objective() reads GroundState::score (now public) rather than restating
what winning is; a copy in the bot would disagree with the kernel the
first time ground-game rules on F28.
Working out WHERE the modes can differ was most of the task and it
bounds the result: SOLVE always claims for the actor, so own-score and
group-score want the same SOLVE nearly everywhere. That is a fact about
GROUND's action set, not a shortcoming of the bot. Two real divergences,
both readable off the table: SUPPORT regulates someone else (worth less
against a rival, worth MORE under coalitions where a Bond merges them
into my side), and SOLVE's value is the card's value, which greedy
ignores entirely.
THE RESULT — F27 splits in two:
group success UNCHANGED in 34 of 36 cells
who wins MOVES: BONDED COALITIONS at 4p goes 2.04 -> 2.98,
2.12 -> 3.29, 2.05 -> 3.01 winning seats per game
So "the competitive modes are scoring lenses over cooperative play" was
too strong and is withdrawn. The sharper claim: GROUND's scoring modes
change WHO WINS, not WHETHER THE GROUP SUCCEEDS. And the effect is
seat-band dependent -- 2p none, 4p largest, 6p none under coalitions;
two relation slots capping network growth is a candidate explanation and
is untested.
The panel now prints BOTH policies side by side. That was a correction
mid-task: the first version printed only the new one and I compared it
against a figure remembered from CB-WP-0047 -- a comparison against a
board nobody re-ran.
Control that makes the numbers mean anything: under SHARED GROUND the
two policies agree at all but <=2 decision points across 12 boards, so a
moving column is mode-awareness and not simply a different bot.
Also: two T01 tests keyed on `status: proposed`, which ground-game
renamed to `ready-for-implement` mid-session. They now find the module
by asking resolve() -- the structural property is ours and does not move
when another repo edits its vocabulary.
Also: `make vendor` replaces three hand re-vendors with a tool that
regenerates digests by walking editions/, and reports one-sided files
rather than resolving them.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
24 KiB
The finding register
Design findings about GROUND, with their reproductions. Governed by
GameDesign.md (admissibility, kinds, states, metrics)
and ADR-0012. Reported
by make design.
Split out of GroundRules.md §Underdetermined on 2026-08-05 when that
file crossed the ~400-line loadability limit. ADR-0012 D2 said "no new
file" and this is a new file — but D2's substance was one register, not
a second mechanism competing with the first, and that holds: this is
§Underdetermined's register, moved, still driving off the same
provisional/ruling machinery. D2 also named the awkwardness this
resolves — a finding about the engine sitting in a document about the
game.
The U-items themselves, with their defaults and rulings, stay in
GroundRules.md §Underdetermined; this file tracks them
as findings.
This section is the design-finding register (ADR-0012 D2). It was the
register for dataset ambiguities already; CB-WP-0022 extended it to all
five kinds rather than building a second one beside it. Admissibility,
kinds, states and metrics: GameDesign.md. Reported by
make design.
| id | kind | state | reproduction | role | raised | owner |
|---|---|---|---|---|---|---|
| U1 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
| U2 | underdetermined | applied | scenarios/ground/gr-d01-darvo-trigger.yaml | default | 2026-07-31 | ground-game |
| U3 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
| U4 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
| U5 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
| U6 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
| U7 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
| U8 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
| U9 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
| U10 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
| F11 | inert | applied | scenarios/ground/gr-p05-solve-legality.yaml | counterexample | 2026-08-02 | clay-borg |
| F12 | degenerate | note | — | — | 2026-08-01 | clay-borg |
| F13 | inconsistent | withdrawn | scenarios/ground/gr-e01-threshold-reachable-2p.yaml | counterexample | 2026-08-01 | clay-borg |
| F14 | unplayed | applied | games/ground/examples/attack-value.rs | counterexample | 2026-08-01 | clay-borg |
| F15 | underdetermined | note | — | — | 2026-08-05 | clay-borg |
| F16 | inconsistent | withdrawn | games/ground/examples/difficulty.rs | counterexample | 2026-08-05 | clay-borg |
| F17 | degenerate | raised | games/ground/examples/attack-value.rs | counterexample | 2026-08-06 | ground-game |
| F18 | inert | raised | games/ground/src/edition.rs::card_text_tests::the_engine_reads_only_part_of_what_it_vendored |
counterexample | 2026-08-06 | clay-borg |
| F25 | inert | raised | games/ground/src/edition.rs::card_text_tests::the_engine_agrees_with_the_editions_own_numbers |
default | 2026-08-08 | clay-borg |
| F24 | inert | raised | games/ground/src/edition.rs::card_text_tests::the_hardcoded_deck_still_matches_the_edition |
default | 2026-08-07 | clay-borg |
| F19 | degenerate | applied | crates/cb-render-html/src/lib.rs::overhead_table | counterexample | 2026-08-06 | clay-borg |
| F20 | inert | applied | crates/cb-render-html/src/lib.rs::ending_page | counterexample | 2026-08-06 | clay-borg |
| F21 | degenerate | note | — | — | 2026-08-06 | clay-borg |
| F23 | inconsistent | applied | decisions/ADR-0017-chaos-window-2-verdict.md | counterexample | 2026-08-07 | clay-borg |
| F22 | underdetermined | withdrawn | games_ground::edition::supply_tests::play_never_exceeds_the_components_the_box_holds | counterexample | 2026-08-07 | clay-borg |
| F26 | inert | raised | crates/cb-render-html/src/lib.rs::a_scoped_table_says_what_a_scope_does |
counterexample | 2026-08-08 | ground-game |
| F27 | unplayed | reported | games/ground/examples/scenario-panel.rs |
counterexample | 2026-08-08 | clay-borg |
| F28 | underdetermined | raised | games_ground::tests::the_mastery_rating_and_the_shared_score_count_different_things |
counterexample | 2026-08-08 | ground-game |
-
F27 — the two competitive modes are scoring lenses over cooperative play.
scenario-panelfinds group success exactly equal across SHARED GROUND, COMMON PROBLEM and BONDED COALITIONS in all 36 cells. Correct arithmetic:GreedyPolicymaximises the group outcome and never readsstate.mode, so the same games are played and only the winner set is carved differently. Whether a mode changes how GROUND is played is therefore untested, and cannot be tested by any panel built from the current policies — it needs one that plays for personal score.unplayedrather thaninert: the modes score correctly, they have simply never faced a seat that wanted to win alone.Re-measured 2026-08-08 with
ObjectivePolicy(CB-WP-0049 T03), which plays its seat's own objective. The finding splits in two:- Group success does not move. 34 of 36 cells identical; SCN_03 at 4p goes 99→100 in all three modes, which is the SOLVE-by-value refinement and not a mode effect. Whether the table survives is the same game in all three modes.
- Who wins does move. Under BONDED COALITIONS at 4p, winning seats per game go 2.04 → 2.98 (SCN_01/02), 2.12 → 3.29 (SCN_03), 2.05 → 3.01 (SCN_04): a seat whose score is its coalition's sum bonds more, and the coalitions get about half again as large. COMMON PROBLEM moves at 6p (1.10 → 1.17).
So the modes do reach decisions — the original claim that they are "scoring lenses over cooperative play" was too strong, and is withdrawn in favour of the sharper one: GROUND's scoring modes change who wins, not whether the group succeeds.
Sensitivity: vary only the seat band and the effect appears and disappears — 2p shows no divergence in any mode, 4p shows the largest, 6p shows none under BONDED COALITIONS. A candidate explanation is that two relation slots per seat cap network growth, so at 6p the incentive exists and cannot be acted on; that is untested and is the next thing to vary.
Still open, because the part that motivated it is untested: no policy models a rival playing their objective, so a competitive mode in which nobody anticipates an opponent remains a weak test of that mode (CB-WP-0049 "Not done here").
-
F28 — SHARED GROUND's mastery rating counts cards where the mode card counts points. "All claimed Problem cards form one shared score. … For a mastery rating, subtract 1 for each Blame token still in play and 1 for each Denied Problem." The shared score is claimed value (
total);masterysubtracts the same penalties from the claimed count. Both readings fit the sentence and they differ on every game where a 3-point Problem is claimed. Ours to report, theirs to rule.Sensitivity: vary only the point value of the claimed Problems and the gap moves with
sum(value) - count. The two readings agree exactly when every claimed Problem is worth 1 — no Problem in the edition is — or when nothing is claimed, which is a loss. Everything else is held fixed: same board, same penalties, same threshold. -
F26 — a package that adds a FILE is invisible, where a package that adds a column is not.
h2-scoped-problem-stressshipsRules_Text.csv— twenty-two passages of player-facing rules, including the one passage that says what astress_scopedoes. No reader in clay-borg mentioned the file, soedition-checkcould not call it stale (a file nothing reads is not out of date, it is unseen) and no gate could call it unread. The rule the table's whole layout encodes sat in the repo, reachable by no player, for the entire measured life of H2.Inert rather than underdetermined: nothing is ambiguous about the rule and the engine implements it correctly — the text simply could not fire. Third instance of F18's shape and the first where the unit is a file, which is why it is filed separately instead of folded in.
Raised against
ground-gamebecause the actionable half is theirs: a package's manifest should name its own files, so that a consumer reading none of them is a detectable state. clay-borg now reads the one passage it needed (CB-WP-0046); the other twenty-one remain unread and that is the standing evidence. -
F11 — SOLVE offered where it cannot act. Offered on a face-down Problem, or with no matching suit in hand; inert every time. Ruled GROUND-WP-0002 T02, implemented CB-WP-0023 as GR-P05.
applied— the rule changed, not just the annotation. The case we reported was not the case that fired:validatealready rejected face-down, and the maintainer's three inert SOLVEs were the hand case. -
F12 — GR-A13 "wasted SOLVE" on an already-claimed Problem. A scenario had to pick a default and did.
note: no artifact isolates the degenerate line, so under GameDesign §3.1 it may not be reported until one exists. -
F13 — GR-E01 vs GR-S01, withdrawn 2026-08-05. Raised as "4/6/9 against 5/7/9, no dataset reconciles them."
2da19a4measured 6/9/12 against 5/7/9 and the scenario was renamed-unreachable-→-reachable-. Its reproduction is green, which under GameDesign §1.3 is the alarm that forced the resolution. Withdrawn rather than deleted, and the withdrawal is reported (ADR-0012 D5). -
F16 — "the game is too easy at 5–6 seats", withdrawn the day it was raised. Claimed from
GreedyPolicywinning 200/200 at those seat counts. AFirstLegalpolicy scores 0% on the identical deals, and at two seats it beats greedy — two unsophisticated agents span the whole range, so the measurement was about the policy. Caught by the CB-WP-0025 adversarial review (C4) before transmission; it would have been the fifth wrong premise sent to ground-game and the worst, since GROUND-WP-0005 is blocked on exactly this number. The withdrawal was reported (ADR-0012 D5). Its reproduction isdifficulty.rs, whose policy panel is plural because of this finding. -
F23 — a false claim propagated five times by citation instead of measurement. CB-EV-0024 §6 stated that chaos window 2 produced zero overrides and that its retirement condition was untestable. CB-EV-0025, CB-EV-0026, CB-EV-0027 and CB-WP-0029 each repeated it, citing the one before.
It was false. Declaration 3 (CB-WP-0020) rolled d8 = 8 and overrode — and CB-WP-0020 recorded it correctly at the time, in those words: "the first override at d8… It changed nothing… One." Counting the workplans takes one command.
The subject makes it worse. Three of those four files were arguing that this project's defect is claims asserted without their reproduction — while carrying one.
facts-checkcatches a copied number that disagrees with its source; nothing catches a number with no source, asserted once and cited thereafter.applied— ADR-0017 corrects it, and each of the four files carries an in-place correction rather than a silent edit (ADR-0012 D5). The general defect is not fixed: it is the same family as the five wrong-subject instances, and still has no control. -
F22 — does the component supply bind the game? Asked, measured, and withdrawn.
Tokens.csvgives every component aquantity— 6 Protection, 5 Denied, 12 relation links — and no numbered rule mentions a supply, so the engine could in principle mint a seventh Protection token (saturating_add, no bound,lib.rs:986). Measured over 750 games, 2–6 seats, greedy and random: Protection reaches 1 per seat and 2 on the table; Denied 3 of 5; links exactly 12 of 12, never over, because GR-L01's two-slot rule is the twelve-token supply written twice. Focus/Blame: 0 conflicts. Withdrawn — nothing to report. Registered as a stated negative because a survey that finds nothing and leaves no trace cannot be told from one that was never run. The check ships as a standing control (ADR-0016 D3): if play ever does exceed a quantity, that is a finding for ground-game — does the box bound the game, or do the rules? — and not a bound for the engine to invent. -
F21 — dragging did not work until after the first note was saved. Reported 2026-08-06: "I could not drag and drop at the beginning but after I added the first comment it worked."
note, and I could not reproduce it. The gesture logic is correct against the served page (the JS harness posts properly), the ghost carriespointer-events:noneso it cannot intercept the drop, and the markup is identical before and after the note — the 303 re-renders the same page from the same state. Candidates, none confirmed: a<details>toggle inside an action card shifting the layout mid-drag; a first-load timing difference; or a browser-level pointer capture. Reproducing it needs a browser, which no test here has — the same gap F19 named. Recorded rather than guessed at. -
F20 — a click target wearing a drag affordance made the ending controls look dead.
play again,end session,passand the move buttons carried.pick, which iscursor:grab. A grab cursor invites a drag, and a drag released over nothing posts nothing — so the button did nothing and appeared broken. Reported as two separate observations ("the button shows a hand to pick up that it probably shouldn't" and "I can't start another game or stop the server") which are one defect.applied: click targets now carry.tap. This extends CB-WP-0017's rule — interactive and inert must not look identical — to click and drag must not look identical either. -
F19 — the engine shipped a table nobody could play on, and every gate was green. CB-WP-0028's overhead view was 620px tall, so the action cards sat a screen below the Problems; dragging between them was physically impossible. Seats were drawn inside the table, and the
tabledrop target was a card among the buttons rather than the drawn surface.make allpassed throughout, because every test asserted the DOM was correct — which it was. The JS harness even posts a correct gesture against a page a human cannot drag on.degenerate: the feature fires and collapses play.applied— fixed 2026-08-06, with height, seat-position and single-drop-zone proxies added. They are proxies. Nothing here lays out a browser, and the gap CB-EV-0026 named — that no gate measures whether a player can play — is unclosed. -
F17 — ATTACK cannot affect whether the table succeeds. Reported from play as "there is no incentive to play attacks as long as I have positive cards", and the artifact now exists:
games/ground/examples/attack-value.rs, 200 games per cell, one number varied — ATTACK's rank in an otherwise identical policy.ATTACK ranked wins (2/3/4/5/6p) attacks DARVO armed 10 (below all) 132 / 165 / 190 / 200 / 200 0 0 75 (above SUPPORT) 132 / 165 / 190 / 200 / 200 315–923 13–218 95 (above SOLVE) 0 / 0 / 0 / 0 / 0 1400–5170 400–1000 The middle row is the finding: identical win counts at every seat count, while attacking hundreds of times and arming DARVO. Attacking is not punished — it is inert with respect to the goal. Group success is a function of SOLVE alone, and ATTACK only costs anything when it ranks above SOLVE and displaces it.
So the maintainer was right and the reason is sharper than the phrasing. There is no incentive because there is no path: ATTACK's effects (Stress, Rivalry, DARVO) feed nothing that decides
group_success.Asked in all three modes 2026-08-07, and ATTACK earns its place in none of them:
mode never attack attack sometimes 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 the data confirms. 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 becomes a coalition of one, so GR-E04 degenerates into GR-E03.
Not a claim that the game is broken. DARVO is the pattern the game is about not falling into; a self-destructive ATTACK may be the design. The question for
ground-gameis whether the namesake mechanic being unreachable in competent co-op play is intended. -
F18 — the engine imports one of nineteen edition files, so the cards cannot say what they do. Reported as "I don't understand the GROUND card" — which is not a design gap:
Actions.csvcarries that card's tagline ("Regulate. Restore the frame. Decide.") and full rules text, and clay-borg never imported it. Every other card is the same: a player seesClarifywhere the card reads "Ask What Happened — Invite a concrete account before judging."inert: the data exists and cannot fire, because nothing reads it. Ours, and CB-WP-0028 fixes it. -
F25 — the engine hardcodes numbers the edition states.
GroundState::thresholdis amatchreturning 5/7/9 whileScenarios.csvcarriesthreshold_2_players,threshold_3_4_playersandthreshold_5_6_players; setup writesstress: 2against "All players start at Stress 2."; the engine plays five rounds against a printed 1–5 track. All three agree, on all four scenarios, and that is the finding rather than the reassurance: these are the most contested numbers in the project — the whole 4/6/9 versus 5/7/9 episode turned on them — and the engine has been right by maintenance coincidence rather than by reading the file that owns them.inert, roledefault: green because they agree, red the moment either side moves. Ours. Same shape as F24. -
F24 — the draw pile is a Rust literal.
solution_deck()builds six of each suit from an array and never opensSolutions.csv, whosesuitandquantitycolumns say the same thing. They agree today — 24 rows, six per suit — so nothing is wrong now, and that is the point: the engine is right by maintenance coincidence rather than by reading.inert: the data exists and cannot fire. Roledefault, notcounterexample— the reproduction is green because the two agree, which is the state GameDesign §1.3 says to expect from a documented provisional choice, and it turns red the moment either side moves. Ours. CB-WP-0037 T02 deletes the literal. -
F15 — the rules define one game, not a series.
OutcomeViewgivespersonal(per seat),group_success(per table) andwinners. Summing the first and counting the third answer different questions, and GROUND says nothing about how several games combine. CB-WP-0024 T04 shows both, labelled, rather than picking one and letting it become the score by default.note: no artifact demonstrates that this harms play — a unit test showing the two tallies point at different seats demonstrates only that they can differ, which is arithmetic, not a design defect. Under GameDesign §3.1 it may not be reported until one exists. -
F14 — GR-E03/GR-E04 never played to the end. Closed 2026-08-07, and the reason they were unplayed was ours.
cb-playbuilt every game withScoringMode::SharedGroundand passed an empty patch, so two of the three shipped modes were unreachable from the only way anyone plays. The mode was patchable in scenarios and not from the driver.--modeadded; all three now play to the end and give different winners from identical play: shared → all four seats, common → P3 alone, coalitions → P1+P2.applied— 800 games per mode in the reproduction.
The register's first run found ten answers nobody had collected
U1–U10 are ruled, not reported. GROUND-WP-0002 T05 answered all
ten on 2026-08-03 — every one confirmed as the default clay-borg
already simulates — and GROUND-WP-0002 T03 confirmed five of the six
provisional scenarios, voiding gr-e01 as a rules gap. The workplan is
finished.
CB-RES-0007 reported "0 of 10 ruled" and this register was built saying
reported. Both were two days stale on the day they were written. The
answers had arrived and nothing propagated them — the same failure as the
unread inbox, in the opposite direction.
They are ruled, not applied, and the difference is work we owe.
Per ADR-0012 D5, applied means the source changed and the provisional
default was deleted. The rulings confirmed our defaults, so the rules did
not move — but the scenarios still carry provisional: true for choices
that are now settled. Lifting those flags and recording each ruling is
what closes U1–U10, and it is not done. make design shows them open
until it is.
The U-item ↔ scenario mapping, measured twice
One U-item has a scenario that names it: U2. CB-RES-0007 asserted six of ten did.
CB-WP-0026 T03 tried to write the other mappings and produced two wrong ones before checking them:
| claimed | why it was withdrawn |
|---|---|
gr-a04-bond-support → U1 |
it asserts consent is required; U1 asks when the target accepts. Different question. |
gr-d05-darvo-reverse → U5 |
it exercises the unrejected REVERSE; U5 is the rejected one (GROUND—ND). Different stage. |
Both were plausible from the covers: list and both were wrong on
reading the description. That is the third and fourth instance of this
exact defect — a link that looks right, asserted without checking what
the artifact actually exercises — and the first two reached ground-game.
So a scenario now declares encodes_u_item explicitly or claims nothing.
Nine U-items have no reproduction and are recorded as having none.
They are applied because the ruling landed and the provisional flag came
off, not because anything demonstrates them.
What the backfill measured, and what it contradicted
Only U2 names its U-item in a scenario. Measured, not estimated:
for u in U1 .. U10; do grep -lE "\b$u\b" scenarios/ground/*.yaml; done
CB-RES-0007 asserted "six of the ten already have provisional
scenarios." Five provisional scenarios exist and one cites the item
it stands for. The other four may well encode U-item defaults — the
mapping is simply not written down, so it is not checkable, and an
uncheckable link is the defect this register exists to fix. The register
records what is citable; the rest is debt, visible in make design.
No sixth kind was needed — the five kinds absorbed all four non-U findings. And the survey's "six provisional defaults" was not entered as a finding: C3 showed it double-counted GR-E01, and the provisional scenarios are reproductions for underdetermined items, not a finding of their own.
U1–U10 are reported while lacking reproductions, which GameDesign
§3.1 would now forbid. They were reported on 2026-07-30, before the rule
existed. They are grandfathered rather than rewritten, and the debt is a
reported metric with a target of zero.