# CB-EV-0031 — a seat that does not regulate CB-WP-0039. Tier M (adds a policy to the panel every future measurement is reported against; chaos d8 = 2 → no override). **Declaration 11 of chaos window 3.** Closed 2026-08-08. > Like [CB-EV-0030](CB-EV-0030-h1-measured.md), **this has not had the > tier-L adversarial review that pass owes, and none of it may reach > `ground-game` until that review has run.** **Delivered:** the `reactive` policy, and the measurement CB-EV-0030 §4 named as the one it had not run. --- ## 1. It changes CB-EV-0030's verdict CB-EV-0030 concluded H1's DARVO arm rate was still 0. **That was true of the panel, and the panel was greedy-family throughout.** `GreedyPolicy` ranks `Action::Ground if gated => 100`: the instant the stress gate bites it grounds. Stress plateaus at 3, and the arm at 5 is unreachable **by construction**. So "H1 does nothing" was really "H1 does nothing *to a seat that already manages its Stress*" — and H1 was written for the seat that does not. `reactive` is greedy with **one preference changed**: GROUND demoted below ATTACK. SHARED GROUND, 200 games per cell, all 200 ran in every cell: | | | greedy | | | | reactive | | | |---|---:|---:|---:|---:|---:|---:|---:|---:| | **seats** | won | atk | darvo | peak | won | atk | darvo | peak | | 2p | 68 | 0 | 0 | 4 | **0** | 1200 | **400** | **5** | | 3p | 0 | 0 | 0 | 4 | **0** | 1800 | **400** | **5** | | 4p | 0 | 0 | 0 | 4 | **0** | 2400 | **400** | **5** | | 6p | 0 | 0 | 0 | 4 | **0** | 3600 | **400** | **5** | **H1's mechanism works.** Criterion 1 (DARVO arm rate non-trivial) and criterion 2 (ATTACK selection rises for some subpopulation) are **met** — for the subpopulation H1 was aimed at. CB-EV-0030 reported both as failures, and that report was about greedy. **Criterion 3 still fails, and now worse.** Reactive wins **nothing**, at any seat count, under H1. ## 2. The baseline finding, which is larger than H1 Look at the baseline half of the same run. Greedy and reactive are **identical** — 132/165/190/200, zero attacks, zero DARVO, in all four bands. **Peak Stress across 3,200 baseline games was 1.** Starting Stress is 2, so no seat's Stress was ever *set* above 1: it only ever went down. > **The baseline's entire Stress economy is unreachable under this panel.** > The gate at 4, the DARVO arm at 5, the Freedom token that buys past the > gate — none of it can engage, and a policy built to be reckless with > Stress plays identically to one built to husband it. That is a deeper account of F17 than F17 has. ATTACK is not merely unrewarding; **the pressure it is supposed to answer never exists.** H1 is an attempt to fix exactly this, and it is aimed at the right thing. ## 3. What H1-B actually does, which is not what it was for `darvo` is **exactly 400 in every cell** while `atk` scales cleanly with seats (1200 / 1800 / 2400 / 3600 = 3 per seat per game). A constant across seat counts is an artifact smell, so it was measured rather than reported. Six-player final Stress, every seed: **`[5, 5, 4, 4, 4, 4]`**. Exactly two seats arm, whatever the table size. **The self-soothe is doing it.** An attacker at Stress ≥ 4 takes −1 for a landed Attack, which holds it at 4 — *below the arm* — while its targets take +1 or +2 and climb to 5. **H1-B suppresses DARVO in the seat that attacks and concentrates it in the seat attacked.** The hypothesis wanted ATTACK to be rational at high Stress. It is. The side effect is that the aggressor is the one seat protected from arming. **Stated as a limitation, not a finding about H1:** `reactive` picks its Attack target by first-legal, not by any judgement, so the *concentration* on two seats is partly an artifact of crude targeting. The direction — attackers held at 4, targets pushed to 5 — follows from H1-B's arithmetic and does not depend on the targeting. **The number 2 does.** ## 4. What this does not say - **`reactive` is not a good player and is not meant to be.** It wins nothing under H1 and exactly what greedy wins under baseline. It is an instrument for reaching the Stress economy, not a claim about how people play. - **Two policies is still not a panel.** RetrospectiveAnalysis §4.1 asks for greedy, random and first-legal at minimum; this pass added a fourth axis to two of them, in one mode. - **SHARED GROUND only.** CB-EV-0030 covered three modes; this covers one. - **No felt-play**, and this is the kind of claim — about pressure, and when a player feels cornered — that a human table answers and 3,200 simulated games do not. ## 5. Open - **The baseline's Stress economy being unreachable (§2) deserves its own finding**, and is not raised here because it wants the plural panel of §4 first. It is the more consequential of the two results in this file. - **Whether H1-B's suppression is intended** is ground-game's question, and it is the sharpest thing this pass can hand them.