The pattern is now measured over three rounds: 5 fatal, then 3 (2 from the
previous round's corrections), then 4 (3 from them). The corrections are
not getting safer.
FATAL 1: round 2's short-cell assertion went into regulation.rs only.
attack-value.rs — which produced every number in CB-EV-0030's DARVO table
— still just warned, and the gate registered to close the finding claimed
the property for both.
FATAL 2, the sharpest of the three rounds: counting games proves they
STARTED. Stopping the engine after one round gives 200 games, all-zero
columns and exit 0 — byte for byte the signature CB-EV-0030 says the
instrumentation distinguishes from a real result. Both harnesses now
require every counted game to have reached an outcome over five rounds.
FATAL 3: round 2's `.csv` filter was applied to all three loops, so
catalog.yaml and rules_delta.yaml — whose missing digests were round 1's
finding — were recorded and then never compared, and never checked against
upstream at all. Only the parser loop filters now.
FATAL 4: five of six tiebreak comparators had no coverage. GR-E04's
tiebreak never executes in any scenario. All four are now covered and
mutation-verified; the Blame key needed compensating claims to be
reachable at all, since Blame also lowers the coalition score.
SERIOUS: "peak held" computed the same number as "peak assigned" for every
possible input — the real gap was that START_STRESS was an unchecked
constant, now read off the dealt state; cadence="none" was a pure
loophole, removed; sibling discovery swapped a hand-written list for
hand-written globs and missed metadata.json and VARIANT.md, both named in
the package's own changed_files — now walked, and it found them
immediately; and "~72,000 games" was unsourced, make panels runs 17,600.
Also separated two kinds of number that were presented alike: seats×games
is invariant, 363 and 29 vary 7.1%-11.5% across samples.
Round 4 owed. The conclusion is not that the work is nearly right — it is
that author-made corrections to measurement work should be assumed
defective until a fresh reader has attacked them.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
ground-game packages hypotheses as selectable rules variants — a catalog,
a rules_delta.yaml, and prose — and their note is explicit that CSV text
alone is not executable here. So the kernel gains a Variant in game state:
in the state, therefore in the hash, therefore in the recording, because a
scenario replayed under a different variant would diverge silently.
Baseline is bit-for-bit what it was, asserted across seat counts and
seeds. A variant system that perturbs the baseline invalidates every
measurement this repo has.
H1-A and H1-B implemented from rules_delta.yaml and mutation-proven on
their own defects: "unclaimed" misread as face-up-and-unsolved, and the
attacker's Stress read after the attack's effects. Their `unchanged:` list
is asserted rather than trusted — that list is their claim about their own
experiment.
Measured, and three of their four criteria fail. DARVO arm rate is still
0 under greedy; ATTACK selection does not rise and falls for the rank-75
policy; group success collapses from 165/190/200 to 0 at 3/4/6 seats.
The mechanism is not the assumed one: greedy answers the pressure by
regulating, Stress plateaus at 3, so it never reaches the gate at 4 or the
arm at 5 — H1-A acts as a solve-rate tax and H1-B is unreachable under
competent play.
A harness defect was caught before the claim: sweep discarded refused
games silently and never reported its count, so "nobody won" and "nothing
played" printed identically. Reporting H1 as unwinnable on that basis
would have been the ADR-0018 family aimed at another repo's design. All
200 games ran in every cell; the zeros are real.
Chaos d8 = 8 — the window's first override, redrew L against a structural
L, so it changed nothing. Window 3 recorded in ChaosRollHistory.
NOT REVIEWED: tier L owes a separate-agent adversarial review, and no H1
result may reach ground-game until it has run.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
unplayed was ours
Tier S (a fix and a measurement inside a boundary; chaos d8=4 from
CB-WP-0029's roll, no override).
cb-play built EVERY game with ScoringMode::SharedGround and passed an
empty patch. The mode was settable in scenarios and not from the driver,
so two of the three shipped modes were unreachable from the only way
anyone actually plays. F14 sat open for a week because nobody could reach
the thing it was about.
--mode added. All three now play out and give DIFFERENT WINNERS FROM
IDENTICAL PLAY: shared -> all four seats (mastery 4), common -> P3 alone
(top personal scorer), coalitions -> P1+P2 (best Bond network, 4>3>2).
Same 37 commands, three answers.
AND THEY ANSWER F17'S OPEN QUESTION. I had flagged that ATTACK might earn
its place where Blame costs personal score. It does not, in any mode:
SHARED GROUND 132/165/190/200 -> identical free but pointless
COMMON PROBLEM 59/52/48/44 -> 59/52/48/34 a cost at six seats
BONDED COALITIONS 131/134/132/116 -> 59/52/48/34 roughly halved
The coalitions row has a mechanism and the data confirms it unprompted.
GR-A07 flips a Bond to a Rivalry on Attack, and GR-E04 scores Bond
NETWORKS -- so attacking destroys the thing that scores. And the attacking
numbers in E04 are IDENTICAL to E03's, which is exactly what that
predicts: break every Bond and each seat is a coalition of one, so GR-E04
degenerates into GR-E03. That check was not designed; it fell out.
F14 -> applied. F17 strengthened and no longer bounded to co-op: ATTACK
has no mode in which it helps, and one where it actively destroys your
score.
Still framed as a question rather than a verdict. DARVO is the pattern the
game is about not falling into, so a self-destructive ATTACK may be the
design. What ground-game has to decide is whether the namesake mechanic
being unreachable in competent play -- in all three modes -- is intended.
make all: exit 0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>