clay-borg/editions/experiments/h1-problem-stress/VARIANT.md
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CB-WP-0038: variant selection, H1 implemented, and H1 measured
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>
2026-08-08 00:50:08 +02:00

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Raw Blame History

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 05, 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 attackers Stress was ≥ 4 before that Attacks effects, the attacker takes 1 Stress (then clamp). Target and relation effects unchanged.

Table play

Use baseline components for everything except:

  1. Read End step and Stress/Attack wording from this packages Rules_Text.csv / Actions.csv (or this file).
  2. Do not mix with baseline r0 wording mid-game.

Simulation (clay-borg)

  1. Select variant_id: h1-problem-stress via catalog.
  2. Inherit base edition data for Problems/Solutions/Modes/Tokens.
  3. Implement rules_delta.yaml in 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.