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55a475b1a9 CB-RES-0009: extensive form is the lingua franca
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Two questions from the maintainer — is there a game-theory mapping to
Ludii's language, and is that language formal enough to derive one from.
Yes, no, and the no does not matter.

The mapping is proven, not to be invented: "The Ludii Game Description
Language is Universal" shows the language can represent an equivalent game
for any finite, non-deterministic, imperfect-information game, extending
earlier work limited to finite deterministic fully-observable
extensive-form games. EFG is also OpenSpiel's object, so the same
formalism connects description to analysis: Ludii -> EFG <- OpenSpiel.

Ludii's syntax is formal and unusually so — a class grammar derived
automatically from its source. Its semantics are its Java: a ludeme means
what its class does, and Ludii effectively makes Java the game description
language. So there is no independent calculus to extract. The formality
lives in the universality RESULT, not in a definition of meaning. GDL has
the semantics and pays for it in speed — six times on Gomoku, twenty on
Amazons and Hex, over two hundred on Chess.

Conclusion: do not derive a language from Ludii; target the EFG directly.

And we are closer than the tracks assumed. The journal is the history,
Outcome is the payoff, legal_commands gives the actions — and
project(Viewer::Player(seat)) IS the information partition, built so a
player is not shown another's hand and unremarked as exactly the machinery
imperfect information needs.

Three gaps: chance is folded into a seed so a game is one realisation
rather than a game with chance nodes; perfect recall is unasserted, which
CFR and exploitability both assume; and commit/reveal is the standard EFG
encoding of simultaneity but is never stated as such. Perfect recall is
checkable from the journal today and is now Track B's first task — if it
fails, every equilibrium concept we might quote is unsound here.

Also re-vendored the catalog twice: ground-game added H2 — scoped problem
stress, applying End Stress by personal/bond/global scope instead of flat
to everyone, which is a direct response to our reading that H1's tax
scales with the Problems while its intended effect does not.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 14:57:25 +02:00
b590e7fd59 simulators/: persist the survey, and let it shrink two of the three tracks
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Eight profiles on a common schema, each marking what was checked against a
source this session and what is background recollection. Three are marked
unverified in full — Machinations, the play substrates, most of RBG — and
say so rather than reading as evaluations. Written straight after three
review rounds whose entire yield was claims outrunning what had been
checked, so the confidence rule is the first thing in the README.

The survey changed the plan, which is what a survey is for.

Track C was described in Positioning as open ground. It is not: Browne
published 57 criteria for game quality, and Ai Ai already computes
designer-facing measures — drama, lead changes, branching factor,
completion, duration — from played games. The track becomes adopt, credit
and find the gap. The gap looks real: those measures presume a leader, and
SHARED GROUND has none — Modes.csv gives its tiebreak as "Not applicable".

Track B probably adopts rather than builds. OpenSpiel implements CFR,
best-response and exploitability over games that are simultaneous-move,
imperfect-information and co-operative, which is all four of GROUND's
awkward properties. "Does ATTACK ever pay" is a best-response question,
and we spent three review rounds refining a two-policy sweep for it. The
first Track B task is now one question — is exploitability meaningful for
a co-operative game with a shared threshold — not a build.

The cost of not surveying earlier is therefore measurable, and is recorded
rather than glossed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 11:56:27 +02:00
713a9df7fd CB-WP-0040: name the stratum before naming the defect
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The maintainer could not tell whether "error", "failure", "finding" or
"correction" referred to the game's design, our formalisation of it, the
code, the measuring apparatus, or the sentences we wrote. Three review
rounds produced twenty-odd defect statements spanning five systems, all
called errors. The confusion was ours.

specs/Taxonomy.md, grounded in named canon rather than invented here: six
strata from Sargent's problem entity / conceptual model / computerized
model, extended where a simulation-V&V frame stops — we also own an
instrument and an account. The two relations are what was missing:
GAME<->MODEL is validation, MODEL<->ENGINE is verification, and nearly
every argument about "our bug or their gap" was that distinction going
unnamed.

Fault/error/failure from Avizienis et al., applied within a stratum, plus
the rule that explains the review history: a failure in one stratum is a
fault in the next. And it finally defines the family ADR-0018 could only
point at — a wrong-subject error is an ACCOUNT failure with no INSTRUMENT
fault, which is why tests never catch them.

MDA supplies the game-facing layers and one hard limit: our panels measure
dynamics, our trial logs sample aesthetics, and a win rate does not answer
"is it fun".

specs/Positioning.md names the field fairly — Ludii is the closest
relative and the right benchmark — and the four differentiators, each
already built rather than aspired to. Clay-borg is a design-evidence
instrument; anyone can produce the number. Three tracks named and none
started: a second game, game theory as the lens on dynamics, and
assimilated knowledge about why games work.

Track A is the falsifier for the whole positioning: every abstraction here
has exactly one instance, which by our own rule may mean invented rather
than observed.

Chaos window 3 closes at 12 declarations with one override that changed
nothing. Its verdict is due and is deliberately not written here.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 11:41:16 +02:00