CB-EV-0030 concluded H1's DARVO arm rate was still 0. That was true of the panel, and the panel was greedy-family throughout. GreedyPolicy ranks `Ground if gated => 100`, so it grounds the instant the stress gate bites, Stress plateaus at 3, and the arm at 5 is unreachable by construction. "H1 does nothing" was really "H1 does nothing to a seat that already manages its Stress" — and H1 was written for the seat that does not. `reactive` is greedy with exactly one preference changed: GROUND demoted below ATTACK. Under it, H1's criteria 1 and 2 are MET — DARVO arms 400 times per cell, ATTACK is chosen 3 times per seat per game. Criterion 3 fails harder: reactive wins nothing at any seat count. The larger finding is about the baseline. Greedy and reactive play IDENTICALLY under baseline, and peak Stress across 3,200 baseline games was 1 — against a starting value of 2. The gate at 4, the DARVO arm at 5 and the Freedom token are all unreachable, and a policy built to be reckless with Stress is indistinguishable from one built to husband it. That is a deeper account of F17 than F17 has. Not raised as a finding yet: it wants the plural panel first. A constant was investigated rather than reported: darvo was exactly 400 in every cell while atk scaled 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. Still unreviewed: tier L review outstanding on CB-WP-0038, and nothing here reaches ground-game until it runs. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
3.5 KiB
| id | kind | title | status |
|---|---|---|---|
| CB-WP-0039 | product | A seat that does not regulate | 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 §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
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.
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.