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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>
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Experiment H1 — problem pressure + high-stress ATTACK self-soothe
| variant_id | h1-problem-stress |
| base | ground-darvo-r0 |
| status | experimental (not baseline) |
| catalog | ../../catalog.yaml |
| design note | ../../../history/260807-attack-darvo-stress-design.md |
| workplan | ../../../workplans/GROUND-WP-0006-h1-problem-stress-experiment.md |
Hypothesis
If unsolved shared Problems raise Stress, and high-Stress ATTACK returns a small self-relief, then competent play will sometimes arm DARVO and sometimes select ATTACK, without making always-ATTACK optimal.
Deltas (only)
H1-A — Problem pressure
At Round End, before the Stress clamp that arms DARVO:
- If any Problem still in play is unclaimed (face-up unsolved, hidden, or Denied), each player +1 Stress.
- Then clamp 0–5, arm DARVO at 5 as in baseline, rotate Lead, advance Round.
H1-B — High-stress ATTACK self-soothe
When an Attack resolves and is not cancelled, if the attacker’s Stress was ≥ 4 before that Attack’s effects, the attacker takes −1 Stress (then clamp). Target and relation effects unchanged.
Table play
Use baseline components for everything except:
- Read End step and Stress/Attack wording from this package’s
Rules_Text.csv/Actions.csv(or this file). - Do not mix with baseline r0 wording mid-game.
Simulation (clay-borg)
- Select
variant_id: h1-problem-stressvia catalog. - Inherit base edition data for Problems/Solutions/Modes/Tokens.
- Implement
rules_delta.yamlin the kernel (H1-A, H1-B). CSV text is provenance for the table, not a substitute for kernel changes.
Decision criteria
See design note §3.2. Catalog utility_estimate / decision update only after measurement — not when packaging.