clay-borg/evidence/CB-EV-0001-game-kernel.md
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AM-4: gate scenario YAML, retarget on audited source, re-measure
Adopts both remediations from CB-EV-0001 §4 (maintainer decision).

Option A — serde_yaml is now optional behind cb-game-runtime's
`scenarios` feature. The scenario module, the ScenarioGame impl and the
string parsers behind it are cfg-gated; cb-sim opts in explicitly. Both
configurations compile and lint clean under -D warnings.

A trap worth recording: `default-features = false` on a *member*
dependency is silently ignored when the workspace dependency does not
specify it. The first attempt gated nothing while looking correct — the
build succeeded and cargo tree still showed all six YAML crates. Fixed
by setting it on the workspace dependency. This is the positive-control
failure mode in miniature: success was not evidence the change applied.

Retarget — AM-4 now measures third-party source under audit, split by
build configuration, replacing a crate count that was unreachable
without undoing K5/K7 and that does not compare across ecosystems.

Re-measured via the new `make dep-weight`, whose own positive control
refuses to report when any crate's source cannot be located:

  shipped runtime   23 crates   246,250 lines   target <=250,000  met
  dev toolchain     29 crates   317,021 lines   target <=350,000  met
  own source                      3,408 lines

Scenario tooling costs 70,771 lines a shipped game never compiles —
the split the single number was hiding.

Targets are set at current measurement plus headroom, so they bind on
future growth rather than retroactively passing what had failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 03:35:41 +02:00

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CB-EV-0001 — GROUND game kernel: acceptance evidence

Status: T08 complete. AM-4 remediated and re-measured 2026-07-31. Recorded: 2026-07-31. Amended 2026-07-31 — §4 gains measured savings per remediation option, and §5 corrects AM-12 from "uncomputable" to measured-at-session-level; see CB-WP-0002. Workplan: CB-WP-0001, task T08 Spec: specs/GameKernel.md §4 (AM-1..AM-12) Baseline: research/CB-RES-0001-game-kernel.md, measurements in research/CB-RES-0001-harness/boardgame-io/results-260731.json

Machine: WSL2, Linux 6.18.33.2-microsoft-standard-WSL2, rustc 1.97.1, --release, Criterion 1s warm-up / 3s measurement.

1. Scoreboard

Metric Target Measured Verdict
AM-1 rule coverage 100% of GR-rules 58/58 (100%) met
AM-4a dep weight, shipped runtime ≤250,000 third-party lines 246,250 (23 crates) met
AM-4b dep weight, dev toolchain ≤350,000 third-party lines 317,021 (29 crates) met
AM-6 throughput ≥100,000 events/s 1,651,400 events/s met, 16.5×
AM-7 scaling ≥0.9× at 20× workload 1.08× met
AM-7 replay 100k events ≤5s 4.13 ms met, 1,210×
AM-8 determinism zero divergence, 10 replays 1 distinct hash / 10 runs met
AM-8 lint fmt + clippy clean clean, -D warnings met
AM-10 foreign types zero HashMap/HashSet 0 met
AM-11 impl pairs null + reference per port 1 of 1 (KernelRng) met, narrow
AM-12 cost per-task USD $248.46 session; per-task pending partial

AM-2, AM-3, AM-5 and AM-9 are not reported: see §6.

2. Throughput and scaling (AM-6, AM-7)

Workload: 3-player GROUND rounds, 7 commands and 13 events per round (12 on a game's fifth round, where GR-R09 ends the game). Pinned by bench_shape in games/ground/src/lib.rs, so a change to the workload breaks the test rather than silently rescaling the metric.

Rounds Throughput (events/s) vs 5k
5,000 1,524,200 1.00×
10,000 1,638,200 1.07×
20,000 1,577,000 1.03×
40,000 1,626,000 1.07×
100,000 1,651,400 1.08×

Replay — folding one growing event log back into state:

Events Time Rate
10,010 465 µs 21.5M events/s
100,007 4.13 ms 24.2M events/s

The comparison against boardgame.io, stated carefully

boardgame.io measured 1,930 moves/s at 5,000 moves, falling to 870 moves/s at 20,000, and did not finish 100,000 moves in 300 s. Our figure in the same unit is ~129,000 rounds/s × 7 = ~903,000 commands/s, and 100,000 rounds complete in 776 ms.

That is roughly a 400500× ratio, and it is not a like-for-like measurement. Four differences matter, all favouring us:

  1. Different language and process model. Rust in-process against Node.js with immutable state, patch generation and undo history.
  2. Different feature set. boardgame.io's per-move cost includes producing client patches and maintaining undo state; the run with --disable-undo still degraded (0.66× at 40k). We do neither.
  3. Different workload shape. Our 5-round games (GR-R09) bound state size by construction. The boardgame.io harness ran one match with unbounded history, which is exactly the axis it degraded on.
  4. No network or storage layer on our side.

Point 3 is the important one and it is why the flat curve in the table above is weak evidence on its own — a game that resets every five rounds cannot exhibit history-growth degradation. The replay benchmark is the honest test of that axis, because there the log grows without bound, and it stays linear (21.5M → 24.2M events/s from 10k to 100k).

Claim we are willing to defend: the kernel meets AM-6 and AM-7 with large margin, and does not degrade as event-log length grows. Claim we are not making: that Clay-Borg is ~450× "faster than boardgame.io" as a like-for-like engine comparison. Per the InnerLoop parity-cap rule, a cross-runtime ratio this coarse is not a verdict, it is a direction.

A measurement error found and corrected

The first run of this benchmark reported 9.3M events/s with a perfectly flat curve — a number that would have been reported as a 93× beat of AM-6. It was wrong. The workload had P2 selecting SUPPORT every round while being attacked; after three rounds P2 sat at Stress 4, GR-R03 rejected the SUPPORT, the round never completed, and the loop spun on rejected commands. Throughput was computed as rounds × 13 events while most rounds produced 2.

Found by a probe test asserting that a round produces events at all. The benchmark now asserts the per-round event count on every round and panics rather than measuring a stalled loop. The corrected figure is 5.6× lower than the bogus one.

3. Determinism (AM-8)

  • Every scenario runs twice per invocation with the same seed and fails on state-hash divergence (K8). 21/21 pass.
  • Ten consecutive full runs of all 21 scenarios produced one distinct output hash, i.e. zero divergence.
  • cargo fmt --check and cargo clippy --workspace --all-targets -D warnings are clean.
  • clippy.toml denies HashMap/HashSet workspace-wide (K6); the aggregate holds only ordered collections, so iteration order cannot vary between runs.

4. AM-4 — remediated and re-measured

Original result: NOT MET, 33 transitive crates against a ≤20 target. Resolved by adopting both remediations (maintainer decision, 2026-07-31): serde_yaml was made optional, and the metric was retargeted onto third-party source under audit.

Re-measurement (make dep-weight)

Configuration Crates Third-party LOC Target Verdict
Shipped runtime (--no-default-features) 23 246,250 ≤250,000 met
Dev toolchain (default features) 29 317,021 ≤350,000 met
Our own source 3,408

Scenario tooling costs 70,771 lines that a shipped game never compiles. That split is the substantive result: the single number previously reported conflated a runtime concern with a test concern.

What actually changed in the build. cb-game-runtime gained a scenarios feature carrying serde_yaml; the scenario module, the ScenarioGame impl and the string parsers behind it are #[cfg]-gated. Both configurations compile and lint clean under -D warnings.

One trap worth recording: setting default-features = false on a member dependency is silently ignored when the workspace dependency does not specify it, so the first attempt gated nothing while appearing to work — cargo tree still showed all six YAML crates. The fix was setting default-features = false on the workspace dependency itself, with cb-sim opting into scenarios explicitly. This is exactly the class of error InnerLoop v1.0's positive-control rule targets: the build succeeded and the feature flag looked applied. It was caught by checking the dependency graph rather than trusting that the edit had worked.

Why the target moved, and why that is not moving the goalposts

The ≤20 crate target was retired for two measured reasons, both recorded before the decision was taken:

Attribution:

Group Crates Count
sha2 (K7 state hashing) sha2, digest, block-buffer, crypto-common, generic-array, typenum, cpufeatures, cfg-if 8
serde derive chain serde_derive, proc-macro2, quote, syn, unicode-ident 5
serde runtime + json serde, serde_core, serde_json, itoa, memchr, zmij 6
serde_yaml (scenario files only) serde_yaml, unsafe-libyaml, indexmap, hashbrown, equivalent, ryu 6
rand_chacha (K5 seeded RNG) rand_chacha, rand_core, ppv-lite86, zerocopy 4
Clay-Borg crates cb-kernel, cb-events, cb-game-runtime, games-ground 4
  1. It was unreachable without undoing the spec's own contracts. Measured ladder: serde_yaml optional 6 (→27), dropping serde_json 4 (→23), inlining SHA-256 8 (→19), inlining ChaCha12 4 (→15). Nothing reaches 20 except reimplementing a primitive that K5 or K7 requires — trading an audited implementation for a scoreboard number.
  2. Crate count does not compare across ecosystems. Rust splits crates far more finely than npm. The same granularity difference made "33 vs 120 npm packages" flatter us and made ≤20 punish us.

Third-party source under audit is what the count was proxying for, is comparable across ecosystems, and cannot be gamed by granularity. The new targets are set at roughly the current measurement plus headroom, so they bind on future growth rather than retroactively passing something that failed: adding another serde_yaml-sized dependency to the shipped runtime would breach AM-4a.

What we did not do: hand-roll SHA-256 or ChaCha to win a count.

5. Cost log (AM-12)

Per specs/MetricsAndScenarios.md §1a. Model: Claude Fable 5, at benchmarks/baselines/model-prices.toml rates ($10/$50 per MTok).

Task Model Iterations Notes
CB-WP-0001 (whole session, T01T09) claude-fable-5 6 T08 code iterations + benchmarks $248.46 measured; per-task split pending CB-WP-0002

Correction (2026-07-31). This section originally recorded AM-12 as uncomputable. That was wrong. The declining to estimate was right; the conclusion that no instrument existed was not. Every session transcript (~/.claude/projects/<slug>/<session>.jsonl) carries exact per-message usage including the cache breakdown. Read for this session:

Component Tokens Cost (Fable 5)
Output 585,528 $29.28
Cache read 131,863,164 $131.86
Cache write (1h) 4,365,668 $87.31
Input 1,090 $0.01
Session total $248.46 (~$124 on Opus 5)

53% of the cost is cache reads, not output. Cost in an agentic loop is driven by context size × turn count, which no "tokens per task" metric would have surfaced.

Still missing is attribution: this is a whole-session figure, not a per-task one, because nothing marks task boundaries in the transcript. That is what CB-WP-0002 is for. The AM-12 row above should be read as "session-level cost measured; per-task attribution pending CB-WP-0002".

6. Metrics not reported

  • AM-2, AM-3, AM-5 — specification-quality metrics that need a second capability to compare against; a single data point is not a measurement.
  • AM-9 (≤64MB) — not instrumented. The aggregate is a few KB and the largest log measured here is 100k events, so the budget is very unlikely to bind, but "unlikely" is not "measured" and it is left unclaimed.
  • AM-11 — the KernelRng null/reference pair exists and is exercised. It is the only port with a pair so far, so the metric is met narrowly and will mean more once storage has one.

7. Rules implemented under a provisional default

Ten U-items in specs/GroundRules.md carry PROVISIONAL defaults. Those realized here are U2 (clamp on every application), U3 (DENY with no legal target is a no-op that still advances), U4 (deck reshuffle), U5 (REVERSE owner relief applies whether or not the Reverse was rejected) and U8 (GROUND—OU cancellation precedes Protection).

One further ambiguity was found during T08 and is not in the U-list: GR-E02's "successes" is undefined in dataset 0.1. It is implemented as the count of claimed Problems. Both scoring scenarios are marked provisional: true.

All provisional behaviour lives behind named functions and is covered by scenarios tagged provisional: true, so a ground-game ruling flips a scenario rather than the kernel (K16). Action for ground-game: rule on the ten U-items and on GR-E02's "successes".