A Policy trait, a seeded random policy and a greedy one with a stated heuristic, a legal-command generator that filters candidates through validate, and a driver that runs a 3-player all-bot game to GameEnded. Same-seed runs are hash-identical (K8), and a different policy seed produces a different game — without that second assertion the first is satisfied by a bot that ignores its RNG. Every failure is loud, because the one a bot driver must not have is the silent one: no legal move, passing where an action is required, an out-of-range index (not clamped), a rejected command, and a stall guard. What the second consumer found, none of it fixed here: - GR-A13 admits SOLVE against an already-claimed Problem and resolution then does nothing — the action is silently wasted. The policy avoids it; the rule is left for a ruling. - The 3-player standard fixture cannot reach GR-E01's threshold of 7: three Problems valued 1,2,3 cap the total at 6. No scenario noticed because none plays to scoring. - K13's Project trait still has zero implementors. T02 is its first. Mutation-checked by hand. The first mutation was a no-op and survived; removing the Resolve call outright turned three tests red for the stated reason. Third instance of the weak-mutation class. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2.9 KiB
2026-08-01 — CB-WP-0008 delivery notes
Kept out of the workplan file so it stays loadable (loop-lint).
T01 — bots
games/ground/src/bot.rs, 8 tests. Policy + RandomPolicy (seeded
ChaChaRng) + GreedyPolicy (stated heuristic, deterministic), a
legal_commands generator that filters candidates through validate, and
a driver that reaches GameEnded.
Measured, 3-player, seed 42, both policies to GR-R09's fifth round:
| policy | commands | events | claimed | total vs threshold |
|---|---|---|---|---|
| random | 36 | 81 | 1 | 2 / 7 |
| greedy | 30 | 51 | 2 | 3 / 7 |
The module is not gated on scenarios; its tests are. A bot needs
only the aggregate, but the setup presets live behind that feature. That
is a real seam and it is left visible rather than papered over with a
feature the bot does not need.
What the second consumer found
INTENT's second-use rule is why T01 was worth doing before the CLI. Three findings, none of them fixed here, because fixing a rule from inside a bot is exactly the invention-in-isolation the rule guards against.
-
GR-A13 admits SOLVE against an already-claimed Problem. The rule names "a face-up, non-Denied Problem";
claimed_byis not mentioned, socheck_targetingaccepts it and resolution then does nothing. The action is silently wasted. Greedy hit this immediately — it spent all fifteen selections re-solving Problem 1 and scored 1. The policy now avoids it; the rule is untouched and this is a U-item candidate for GroundRules. -
The 3-player standard fixture cannot succeed. GR-S01 gives 3 Problems at 3–4 players, the preset values them by priority (1, 2, 3 — maximum 6), and GR-E01 sets the 3–4p threshold at 7.
group_successis therefore unreachable at 3 players regardless of play. No scenario noticed because no scenario plays to scoring with maximal claiming. The fixture is documented as placeholder ("Problem content is scenario data") — so this is evidence that the placeholder is not neutral, not that GR-E01 is wrong. -
K13's
Projecttrait has zero implementors.grepfinds noimpl Projectanywhere in the tree. T02 is its first consumer, and the projection will be written against a trait that has never been exercised.
Process
The acceptance tests were mutation-checked by hand (no mutation-check
row — that denominator is the GameKernel acceptance table, and adding a
game-level row would move a metric by changing its question).
The first mutation was a no-op and SURVIVED: it changed
apply(...)? to let _ = apply(...), which still issues the command.
Removing the Resolve call outright turned three tests red for their
stated reason. Third recorded instance of the weak-mutation class — the
retrospective in 260801-instrument-the-table-retrospective.md predicted
mutation strength would stay a standing maintenance cost, and this is
that cost arriving on the next pass.