25 test games, no faults — and F17 gets the artifact that changes what it
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says Five games per seat count, 2-6 players. NO ANOMALIES: every game reaches 5 rounds with an outcome, no stalls, no stress above the cap, no over-claimed Problems. But the series showed something a crash never would. DARVO NEVER FIRED IN 25 GAMES and stress never exceeded 2. Measured wider: GreedyPolicy plays ATTACK exactly ZERO times in 10,000 selections across 500 games. THAT NUMBER IS ABOUT OUR BOT, NOT THE GAME. bot.rs ranks `Action::Attack => 10`, below everything. Reporting "the game gives no incentive to attack" from a policy we programmed to rank attack last would have been CB-WP-0025's C4 error committed again -- a single policy's behaviour presented as the game's. So the artifact varies exactly one number: ATTACK's rank in an otherwise identical policy, 200 games per cell. rank 10 (below all): 132/165/190/200/200 wins, 0 attacks, 0 DARVO rank 75 (above SUPPORT): 132/165/190/200/200 wins, 315-923, 13-218 rank 95 (above SOLVE): 0/0/0/0/0 wins, 1400-5170, 400-1000 THE MIDDLE ROW IS THE FINDING. Identical win counts at every seat count, while attacking hundreds of times and arming DARVO repeatedly. Attacking is not punished -- it is INERT with respect to the goal. Group success is a function of SOLVE alone, and ATTACK costs anything only when it ranks above SOLVE and displaces it. The maintainer was right and the reason is sharper than his phrasing: there is no incentive because there is no PATH. ATTACK's effects (Stress, Rivalry, DARVO) feed nothing that decides group_success. Bounded honestly to SHARED GROUND. Blame costs PERSONAL score, so ATTACK may earn its place in GR-E03 and GR-E04 -- which have never been played to the end (F14), and that is where to ask next. And this is NOT a claim the game is broken: DARVO is the pattern the game is about not falling into, so a self-destructive ATTACK may be the design. The question for ground-game is whether the namesake mechanic being unreachable in competent co-op play is intended. F17 promoted from note to raised, with games/ground/examples/attack-value.rs as its reproduction. Register: 18 findings, 8 with a resolving reproduction. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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2 changed files with 176 additions and 11 deletions
143
games/ground/examples/attack-value.rs
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143
games/ground/examples/attack-value.rs
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@ -0,0 +1,143 @@
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//! F17's reproduction: what is ATTACK worth? (CB-WP-0029 follow-up.)
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//!
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//! The maintainer reported *"there is no incentive to play attacks as long
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//! as I have positive cards"*. F17 sat as a note because nothing
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//! demonstrated it. This is the artifact.
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//!
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//! GreedyPolicy ranks Attack at 10, below everything (bot.rs). So its zero
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//! attacks measure OUR HEURISTIC, not the game. The test is a policy
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//! identical in every other respect with Attack promoted: if it wins as
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//! often, attacking is neutral; much less, avoiding it is correct play;
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//! more, and greedy is simply wrong.
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use cb_game_runtime::{ScenarioGame, Setup};
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use cb_kernel::PlayerId;
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use games_ground::bot::{play, Choice, GreedyPolicy, Policy};
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use games_ground::{Action, GroundCommand, GroundState};
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/// Greedy's ordering with ATTACK promoted to the top of the action list.
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/// A copy of the ranking, not a call into it: `GreedyPolicy::rank` is
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/// private, and the point is to vary exactly one number.
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struct Attacker(i32);
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impl Policy for Attacker {
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fn name(&self) -> &'static str {
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"attacker"
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}
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fn choose(
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&mut self,
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state: &GroundState,
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seat: PlayerId,
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legal: &[GroundCommand],
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_p: bool,
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) -> Choice {
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let gated = state
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.players
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.get(&seat)
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.is_some_and(|p| p.stress >= 4 && !p.freedom_gate_lifted);
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let rank = |c: &GroundCommand| -> i32 {
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match c {
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GroundCommand::SelectAction {
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action, problem, ..
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} => match action {
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Action::Ground if gated => 100,
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Action::Attack => self.0, // <-- the ONE varying number (greedy: 10)
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Action::Solve
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if problem
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.and_then(|p| state.problems.get(&p))
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.is_some_and(|p| p.claimed_by.is_some()) =>
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{
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5
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}
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Action::Solve => 90,
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Action::Investigate => 80,
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Action::Support => 70,
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Action::Ground => 60,
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},
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GroundCommand::SpendFreedom => {
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if gated {
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96
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} else {
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0
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}
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}
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GroundCommand::Reveal | GroundCommand::Resolve | GroundCommand::EndRound => -1,
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_ => 50,
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}
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};
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let mut best = 0usize;
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for (i, c) in legal.iter().enumerate() {
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if rank(c) > rank(&legal[best]) {
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best = i;
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}
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}
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Choice::Command(best)
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}
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}
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fn sweep(
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name: &str,
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players: u8,
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mk: &dyn Fn(u64, u8) -> Vec<Box<dyn Policy>>,
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) -> (u32, u32, u32, u32) {
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let (mut games, mut won, mut atk, mut darvo) = (0, 0, 0, 0);
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for seed in 0..200u64 {
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let Ok(st) = GroundState::setup(
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&Setup {
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players,
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preset: format!("standard-{players}p"),
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patch: Default::default(),
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},
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seed,
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) else {
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continue;
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};
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let mut ps = mk(seed, players);
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let Ok(g) = play(st, &mut ps) else { continue };
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games += 1;
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if g.state.outcome.as_ref().is_some_and(|o| o.group_success) {
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won += 1;
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}
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for (_, c) in &g.steps {
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if let GroundCommand::SelectAction {
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action: Action::Attack,
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..
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} = c
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{
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atk += 1;
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}
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}
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for e in &g.events {
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if matches!(e, games_ground::GroundEvent::DarvoTriggered { .. }) {
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darvo += 1;
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}
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}
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}
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let _ = name;
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(games, won, atk, darvo)
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}
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fn main() {
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println!("F17: does ATTACK cost you the game, or does our bot just avoid it?\n");
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// The gradient, not just the extremes: greedy ranks Attack at 10,
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// below everything. 75 puts it above SUPPORT and below INVESTIGATE --
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// "attack when convenient". 95 is "attack whenever legal".
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println!(" rank=10 (greedy) rank=75 (sometimes) rank=95 (always)");
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println!("seats won atk darvo won atk darvo won atk darvo");
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for players in [2u8, 3, 4, 5, 6] {
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let cell = |r: i32, p: u8| {
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sweep("x", p, &move |_s, n| {
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(0..n)
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.map(|_| Box::new(Attacker(r)) as Box<dyn Policy>)
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.collect()
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})
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};
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let (_, gw, ga, gd) = sweep("greedy", players, &|_s, p| {
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(0..p)
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.map(|_| Box::new(GreedyPolicy) as Box<dyn Policy>)
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.collect()
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});
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let (_, mw, ma, md) = cell(75, players);
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let (_, aw, aa, ad) = cell(95, players);
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println!(" {players}p {gw:>4} {ga:>4} {gd:>5} {mw:>4} {ma:>4} {md:>5} {aw:>4} {aa:>4} {ad:>5}");
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}
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println!("\n(200 games per cell; greedy shown as the rank=10 column)");
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}
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@ -44,7 +44,7 @@ kinds, states and metrics: [`GameDesign.md`](GameDesign.md). Reported by
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| F14 | unplayed | note | — | — | 2026-08-01 | clay-borg |
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| F15 | underdetermined | note | — | — | 2026-08-05 | clay-borg |
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| F16 | inconsistent | withdrawn | games/ground/examples/difficulty.rs | counterexample | 2026-08-05 | clay-borg |
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| F17 | degenerate | note | — | — | 2026-08-06 | ground-game |
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| F17 | degenerate | raised | games/ground/examples/attack-value.rs | counterexample | 2026-08-06 | ground-game |
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| F18 | inert | raised | — | — | 2026-08-06 | clay-borg |
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| F19 | degenerate | applied | crates/cb-render-html/src/lib.rs::overhead_table | counterexample | 2026-08-06 | clay-borg |
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| F20 | inert | applied | crates/cb-render-html/src/lib.rs::ending_page | counterexample | 2026-08-06 | clay-borg |
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@ -128,16 +128,38 @@ kinds, states and metrics: [`GameDesign.md`](GameDesign.md). Reported by
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seat-position and single-drop-zone proxies added. **They are proxies.**
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Nothing here lays out a browser, and the gap CB-EV-0026 named — that no
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gate measures whether a player can play — is unclosed.
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- **F17 — no incentive to ATTACK while holding useful Solutions.**
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Reported from play, 2026-08-06: *"there is no incentive to play attacks
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as long as I have positive cards."* If true, ATTACK is a dead branch for
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most of a game, which would make GR-A06/A07/A08 and the whole Rivalry
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half of the relation system reachable only when a player is out of good
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options. **`note`, not a finding**: no artifact demonstrates it yet. One
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is cheap — count ATTACK selections across the policy panel and compare
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against hand quality — and until it exists this may not go to
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`ground-game` (GameDesign §3.1). **Owner is ground-game if it survives**;
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it would be a design finding, not an engine one.
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- **F17 — ATTACK cannot affect whether the table succeeds.** Reported
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from play as *"there is no incentive to play attacks as long as I have
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positive cards"*, and **the artifact now exists**:
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`games/ground/examples/attack-value.rs`, 200 games per cell, one number
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varied — ATTACK's rank in an otherwise identical policy.
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| ATTACK ranked | wins (2/3/4/5/6p) | attacks | DARVO armed |
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|---|---|---:|---:|
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| 10 (below all) | 132 / 165 / 190 / 200 / 200 | 0 | 0 |
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| 75 (above SUPPORT) | **132 / 165 / 190 / 200 / 200** | 315–923 | 13–218 |
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| 95 (above SOLVE) | **0 / 0 / 0 / 0 / 0** | 1400–5170 | 400–1000 |
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**The middle row is the finding: identical win counts at every seat
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count**, while attacking hundreds of times and arming DARVO. Attacking
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is not punished — it is **inert with respect to the goal**. Group success
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is a function of SOLVE alone, and ATTACK only costs anything when it
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ranks above SOLVE and displaces it.
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**So the maintainer was right and the reason is sharper than the
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phrasing.** There is no incentive because there is no *path*: ATTACK's
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effects (Stress, Rivalry, DARVO) feed nothing that decides
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`group_success`.
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**Bounded to SHARED GROUND.** These are co-op games. Blame costs
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*personal* score, so ATTACK may well earn its place in GR-E03 and
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GR-E04 — **which have never been played to the end (F14)**, and that is
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where this question should be asked next.
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**Not a claim that the game is broken.** DARVO is the pattern the game
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is *about* not falling into; a self-destructive ATTACK may be the
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design. The question for `ground-game` is whether the namesake mechanic
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being unreachable in competent co-op play is intended.
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- **F18 — the engine imports one of nineteen edition files, so the cards
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cannot say what they do.** Reported as *"I don't understand the GROUND
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card"* — which is not a design gap: `Actions.csv` carries that card's
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