clay-borg/editions/experiments/h1-problem-stress/rules_delta.yaml
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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

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# Machine-oriented rules deltas for clay-borg / simulators.
# Human prose: VARIANT.md and history/260807-attack-darvo-stress-design.md
# Apply on top of base variant ground-darvo-r0 kernel behaviour.
variant_id: h1-problem-stress
base: ground-darvo-r0
schema_version: 1
deltas:
- id: H1-A
name: problem_pressure_end_of_round
phase: round_end
# Order relative to baseline End step:
# 1) apply this +1 if any unclaimed Problem remains
# 2) clamp Stress 05
# 3) arm DARVO (Stress 5 and not already in sequence) as today
# 4) rotate Lead; advance Round
when:
any_problem_unclaimed: true
# unclaimed = not claimed by any seat this game
# includes face-up unsolved, still-hidden, and Denied
effect:
each_player_stress_delta: +1
notes: >
Soft shared pressure. Does not scale by number of open Problems
(deliberately). Denied and hidden unclaimed Problems count.
- id: H1-B
name: high_stress_attack_self_soothe
phase: resolve_attack
# Applies to ACT_ATTACK and to DARVO-stage extra Attack if they share
# the same Attack resolution path.
when:
attack_not_cancelled: true
attacker_stress_before_attack_effects_gte: 4
effect:
attacker_stress_delta: -1
order: after_target_and_relation_effects
notes: >
Does not change target Stress, Rivalry/Bond rules, or Protection/OU
cancel. Clamp after delta.
unchanged:
- deal_and_thresholds
- solve_legality
- support
- ground_modes
- darvo_stage_table
- start_stress: 2
- relation_slots: 2