clay-borg/workplans/CB-WP-0041-the-extensive-form-foundation.md
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CB-WP-0041 T01: perfect recall fails on the projection, holds on the history
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 A — information set = the seat's current projection, which is what
project(Viewer::Player(seat)) returns and what the page renders: 22
violations. Reading B — information set = the seat's observation history,
every view seen and action taken in order: 0.

The Reading A witness is concrete. Two histories reach a byte-identical
view — round 3, Select step, same hand, same claimed Problem — where the
seat had played SOLVE then GROUND-OU(protect) in one and SUPPORT then
SOLVE in the other. The view does not tell the seat what it did, because
our state is a snapshot rather than 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.

That is precisely OpenSpiel's ObservationString vs InformationStateString
split, arrived at here by measurement rather than read off. project() is
an observation, not an information state.

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 rather than quietly kept. And the check
samples, so it can falsify perfect recall and cannot establish it: Reading
B's zero means no counterexample was drawn, which is printed as such.

Wired into make panels, so it is re-derived by the gate rather than by
hand.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 15:18:36 +02:00

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---
id: CB-WP-0041
kind: product
title: "The extensive-form foundation"
status: active
---
# 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
```
**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: todo
priority: high
```
`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.
## Task: state the simultaneity encoding, and check it
```task
id: CB-WP-0041-T03
status: todo
priority: medium
```
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`.
## Task: decide whether to build the port at all
```task
id: CB-WP-0041-T04
status: todo
priority: medium
```
`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.
## 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.