GateAttackPolicy ranks ATTACK above GROUND at the stress gate and delegates everything else. A PROBE, not a better bot: it wins 12/100 where greedy wins 60/100 under the same module, and the panel's banner says so, because a column that looks like a policy comparison will be read as one. (a) THE MODULE IS UNREACHABLE IN THE PRINTED GAME. Selected alone it still never fires: peak Stress never exceeds 2, so the gate never bites and no ATTACK is ever gated. A module can be unreachable because of an aspect it does not name -- attack_relief needs a problem_stress module before it can act at all, and nothing in its own declaration says so. (b) ONCE REACHABLE IT IS REAL. Holding the probe fixed and varying only the module: group wins 12->21, 19->28, 50->57 at 3/4/6p, and DARVO arms 299->221, 294->213, 334->164. Under flat pressure the same shape appears in DARVO alone: h1 arms 200 against flat_any_open's 300/400/600. Stated as the conditional it is: GIVEN seats that attack at the gate. Not advice to attack, and not evidence against F17. AND IT CHANGES WHAT WE TOLD GROUND-GAME. CB-EV-0030 rejected H1 with policies that never attacked, so H1-B was inert for every game behind that verdict. The rejection stands on flat pressure alone -- wins are 0 either way -- but "H1-B does nothing" was never established and is now known to be false. We owe them that correction. Sensitivity: vary only the ATTACK rank. At 10 (greedy) and +55 (module-aware) the module never fires; at 110 it fires in every game. Nothing about the module changed -- only whether any seat gave it a turn. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
19 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 | ruled | 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 |
| F29 | inconsistent | applied | games_ground::edition::card_text_tests::which_scenarios_are_mechanically_distinct |
counterexample | 2026-08-08 | ground-game |
| F31 | unplayed | reported | games/ground/examples/module-panel.rs |
counterexample | 2026-08-08 | clay-borg |
| F30 | degenerate | ruled | games/ground/examples/scenario-panel.rs |
counterexample | 2026-08-08 | ground-game |
| F28 | underdetermined | applied | games_ground::tests::the_mastery_rating_and_the_shared_score_count_different_things |
counterexample | 2026-08-08 | ground-game |
Prose for closed findings (withdrawn or applied) lives in
FindingRegister-closed.md; the rows above
are the whole register and make design reads them from here.
-
F31 —
attack_relief.self_soothe_ge4cannot fire, so it has never been measured.module-panelrecords zero ATTACKs in every cell, at every seat band, under both a mode-blind and a module-aware bot. The module only acts on an uncancelled ATTACK by a seat at Stress ≥ 4, so it has had no opportunity in any game this repo has run — including every game behind CB-EV-0030's H1 measurement, where it was half the package.The mechanism is legible:
GreedyPolicyranksGroundat 100 when the stress gate bites andAttackat 10, so at exactly the position where self-soothe would pay, GROUND wins the comparison.ModuleAwarePolicyraises ATTACK by 55 at the gate and that is still not enough, which is a fact about the ranking rather than about the game.unplayed, emphatically notinert. The kernel implements the module correctly; nothing has ever given it an opportunity. Reporting it as a null result is the error the panel now refuses to make: its row shows real numbers with← never fired: UNMEASUREDattached, because the numbers belong to the other modules in the row.Sensitivity: vary only the ATTACK rank. The falsifier is a policy that attacks at the gate — if group success then moves under
attack_relief.self_soothe_ge4and not under the baseline, the module is real and only our seats were hiding it. Until such a seat exists, no claim about this module is supported in either direction, and CB-EV-0030's H1 verdict rests on its flat-pressure half alone.FALSIFIED, 2026-08-08, and the answer has two parts.
GateAttackPolicy— a probe that ranks ATTACK above GROUND at the stress gate, delegating everything else — was built for exactly this.(a) The module is unreachable in the printed game, not merely unchosen. With
attack_relief.self_soothe_ge4selected alone the probe still never attacks and the row still readsnever fired: peak Stress never exceeds 2, so the gate never bites and no ATTACK is ever gated. The baseline has no inbound Stress (F17's observation from the other side), so this module needs aproblem_stressmodule before it can act at all. A module can be unreachable because of an aspect it does not name.(b) Once reachable it is real. Holding the probe fixed and varying only the module — the only comparison that isolates it:
seats scopedscoped_plus_attack_soothegroup wins DARVO arms 3p 12 21 +9 299 → 221 4p 19 28 +9 294 → 213 6p 50 57 +7 334 → 164 Under flat pressure the same shape appears in DARVO alone:
h1againstproblem_stress.flat_any_openarms 200 against 300 / 400 / 600 at 3/4/6p, with group wins 0 in both.Stated as the conditional it is: given seats that attack at the gate, self-soothe raises group success by ~7–9 per 100 and cuts DARVO arming by a quarter to a half. The probe is deliberately poor play — it wins 12/100 where greedy wins 60/100 under the same module — so this is not a recommendation to attack, and the row is not evidence against F17.
What this changes about H1. CB-EV-0030 rejected H1 with policies that never attacked, so H1-B was inert for every game behind that verdict. The rejection stands on flat pressure alone — group wins are 0 with or without self-soothe — but "H1-B does nothing" was never established and is now known to be false.
Sensitivity: vary only the ATTACK rank. At
Attack = 10(greedy) and at+55(module-aware) the module never fires; at110it fires in every game. Nothing about the module changed — only whether any seat ever gave it a turn. -
F30 — SCN_04 is materially harder at 2 players. 52/100 group success against 67 and 73, with every other parameter held by the edition itself: same deal shape, same 6 available points, same threshold 5, same starting Stress. The lone difference is that SCN_04 is the only 2p deal needing two of one suit (Repair, Clarify, Repair).
Causation is not established and the finding does not claim it. The falsifier is a deck with a doubled suit that does not lose group success.
Sensitivity: vary only the seat band and the gap closes — at 4p SCN_04 is 97 against 94/99, so it is not the hard board there. The effect is specific to the 2p deal, which is the band where the deck has fewest cards to route around a suit it cannot match.
RULED 2026-08-08: acceptable variety for now; SCN_04 stands as a harder board and is monitored. If table feel proves too swingy the first lever is priority-2's suit (dropping the double Repair), not the global thresholds — which also confirms our reading that the suit multiset is the operative difference, without our having measured it.
-
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").
The seat-band explanation is answered, 2026-08-08. ground-game: the two-relation-slot limit is an intentional cap on complexity and play time; a third slot stays an extension rather than core r0. So the 6p flatness is designed, not a defect — and our sensitivity run is welcome but would be measuring an extension, not the shipped game.
The aspect half is closed, 2026-08-08 (CB-WP-0049 T04).
ModuleAwarePolicyreads the resolvedRules, so "a bot that does not attend to a mechanism cannot test claims about it" no longer holds for modules. The mode half stands: no policy models a rival playing their objective, so a competitive mode in which nobody anticipates an opponent remains weakly tested. That is the whole of what keeps this open.A second limit surfaced while closing the first: the scope term is inert at round-one positions, because one Problem is face up and a ranking preference needs two candidates. Any measurement of
problem_stress.scopedweighted toward early rounds is measuring a mechanism that has not started. -
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.RULED 2026-08-08: accepted as a process ask. Catalog and modules will declare
consumed_files/ overlays so a consumer reading none of a package's files is a detectable state. Tracked on their side under GROUND-WP-0008. -
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.