clay-borg/editions/experiments/h1-problem-stress/Actions.csv
tegwick a928b5925c
Some checks failed
ci / check (push) Failing after 3s
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

2.9 KiB
Raw Blame History

1action_idtitlesymbol_idresolution_ordertargettaglinerules_textstress_restrictiondesigner_note
2ACT_INVESTIGATEINVESTIGATESYM_INVESTIGATE4One hidden ProblemReveal what is hidden.Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only.At Stress 4 or 5, this action requires spending a ready Freedom token.Place the face-down action card beside the chosen hidden Problem.
3ACT_SOLVESOLVESYM_SOLVE6One face-up, non-Denied ProblemMatch a solution to the real problem.Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution.At Stress 4 or 5, this action requires spending a ready Freedom token.Resolve competing claims in Lead order, then clockwise.
4ACT_SUPPORTSUPPORTSYM_SUPPORT2One other playerIncrease another player's room to choose.No relation: 1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: 2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: 1 Stress; the target chooses to flip the relation to Bond or break it.At Stress 4 or 5, this action requires spending a ready Freedom token.A Bond formed by this same Support does not cancel DARVO; the Bond must already exist.
5ACT_ATTACKATTACKSYM_ATTACK5One other playerPush pressure into another player.Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation. H1: if this Attack is not cancelled and the attacker's Stress was 4 or 5 before the Attack's effects, the attacker then takes 1 Stress (clamp 05).Always legal. At Stress 4 or 5, Attack is one of the two actions available without spending Freedom.Rivalry formation is not consensual. H1 self-soothe is experiment-only (variant h1-problem-stress).
6ACT_GROUNDGROUNDSYM_GROUND1Self, a Problem, a relation, or an incoming effectRegulate. Restore the frame. Decide.After all actions are revealed, choose one mode: GR—Ground & Restate: 2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round.Always legal. At Stress 4 or 5, GROUND is one of the two actions available without spending Freedom.Keep the revealed GROUND card in front of the player until the end of the round as a reminder of the chosen mode.