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premise never left the repo Separate agent, second tier-L review in this project. Six of seven challenges conceded. The survey's headline finding is WITHDRAWN, not softened. C4 kills it, and the reviewer ranked it fourth. A FirstLegal policy -- take legal[0], no heuristic at all -- scores 0% at five and six seats where GreedyPolicy scores 100%, and 77.5% at two seats where greedy scores 66%. Two unsophisticated agents span the entire range at the same seat count. "The game is too easy at 5-6 seats" is therefore a statement about GreedyPolicy, not about GROUND. The rescue the reviewer offered -- greedy hits the 12-point ceiling in 200/200 deals, so the 6p row is a rules claim -- dies on the same data: FirstLegal reaches that ceiling never. C1: the per-node cost was wrong by 30-50x. The timer started before the seed loop, so "us/node" included two setups, an entire greedy game and a full validate+fold replay, divided by player-decision count. The tell was in my own published output and I did not look at it: the figure FELL (161/139/112) as branching ROSE (4.7/7.4/9.1), which no per-enumeration cost can do. Re-measured with the clock around legal_commands alone: 3.0/3.5/4.1 us, now rising with branching. The reviewer measured 15.6-20.4 by a different isolation; we disagree by ~5x and neither has established which is right, so T04 must benchmark it with criterion rather than adopt either number. C6: "exhaustive search is out at any seat count" is false -- ~3 seconds over the last two rounds at 3p. With C1's correction the budget is ~10^5-10^6 nodes and bounded endgame search fits, so ADR-0013 cannot open with "exhaustive is impossible, therefore determinized sampling" -- especially as sampling carries strategy fusion that exhaustive search does not. C3: the finding failed the admissibility rule this project wrote nine hours earlier. 6/9/12 are sums where GROUND-WP-0004 T02 requires per-priority rows, and the harness has no assertions, no --self-test and no make target, so nothing can turn it red -- a `default` artifact wearing a `counterexample` label, by CB-WP-0022 T05's own distinction. C2: the ratio story explains nothing; 3p and 4p share deal, threshold and ratio and differ by 12.5 points of win rate. C5: "explains the maintainer's report" is contradicted by lib.rs:2487, which records his losses as 3-player games on the pre-ruling deal, arithmetically unwinnable at 6 against 7. T06 exists to report to GROUND-WP-0005, which is BLOCKED waiting on a difficulty baseline. Had this proceeded they would have been invited to move thresholds on the strength of one bot's behaviour. That is the fifth wrong premise this project would have sent them, and the second stopped by an adversarial review rather than by a control. Both tier-L reviews here have now caught a false headline that every gate passed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
360 lines
16 KiB
Markdown
360 lines
16 KiB
Markdown
---
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id: CB-WP-0025
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kind: product
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title: "Could we have won: a path out of a lost game, and how hard the game actually is"
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status: active
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state_hub_workstream_id: "a866982f-94e7-432b-b0d5-2fefb781a574"
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---
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# Purpose
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```
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structural tier L (creates a new capability — a search over game state,
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and a measurement the engine does not currently take;
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both produce numbers ground-game will tune against)
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chaos d8 = 6 → no override
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declared tier L
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```
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Declaration 8 of chaos window 2. Tier L: separate survey, **adversarial
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review**, ADR, then spec, then code.
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## Two remarks, and why they are one pass
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> *"I had a game where we lost and in this case I would have liked to know
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> if and how we could have won… the best path is not computable I guess so
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> a path to win is fine."*
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> *"Do we have difficulty estimations? If so we should show them. It will
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> help tuning the game. I felt it was too easy but then we lost, so who
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> knows."*
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They are the same machine asked two questions. *Was this game winnable?*
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is a search from a recorded state. *How hard is this game?* is that search
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run over many deals and counted. Building the second without the first
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gives a win-rate with no witness; building the first without the second
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gives one anecdote per game.
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**"I felt it was too easy but then we lost, so who knows" is the finding.**
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The maintainer cannot calibrate the game from play, and that is precisely
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the gap `ground-game` is currently blocked in: **GROUND-WP-0005**
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*(Difficulty tiers (threshold ratio) and optional Pressure dial)* is active
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with **both its tasks in `wait`**. Tiers cannot be set without a measured
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baseline, and clay-borg is the thing that can measure. This pass is what
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unblocks it — which is the design-instrument aspect CB-WP-0022 is in the
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middle of stating, arriving with a concrete demand.
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## What already exists, so the survey does not re-find it
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- **The state is replayable.** `cb-game-runtime` records sessions as
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scenarios; `replay.rs` and `make replay-test` already re-run them.
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A search does not need new persistence.
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- **The move space is enumerable.** `legal_commands` exists and, since
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CB-WP-0023, is narrow enough to be worth trusting — SOLVE is offered
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only where it can act, so the branching factor is real rather than
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inflated by inert moves.
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- **Bots exist.** `games/ground/src/bot.rs` has `GreedyPolicy` and
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`RandomPolicy`, wired through `bot_policy` (`table.rs:208`). A win rate
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over N seeds is reachable with what is already there — the question is
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whether that number *means* anything, which is the survey's problem.
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- **The threshold is public.** `OutcomeView.total` / `.threshold` /
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`.group_success`. Difficulty has a denominator already.
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## What makes this hard, and must not be waved through
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**The game is not perfect-information and the search must respect that.**
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A path computed with the deck known is a path the players could never have
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found. `view.rs` hides the deck, other seats' hands, and face-down
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selections *by rule* (GR-S02/S04, GR-R02/R04). A retrospective solver
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running on `GroundState` sees all of it. So the ADR must decide, in
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words, **which of these three the tool answers**:
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- *was this deal winnable by an omniscient player* — cheap, honest,
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and answers a question nobody asked;
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- *was it winnable from what the seats could see* — the question actually
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asked, and the expensive one;
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- *did a reasonable line exist* — a bounded search from the losing seat's
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information, which may be the only affordable honest answer.
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Getting this wrong produces a feature that tells the maintainer he could
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have won by playing a card he had no way to know was there. **That is
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worse than not shipping it.**
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**And a difficulty number is a claim about a distribution.** One win rate
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over one bot policy over N seeds is not "the difficulty"; it is that
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policy's win rate. Whatever the spec adopts must name its policy, its N,
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and its seed range, or `ground-game` will tune tiers against a number
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whose meaning drifts the next time a bot improves.
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## Task: survey
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```task
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id: CB-WP-0025-T01
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status: done
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priority: high
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state_hub_task_id: "556cfd24-5992-4cc0-be90-0b60e989b5bb"
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```
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`research/CB-RES-0008-*.md`, with `tier: L` and the chaos roll recorded
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(`loop-lint` checks both).
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Per §Step 1 the survey is done when it can name a **benchmark-to-beat**
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per dimension — a number or a reproducible comparison, not an impression.
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- **Retrospective solvers in games with hidden information.** The prior art
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is real and should be named: determinized search (perfect-information
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Monte Carlo) and its known failure — *strategy fusion*, where a
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determinizing solver claims lines that require knowing which world it is
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in. That failure is exactly the trap in §What makes this hard. Bridge
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and Skat post-mortem tools are the closest analogues; poker solvers are
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the well-studied case and the wrong shape.
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- **"A path to win" as a product, not a proof.** The maintainer already
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conceded optimality (*"the best path is not computable I guess"*). So
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the target is a **witness**: one concrete line of play that reaches
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`group_success`, or a defensible *no line found within bound B*. Name
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what a witness must carry to be checkable.
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- **Difficulty as a measured quantity in co-operative games.** Pandemic and
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its relatives set difficulty by a dial with a published win rate. The
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benchmark-to-beat is: can we produce a win rate whose confidence
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interval is tight enough to distinguish two threshold settings?
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- **Cost.** Search over an event-sourced aggregate with full `validate` on
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every branch has a per-node price. Measure it on our machine, on our
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scenarios — the runnable-baseline option applies here, since a search
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that cannot finish while the player is still looking at the page is a
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different feature.
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**Done 2026-08-05.**
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[CB-RES-0008](../research/CB-RES-0008-could-we-have-won.md), with a
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runnable baseline (`games/ground/examples/difficulty-baseline.rs`).
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**The baseline produced a finding before any solver exists, and it is the
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biggest thing in this pass.** A greedy bot wins **200 of 200** games at
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five and six seats — with a median margin of +3 and 11.8–12.0 points
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available against a threshold of 9. The curve is 66% / 82.5% / 95% / 100%
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/ 100% across 2/3/4/5/6 seats.
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The row-level table shows why: available points go **6 / 9 / 12** against
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thresholds **5 / 7 / 9**, so the ratio *rises* with seat count (1.20 →
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1.29 → 1.33) while the table also gains actions per round. **Three
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multipliers pointing the same way.**
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**It also explains the maintainer's report without a solver.** *"I felt it
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was too easy but then we lost"* — 66% at two seats is a real game; 100% at
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six is not. Both halves are true of different seat counts.
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**Cost measured, and it rules out the obvious approach.** Branching is
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small (mean 4.7–9.1) but `legal_commands` costs **112–161 µs** per call,
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because it filters candidates through full `validate`. Exhaustive search
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is out at every seat count; ~10⁴–10⁵ nodes is 1.4–14 s, which is the
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budget the ADR must design inside.
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**Prior art names the trap.** Determinized search (PIMC) suffers *strategy
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fusion* — Frank, Basin & Matsubara 1998 — where the search picks different
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actions in states a real player cannot tell apart. A witness built that
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way may require knowing what was on top of the deck. **And it would still
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replay green**, so the checkability benchmark does not catch it. Honesty
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and checkability are different properties, stated so T03 cannot conflate
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them.
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## Task: adversarial review
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```task
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id: CB-WP-0025-T02
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status: done
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priority: high
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state_hub_task_id: "bdd9fc97-4706-4d8e-b286-91ff53339680"
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```
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Tier L requires it. Exactly one round: challenge, then response, trail in
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`history/`, unpolished. Require an attempt at:
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- **that the honest version is unaffordable** — that a search respecting
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the information rule is too expensive or too weak to find anything, so
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the shipped tool will quietly become the omniscient one with a
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reassuring label;
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- **that a witness misleads more than it helps** — being shown a line that
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needed a card you could not know about teaches a wrong lesson about the
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game, and the tool would be better refusing to answer;
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- **that the difficulty number is a bot benchmark wearing a difficulty
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costume**, and `ground-game` will tune the game against our bot rather
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than against play;
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- **that this is CB-WP-0022's job** — the design instrument is being built
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right now, and a difficulty measurement is a finding-producing tool. The
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strongest counter is that the register records findings and this
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*produces* them, but the reviewer should press whether that is a
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distinction worth a separate capability.
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**Done 2026-08-05.** Trail:
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[challenge](../history/260805-could-we-have-won-challenge.md),
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[response](../history/260805-could-we-have-won-response.md).
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Separate agent, as in CB-WP-0022.
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**Six of seven conceded, and the survey's headline finding is withdrawn —
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not softened.**
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**C4 is the one that kills it, and the reviewer ranked it fourth.**
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Measured: a `FirstLegal` policy — take `legal[0]`, no heuristic — scores
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**0% at five and six seats** where greedy scores 100%, and **77.5% at two
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seats** where greedy scores 66%. **Two unsophisticated agents span the
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entire range at the same seat count**, so *"the game is too easy at 5–6
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seats"* is a statement about `GreedyPolicy`, not about GROUND. Their
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offered rescue — greedy hits the 12-point ceiling every time, so it is a
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rules claim — dies on the same data.
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**C1: the per-node cost was wrong by 30–50×.** The timer bracketed two
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`setup`s, a whole greedy game and a validate+fold replay, then divided by
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player decisions. **The tell was in my own published output**: the figure
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*fell* as branching *rose*, which no per-enumeration cost can do.
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Re-measured at **3.0–4.1 µs**; the reviewer got 15.6–20.4 by a different
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isolation and **that discrepancy is unsettled** — T04 benchmarks it.
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**C6: exhaustive search is not out**, which changes T03's premise. With
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C1's correction the budget is ~10⁵–10⁶ nodes and bounded endgame search
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fits — so the ADR cannot open with *"exhaustive is impossible, therefore
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determinized sampling"*, especially since sampling carries strategy fusion
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that exhaustive search does not.
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**C3: the finding failed the admissibility rule this project wrote nine
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hours earlier** — sums where GROUND-WP-0004 T02 requires per-priority
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rows, and a harness with no assertions, no `--self-test` and no `make`
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target, so nothing can turn it red. A `default` artifact wearing a
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`counterexample` label.
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**C2: the ratio explains nothing** — 3p and 4p share deal, threshold and
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ratio, and differ by 12.5 points of win rate. **C5: the "explains the
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maintainer's report" claim is contradicted by `lib.rs:2487`**, which
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records his losses as 3-player on the pre-ruling deal, unwinnable at 6
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against 7.
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**T06 was pointed at GROUND-WP-0005, which is blocked on this number.**
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Sending it would have invited threshold changes on one bot's behaviour —
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the fifth wrong premise to reach ground-game. **Both tier-L reviews in
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this project have now caught a false headline that every gate passed.**
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## Task: decide
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```task
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id: CB-WP-0025-T03
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status: todo
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priority: high
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state_hub_task_id: "055630a1-56e0-4ad4-8796-35f444313371"
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```
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`decisions/ADR-0013-*.md`. (ADR-0012 is CB-WP-0022 T03's.) At minimum:
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- **which question the solver answers**, from the three in §What makes
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this hard, and what it is called in the UI — the name must not overclaim;
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- **the information boundary**: whether the search runs on `GroundState`
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or on a `GroundView`, and if on state, what stops it using what the view
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hides. Note that running on the view makes the rule structural rather
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than a promise, and that this is the cheapest guarantee available;
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- **the bound**: depth, node budget, or wall clock, and what *no path
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found* means against it — a bounded search that says "unwinnable" is
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lying, and the wording must say "none found within B";
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- **whether difficulty ships as one number or a small table**, and what it
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is a function of: policy, seat count, threshold, seed range;
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- **where it lives** — a new crate, a mode of `cb-play`, or a tool under
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`tools/`. The tier was declared L on the assumption of a new capability;
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if the ADR concludes it is a mode of an existing one, say so, and the
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over-declaration is a chaos-window data point worth recording.
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## Task: specify
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```task
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id: CB-WP-0025-T04
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status: todo
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priority: high
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state_hub_task_id: "7c3ca25d-0001-44ef-a07d-0ab2d51b09a5"
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```
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`specs/` — extend `MetricsAndScenarios.md` or add a capability spec as the
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ADR directs, with metrics, because a spec without them is prose.
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Candidates, to be argued not adopted:
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- **witness checkability** — every path the tool emits replays through the
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existing scenario runner and ends in `group_success`. Target 100%, and it
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is a hard gate, not a metric: a path that does not replay is a bug that
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says the opposite of the truth;
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- **search cost** — nodes and wall clock at the chosen bound, on the
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recorded games we have;
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- **difficulty resolution** — the smallest threshold difference the
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measurement can distinguish, with its N. This is the number
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`ground-game` needs, and stating it as *"we can tell 5 from 7 but not 7
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from 8"* is more useful than a win rate with no error bar.
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Per `ground-game`'s ruling (GROUND-WP-0004 T02), **any arithmetic finding
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this produces ships a runnable reproduction and a row-level table** — never
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a summed figure. A difficulty number is arithmetic, and it is exactly the
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kind that has already gone wrong twice.
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## Task: build the witness
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```task
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id: CB-WP-0025-T05
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status: todo
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priority: high
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state_hub_task_id: "5f1cbda3-7427-4f23-8c67-b2e216b987a8"
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```
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The search, the bound, and the replayable path. Wire it to the ending page
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so a lost game can be asked the question — the page CB-WP-0024 T01 is
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already reworking, so land that first or expect a conflict.
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**A game that was won is not asked the question.** The feature exists for
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a loss.
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**Controls:**
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- every emitted witness replays to `group_success` through the existing
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runner — asserted, not spot-checked;
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- a deal constructed to be unwinnable returns *none found*, and the test
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says which construction makes it so;
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- the information boundary is mutation-provable: relax it, and a test
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naming *that* boundary goes red. If it cannot be mutated, it was a
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comment rather than a rule.
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## Task: measure the difficulty, and hand it to ground-game
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```task
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id: CB-WP-0025-T06
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status: todo
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priority: high
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state_hub_task_id: "723feae8-1ed4-4dd4-9330-8ec84625e5d9"
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```
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Run the measurement, ship it as a `make` target beside the other
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instruments, and show the result in the game — the maintainer asked for it
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to be visible, and a number in a file will not calibrate anything.
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Then send it to `ground-game` **against GROUND-WP-0005**, which is active
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with both tasks waiting on exactly this. Per CB-WP-0022 T06, it lands as a
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file in their repo under their workplan, not only an inbox entry — *the
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message that sat unread for four days is the baseline to beat*.
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**Controls:**
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- the number regenerates from a single command, and `facts.toml` carries
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it if anything else quotes it (§Single source of fact — `make
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facts-check`);
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- the report carries the row-level table the ruling requires;
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- **the seed range and policy are in the number's name**, not in a
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footnote.
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## Task: evidence
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```task
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id: CB-WP-0025-T07
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status: todo
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priority: high
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state_hub_task_id: "2616e06c-5d88-4680-be18-4452515dff21"
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```
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`evidence/CB-EV-0023-*.md`.
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- **Was the game winnable**, for the maintainer's actual lost game. That is
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the acceptance test with a face on it.
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- **What the honest search cost against the omniscient one**, since the
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review will have pressed hardest there.
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- **Whether the difficulty measurement moved ground-game**, or sat.
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- **What tier L cost against what it caught** — third full-weight L pass in
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the project, and the second in this chaos window.
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- **Quote CB-WP-0024's cost by re-running the instrument.**
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