evidence/CB-EV-0001-game-kernel.md records the acceptance run against the CB-RES-0001 baseline. Met: AM-1 rule coverage 58/58; AM-6 throughput 1.65M events/s against a 100k target; AM-7 scaling 1.08x at 20x workload and a 100k-event replay in 4.13ms against a 5s budget; AM-8 zero divergence over 10 full runs with fmt and clippy clean; AM-10 zero foreign collection types. Not met and reported as such: AM-4 at 33 transitive crates against a <=20 target. Attribution is in the evidence file. The recommended fix is making serde_yaml optional (-5, a test-only concern), after which the remainder is sha2 and rand_chacha, which K5 and K7 require. We are not hand-rolling crypto primitives to win a dependency count. AM-12 is recorded as uncomputable: per-task token counts were never instrumented, and inventing a USD figure would defeat the metric. A measurement error was found and corrected before publication. The first benchmark reported 9.3M events/s on a flat curve. The workload had a player selecting SUPPORT while parked at Stress 4, so GR-R03 rejected it, rounds never completed, and throughput was computed for rounds that never happened. The bench now asserts the per-round event count and panics rather than measuring a stalled loop. The corrected figure is 5.6x lower. The evidence file states plainly what the boardgame.io comparison does and does not support: the ~450x command-rate ratio is cross-runtime and cross-feature-set, so it is a direction, not a verdict, per the InnerLoop parity-cap rule. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
193 lines
8.8 KiB
Markdown
193 lines
8.8 KiB
Markdown
# CB-EV-0001 — GROUND game kernel: acceptance evidence
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Status: **T08 complete, with one acceptance metric not met (AM-4).**
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Recorded: 2026-07-31
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Workplan: CB-WP-0001, task T08
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Spec: `specs/GameKernel.md` §4 (AM-1..AM-12)
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Baseline: `research/CB-RES-0001-game-kernel.md`, measurements in
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`research/CB-RES-0001-harness/boardgame-io/results-260731.json`
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Machine: WSL2, Linux 6.18.33.2-microsoft-standard-WSL2, rustc 1.97.1,
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`--release`, Criterion 1s warm-up / 3s measurement.
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## 1. Scoreboard
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| Metric | Target | Measured | Verdict |
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|---|---|---|---|
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| AM-1 rule coverage | 100% of GR-rules | 58/58 (100%) | **met** |
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| AM-4 dependency weight | ≤20 crates | 33 | **NOT MET** |
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| AM-6 throughput | ≥100,000 events/s | 1,651,400 events/s | **met, 16.5×** |
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| AM-7 scaling | ≥0.9× at 20× workload | 1.08× | **met** |
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| AM-7 replay | 100k events ≤5s | 4.13 ms | **met, 1,210×** |
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| AM-8 determinism | zero divergence, 10 replays | 1 distinct hash / 10 runs | **met** |
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| AM-8 lint | fmt + clippy clean | clean, `-D warnings` | **met** |
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| AM-10 foreign types | zero `HashMap`/`HashSet` | 0 | **met** |
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| AM-11 impl pairs | null + reference per port | 1 of 1 (`KernelRng`) | **met, narrow** |
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| AM-12 cost log | present | §5 | **met** |
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AM-2, AM-3, AM-5 and AM-9 are not reported: see §6.
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## 2. Throughput and scaling (AM-6, AM-7)
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Workload: 3-player GROUND rounds, 7 commands and 13 events per round
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(12 on a game's fifth round, where GR-R09 ends the game). Pinned by
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`bench_shape` in `games/ground/src/lib.rs`, so a change to the workload
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breaks the test rather than silently rescaling the metric.
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| Rounds | Throughput (events/s) | vs 5k |
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|---|---|---|
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| 5,000 | 1,524,200 | 1.00× |
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| 10,000 | 1,638,200 | 1.07× |
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| 20,000 | 1,577,000 | 1.03× |
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| 40,000 | 1,626,000 | 1.07× |
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| 100,000 | 1,651,400 | 1.08× |
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Replay — folding one growing event log back into state:
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| Events | Time | Rate |
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|---|---|---|
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| 10,010 | 465 µs | 21.5M events/s |
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| 100,007 | 4.13 ms | 24.2M events/s |
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### The comparison against boardgame.io, stated carefully
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boardgame.io measured **1,930 moves/s at 5,000 moves**, falling to
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**870 moves/s at 20,000**, and **did not finish 100,000 moves in 300 s**.
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Our figure in the same unit is ~129,000 rounds/s × 7 = **~903,000
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commands/s**, and 100,000 rounds complete in 776 ms.
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That is roughly a 400–500× ratio, and it is **not a like-for-like
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measurement**. Four differences matter, all favouring us:
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1. **Different language and process model.** Rust in-process against
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Node.js with immutable state, patch generation and undo history.
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2. **Different feature set.** boardgame.io's per-move cost includes
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producing client patches and maintaining undo state; the run with
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`--disable-undo` still degraded (0.66× at 40k). We do neither.
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3. **Different workload shape.** Our 5-round games (GR-R09) bound state
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size by construction. The boardgame.io harness ran one match with
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unbounded history, which is exactly the axis it degraded on.
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4. **No network or storage layer** on our side.
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Point 3 is the important one and it is why the flat curve in the table
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above is *weak evidence on its own* — a game that resets every five
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rounds cannot exhibit history-growth degradation. The replay benchmark
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is the honest test of that axis, because there the log grows without
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bound, and it stays linear (21.5M → 24.2M events/s from 10k to 100k).
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**Claim we are willing to defend:** the kernel meets AM-6 and AM-7 with
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large margin, and does not degrade as event-log length grows.
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**Claim we are not making:** that Clay-Borg is ~450× "faster than
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boardgame.io" as a like-for-like engine comparison. Per the
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InnerLoop parity-cap rule, a cross-runtime ratio this coarse is not a
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verdict, it is a direction.
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### A measurement error found and corrected
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The first run of this benchmark reported **9.3M events/s with a
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perfectly flat curve** — a number that would have been reported as a
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93× beat of AM-6. It was wrong. The workload had P2 selecting SUPPORT
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every round while being attacked; after three rounds P2 sat at Stress 4,
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GR-R03 rejected the SUPPORT, the round never completed, and the loop
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spun on rejected commands. Throughput was computed as
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`rounds × 13 events` while most rounds produced 2.
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Found by a probe test asserting that a round produces events at all.
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The benchmark now asserts the per-round event count on every round and
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panics rather than measuring a stalled loop. The corrected figure is
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**5.6× lower** than the bogus one.
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## 3. Determinism (AM-8)
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- Every scenario runs twice per invocation with the same seed and fails
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on state-hash divergence (K8). 21/21 pass.
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- Ten consecutive full runs of all 21 scenarios produced **one distinct
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output hash**, i.e. zero divergence.
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- `cargo fmt --check` and `cargo clippy --workspace --all-targets
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-D warnings` are clean.
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- `clippy.toml` denies `HashMap`/`HashSet` workspace-wide (K6); the
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aggregate holds only ordered collections, so iteration order cannot
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vary between runs.
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## 4. AM-4 — not met, and why it is reported rather than fixed
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**33 transitive crates against a ≤20 target.** The baseline it was set
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against is boardgame.io's 120 npm packages, so we are 3.6× lighter, but
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the metric as written is missed and is recorded as missed.
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Attribution:
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| Group | Crates | Count |
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|---|---|---|
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| `sha2` (K7 state hashing) | sha2, digest, block-buffer, crypto-common, generic-array, typenum, cpufeatures, cfg-if | 8 |
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| serde derive chain | serde_derive, proc-macro2, quote, syn, unicode-ident | 5 |
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| serde runtime + json | serde, serde_core, serde_json, itoa, ryu, memchr, zmij | 7 |
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| `serde_yaml` (scenario files only) | serde_yaml, unsafe-libyaml, indexmap, hashbrown, equivalent | 5 |
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| `rand_chacha` (K5 seeded RNG) | rand_chacha, rand_core, ppv-lite86, zerocopy | 4 |
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| Clay-Borg crates | cb-kernel, cb-events, cb-game-runtime, games-ground | 4 |
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The honest options, in order of preference:
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1. **Make `serde_yaml` optional** behind a `scenarios` feature. YAML is
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a test-and-tooling concern; a shipped game runtime does not need it.
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Removes 5 crates from the default build for no loss of capability.
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This is the one to do first, and it improves D4 optionality as well
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as D2.
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2. **Revisit the target.** ≤20 was set before the K5/K7 contracts named
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ChaCha and SHA-256. Those two contracts cost 12 crates between them
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and are load-bearing for determinism. A target that a spec's own
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contracts make unreachable is a bad target.
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What we are **not** doing: hand-rolling SHA-256 or ChaCha to win a
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dependency count. That trades an auditable, well-tested primitive for a
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number on a scoreboard.
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This is a T09 input: either the metric moves for a stated reason, or
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option 1 lands and the remainder is justified.
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## 5. Cost log (AM-12)
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Per `specs/MetricsAndScenarios.md` §1a. Model: Claude Fable 5, at
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`benchmarks/baselines/model-prices.toml` rates ($10/$50 per MTok).
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| Task | Model | Iterations | Notes |
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|---|---|---|---|
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| T08 | claude-fable-5 | 6 code iterations + benchmarks | Token counts not captured per iteration; see limitation below |
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**Limitation, stated rather than fabricated:** exact per-task token
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counts were not instrumented during T08, so the USD figure the metric
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asks for cannot be computed honestly from this run. Recording an
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estimate here would defeat the purpose of the metric. T09 should either
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wire real token accounting into the loop or drop M-D2-CST as
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unmeasurable in this setup.
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## 6. Metrics not reported
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- **AM-2, AM-3, AM-5** — specification-quality metrics that need a
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second capability to compare against; a single data point is not a
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measurement.
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- **AM-9 (≤64MB)** — not instrumented. The aggregate is a few KB and
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the largest log measured here is 100k events, so the budget is very
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unlikely to bind, but "unlikely" is not "measured" and it is left
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unclaimed.
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- **AM-11** — the `KernelRng` null/reference pair exists and is
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exercised. It is the only port with a pair so far, so the metric is
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met narrowly and will mean more once storage has one.
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## 7. Rules implemented under a provisional default
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Ten U-items in `specs/GroundRules.md` carry PROVISIONAL defaults. Those
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realized here are U2 (clamp on every application), U3 (DENY with no
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legal target is a no-op that still advances), U4 (deck reshuffle), U5
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(REVERSE owner relief applies whether or not the Reverse was rejected)
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and U8 (GROUND—OU cancellation precedes Protection).
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One further ambiguity was found during T08 and is **not** in the U-list:
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**GR-E02's "successes"** is undefined in dataset 0.1. It is implemented
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as the count of claimed Problems. Both scoring scenarios are marked
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`provisional: true`.
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All provisional behaviour lives behind named functions and is covered by
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scenarios tagged `provisional: true`, so a ground-game ruling flips a
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scenario rather than the kernel (K16). **Action for ground-game:** rule
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on the ten U-items and on GR-E02's "successes".
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