clay-borg/workplans/CB-WP-0041-the-extensive-form-foundation.md
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CB-WP-0041 done: ADR-0020 refuses the port, and T02 is why
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>
2026-08-08 15:35:03 +02:00

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---
id: CB-WP-0041
kind: product
title: "The extensive-form foundation"
status: done
state_hub_workstream_id: "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`](../specs/ChaosRollHistory.md)).
## Why
[CB-RES-0009](../research/CB-RES-0009-extensive-form-is-the-lingua-franca.md)
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?
```task
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
```task
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
```task
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
```task
id: CB-WP-0041-T04
status: done
priority: medium
state_hub_task_id: "3010fb0d-84cc-4fa8-8c23-726ee946cd79"
```
`decisions/ADR-*.md`, written **after** T01T03 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](../decisions/ADR-0020-we-do-not-build-the-port.md) — **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.