clay-borg/editions/modules/end_condition/hybrid_clear_collapse/MODULE.md
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CB-WP-0049 T02/T03: a seat that plays its objective, and F27 splits in two
objective() reads GroundState::score (now public) rather than restating
what winning is; a copy in the bot would disagree with the kernel the
first time ground-game rules on F28.

Working out WHERE the modes can differ was most of the task and it
bounds the result: SOLVE always claims for the actor, so own-score and
group-score want the same SOLVE nearly everywhere. That is a fact about
GROUND's action set, not a shortcoming of the bot. Two real divergences,
both readable off the table: SUPPORT regulates someone else (worth less
against a rival, worth MORE under coalitions where a Bond merges them
into my side), and SOLVE's value is the card's value, which greedy
ignores entirely.

THE RESULT — F27 splits in two:
  group success  UNCHANGED in 34 of 36 cells
  who wins       MOVES: BONDED COALITIONS at 4p goes 2.04 -> 2.98,
                 2.12 -> 3.29, 2.05 -> 3.01 winning seats per game

So "the competitive modes are scoring lenses over cooperative play" was
too strong and is withdrawn. The sharper claim: GROUND's scoring modes
change WHO WINS, not WHETHER THE GROUP SUCCEEDS. And the effect is
seat-band dependent -- 2p none, 4p largest, 6p none under coalitions;
two relation slots capping network growth is a candidate explanation and
is untested.

The panel now prints BOTH policies side by side. That was a correction
mid-task: the first version printed only the new one and I compared it
against a figure remembered from CB-WP-0047 -- a comparison against a
board nobody re-ran.

Control that makes the numbers mean anything: under SHARED GROUND the
two policies agree at all but <=2 decision points across 12 boards, so a
moving column is mode-awareness and not simply a different bot.

Also: two T01 tests keyed on `status: proposed`, which ground-game
renamed to `ready-for-implement` mid-session. They now find the module
by asking resolve() -- the structural property is ours and does not move
when another repo edits its vocabulary.

Also: `make vendor` replaces three hand re-vendors with a tool that
regenerates digests by walking editions/, and reports one-sided files
rather than resolving them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 23:31:11 +02:00

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Module: end_condition.hybrid_clear_collapse

aspect end_condition
module_id end_condition.hybrid_clear_collapse
role End on board clear, group collapse, or max rounds
status ready-for-implement (draft frozen for v0 kernel)
rules_delta rules_delta.yaml
design history/260808-deal-end-sequences-design.md

Independent of problem_stress / problem_deal / attack_relief. Measure alone first, then profile scoped_plus_hybrid_end.

Frozen v0 rules

END-CLEAR

After the Solve step: if zero unclaimed Problems remain in play → end the game immediately.

  • Apply mode scoring as usual.
  • Threshold: if total claimed value ≥ scenario threshold for seat band → group success (SHARED mastery / semi-coalition personal winners as normal).
  • If claimed value < threshold but board is empty (should be rare) → group failure (nothing left to claim).

END-COLLAPSE

After Round End stress clamp (and problem-stress ticks if any module active), before Lead rotation:

Collapse if either:

  1. No seat has Stress ≤ 3, or
  2. Majority of seats are in an active DARVO sequence (stage ≠ OFF).

Effect:

  • End the game.
  • Group success = false (SHARED fails).
  • Semi / coalition: no personal / coalition winners (table broke).

END-CEILING

If Round 5 completes without CLEAR or COLLAPSE → end with current threshold + mode scoring (identical to baseline fixed-rounds behaviour).

Round max is 5 in v0 (same product length as r0). Changing max is a different module later if needed.

Non-goals (v0)

  • Soft collapse (one seat at 5 only).
  • Extending rounds when board not clear.
  • Mode-specific collapse exceptions.

Success criteria (when clay-borg implements)

  1. Alone on baseline content: some games end before round 5 (clear or collapse).
  2. Mean game length ≤ 5 rounds; no hangs.
  3. With problem_stress.scoped: collapse rate non-zero for unregulated policies; clear rate non-zero for greedy SHARED at 34p.
  4. Does not recreate H1-style 0% greedy wins solely via collapse spam.