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unplayed was ours Tier S (a fix and a measurement inside a boundary; chaos d8=4 from CB-WP-0029's roll, no override). cb-play built EVERY game with ScoringMode::SharedGround and passed an empty patch. The mode was settable in scenarios and not from the driver, so two of the three shipped modes were unreachable from the only way anyone actually plays. F14 sat open for a week because nobody could reach the thing it was about. --mode added. All three now play out and give DIFFERENT WINNERS FROM IDENTICAL PLAY: shared -> all four seats (mastery 4), common -> P3 alone (top personal scorer), coalitions -> P1+P2 (best Bond network, 4>3>2). Same 37 commands, three answers. AND THEY ANSWER F17'S OPEN QUESTION. I had flagged that ATTACK might earn its place where Blame costs personal score. It does not, in any mode: SHARED GROUND 132/165/190/200 -> identical free but pointless COMMON PROBLEM 59/52/48/44 -> 59/52/48/34 a cost at six seats BONDED COALITIONS 131/134/132/116 -> 59/52/48/34 roughly halved The coalitions row has a mechanism and the data confirms it unprompted. GR-A07 flips a Bond to a Rivalry on Attack, and GR-E04 scores Bond NETWORKS -- so attacking destroys the thing that scores. And the attacking numbers in E04 are IDENTICAL to E03's, which is exactly what that predicts: break every Bond and each seat is a coalition of one, so GR-E04 degenerates into GR-E03. That check was not designed; it fell out. F14 -> applied. F17 strengthened and no longer bounded to co-op: ATTACK has no mode in which it helps, and one where it actively destroys your score. Still framed as a question rather than a verdict. DARVO is the pattern the game is about not falling into, so a self-destructive ATTACK may be the design. What ground-game has to decide is whether the namesake mechanic being unreachable in competent play -- in all three modes -- is intended. make all: exit 0. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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| .forgejo/workflows | ||
| benchmarks | ||
| crates | ||
| decisions | ||
| editions/ground-darvo-r0 | ||
| evidence | ||
| games/ground | ||
| history | ||
| research | ||
| scenarios | ||
| specs | ||
| tools | ||
| trials | ||
| workplans | ||
| .custodian-brief.md | ||
| .gitignore | ||
| Cargo.lock | ||
| Cargo.toml | ||
| clippy.toml | ||
| facts.toml | ||
| gates.toml | ||
| INTENT.md | ||
| LICENSE | ||
| Makefile | ||
| README.md | ||
| rust-toolchain.toml | ||
| WORK-RECORDS.md | ||
clay-borg
A rebuild from scratch simulation and games engine framework set up to assimilate and optimize techniques and implementations useful for games, simulations, robotics.
Licensed under the Target Revenue Source License (TRSL V1C1) — see LICENSE; canonical text lives in the org's target-revenue repository.
Running the gates
make all # every gate, from a clean shell
make -C /path/to/clay-borg all # …or from any other directory
There is no environment setup step. No cd, no export PATH, no
activation script. make locates the repo from its own path and cargo
from the standard rustup locations; the Python tools do the same via
tools/repo.py. The only prerequisites are a rustup toolchain and Python
3.11+.
This is deliberate and enforced: make env-test runs every tool from /
with a PATH containing no cargo, and make all includes it. CB-RES-0003
measured 84 agent turns and $15.33 spent prefixing commands with cd and
export PATH before that friction was fixed at the root (CB-WP-0004 T01).
Other useful targets: make cost (spend per task), make cost-budget
(spend since the last commit), make cost-mix (mechanical vs judgment
turns), make loop-lint (executable InnerLoop rules), make self-tests
(every tool's positive control).
GROUND
The first product vertical is a virtual tabletop implementation of GROUND — A Game of Bonds and Rivalry: DARVO Edition. The boardgame itself (rules, editions, content) is at home in the sister repository ground-game — that repo is authoritative for what GROUND is; clay-borg implements the engine that runs it.