T02 — all chance derives from one root seed. Three chance points, all reading it: the setup deck shuffle, the setup Lead draw, and the reshuffle permutation. The Problems deal is not chance at all. So in extensive-form terms the tree has a single chance node at the root. That test was wrong first, and the mutation caught it. It compared state hashes — and GroundState carries `seed` as a field, so "different seeds differ" was true by construction. Mutating the shuffle away left it green. It now compares the dealt configuration, and the same mutation fails it: a wrong-subject error inside the control written for T02. The reshuffle is a pure function of (seed, round) because K5 requires deterministic replay, where a real table reshuffles independently. That is a modelling restriction, not a defect, and it is now pinned. T03 — commit/reveal checked in both directions: before Reveal each seat sees its own selection and no other; after Reveal the information sets merge, because an encoding that hides forever is not commit/reveal either. T04 — ADR-0020 refuses the EFG port, and the blocker is T02 rather than T01, which inverts what the workplan expected. Perfect recall looked like the risk and is a constraint with a known answer: key on observation histories. Making chance explicit is the expensive one — the reshuffle would become a real chance node and break the K5 purity that every recording, replay bundle and trial-note hash depends on. A port would trade the property this project is built on for one it has never needed. Track B's first move is therefore a question, not a build: take "is exploitability meaningful for a co-operative game with a shared threshold" to OpenSpiel on a toy model, where answering it costs nothing. D4 states what being wrong looks like — OpenSpiel settling on a toy what three rounds of policy sweeps could not — and makes watching for it the next action. Taxonomy §4.1 records the EFG correspondence with the test that checks each row, so a later pass starts from a specification rather than a memory. Chaos window 4 at three declarations. Window 3's verdict is now two windows behind and should be evaluated rather than restated. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
10 KiB
| id | kind | title | status | state_hub_workstream_id |
|---|---|---|---|---|
| CB-WP-0041 | product | The extensive-form foundation | done | dacfa1fe-81c3-4c97-b81e-ec66d95a611c |
Purpose
structural tier M (states what the kernel claims about itself as a
game-theoretic object, and prepares — but does not
build — a capability port)
chaos d8 = 5 → no override
declared tier M
Declaration 1 of chaos window 4. Window 3 closed at 12 declarations
with one override that changed nothing, and its verdict is still owed
(ChaosRollHistory.md).
Why
CB-RES-0009 found that the extensive-form game is the interchange format between describing a game and analysing it — Ludii's universality result grounds its language in EFGs, and OpenSpiel's CFR, best-response and exploitability consume them.
And that we already have most of one, under other names:
| EFG component | ours |
|---|---|
| histories | the journal — Applied { actor, command, events } in order |
| actions | bot::legal_commands(state, seat) |
| information sets | state.project(Viewer::Player(seat)) |
| payoffs | Outcome / score() |
| terminal | outcome.is_some() |
This workplan does not build the port. It answers what is true of the engine today, because a port built on an unchecked assumption is worse than no port — and one of the three gaps invalidates every equilibrium concept if it turns out badly.
Task: does the engine satisfy perfect recall?
id: CB-WP-0041-T01
status: done
priority: high
state_hub_task_id: "a9438152-1556-4cde-9eae-af75066a485a"
Perfect recall — every player remembers their own past actions and observations — is the assumption CFR and exploitability both rest on. Nobody has checked whether ours holds.
Formally, for a seat i and any two histories h, h' in the same
information set of i: the sequence of i's own actions and
information sets along h and h' must be identical.
Controls:
- derived from the journal and the projection, not asserted — the check must be able to say NO;
- a positive control: a deliberately forgetful projection must fail it, or the check proves nothing;
- stated per seat count, since the partition depends on how many seats there are to hide from;
- the answer may be that we do NOT have perfect recall, and that is reported as plainly as the other outcome. It would be a real finding and would make Track B's adoption unsound as it stands.
Done 2026-08-08. The answer is "it depends what you call an information set", and the distinction is the result. 44,938 decision points, random play, 2/3/4/6 seats.
| reading | information set is… | violations |
|---|---|---|
| A | the seat's current projection — what project(Viewer::Player(seat)) returns and the page renders |
22 |
| B | the seat's observation history — every view seen and action taken, in order | 0 |
Reading A fails, and the witness is concrete: two histories reach a
byte-identical view — round 3, Select, same hand, same claimed Problem —
where the seat had played SOLVE, GROUND—OU(protect) in one and
SUPPORT, SOLVE in the other. The view does not tell the seat what it
did.
The mechanism is that our state is a snapshot, not a history. Selections clear each round and effects coincide, so a player cannot reconstruct their own past from the present. In a real game the player's memory supplies it; in the state, nothing does.
This is precisely OpenSpiel's ObservationString vs
InformationStateString split, arrived at here by measurement rather
than by reading it off. project() is an observation.
So Track B is not closed — it is constrained, and usefully:
An extensive-form game built from this engine must key information sets on observation histories, never on
project().
Both directions are asserted. Reading B empty, and Reading A non-empty — because if the sample stops finding Reading A violations the conclusion is unsupported and must be re-derived, not quietly kept.
What this cannot say. It samples; it can falsify perfect recall and cannot establish it. Reading B's zero means no counterexample was drawn, which is weaker than "the property holds" and is printed as such.
Task: say precisely what our chance is
id: CB-WP-0041-T02
status: done
priority: high
state_hub_task_id: "e223bf7d-6e4e-4377-8eac-a63e83a60d35"
setup shuffles, deals and draws Lead from a seeded RNG, and the
mid-game reshuffle derives from seed and round. So a clay-borg game is
one chance realisation, not a game with chance nodes, and the panels
approximate the distribution by sampling seeds.
Controls:
- state it, do not fix it. Monte Carlo over seeds is legitimate and is what we do; the defect would be calling it an EFG;
- name every point where chance enters, from the code, not from memory;
- say what an explicit chance player would cost — that is the input to T04's decision, and guessing it is how a port gets built on a hope.
Done 2026-08-08. Three chance points, all reading the same root seed:
| where | what |
|---|---|
setup |
shuffles the Solution deck (ChaChaRng::from_seed(seed)), hands dealt off the top |
setup |
draws the Lead (rng.draw(seats)) from the same stream |
draw_solution |
reshuffles the discard when the deck empties, with ChaChaRng::from_seed(seed ^ round) |
The Problems deal is not chance at all — edition::deal is a pure
function of the vendored CSV, so every game gets the same board.
So in extensive-form terms the tree has a single chance node at the
root. a_game_is_determined_by_its_seed pins it.
And that test was wrong first. It compared state hashes, and
GroundState carries seed as a field — so "different seeds differ" was
true by construction. Mutating the shuffle away left it green. It now
compares the dealt configuration (hands, Lead, deck order), and the
same mutation fails it. A wrong-subject error inside T02's own control,
caught by the mutation rather than by reading.
The reshuffle is correlated with the root seed, and a real table's is
not. The permutation is a pure function of (seed, round) — deliberate,
so replay never re-derives it (GameKernel K5), and the code says so.
the_reshuffle_permutation_is_a_function_of_seed_and_round pins that it
moves with both inputs.
The consequence is a modelling one, not a defect: at a table the reshuffle is an independent random event. An EFG built from this engine inherits the correlation and models a restriction of the game as played.
The cost of an explicit chance player, stated for T04:
- the root node is not enumerable — 24 Solution cards give 24! orderings — so any EFG over this must sample chance, which is what external-sampling MCCFR does and what our seed sweeps already do by hand;
- making the reshuffle a genuine chance node breaks the K5 purity that makes replay deterministic. That is the real cost and it is a tension, not a line of code: our recordings replay because chance is a function of state.
Task: state the simultaneity encoding, and check it
id: CB-WP-0041-T03
status: done
priority: medium
state_hub_task_id: "c95b32a1-5006-4acd-abc9-537543119344"
Commit/reveal is the textbook EFG encoding of simultaneous moves: sequence them, and hide the earlier move in an information set.
Control: it is not enough to say so. The projection must actually
hide another seat's selection before Reveal, and a test must fail if it
stops doing that. That property is load-bearing for every claim in §1 of
the research note and is currently only implied by
SelectionView::Hidden.
Done 2026-08-08. a_pending_selection_is_hidden_until_reveal checks
both halves at four seats: before Reveal each seat sees its own
selection and no other, and after Reveal the information sets merge —
because an encoding that hides forever is not commit/reveal either.
Mutation-proven: make selections public and it fails naming the seats.
Task: decide whether to build the port at all
id: CB-WP-0041-T04
status: done
priority: medium
state_hub_task_id: "3010fb0d-84cc-4fa8-8c23-726ee946cd79"
decisions/ADR-*.md, written after T01–T03 and not before.
It must be able to conclude "no". Options include exporting an EFG, adopting OpenSpiel's API directly for analysis only, or deciding the gaps are too expensive and Track B borrows vocabulary rather than machinery.
Controls:
- the decision cites T01's answer, because if perfect recall fails, most of the option space closes;
- it states what it would cost to be wrong;
- a port is declared separately, at its own tier. Creating a capability port is a tier-L trigger and this workplan is M — it may not smuggle one in.
Done 2026-08-08. ADR-0020 — and the answer is no.
The blocker is T02, not T01, which inverts what the workplan expected. Perfect recall looked like the risk and turned out to be a constraint with a known answer: key on observation histories. Making chance explicit is the expensive one — the reshuffle would become a real chance node, and that breaks the K5 purity every recording, replay bundle and trial-note hash in this repo depends on.
A port would trade the property this project is built on for one it has never needed.
Track B's first move is a question, not a build: take "is exploitability meaningful for a co-operative game with a shared threshold" to OpenSpiel on a toy model, where answering it costs nothing.
D4 states what being wrong looks like — OpenSpiel settling, on a toy, a question three rounds of policy sweeps could not — and makes watching for it the next action rather than a hope.
Not in this workplan
- No EFG export, no OpenSpiel integration, no equilibrium computation.
- No answer to "is exploitability meaningful for a co-operative game with a shared threshold" — that is the other open question from CB-RES-0009 §6, it is a question about game theory rather than about our engine, and it wants its own pass.