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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>
50 lines
1.6 KiB
YAML
50 lines
1.6 KiB
YAML
# Machine-oriented rules deltas for clay-borg / simulators.
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# Human prose: VARIANT.md and history/260807-attack-darvo-stress-design.md
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# Apply on top of base variant ground-darvo-r0 kernel behaviour.
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variant_id: h1-problem-stress
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base: ground-darvo-r0
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schema_version: 1
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deltas:
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- id: H1-A
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name: problem_pressure_end_of_round
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phase: round_end
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# Order relative to baseline End step:
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# 1) apply this +1 if any unclaimed Problem remains
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# 2) clamp Stress 0–5
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# 3) arm DARVO (Stress 5 and not already in sequence) as today
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# 4) rotate Lead; advance Round
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when:
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any_problem_unclaimed: true
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# unclaimed = not claimed by any seat this game
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# includes face-up unsolved, still-hidden, and Denied
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effect:
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each_player_stress_delta: +1
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notes: >
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Soft shared pressure. Does not scale by number of open Problems
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(deliberately). Denied and hidden unclaimed Problems count.
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- id: H1-B
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name: high_stress_attack_self_soothe
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phase: resolve_attack
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# Applies to ACT_ATTACK and to DARVO-stage extra Attack if they share
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# the same Attack resolution path.
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when:
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attack_not_cancelled: true
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attacker_stress_before_attack_effects_gte: 4
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effect:
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attacker_stress_delta: -1
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order: after_target_and_relation_effects
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notes: >
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Does not change target Stress, Rivalry/Bond rules, or Protection/OU
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cancel. Clamp after delta.
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unchanged:
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- deal_and_thresholds
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- solve_legality
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- support
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- ground_modes
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- darvo_stage_table
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- start_stress: 2
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- relation_slots: 2
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