--- id: CB-WP-0039 kind: product title: "A seat that does not regulate" status: done --- # Purpose ``` structural tier M (adds a policy to the panel every future difficulty and design measurement is reported against) chaos d8 = 2 → no override declared tier M ``` **Declaration 11 of chaos window 3.** ## Why [CB-EV-0030](../evidence/CB-EV-0030-h1-measured.md) §4 named this as the measurement it had not run, and it is the one that decides whether H1's verdict is about **H1** or about **greedy**. H1 assumes rising Stress pushes a table toward the DARVO arm. It does not, **because greedy regulates**: `Action::Ground if gated => 100` makes GROUND the top choice the moment the stress gate bites, so Stress plateaus at 3 and neither the gate (4) nor the arm (5) is ever reached. > **Every policy in that panel was greedy-family.** So "H1 does nothing" > may be "H1 does nothing *to a seat that already manages its Stress*" — > and H1 was written for the seat that does not. ## The one preference that varies `Reactive` is `GreedyPolicy` with **GROUND demoted below ATTACK**, and nothing else changed. It is the player who chases Problems and ignores their own state — which is not a straw man: it is the commonest way a person plays a co-operative game badly, and the behaviour GROUND's whole Stress economy exists to punish. **One preference, per ADR-0018 and the same discipline as `attack-value.rs`'s `Attacker`.** A policy that differed in several places would tell us a variant is different without saying which difference did the work. ## Task: the policy, and the measurement ```task id: CB-WP-0039-T01 status: done priority: high ``` **Controls:** - **exactly one preference differs from greedy**, and the artifact says which; - **both variants, same instrument, same run** — otherwise the comparison is between harnesses; - **the game count is reported**, because CB-EV-0030 §3's harness defect was silently discarding games and printing zeros that read as losses; - **the answer may be that H1 still fails**, and that is reported as plainly as the other outcome. **Done 2026-08-08.** [CB-EV-0031](../evidence/CB-EV-0031-a-seat-that-does-not-regulate.md). **It changed CB-EV-0030's verdict.** H1's criteria 1 and 2 are **met** for the seat H1 was aimed at: DARVO arms 400 times per cell and ATTACK is selected 3 times per seat per game. The earlier "H1 does nothing" was a statement about greedy, which grounds the moment the gate bites. **Criterion 3 fails harder**: reactive wins nothing, at any seat count. **The larger finding is about the baseline, not H1.** Greedy and reactive play *identically* under baseline — same wins, zero attacks, zero DARVO — and **peak Stress across 3,200 baseline games was 1**, against a starting value of 2. The gate at 4, the arm at 5 and the Freedom token are all unreachable. That is a deeper account of F17 than F17 has, and it is **not raised as a finding here** because it wants the plural panel first. **A constant was investigated rather than reported.** `darvo` was exactly 400 in every cell while `atk` scaled properly with seats. Six-player final Stress is `[5, 5, 4, 4, 4, 4]` every seed: **H1-B holds the attacker at 4, below the arm, and pushes its targets to 5** — the self-soothe suppresses DARVO in the aggressor and concentrates it in the attacked. The direction follows from H1-B's arithmetic; **the number 2 is partly an artifact of `reactive`'s first-legal targeting**, and is labelled as such.