CB-WP-0024/0025: what play reported, split into a renderer and a search
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Five remarks from the maintainer's test games, checked against the code before being written down — two had already reached ground-game on wrong premises, so a claim now names the line that makes it true. Three of the five turned out to be data the projection already carries, drawn as text: solution_deck_len, solution_discard, and OutcomeView's personal/mastery/winners. One control (`close — I have read this`) is labelled as a reading but shuts the server down, and leaves a live-looking page pointing at a dead port. One number does not exist at all: table.rs loops run_game and keeps only the last summary. CB-WP-0024 (S, chaos d8=6, declaration 7 of window 2) — the piles and the other seats' plays as objects on the table, the ending control saying what it does, and a tally that survives "play again". CB-WP-0025 (L, chaos d8=6, declaration 8) — "could we have won" and "how hard is this" are the same search asked twice. Tier L because the information boundary is the whole design problem: a solver reading GroundState sees the deck the rules hide, and would tell the maintainer he could have won by playing a card he had no way to know was there. Also unblocks GROUND-WP-0005, active with both tasks waiting on a measured difficulty baseline. Also: CB-WP-0022 T07's evidence file moves to CB-EV-0021 — CB-WP-0023 shipped CB-EV-0020 first. loop-lint: no findings. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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state_hub_task_id: "4fb77911-486d-4d9e-a53d-c4e486c74ce2"
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```
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`evidence/CB-EV-0020-*.md`.
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`evidence/CB-EV-0021-*.md`. *(Was CB-EV-0020 when written; CB-WP-0023
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shipped that number first — `evidence/CB-EV-0020-solve-legality.md` — so
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this one moves rather than collides.)*
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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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182
workplans/CB-WP-0024-the-table-you-can-watch.md
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workplans/CB-WP-0024-the-table-you-can-watch.md
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@ -0,0 +1,182 @@
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---
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id: CB-WP-0024
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kind: product
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title: "The table you can watch: the piles, the other seats' moves, the score that carries"
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status: ready
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---
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# Purpose
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```
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structural tier S (renders state the projection already carries, inside
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cb-render-html and cb-play — no new port, no canonical
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interface, no dependency)
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chaos d8 = 6 → no override
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declared tier S
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```
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Declaration 7 of chaos window 2.
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## Five remarks from play, and what is actually true of each
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The maintainer played several games and reported five things. Four are
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this pass. Each was checked against the code before being written down,
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because **two findings have already reached `ground-game` on wrong
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premises** (CB-WP-0023 T01, GROUND-WP-0004 T02) and the rule now is that a
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claim names the line that makes it true.
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| # | reported | what the code says |
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|---|---|---|
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| 1 | *"the button next to new game says 'I need to read this' — why? the UI is not closing"* | `doc.rs:825` renders `close — I have read this`. `hotseat.rs:248` reads it as **shut the server down**. The label describes a reading; the control ends a process. And nothing closes: a page cannot close a tab it did not open, so the tab sits there showing a dead game against a dead port. |
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| 4 | *"following the other players is only possible in the log"* | Wrong by degree, not in kind. `player_card` (`doc.rs:385`) draws each seat, and `selections` are `Shown` for every seat once `step != Select` (`view.rs`) — so the data is there and is being drawn as words. What is missing is that a seat's *play* is not drawn **as a card on the table**. |
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| 4b | *"visualise the draw stack and the discard stack"* | Both already project: `solution_deck_len` and `solution_discard` (`view.rs`). `body()` prints them as one line of text (`doc.rs:575`). Nothing is missing from the model; the whole gap is rendering. |
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| 5 | *"if we calculate scores, show them — and a cumulative score over several games"* | Per-game scores exist and **are already drawn**: `OutcomeView.personal`, `.mastery`, `.winners`, `.total`/`.threshold` (`doc.rs:582–628`). Cumulative does not exist at all: `table.rs:241` loops `run_game` and returns **only the last summary**. |
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Remarks 2 (*how could we have won*) and 3 (*difficulty*) are **not this
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pass** — they need a search and a measurement, not a renderer. They are
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CB-WP-0025.
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**So this pass is smaller than the remarks make it sound.** One control is
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mislabelled, one number is missing, and three things that already project
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are being written as text where a picture would read better. That is why
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it is S: no new state leaves the aggregate, and `view.rs` gains nothing
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except where task T04 says so explicitly.
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## Task: the ending control says what it does, and the page acts on it
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```task
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id: CB-WP-0024-T01
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status: todo
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priority: high
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```
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Two defects behind one button.
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**The label lies about the mechanism.** `done` does not mean *I have read
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this*; it means *stop serving*. Rename it to what it does — the session
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ends, the process exits — and drop the first-person reading claim. The
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`data-drop` key stays `done`: `hotseat.rs:248` matches on the body and the
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tests in `hotseat.rs:524` drive it.
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**The page does not change.** After the POST the server replies `closed`
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and breaks its loop; the tab keeps showing a live-looking table with a
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`play again` control that now hits a closed port. Replace the page body on
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acknowledgement with a terminal state that says the session has ended and
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this tab can be closed — and **disable `play again` at the same moment**,
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because a control that can no longer work must not look like it can.
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**Controls:**
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- a test asserts the acknowledged page no longer offers `again` — not just
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that it shows different words;
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- `hotseat.rs`'s existing `play_again_deals_a_second_game` must still
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pass unchanged, or the key was renamed and the server was not told;
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- the label change must be mutation-visible: assert the rendered text, so
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reverting the wording turns a test red.
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## Task: the piles are objects on the table
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```task
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id: CB-WP-0024-T02
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status: todo
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priority: high
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```
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Draw the draw stack and the discard stack as stacks, with their counts on
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top, replacing the text line at `doc.rs:575`. `problem_svg` and
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`relations_svg` are the precedent for how this repo draws — follow them
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rather than inventing a second idiom.
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The maintainer asked for one thing the model does not yet do: **when the
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draw stack runs out, the discard shows a shuffle**. Before drawing that,
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establish whether it happens. Search the aggregate for the reshuffle: if
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`solution_deck` is refilled from `solution_discard` anywhere, render the
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moment; **if it is not, that is a finding, not a rendering task** — the
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deck can be exhausted and the rules do not say what then. Raise it through
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CB-WP-0022's register as *underdetermined* and report it to `ground-game`.
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Do not implement a reshuffle. Inventing rules is what CB-WP-0023 exists to
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stop.
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**Controls:**
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- the drawn counts come from `solution_deck_len` and
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`solution_discard.len()`, asserted against the view, never recomputed;
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- a discard of zero cards renders as an empty pile, not as a missing one —
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an absent slot reads as "no discard exists in this game";
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- the shuffle question is answered in the task record with the line number
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that settles it, either way.
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## Task: what the other seats played, on the table
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```task
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id: CB-WP-0024-T03
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status: todo
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priority: high
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```
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Each seat's revealed selection should be legible as a played card in that
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seat's area, not only as a sentence in `selection_words` and a line in the
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log. The log stays — it is the record, and CB-WP-0018 built it for a
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reason. This adds the picture, it does not replace the text.
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**The hiding rule is not negotiable and is not this pass's to touch.**
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`SelectionView::Hidden` is what a face-down selection projects, and
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`a_seat_never_sees_another_seats_face_down_selection` asserts it on the
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serialized view. A rendering that draws something suggestive of the hidden
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choice — a suit tint, a differently-shaped back, anything varying with the
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hidden value — is a leak even though the model did not leak. Draw
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face-down as one identical back.
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**Controls:**
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- a test renders a mid-`Select` view and asserts the HTML contains nothing
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that varies with another seat's hidden selection;
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- the same view after Reveal shows it — otherwise the assertion above
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passes for a renderer that draws nothing at all (this is the shape
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`view.rs`'s own test already uses; copy it);
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- `make sim` still passes: 26 scenarios encode what the table looks like.
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## Task: the score that carries across games
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```task
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id: CB-WP-0024-T04
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status: todo
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priority: medium
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```
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`play` (`table.rs:219`) already owns the session — one listener, a seed
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that advances, `run_game` in a loop — and throws away every summary but
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the last. Accumulate them and show the running tally on the ending page,
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beside the per-game outcome that is already drawn.
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**Decide what "cumulative" means before summing anything, and write the
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answer down.** `OutcomeView` carries `personal` (per seat, `i32`),
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`mastery`, `group_success` and `winners`. Summing `personal` across games
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and counting `winners` across games are different games' worth of
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different answers, and the game is co-operative in a way that may make
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neither the right one. If the rules do not say, **it is underdetermined**:
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pick the one the code can defend, say in the UI which one is shown, and
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raise the question rather than silently canonising a choice.
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**Controls:**
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- two games in one session produce a tally that is not either game's
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score alone — the weakest possible assertion, and the one that catches a
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tally reset by `play again`;
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- the tally survives the seed advance and resets only on a new process;
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- the per-game outcome block is unchanged, and a test says so.
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## Task: evidence
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```task
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id: CB-WP-0024-T05
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status: todo
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priority: high
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```
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`evidence/CB-EV-0022-*.md`. Short — this is an S pass.
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- **How many of the five remarks were already implemented**, and what that
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says about the table's legibility versus its content. Three of five were
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data already in the view being drawn as text. That is a finding about
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rendering, and it is worth naming.
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- **Whether the deck can be exhausted**, as T02 settled it.
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- **What the cumulative-score question turned out to be**, and whether it
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went to `ground-game`.
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- **Quote CB-WP-0023's cost by re-running the instrument.**
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272
workplans/CB-WP-0025-could-we-have-won.md
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272
workplans/CB-WP-0025-could-we-have-won.md
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---
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id: CB-WP-0025
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kind: product
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title: "Could we have won: a path out of a lost game, and how hard the game actually is"
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status: ready
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---
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# Purpose
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```
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structural tier L (creates a new capability — a search over game state,
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and a measurement the engine does not currently take;
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both produce numbers ground-game will tune against)
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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 8 of chaos window 2. Tier L: separate survey, **adversarial
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review**, ADR, then spec, then code.
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## Two remarks, and why they are one pass
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> *"I had a game where we lost and in this case I would have liked to know
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> if and how we could have won… the best path is not computable I guess so
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> a path to win is fine."*
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> *"Do we have difficulty estimations? If so we should show them. It will
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> help tuning the game. I felt it was too easy but then we lost, so who
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> knows."*
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They are the same machine asked two questions. *Was this game winnable?*
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is a search from a recorded state. *How hard is this game?* is that search
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run over many deals and counted. Building the second without the first
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gives a win-rate with no witness; building the first without the second
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gives one anecdote per game.
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**"I felt it was too easy but then we lost, so who knows" is the finding.**
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The maintainer cannot calibrate the game from play, and that is precisely
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the gap `ground-game` is currently blocked in: **GROUND-WP-0005**
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*(Difficulty tiers (threshold ratio) and optional Pressure dial)* is active
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with **both its tasks in `wait`**. Tiers cannot be set without a measured
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baseline, and clay-borg is the thing that can measure. This pass is what
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unblocks it — which is the design-instrument aspect CB-WP-0022 is in the
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middle of stating, arriving with a concrete demand.
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## What already exists, so the survey does not re-find it
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- **The state is replayable.** `cb-game-runtime` records sessions as
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scenarios; `replay.rs` and `make replay-test` already re-run them.
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A search does not need new persistence.
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- **The move space is enumerable.** `legal_commands` exists and, since
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CB-WP-0023, is narrow enough to be worth trusting — SOLVE is offered
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only where it can act, so the branching factor is real rather than
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inflated by inert moves.
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- **Bots exist.** `games/ground/src/bot.rs` has `GreedyPolicy` and
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`RandomPolicy`, wired through `bot_policy` (`table.rs:208`). A win rate
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over N seeds is reachable with what is already there — the question is
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whether that number *means* anything, which is the survey's problem.
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- **The threshold is public.** `OutcomeView.total` / `.threshold` /
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`.group_success`. Difficulty has a denominator already.
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## What makes this hard, and must not be waved through
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**The game is not perfect-information and the search must respect that.**
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A path computed with the deck known is a path the players could never have
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found. `view.rs` hides the deck, other seats' hands, and face-down
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selections *by rule* (GR-S02/S04, GR-R02/R04). A retrospective solver
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running on `GroundState` sees all of it. So the ADR must decide, in
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words, **which of these three the tool answers**:
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- *was this deal winnable by an omniscient player* — cheap, honest,
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and answers a question nobody asked;
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- *was it winnable from what the seats could see* — the question actually
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asked, and the expensive one;
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- *did a reasonable line exist* — a bounded search from the losing seat's
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information, which may be the only affordable honest answer.
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Getting this wrong produces a feature that tells the maintainer he could
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have won by playing a card he had no way to know was there. **That is
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worse than not shipping it.**
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**And a difficulty number is a claim about a distribution.** One win rate
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over one bot policy over N seeds is not "the difficulty"; it is that
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policy's win rate. Whatever the spec adopts must name its policy, its N,
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and its seed range, or `ground-game` will tune tiers against a number
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whose meaning drifts the next time a bot improves.
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## Task: survey
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```task
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id: CB-WP-0025-T01
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status: todo
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priority: high
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```
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`research/CB-RES-0008-*.md`, with `tier: L` and the chaos roll recorded
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(`loop-lint` checks both).
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Per §Step 1 the survey is done when it can name a **benchmark-to-beat**
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per dimension — a number or a reproducible comparison, not an impression.
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- **Retrospective solvers in games with hidden information.** The prior art
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is real and should be named: determinized search (perfect-information
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Monte Carlo) and its known failure — *strategy fusion*, where a
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determinizing solver claims lines that require knowing which world it is
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in. That failure is exactly the trap in §What makes this hard. Bridge
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and Skat post-mortem tools are the closest analogues; poker solvers are
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the well-studied case and the wrong shape.
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- **"A path to win" as a product, not a proof.** The maintainer already
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conceded optimality (*"the best path is not computable I guess"*). So
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the target is a **witness**: one concrete line of play that reaches
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`group_success`, or a defensible *no line found within bound B*. Name
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what a witness must carry to be checkable.
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- **Difficulty as a measured quantity in co-operative games.** Pandemic and
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its relatives set difficulty by a dial with a published win rate. The
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benchmark-to-beat is: can we produce a win rate whose confidence
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interval is tight enough to distinguish two threshold settings?
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- **Cost.** Search over an event-sourced aggregate with full `validate` on
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every branch has a per-node price. Measure it on our machine, on our
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scenarios — the runnable-baseline option applies here, since a search
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that cannot finish while the player is still looking at the page is a
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different feature.
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## Task: adversarial review
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```task
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id: CB-WP-0025-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. Exactly one round: challenge, then response, trail in
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`history/`, unpolished. Require an attempt at:
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- **that the honest version is unaffordable** — that a search respecting
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the information rule is too expensive or too weak to find anything, so
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the shipped tool will quietly become the omniscient one with a
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reassuring label;
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- **that a witness misleads more than it helps** — being shown a line that
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needed a card you could not know about teaches a wrong lesson about the
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game, and the tool would be better refusing to answer;
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- **that the difficulty number is a bot benchmark wearing a difficulty
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costume**, and `ground-game` will tune the game against our bot rather
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than against play;
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- **that this is CB-WP-0022's job** — the design instrument is being built
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right now, and a difficulty measurement is a finding-producing tool. The
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strongest counter is that the register records findings and this
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*produces* them, but the reviewer should press whether that is a
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distinction worth a separate capability.
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## Task: decide
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```task
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id: CB-WP-0025-T03
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status: todo
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priority: high
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```
|
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|
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`decisions/ADR-0013-*.md`. (ADR-0012 is CB-WP-0022 T03's.) At minimum:
|
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- **which question the solver answers**, from the three in §What makes
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this hard, and what it is called in the UI — the name must not overclaim;
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- **the information boundary**: whether the search runs on `GroundState`
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or on a `GroundView`, and if on state, what stops it using what the view
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hides. Note that running on the view makes the rule structural rather
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than a promise, and that this is the cheapest guarantee available;
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- **the bound**: depth, node budget, or wall clock, and what *no path
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found* means against it — a bounded search that says "unwinnable" is
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lying, and the wording must say "none found within B";
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- **whether difficulty ships as one number or a small table**, and what it
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is a function of: policy, seat count, threshold, seed range;
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- **where it lives** — a new crate, a mode of `cb-play`, or a tool under
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`tools/`. The tier was declared L on the assumption of a new capability;
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if the ADR concludes it is a mode of an existing one, say so, and the
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over-declaration is a chaos-window data point worth recording.
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## Task: specify
|
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```task
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id: CB-WP-0025-T04
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status: todo
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priority: high
|
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```
|
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|
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`specs/` — extend `MetricsAndScenarios.md` or add a capability spec as the
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ADR directs, with metrics, because a spec without them is prose.
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Candidates, to be argued not adopted:
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|
||||
- **witness checkability** — every path the tool emits replays through the
|
||||
existing scenario runner and ends in `group_success`. Target 100%, and it
|
||||
is a hard gate, not a metric: a path that does not replay is a bug that
|
||||
says the opposite of the truth;
|
||||
- **search cost** — nodes and wall clock at the chosen bound, on the
|
||||
recorded games we have;
|
||||
- **difficulty resolution** — the smallest threshold difference the
|
||||
measurement can distinguish, with its N. This is the number
|
||||
`ground-game` needs, and stating it as *"we can tell 5 from 7 but not 7
|
||||
from 8"* is more useful than a win rate with no error bar.
|
||||
|
||||
Per `ground-game`'s ruling (GROUND-WP-0004 T02), **any arithmetic finding
|
||||
this produces ships a runnable reproduction and a row-level table** — never
|
||||
a summed figure. A difficulty number is arithmetic, and it is exactly the
|
||||
kind that has already gone wrong twice.
|
||||
|
||||
## Task: build the witness
|
||||
|
||||
```task
|
||||
id: CB-WP-0025-T05
|
||||
status: todo
|
||||
priority: high
|
||||
```
|
||||
|
||||
The search, the bound, and the replayable path. Wire it to the ending page
|
||||
so a lost game can be asked the question — the page CB-WP-0024 T01 is
|
||||
already reworking, so land that first or expect a conflict.
|
||||
|
||||
**A game that was won is not asked the question.** The feature exists for
|
||||
a loss.
|
||||
|
||||
**Controls:**
|
||||
- every emitted witness replays to `group_success` through the existing
|
||||
runner — asserted, not spot-checked;
|
||||
- a deal constructed to be unwinnable returns *none found*, and the test
|
||||
says which construction makes it so;
|
||||
- the information boundary is mutation-provable: relax it, and a test
|
||||
naming *that* boundary goes red. If it cannot be mutated, it was a
|
||||
comment rather than a rule.
|
||||
|
||||
## Task: measure the difficulty, and hand it to ground-game
|
||||
|
||||
```task
|
||||
id: CB-WP-0025-T06
|
||||
status: todo
|
||||
priority: high
|
||||
```
|
||||
|
||||
Run the measurement, ship it as a `make` target beside the other
|
||||
instruments, and show the result in the game — the maintainer asked for it
|
||||
to be visible, and a number in a file will not calibrate anything.
|
||||
|
||||
Then send it to `ground-game` **against GROUND-WP-0005**, which is active
|
||||
with both tasks waiting on exactly this. Per CB-WP-0022 T06, it lands as a
|
||||
file in their repo under their workplan, not only an inbox entry — *the
|
||||
message that sat unread for four days is the baseline to beat*.
|
||||
|
||||
**Controls:**
|
||||
- the number regenerates from a single command, and `facts.toml` carries
|
||||
it if anything else quotes it (§Single source of fact — `make
|
||||
facts-check`);
|
||||
- the report carries the row-level table the ruling requires;
|
||||
- **the seed range and policy are in the number's name**, not in a
|
||||
footnote.
|
||||
|
||||
## Task: evidence
|
||||
|
||||
```task
|
||||
id: CB-WP-0025-T07
|
||||
status: todo
|
||||
priority: high
|
||||
```
|
||||
|
||||
`evidence/CB-EV-0023-*.md`.
|
||||
|
||||
- **Was the game winnable**, for the maintainer's actual lost game. That is
|
||||
the acceptance test with a face on it.
|
||||
- **What the honest search cost against the omniscient one**, since the
|
||||
review will have pressed hardest there.
|
||||
- **Whether the difficulty measurement moved ground-game**, or sat.
|
||||
- **What tier L cost against what it caught** — third full-weight L pass in
|
||||
the project, and the second in this chaos window.
|
||||
- **Quote CB-WP-0024's cost by re-running the instrument.**
|
||||
Loading…
Add table
Add a link
Reference in a new issue