clay-borg/INTENT.md
tegwick 580081ef71 CB-WP-0022 T03: ADR-0012 -- the register already existed, and the rule was
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>
2026-08-05 15:05:51 +02:00

5.7 KiB
Raw Blame History

Intent

Clay-Borg is a rebuild-from-scratch simulation and games engine framework: it assimilates and optimizes techniques and implementations useful for games, simulations, and robotics.

It is not another monolithic game engine. It is a capability-assimilating development engine with four distinct properties:

  1. Clay — its canonical models, contracts, rules, and tools remain malleable.
  2. Borg — mature, optimized libraries are assimilated behind controlled interfaces rather than copied or exposed directly.
  3. Product-driven evolution — abstractions are extracted from working games, beginning with GROUND — A Game of Bonds and Rivalry: DARVO Edition, rather than invented in isolation.
  4. Instrument — the engine is rigorous enough that it cannot proceed past a rule that does not decide. What it cannot execute, it reports: findings about the game's design are a product of building the simulator, not a side activity, and they are carried back to the game's owner with the artifact that produced them. (ADR-0012. A restatement of what has already happened six times, made a duty. If a pass ever tolerates an undecided rule by quietly picking a default and not raising it, this property is false.)

The central rule:

Own the semantics; assimilate the implementation.

Clay-Borg owns what an entity, object, command, event, card, zone, relationship, game, simulation, asset, plugin, and capability mean. External libraries (wgpu, Rapier, Bevy ECS, Wasmtime, Quinn, egui, Serde, tracing, …) provide optimized implementations of rendering, physics, networking, serialization, and similar functions behind canonical ports. No external library type should leak across a canonical interface.

Why GROUND first

GROUND requires modest physics but sophisticated social state, simultaneous decisions, and constrained sequences (a binding DARVO deny/attack/reverse state machine, a typed relationship graph, commit/reveal simultaneous resolution). It must stay playable headless — no rendering, no rigid-body simulation required to run or test the rules. The 3D tabletop is a projection and interaction surface for the game, not the definition of the game.

The most important design decisions

  1. Build GROUND first, not a general engine first.
  2. Keep rules independent from rendering and physics.
  3. Use commands and events as the authoritative mutation mechanism.
  4. Provide null, reference, and optimized implementations of important capabilities.
  5. Never leak assimilated-library types into canonical interfaces.
  6. Use server-authoritative physics and deterministic semantic rules.
  7. Treat player visibility as a projection, not a UI afterthought.
  8. Make every defect reproducible as a scenario and replay.
  9. Give coding agents bounded work packets and stable commands.
  10. Attach TargetRevenue phases to versioned improvements and evidence bundles.

First product

A headless, replayable, and agent-readable GROUND rules engine that can be projected onto an increasingly physical virtual tabletop, while every new capability remains replaceable, measurable, and financeable through TargetRevenue.

Implementation order

  1. Headless GROUND — full authoritative state, 26 players, commit/reveal, relationships, DARVO, GROUND practice, CLI player, replay and scenario tests, simple bots. No rendering, no physics.
  2. Inspectable 2D table — card/token/hand/relationship-graph visualization, drag-to-propose, debug inspector, hot-seat play. Open on one human verification, and every run of it so far has found something no test could. 2026-08-02, run 1: the drag was broken — drop targets were ids, which must be unique, so the graph circle held seat-0 and the seat card had none (CB-WP-0016). Run 2: the drag worked but the page was wrong about which moves exist, showing 5 cards each claiming all three target kinds where 9 specific commands were legal, with no way to see what was pickable, held, or droppable (CB-WP-0017). Both fixed. What remains is perceptual and unreachable from here by construction (ADR-0010 D5): run cb-play --serve 0 and confirm you can see what can be picked up, what you are holding, and where it may go.
  3. Physical 3D tabletop — wgpu renderer, Rapier-backed physics, camera and pointer controls, snap zones, asset importer.
  4. Networked sessions — authoritative host, private projections, commit/reveal protocol, reconnection, replay verification, spectator mode.
  5. Game creation framework — object prototypes, scene/zone editors, card/deck importer, package validation, Wasm game components.
  6. Prove generality — implement one deliberately different fixture game; only then promote duplicated GROUND abstractions into the stable Clay Canon.

No concept becomes canonical merely because it looks general. It becomes canonical after surviving a second concrete use.

Sister repositories

  • ground-game — the authoritative home of the GROUND boardgame itself (rules, editions, content). Clay-Borg implements the engine that simulates it; game-semantics questions defer to that repo.
  • target-revenue — the canonical home of the Target Revenue Framework and the TRSL license text this repo is released under.

Provenance

This intent is distilled from the fuller architectural exploration in history/260730-InitialExploration.md, which also covers the runtime substrate, simulation kernel, physics subsystem, world-building layer, tabletop domain framework, networking architecture, the agentic inner loop (work packets, CLI surface, quality gates), and the TargetRevenue business-control model in full detail.