# Positioning — what clay-borg is for, and what it does that others do not Status: **draft**. A working answer to *"where does this sit, and what is the point of it"*, written against the field rather than in isolation. Companion to [`../INTENT.md`](../INTENT.md) (what we are building), [`Taxonomy.md`](Taxonomy.md) (the vocabulary), and [`Ornamentation.md`](Ornamentation.md) (the boundary). The systems named below have profiles in [`../simulators/`](../simulators), each marking what was checked and what is background recollection. > **Revised 2026-08-08 after the survey**, and §4 changed. Two of the > three tracks were described as more open than they are — see §4.0. --- ## 1. The field, honestly There are mature systems here and we are not first. | system | what it optimises for | what it does not do | |---|---|---| | **Ludii** (Digital Ludeme Project) | *generality of representation*. Games as **ludemes** — composable, human-readable concepts. Fast, broad, a game fits in a QR code | it is not built to argue with the designer about the rules, and its evidence is not auditable by a third party | | **GDL / General Game Playing** (Stanford) | *agent generality* — an agent that plays a game it has never seen | verbose, slow relative to Ludii, and aimed at AI research rather than design support | | **Machinations** | *economy and feedback-loop simulation*, diagrammatic and immediate | not rules-complete; a model of flows, not of a played game | | **Tabletop Simulator / boardgame.io** | *play*, human or networked | no analysis; the rules are a script, not a claim | | **RL self-play stacks** | *strength* | a strong agent tells you what beats what, not why a rule is undecided | **Ludii is the closest relative and the right benchmark.** If clay-borg's answer to *"why not Ludii"* is only "ours is in Rust", there is no answer. ## 2. What we do differently Four things, and each is already visible in the repo rather than aspired to. ### 2.1 The measurement is under suspicion by construction Every other system in §1 treats its own output as data. **This one treats its own output as a claim that has to survive an attempt to break it** — `GameDesign.md` §1 admissibility, the finding register, mutation-proof as a condition for a control, and mandatory adversarial review at tier L. **This is not a posture; it is measured.** Three review rounds on one measurement found twelve fatal defects, **every one in our instrument and none in the game** — including two that inverted a verdict already written down. A tool that reports game-design conclusions without that machinery is reporting its own bugs at the same volume as its results. ### 2.2 Authority is federated, and the simulator is not the authority The game's owner rules; we report. A rule we cannot execute becomes a **finding** carried back with the artifact that produced it — never a default we quietly pick. **Ludii's model is a description someone wrote. Ours is a claim about somebody else's artifact**, with digests and tripwires against their source of truth, and a queue of open questions that belong to them. That is a different relationship to the designer than any system above has. ### 2.3 What is *not* mechanism is modelled too [`Ornamentation.md`](Ornamentation.md). Materials, ceremony, typography, timing — declared, with falsifiers, and separated from the rules by a test something can run (does the state hash move?). Every system in §1 either ignores this or treats it as presentation config. **We treat "this does not matter" as a claim that can be wrong**, because our own register is a list of times it was. ### 2.4 A hypothesis is a package, not a patch A design experiment arrives as a selectable variant — a catalog entry, a machine-readable `rules_delta`, declared success criteria — and is measured against those criteria, with the results reported including the parts that fail. The variant is in the game state, so a recording says which rules it was played under. ## 3. What that adds up to > **Clay-borg is a design-evidence instrument, not a game engine and not a > game-playing AI.** Its product is an auditable answer to *"what does this > rule actually do at the table, and how much should you trust that?"* The second half of that sentence is the differentiator. Anyone can produce the number. ## 4. Where it has to go Three tracks, in dependency order. None started. ### 4.0 What the survey changed **Two tracks were overclaimed and are now smaller.** Writing the [`simulators/`](../simulators) profiles found prior art where this document had assumed open ground: - **Track C is not open ground.** **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 moves from *invent a theory of fun* to **adopt an existing vocabulary, credit it, and locate the gap**. The gap is plausibly real (co-operative and hidden-role games), and it is a far smaller and more defensible claim. - **Track B probably adopts rather than builds.** **OpenSpiel** implements CFR, best-response and **exploitability** over games that are simultaneous-move, imperfect-information and cooperative — all four of GROUND's awkward properties. *"Does ATTACK ever pay"* is a best-response question, and we have been answering it with two hand-written policies. **This is what a survey is for**, and it is worth noting that the cost of not doing it earlier was measurable: we spent three review rounds refining a two-policy sweep for a question that has a standard instrument. ### Track A — a second game **GROUND is an example, and nothing has tested that claim.** Every abstraction here has exactly one instance, which by our own rule (GameDesign §2) means it may have been invented rather than observed. The work is to take a **popular, well-understood game** — one where the dynamics are already documented, so our output can be checked against something — and build a clay-borg definition efficiently enough that the cost is itself the finding. **The measurement that matters is how much of the kernel turns out to be GROUND-shaped.** Ludii's ludeme decomposition is the obvious prior art to steal from, and the honest question is whether we need our own description language at all or should consume theirs. ### Track B — game theory as the lens on dynamics §4 of [`Taxonomy.md`](Taxonomy.md): our panels measure **dynamics**, and game theory is the science of exactly that. Today we sample the strategy space with two hand-written policies and a rank parameter. That is a crude instrument for questions that have real theory behind them: - **dominance** — is an action dominated? (F17 asks this about ATTACK and answers it with a sweep) - **equilibrium** — what does competent play converge to, and is it the play the designer intended? - **cooperative solution concepts** — GROUND is co-operative with a defection mechanic; the **core** and the **Shapley value** are the standard tools for "is this coalition stable" and "what is a seat contributing", which is precisely what GR-E04 is groping at - **social dilemmas** — DARVO is one; the literature on them is large **The proposed shape is a specialised agent**, not a library: something that reads a clay-borg game definition and a panel run, and reports what the theory says about the dynamics — with the same admissibility rules as everything else, because a Nash equilibrium quoted without its assumptions is exactly the wrong-subject error in mathematical dress ([`Taxonomy.md`](Taxonomy.md) §2.2). **But the first task is not to build it**, and the survey narrowed it twice more ([`../research/CB-RES-0009-extensive-form-is-the-lingua-franca.md`](../research/CB-RES-0009-extensive-form-is-the-lingua-franca.md)). **The formal object is the extensive-form game**, proven expressive enough by Ludii's universality result and consumed directly by OpenSpiel — so "Ludii → EFG ← OpenSpiel" is the whole mapping, and there is nothing to invent. **And we already have most of an EFG**: the journal is the history, the payoff is `Outcome`, and **`project(Viewer::Player(seat))` is the information partition** — built so a player is not shown another's hand, and unremarked as the machinery imperfect information needs. **Three gaps, one checkable today:** 1. **chance is folded into a seed**, so a clay-borg game is one realisation rather than a game with chance nodes; 2. **perfect recall is unasserted** — CFR and exploitability assume a player remembers their own past actions and observations, and nobody has checked whether our projection sequence does; 3. simultaneity is encoded by commit/reveal but never *stated* as the standard EFG encoding. **Track B's first task is (2)**, because it is small, checkable from the journal, and if it fails every equilibrium concept we might quote is unsound here. That is a better opening move than a build. ### Track C — assimilated knowledge about why games work The furthest out, and the one the maintainer named as the point: **make what is known about game dynamics available to designers.** MDA's aesthetics vocabulary, **Browne's criteria**, the balance literature, documented failure modes (runaway leader, kingmaking, analysis paralysis, dominant strategy, degenerate equilibrium). The value is not a database — it is that a finding from a panel run can be **named** as an instance of a known pattern, and the designer told what usually follows. **And the gap is now visible.** The criteria that exist assume a leader: *lead change* and *drama* are defined against who is ahead. **SHARED GROUND has no individual leader** — `Modes.csv` gives its tiebreak as "Not applicable" — so the canonical vocabulary does not reach the game we have. Whether these measures extend to co-operative and hidden-role play is the open question, and it is a better Track C than the one this document originally proposed. **The risk is obvious and worth stating now**: this track is where a tool starts telling designers what is fun, on the strength of numbers that measure dynamics. §4 of the taxonomy is the guard, and it will be under pressure here. ## 5. Falsifier **Track A is the falsifier for this whole document.** If a second game cannot be defined without reshaping the kernel around it, then "GROUND is an example" was never true, clay-borg is a GROUND engine with ambitions, and §2's differentiators are properties of one bespoke tool rather than of a framework.