one clause short
Nine decisions. Two were not on T03's list; both are the review's.
D2: specs/GroundRules.md §Underdetermined IS the register. C4 pointed out
it was never evaluated as a candidate, and against the survey's own five
benchmarks it already delivers four -- including the Magic Oracle property
("a ruling flips the scenario, not the kernel", :231-233) that the survey
travelled to Magic to discover and we had written down ourselves eight
days earlier. What it lacks is reproductions. So this pass extends a
section rather than building a register: no new file, no new schema, and
no second mechanism to disagree with the first.
D3: admissibility is three clauses. It exists; it has the ruled shape
(GROUND-WP-0004 T02's row-level table, never a sum -- promoted from a T04
addendum because two of three wrong premises were sums without tables);
and it CAN FAIL. The third is C1's. GR-E01's scenario went green when the
edition landed, and the finding stayed admissible and stayed queued for
transmission, because nothing in the rule said a passing artifact was a
signal. A green reproduction is an alarm, not a reassurance.
D1 applied: INTENT gains a fourth property, Instrument, worded as a
mechanism rather than an ambition and carrying its own falsifier -- if a
pass tolerates an undecided rule by quietly picking a default, the
property is false.
D4 five kinds, each forced by an existing finding; a sixth during backfill
means the taxonomy was invented. D5 lifecycle where `applied` means the
source changed, the queue empties while the log accumulates, and
withdrawals are reported rather than deleted -- GR-E01 is why. D6 notes
admitted but never reportable, 30-day expiry on the existing age
machinery; refusing them would discard the only class of finding the
engine cannot produce itself, which is CB-WP-0025's whole input. D7 no
engine-evolution register, on an inventory C5 corrected -- narrowed, not
settled. D8 design-baseline.py retired, kept as a dated snapshot because
deleting it erases the evidence for how 33% got in. D9 the artifact stays
here, ground-game gets a generated file under its own workplan.
loop-lint: no findings. facts-check: no findings.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
114 lines
5.7 KiB
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114 lines
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Markdown
# Intent
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Clay-Borg is a rebuild-from-scratch simulation and games engine framework: it
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assimilates and optimizes techniques and implementations useful for games,
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simulations, and robotics.
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It is not another monolithic game engine. It is a capability-assimilating
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development engine with four distinct properties:
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1. **Clay** — its canonical models, contracts, rules, and tools remain malleable.
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2. **Borg** — mature, optimized libraries are assimilated behind controlled
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interfaces rather than copied or exposed directly.
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3. **Product-driven evolution** — abstractions are extracted from working
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games, beginning with **GROUND — A Game of Bonds and Rivalry: DARVO
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Edition**, rather than invented in isolation.
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4. **Instrument** — the engine is rigorous enough that it cannot proceed
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past a rule that does not decide. What it cannot execute, it reports:
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findings about the *game's* design are a product of building the
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simulator, not a side activity, and they are carried back to the game's
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owner with the artifact that produced them. *(ADR-0012. A restatement of
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what has already happened six times, made a duty. If a pass ever
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tolerates an undecided rule by quietly picking a default and not raising
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it, this property is false.)*
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The central rule:
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> **Own the semantics; assimilate the implementation.**
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Clay-Borg owns what an entity, object, command, event, card, zone,
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relationship, game, simulation, asset, plugin, and capability *mean*.
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External libraries (wgpu, Rapier, Bevy ECS, Wasmtime, Quinn, egui, Serde,
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tracing, …) provide optimized implementations of rendering, physics,
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networking, serialization, and similar functions behind canonical ports. No
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external library type should leak across a canonical interface.
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## Why GROUND first
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GROUND requires modest physics but sophisticated social state, simultaneous
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decisions, and constrained sequences (a binding DARVO deny/attack/reverse
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state machine, a typed relationship graph, commit/reveal simultaneous
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resolution). It must stay playable headless — no rendering, no rigid-body
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simulation required to run or test the rules. The 3D tabletop is a
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projection and interaction surface for the game, not the definition of the
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game.
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## The most important design decisions
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1. Build GROUND first, not a general engine first.
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2. Keep rules independent from rendering and physics.
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3. Use commands and events as the authoritative mutation mechanism.
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4. Provide null, reference, and optimized implementations of important
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capabilities.
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5. Never leak assimilated-library types into canonical interfaces.
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6. Use server-authoritative physics and deterministic semantic rules.
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7. Treat player visibility as a projection, not a UI afterthought.
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8. Make every defect reproducible as a scenario and replay.
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9. Give coding agents bounded work packets and stable commands.
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10. Attach TargetRevenue phases to versioned improvements and evidence
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bundles.
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## First product
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> A headless, replayable, and agent-readable GROUND rules engine that can be
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> projected onto an increasingly physical virtual tabletop, while every new
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> capability remains replaceable, measurable, and financeable through
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> TargetRevenue.
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## Implementation order
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0. **Headless GROUND** — full authoritative state, 2–6 players,
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commit/reveal, relationships, DARVO, GROUND practice, CLI player, replay
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and scenario tests, simple bots. No rendering, no physics.
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1. **Inspectable 2D table** — card/token/hand/relationship-graph
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visualization, drag-to-propose, debug inspector, hot-seat play.
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*Open on one human verification, and every run of it so far has found
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something no test could. 2026-08-02, run 1: the drag was broken — drop
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targets were `id`s, which must be unique, so the graph circle held
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`seat-0` and the seat card had none (CB-WP-0016). Run 2: the drag
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worked but the page was **wrong about which moves exist**, showing 5
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cards each claiming all three target kinds where 9 specific commands
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were legal, with no way to see what was pickable, held, or droppable
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(CB-WP-0017). Both fixed. What remains is perceptual and unreachable
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from here by construction (ADR-0010 D5): run `cb-play --serve 0` and
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confirm you can see what can be picked up, what you are holding, and
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where it may go.*
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2. **Physical 3D tabletop** — wgpu renderer, Rapier-backed physics, camera
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and pointer controls, snap zones, asset importer.
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3. **Networked sessions** — authoritative host, private projections,
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commit/reveal protocol, reconnection, replay verification, spectator mode.
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4. **Game creation framework** — object prototypes, scene/zone editors,
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card/deck importer, package validation, Wasm game components.
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5. **Prove generality** — implement one deliberately different fixture game;
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only then promote duplicated GROUND abstractions into the stable Clay
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Canon.
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> No concept becomes canonical merely because it looks general. It becomes
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> canonical after surviving a second concrete use.
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## Sister repositories
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- **`ground-game`** — the authoritative home of the GROUND boardgame itself
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(rules, editions, content). Clay-Borg implements the engine that simulates
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it; game-semantics questions defer to that repo.
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- **`target-revenue`** — the canonical home of the Target Revenue Framework
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and the TRSL license text this repo is released under.
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## Provenance
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This intent is distilled from the fuller architectural exploration in
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[`history/260730-InitialExploration.md`](history/260730-InitialExploration.md),
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which also covers the runtime substrate, simulation kernel, physics
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subsystem, world-building layer, tabletop domain framework, networking
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architecture, the agentic inner loop (work packets, CLI surface, quality
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gates), and the TargetRevenue business-control model in full detail.
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