The modes were already implemented; nothing had ever COMPARED them. The
scenarios were not implemented at all: edition::deal has taken a
scenario_id since it was written and the only caller passed the literal
"SCN_01", so 15 of 20 Problem cards had never been dealt by anything.
The seam was the whole mechanism and it sat unused, with nothing red
because nothing asked.
Scenario is now state (serde default SCN_01, so all 26 recordings replay
unchanged), selected by preset `scn-03-4p` with `standard-Np` still
meaning SCN_01, and by --scenario/SCENARIO= accepting ids, numbers or
titles, validated against the edition rather than a pattern.
The threshold now comes off the Scenario card, closing F25's hardcoded
5/7/9. The first version of that control was worthless and mutation said
so: all four scenarios print 5/7/9, so reverting to the bands left it
green. Split threshold_from() so it can be handed a card that disagrees.
The header read `scoring CommonProblem` where the Mode card is titled
COMMON PROBLEM, PERSONAL EDGE -- the defect CB-WP-0034 deleted from the
move buttons, still standing on the line that says what winning means.
The coverage probe was matching that Debug output and went red when it
was fixed: third instance (CB-WP-0024, CB-WP-0034). Page now carries the
premise, the mode's rules text, and the tiebreak.
scenario-panel plays 4x3x3. Findings: SCN_01 and SCN_02 are the same
board (identical cells, pinned by a characterisation test); SCN_04 is
the hard board at 2p (52% vs 67/73%, the only deck needing two Repair);
and group success is EXACTLY equal across all three modes in all 36
cells, because greedy never reads state.mode -- filed F27, the two
competitive modes are scoring lenses over cooperative play.
F28: SHARED GROUND's mastery subtracts penalties from the claimed COUNT
where the mode card's shared score is claimed VALUE. Raised, not fixed;
scoring is ground-game's to rule on.
Also fixes design.py reporting a backticked path as no reproduction.
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>
--pace speed|interactive, defaulting to Speed. Nothing reads it yet, and
that is the point: it is the seam clay-animate attaches to, and a seam is
cheap now where a retrofit would not be. A misspelt pace is refused rather
than defaulting, because quietly falling back to Speed would look exactly
like the renderer being broken.
I3 is asserted rather than intended: the same scripted game at both paces
must produce a byte-identical serialised recording and the same end state
hash. Mutation-proven — leak the pace into the seed and it fails with "the
recording differs by pace, so a renderer has become mechanism".
specs/OrnamentRegister.md carries four declarations. This reverses the
reasoning written in T03 earlier, which said the first declarations would
come from F18's unvendored files: instances already existed. Hand order is
what prompted the category, and "who deals" was the maintainer's own
example. O3 is the interesting one — seat ORDER is mechanism because
GR-R08 rotates Lead, while where a seat is drawn is not.
I5 is executable: check_ornament_falsifier fails any row still declared
that names no falsifier, mutation-proven red on O1. Presence, never
adequacy, and the finding text says so.
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>
The meta view beside the table, and a note channel that provably cannot
carry a move.
T01 (ADR-0014). ADR-0007 D5 is SCOPED, NOT AMENDED, and the reason it was
easy is that PointerFact::parse already refuses any unrecognised field --
a comment could not reach the command path even by accident. So /command
carries pointer facts, /note carries text, and Note has no code path to
GroundCommand. Comments live in trials/<date>-<slug>.md, not in
ScenarioFile: a scenario is executed, replayed and hashed, and prose in it
is data the runner must ignore, which is how a format rots. The state hash
binds; round and step are for reading. And the retention question, decided
before any comment was written: RAW NOTES NEVER LEAVE clay-borg. A note
reaches ground-game only by being promoted to a register finding, by a
human, with the wording chosen then -- "the DARVO sequence is infuriating"
is useful signal and a bad way to open a message to the game's designer.
T02. CSS grid, minmax(0,1fr) on both tracks -- load-bearing, because a
grid child defaults to min-content width and without it the SVG table
refuses to shrink and pushes the meta column off-screen, looking correct
on the developer's monitor and broken everywhere else. Single-column
fallback under 64rem. The running tally moved into the panel so it is
visible WHILE PLAYING; it only appeared on the ending page before, and a
score you see once the game is over informs nothing.
T03. A plain <form method="post">, so the box works with the script
disabled; the command channel needs JavaScript because a drag is not a
form submission, a comment is one. 303 See Other so a reload does not
re-post. esc()'s first hostile input: <script>alert(1)</script> renders
escaped AND STILL READABLE -- escaping that eats the player's words is its
own defect. Verified over real HTTP: note posted 303, hostile note stored
as text, empty note refused 400, game did not advance.
T04. tools/trials.py and make trials. THE REPORT'S DESIGN CHANGED BECAUSE
I RAN IT: the first version called any note without a recording an orphan,
so a live session reported every note as broken -- the recording is only
written at game end. A metric that cries wolf is one nobody reads, which
is the exact failure this pass exists to prevent. Now ok / pending /
orphan, and only orphan is a target-0 number. The self-test exercises the
REPORTING path, not just the parser, because design-baseline.py had a
green self-test and an unexercised reporting path and that is where it
rotted.
And a latent Makefile defect surfaced: make trials did nothing, because
trials is also a directory and Make saw an up-to-date file. design,
difficulty and trials -- added by CB-WP-0022, CB-WP-0025 and this pass --
were ALL missing from .PHONY; only the one that collided revealed it.
make all: exit 0. 49 render tests, 26 cb-play, loop-lint clean.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Delivers ADR-0007 Decision 1: visualization, drag-to-propose and hot-seat
play, at a measured marginal AM-4a cost of zero.
games-ground shipped: 23 third-party crates
cb-render-html: 23 third-party crates
new crates introduced: 0
Measured, not asserted — the survey's own lesson. AM-4a is unmoved at
246,250; own source is 7,636 -> 9,652.
What shipped:
crates/cb-render-html doc.rs (HTML/SVG emission, incl. the relationship
graph), input.rs (pointer facts -> commands),
serve.rs (Guard, Request, loopback bind)
tools/cb-play hotseat.rs + `--serve PORT`
Per ADR-0007 Decision 2 there is NO cb-render-api and NO cb-render-null.
The renderer targets the existing Project trait; the port waits for
stage 2's wgpu implementation to be its second use.
The six controls, all live, all mutation-checked (8 mutations, each red
for its stated reason):
1-3 token / Origin+Sec-Fetch-Site / explicit 127.0.0.1 bind
4 a token-less request is refused, in the unit AND over a real socket
5 JS may not construct commands — the page reports pointer facts, Rust
resolves them against the legal list the aggregate already offered,
and a test asserts the emitted script contains no game vocabulary
6 the coverage gate crosses the language boundary: it walks the
serialized view for leaf paths and requires each token to appear in
the PARSED emitted document, with a test that the parse really is a
parse (script/style contents must not count as rendered)
The gate fired on its author again, on its first run: ground_choices.*.
choice, ground_choices.*.problem and players.*.blame_from were in neither
list. The last is the one worth keeping — an EMPTY vector is a leaf path
of its own, and it now renders as an explicit absence.
Also, a mutation that did not go red: removing the Sec-Fetch-Site arm
alone left the cross-site test green, because the Origin check caught it
independently. Both had to be removed before the control bit. Recorded
because a control that passes for a reason you did not intend has not
been demonstrated.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Renders the table after every step of a .cbreplay bundle or a scenario
YAML, from any seat's projection or a spectator's. This is the first
thing in the project that answers 'what did the table look like when it
went wrong?' without adding a dbg! and re-running.
INTERFACE CHANGE (flagged per InnerLoop chaos limits -- this is a
tier-S pass that touched a runtime crate): cb-game-runtime gains
replay::open, extracted out of replay::replay. Dev-only, behind the
scenarios feature, no type changed. The point of the extraction is that
the inspector and the replay gate share one bundle reader, controls
included, so the inspector cannot show a state a replay never reached.
Three M-D1-MUT controls, each red for its stated reason. The
load-bearing one asserts one rendered table per step: without it, a
walk that rendered nothing would still report a matching hash.
The renderer moves out of the play loop into inspect.rs and grows from
24 to 42 of the 43 leaf paths a populated GroundView carries. What it
had been dropping was the whole DARVO state machine, the whole GROUND
practice, the scoring mode, Focus tokens, the discard pile, per-seat
protection, and every part of the outcome except the headline.
The load-bearing half is every_view_field_is_classified, which walks
the serialized view for leaf paths and requires each to be listed as
rendered (with a token the output must contain) or omitted (with a
reason). Paths rather than keys: 'problem' occurs under a DARVO target,
a GROUND choice and a Selection, and a key-set walk would let one of
the three vouch for the other two.
Four M-D1-MUT controls, each red for its stated reason. The
unclassified-field control fired for real on the first run --
players.*.hand, a field the gate's own author had missed.
GR-O01 states 2-6 players; every scenario in the corpus was 3-player.
Now all five counts play to GameEnded under both policies and reproduce
at the same seed, with scenarios at both boundaries and the CLI
transcript run at 2p, 3p and 6p.
Nothing broke — the rules are seat-count-generic. What the boundaries
exposed is arithmetic: with the standard preset's placeholder Problem
values (value = priority), the best total any game can reach is 3 at 2p,
6 at 3-4p, 10 at 5-6p, against GR-E01 thresholds of 5, 7 and 9. Group
success is unreachable below five seats regardless of play, and no
scenario noticed because none had played to scoring with everything
claimed.
GR-S01 calls the fixture a stand-in for scenario Problem data, so this
is evidence the stand-in is not neutral, not that GR-E01 is wrong. It is
pinned by a passing scenario, an arithmetic test, and a provisional
marker owned by ground-game so it ages in `make coverage`. The test
states its own delete-by: it is expected to fail when Problem values
become real data, and that failure is the signal to delete it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A human seat is a Policy like any bot, so the CLI adds no second driver:
HumanPolicy renders the projection, lists the legal commands and reads an
index or `pass`. `make play` runs it; `--all-bots` watches one.
K13's Project trait gains its first implementor after six passes with
none. Hidden: other seats' face-down selections until Reveal, hands and
deck (counts only), a face-down Problem's suit and value, and the seed —
not secret content, but a seat holding it can compute the deck.
A played session becomes an artifact: --record writes it as a scenario
the runner executes, --replay writes a .cbreplay bundle. record.rs is the
inverse of parse_command and its warrant is a round-trip test over every
command shape.
The acceptance test for the projection passed vacuously twice. First it
asserted the text contained "face-down", which every render does because
of Problems. Counted, it then reported zero inspected entries: seats are
asked in order, so a human at P1 is prompted before anyone has selected.
Seated at P3 it inspects ten entries and dies when the projection is
mutated to reveal everything. Counting what the harness examined caught
both, which is the second time that remedy has worked where a stronger
predicate would not have.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>