GR-O01 states 2-6 players; every scenario in the corpus was 3-player. Now all five counts play to GameEnded under both policies and reproduce at the same seed, with scenarios at both boundaries and the CLI transcript run at 2p, 3p and 6p. Nothing broke — the rules are seat-count-generic. What the boundaries exposed is arithmetic: with the standard preset's placeholder Problem values (value = priority), the best total any game can reach is 3 at 2p, 6 at 3-4p, 10 at 5-6p, against GR-E01 thresholds of 5, 7 and 9. Group success is unreachable below five seats regardless of play, and no scenario noticed because none had played to scoring with everything claimed. GR-S01 calls the fixture a stand-in for scenario Problem data, so this is evidence the stand-in is not neutral, not that GR-E01 is wrong. It is pinned by a passing scenario, an arithmetic test, and a provisional marker owned by ground-game so it ages in `make coverage`. The test states its own delete-by: it is expected to fail when Problem values become real data, and that failure is the signal to delete it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
6.4 KiB
2026-08-01 — CB-WP-0008 delivery notes
Kept out of the workplan file so it stays loadable (loop-lint).
T01 — bots
games/ground/src/bot.rs, 8 tests. Policy + RandomPolicy (seeded
ChaChaRng) + GreedyPolicy (stated heuristic, deterministic), a
legal_commands generator that filters candidates through validate, and
a driver that reaches GameEnded.
Measured, 3-player, seed 42, both policies to GR-R09's fifth round:
| policy | commands | events | claimed | total vs threshold |
|---|---|---|---|---|
| random | 36 | 81 | 1 | 2 / 7 |
| greedy | 30 | 51 | 2 | 3 / 7 |
The module is not gated on scenarios; its tests are. A bot needs
only the aggregate, but the setup presets live behind that feature. That
is a real seam and it is left visible rather than papered over with a
feature the bot does not need.
What the second consumer found
INTENT's second-use rule is why T01 was worth doing before the CLI. Three findings, none of them fixed here, because fixing a rule from inside a bot is exactly the invention-in-isolation the rule guards against.
-
GR-A13 admits SOLVE against an already-claimed Problem. The rule names "a face-up, non-Denied Problem";
claimed_byis not mentioned, socheck_targetingaccepts it and resolution then does nothing. The action is silently wasted. Greedy hit this immediately — it spent all fifteen selections re-solving Problem 1 and scored 1. The policy now avoids it; the rule is untouched and this is a U-item candidate for GroundRules. -
The 3-player standard fixture cannot succeed. GR-S01 gives 3 Problems at 3–4 players, the preset values them by priority (1, 2, 3 — maximum 6), and GR-E01 sets the 3–4p threshold at 7.
group_successis therefore unreachable at 3 players regardless of play. No scenario noticed because no scenario plays to scoring with maximal claiming. The fixture is documented as placeholder ("Problem content is scenario data") — so this is evidence that the placeholder is not neutral, not that GR-E01 is wrong. -
K13's
Projecttrait has zero implementors.grepfinds noimpl Projectanywhere in the tree. T02 is its first consumer, and the projection will be written against a trait that has never been exercised.
Process
The acceptance tests were mutation-checked by hand (no mutation-check
row — that denominator is the GameKernel acceptance table, and adding a
game-level row would move a metric by changing its question).
The first mutation was a no-op and SURVIVED: it changed
apply(...)? to let _ = apply(...), which still issues the command.
Removing the Resolve call outright turned three tests red for their
stated reason. Third recorded instance of the weak-mutation class — the
retrospective in 260801-instrument-the-table-retrospective.md predicted
mutation strength would stay a standing maintenance cost, and this is
that cost arriving on the next pass.
T02 — cb-play
tools/cb-play (make play), 6 tests. A human seat is a Policy like
any bot, so the CLI adds no second driver: HumanPolicy renders the
projection, lists the legal commands, and reads an index or pass.
- K13's first implementor is
games/ground/src/view.rs. Hidden: other seats' face-down selections until Reveal, hands (count only), the undealt deck (count only), a face-down Problem's suit and value, and the seed — not secret content, but a seat holding it can compute the deck. - A played session becomes an artifact.
--record FILEwrites it as a scenario the runner executes;--replay DIRwrites a.cbreplaybundle.games/ground/src/record.rsis the inverse ofparse_command, and its warrant is a round-trip test over every command shape — an encoder checked against hand-written expectations only agrees with itself.
Two vacuous tests, caught by counting
The acceptance clause "a seat's projection never contains another seat's hidden selection" passed twice while asserting nothing.
- The first version asserted the rendered text contained
face-down— which it does, from Problems, in every game ever rendered. - The counted version then reported 0 inspected entries: seats are asked in order, so a human at P1 is always prompted before anyone has selected and never sees a hidden selection at all.
Seating the human at P3 exercises the rule; the test now counts what
it inspected and requires at least four. Mutating the projection
(revealed = true) fails it for its stated reason.
This is the same class as the AM-2 expect that matched passing output —
an assertion that cannot distinguish the two worlds. The remedy that
worked both times was counting what the harness examined, not
strengthening the predicate.
T03 — the 2–6 player range
Every scenario in the corpus was 3-player. Now: gr-o01-two-player,
gr-o01-six-player, gr-e01-threshold-unreachable-2p, plus all-bot
games at every count under both policies, each reproducing at the same
seed (K8 at the boundaries, not only in the middle), and the CLI
transcript test run at 2p, 3p and 6p.
Nothing broke. The rules are seat-count-generic and the range works. What the boundaries exposed is arithmetic:
| seats | Problems | best possible total | GR-E01 threshold | group success |
|---|---|---|---|---|
| 2 | 2 | 3 | 5 | unreachable |
| 3 | 3 | 6 | 7 | unreachable |
| 4 | 3 | 6 | 7 | unreachable |
| 5 | 4 | 10 | 9 | reachable |
| 6 | 4 | 10 | 9 | reachable |
With the standard preset's placeholder values (value = priority), no
play at all can clear the threshold below five seats. GR-S01 calls the
fixture a stand-in for scenario Problem data, so this is evidence the
stand-in is not neutral — not that GR-E01 is wrong. It is pinned three
ways: a scenario that passes on the fact, a test that asserts the
arithmetic, and a provisional marker with ground-game as owner so it
ages in make coverage (now 6 provisional defaults).
The test carries its own delete-by condition: it is expected to fail when Problem values become scenario data, and that failure is the signal to delete it rather than re-tune it.
Two smaller notes, recorded and not acted on: at 2 players GR-L01's second relation slot can never be used (there is only one possible partner), and a human at P1 is always prompted before any other seat has selected, so the seat order makes P1 a weaker test position than P3.