clay-borg/editions/experiments/h1-problem-stress/VARIANT.md
tegwick 0d66814386
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ci / check (push) Failing after 4s
Re-vendor after ground-game acted on the H1 report
edition-check's freshness comparison — newly covering the sibling packages
after CB-REV-0003 #3 — caught catalog.yaml and VARIANT.md moving upstream
within hours of the H1 report landing. ground-game marked the variant
status: measured, added a measurement_ref to their own report of it, and
rewrote the baseline summary around our finding that ATTACK is the sole
inbound pressure.

The check earned itself on its first real use: before round 3 those two
files were recorded and never compared, so this would have gone unnoticed
and our vendored catalog would have quietly disagreed with theirs.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 11:43:13 +02:00

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# Experiment H1 — problem pressure + high-stress ATTACK self-soothe
| | |
|---|---|
| **variant_id** | `h1-problem-stress` |
| **base** | `ground-darvo-r0` |
| **status** | measured — reject as baseline (2026-08-08); keep for A/B |
| **measurement** | [`../../../reports/260808-clay-borg-h1-measured.md`](../../../reports/260808-clay-borg-h1-measured.md) |
| **catalog** | [`../../catalog.yaml`](../../catalog.yaml) |
| **design note** | [`../../../history/260807-attack-darvo-stress-design.md`](../../../history/260807-attack-darvo-stress-design.md) |
| **workplan** | [`../../../workplans/GROUND-WP-0006-h1-problem-stress-experiment.md`](../../../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.