CB-WP-0025 T05: the search works, and it falsified this pass's own
affordability projection games/ground/src/search.rs, five tests. It finds real winning lines and replays them through validate/fold to group_success. Two bugs in my own work, found and fixed here. THE TRAVERSAL WAS WRONG. It branched on "the first seat with any legal command" and stopped there, so a later seat never acted if an earlier one was already selected but still had a legal move. Restructured around what the rules oblige: a seat without a selection MUST select (GR-R02) and nothing else can happen first; after Reveal the optional actions branch freely and the aggregate rejects Resolve until the obligatory ones are done -- so the search needs no phase logic of its own. AND MY REWIND WAS OFF BY ONE ROUND, replaying the round it was meant to search. That is why the first run reported 3 nodes and looked like a working search. Measured with the real search, rewinding real games to the start of their last K rounds: 2p K=1 exhausted, 8,103 nodes, ~29 ms 2p K=2 budget cut at 2,000,000 nodes, ~5 s 3p K=2 win found, 41 nodes, ~157 us The spec's own falsifier said "§3 fails if K=2 proves unaffordable at four seats". IT FAILED AT TWO. The projection assumed a joint product per round; the search explores sequential per-seat decisions, so orderings multiply the tree far beyond width^seats. That is the second projection this pass published in place of a measurement -- C1's timer was the first. THE ASYMMETRY IS THE OPERATIVE FINDING. Finding a win is cheap: DFS stumbles onto one in tens of nodes. Proving none exists needs exhaustion. So the witness feature is affordable now at any K a player would ask about, and the winnable fraction (ADR-0013 D4) is NOT, because its negative half must exhaust every deal it counts. K=1 is the honest default for exhaustive answers today; making K=2 exhaustible needs transposition or move-ordering, neither of which this pass built. specs §3 and §3.1 corrected accordingly, and the K=2 default withdrawn. The negative control that makes "winnable" falsifiable: 2p seed 7 over its last round returns NoneFound with exhausted=true in ~8k nodes -- a real negative, not a budget cut wearing a verdict's clothes. And the visible/ hidden marking is tested both ways, since a marking that can only say YES is decoration. make all: exit 0. loop-lint clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -20,6 +20,12 @@ pub mod view;
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#[cfg(feature = "scenarios")]
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pub mod record;
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/// *Was this deal winnable?* — the retrospective search (CB-WP-0025 T05,
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/// ADR-0013). Uses only `validate`/`fold`/`legal_commands`, so it lives
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/// beside the aggregate rather than in a crate that would re-export it
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/// (ADR-0013 D6).
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pub mod search;
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#[cfg(feature = "scenarios")]
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use cb_game_runtime::{parse_actor, CommandStep, ScenarioGame, Setup};
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use cb_kernel::{Actor, Aggregate, ChaChaRng, KernelRng, PlayerId, Rejection, Seed};
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