solve | Action::Investigate),
"greedy opened with {action:?}"
),
other => panic!("greedy opened with {other:?}"),
}
}
/// HDN control: a bot game that "finishes" without touching the board
/// is the failure this project keeps finding. Assert the game moved.
#[test]
fn a_bot_game_does_substantive_work() {
for kind in ["random", "greedy"] {
let g = play(setup(3, 42), &mut policies(kind, 3, 42)).expect("game");
let mut counts: std::collections::BTreeMap<String, usize> =
std::collections::BTreeMap::new();
for e in &g.events {
let text = format!("{e:?}");
let kind = text.split([' ', '{']).next().unwrap_or("?").to_string();
*counts.entry(kind).or_default() += 1;
}
println!(
"{kind}: cmds={} events={} {counts:?}",
g.commands,
g.events.len()
);
println!(" outcome {:?}", g.state.outcome);
// Every seat selected in every round (GR-R02 × GR-R09).
assert_eq!(
counts.get("ActionSelected").copied().unwrap_or(0),
3 * 5,
"{kind}: a five-round three-player game has fifteen selections"
);
// And resolution actually did something with them. A driver
// that selected, revealed and ended without resolving would
// pass every assertion above this line.
let board_moved: usize = [
"ProblemClaimed",
"ProblemRevealed",
"RelationFormed",
"StressSet",
"SolutionDrawn",
]
.iter()
.filter_map(|k| counts.get(*k))
.sum();
assert!(
board_moved >= 4,
"{kind}: only {board_moved} board-changing events in a whole game"
);
}
}
}

View file

@ -2,6 +2,12 @@
//! GameKernel K15K16). Every rule realized here names its GR-id in a doc //! GameKernel K15K16). Every rule realized here names its GR-id in a doc
//! comment, giving a greppable rule→code→scenario chain. //! comment, giving a greppable rule→code→scenario chain.
/// Bots (CB-WP-0008 T01) — the kernel's first non-scenario consumer.
/// Deliberately **not** gated on `scenarios`: a bot needs only the
/// aggregate. That its tests do need `scenarios` is a real seam — setup
/// presets currently live behind that feature (see `bot.rs`).
pub mod bot;
#[cfg(feature = "scenarios")] #[cfg(feature = "scenarios")]
use cb_game_runtime::{parse_actor, CommandStep, ScenarioGame, Setup}; use cb_game_runtime::{parse_actor, CommandStep, ScenarioGame, Setup};
use cb_kernel::{Actor, Aggregate, ChaChaRng, KernelRng, PlayerId, Rejection, Seed}; use cb_kernel::{Actor, Aggregate, ChaChaRng, KernelRng, PlayerId, Rejection, Seed};

View file

@ -0,0 +1,64 @@
# 2026-08-01 — CB-WP-0008 delivery notes
Kept out of the workplan file so it stays loadable (`loop-lint`).
## T01 — bots
`games/ground/src/bot.rs`, 8 tests. `Policy` + `RandomPolicy` (seeded
`ChaChaRng`) + `GreedyPolicy` (stated heuristic, deterministic), a
`legal_commands` generator that filters candidates through `validate`, and
a driver that reaches `GameEnded`.
Measured, 3-player, seed 42, both policies to GR-R09's fifth round:
| policy | commands | events | claimed | total vs threshold |
|---|---|---|---|---|
| random | 36 | 81 | 1 | 2 / 7 |
| greedy | 30 | 51 | 2 | 3 / 7 |
**The module is not gated on `scenarios`; its tests are.** A bot needs
only the aggregate, but the setup presets live behind that feature. That
is a real seam and it is left visible rather than papered over with a
feature the bot does not need.
### What the second consumer found
INTENT's second-use rule is why T01 was worth doing before the CLI. Three
findings, none of them fixed here, because fixing a rule from inside a bot
is exactly the invention-in-isolation the rule guards against.
1. **GR-A13 admits SOLVE against an already-claimed Problem.** The rule
names "a face-up, non-Denied Problem"; `claimed_by` is not mentioned,
so `check_targeting` accepts it and resolution then does nothing. The
action is silently wasted. Greedy hit this immediately — it spent all
fifteen selections re-solving Problem 1 and scored 1. The **policy**
now avoids it; the **rule** is untouched and this is a U-item
candidate for GroundRules.
2. **The 3-player standard fixture cannot succeed.** GR-S01 gives 3
Problems at 34 players, the preset values them by priority (1, 2, 3 —
maximum 6), and GR-E01 sets the 34p threshold at **7**.
`group_success` is therefore unreachable at 3 players regardless of
play. No scenario noticed because no scenario plays to scoring with
maximal claiming. The fixture is documented as placeholder ("Problem
content is scenario data") — so this is evidence that the placeholder
is not neutral, not that GR-E01 is wrong.
3. **K13's `Project` trait has zero implementors.** `grep` finds no
`impl Project` anywhere in the tree. T02 is its first consumer, and
the projection will be written against a trait that has never been
exercised.
### Process
The acceptance tests were mutation-checked by hand (no `mutation-check`
row — that denominator is the GameKernel acceptance table, and adding a
game-level row would move a metric by changing its question).
**The first mutation was a no-op and SURVIVED**: it changed
`apply(...)?` to `let _ = apply(...)`, which still issues the command.
Removing the `Resolve` call outright turned three tests red for their
stated reason. Third recorded instance of the weak-mutation class — the
retrospective in `260801-instrument-the-table-retrospective.md` predicted
mutation strength would stay a standing maintenance cost, and this is
that cost arriving on the next pass.

View file

@ -2,7 +2,7 @@
id: CB-WP-0008 id: CB-WP-0008
kind: product kind: product
title: "Ship INTENT stage 0: a GROUND game you can actually play" title: "Ship INTENT stage 0: a GROUND game you can actually play"
status: proposed status: in_progress
state_hub_workstream_id: "ee960213-ffc9-4654-a962-35017a231fe2" state_hub_workstream_id: "ee960213-ffc9-4654-a962-35017a231fe2"
--- ---
@ -34,7 +34,7 @@ and the `LogStore` port are the right shapes.
```task ```task
id: CB-WP-0008-T01 id: CB-WP-0008-T01
status: todo status: done
priority: high priority: high
state_hub_task_id: "832d934d-a239-4392-a649-b8bb736ef07f" state_hub_task_id: "832d934d-a239-4392-a649-b8bb736ef07f"
``` ```
@ -55,6 +55,11 @@ because a stalled bot looks like a finished game.
rounds) with every command legal, and two runs at the same seed produce rounds) with every command legal, and two runs at the same seed produce
identical state hashes (K8). identical state hashes (K8).
**Done 2026-08-01.** `games/ground/src/bot.rs`, 8 tests, both policies
finish. Three findings from the second consumer — a wasted-action gap in
GR-A13, an unwinnable 3-player fixture, and K13 with zero implementors —
are in `history/260801-cb-wp-0008-log.md`.
## Task: `cb-play` — the CLI player ## Task: `cb-play` — the CLI player
```task ```task