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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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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`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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`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
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existing scenario runner and ends in `group_success`. Target 100%, and it
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is a hard gate, not a metric: a path that does not replay is a bug that
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says the opposite of the truth;
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- **search cost** — nodes and wall clock at the chosen bound, on the
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recorded games we have;
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- **difficulty resolution** — the smallest threshold difference the
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measurement can distinguish, with its N. This is the number
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`ground-game` needs, and stating it as *"we can tell 5 from 7 but not 7
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from 8"* is more useful than a win rate with no error bar.
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Per `ground-game`'s ruling (GROUND-WP-0004 T02), **any arithmetic finding
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this produces ships a runnable reproduction and a row-level table** — never
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a summed figure. A difficulty number is arithmetic, and it is exactly the
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kind that has already gone wrong twice.
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## Task: build the witness
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```task
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id: CB-WP-0025-T05
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status: todo
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priority: high
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```
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The search, the bound, and the replayable path. Wire it to the ending page
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so a lost game can be asked the question — the page CB-WP-0024 T01 is
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already reworking, so land that first or expect a conflict.
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**A game that was won is not asked the question.** The feature exists for
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a loss.
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**Controls:**
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- every emitted witness replays to `group_success` through the existing
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runner — asserted, not spot-checked;
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- a deal constructed to be unwinnable returns *none found*, and the test
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says which construction makes it so;
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- the information boundary is mutation-provable: relax it, and a test
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naming *that* boundary goes red. If it cannot be mutated, it was a
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comment rather than a rule.
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## Task: measure the difficulty, and hand it to ground-game
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```task
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id: CB-WP-0025-T06
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status: todo
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priority: high
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```
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Run the measurement, ship it as a `make` target beside the other
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instruments, and show the result in the game — the maintainer asked for it
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to be visible, and a number in a file will not calibrate anything.
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Then send it to `ground-game` **against GROUND-WP-0005**, which is active
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with both tasks waiting on exactly this. Per CB-WP-0022 T06, it lands as a
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file in their repo under their workplan, not only an inbox entry — *the
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message that sat unread for four days is the baseline to beat*.
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**Controls:**
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- the number regenerates from a single command, and `facts.toml` carries
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it if anything else quotes it (§Single source of fact — `make
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facts-check`);
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- the report carries the row-level table the ruling requires;
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- **the seed range and policy are in the number's name**, not in a
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footnote.
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## Task: evidence
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```task
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id: CB-WP-0025-T07
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status: todo
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priority: high
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```
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`evidence/CB-EV-0023-*.md`.
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- **Was the game winnable**, for the maintainer's actual lost game. That is
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the acceptance test with a face on it.
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- **What the honest search cost against the omniscient one**, since the
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review will have pressed hardest there.
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- **Whether the difficulty measurement moved ground-game**, or sat.
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- **What tier L cost against what it caught** — third full-weight L pass in
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the project, and the second in this chaos window.
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- **Quote CB-WP-0024's cost by re-running the instrument.**
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