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The modes were already implemented; nothing had ever COMPARED them. The scenarios were not implemented at all: edition::deal has taken a scenario_id since it was written and the only caller passed the literal "SCN_01", so 15 of 20 Problem cards had never been dealt by anything. The seam was the whole mechanism and it sat unused, with nothing red because nothing asked. Scenario is now state (serde default SCN_01, so all 26 recordings replay unchanged), selected by preset `scn-03-4p` with `standard-Np` still meaning SCN_01, and by --scenario/SCENARIO= accepting ids, numbers or titles, validated against the edition rather than a pattern. The threshold now comes off the Scenario card, closing F25's hardcoded 5/7/9. The first version of that control was worthless and mutation said so: all four scenarios print 5/7/9, so reverting to the bands left it green. Split threshold_from() so it can be handed a card that disagrees. The header read `scoring CommonProblem` where the Mode card is titled COMMON PROBLEM, PERSONAL EDGE -- the defect CB-WP-0034 deleted from the move buttons, still standing on the line that says what winning means. The coverage probe was matching that Debug output and went red when it was fixed: third instance (CB-WP-0024, CB-WP-0034). Page now carries the premise, the mode's rules text, and the tiebreak. scenario-panel plays 4x3x3. Findings: SCN_01 and SCN_02 are the same board (identical cells, pinned by a characterisation test); SCN_04 is the hard board at 2p (52% vs 67/73%, the only deck needing two Repair); and group success is EXACTLY equal across all three modes in all 36 cells, because greedy never reads state.mode -- filed F27, the two competitive modes are scoring lenses over cooperative play. F28: SHARED GROUND's mastery subtracts penalties from the claimed COUNT where the mode card's shared score is claimed VALUE. Raised, not fixed; scoring is ground-game's to rule on. Also fixes design.py reporting a backticked path as no reproduction. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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2.3 KiB
Experiment H1 — problem pressure + high-stress ATTACK self-soothe
| variant_id | h1-problem-stress (legacy — prefer profile h1 = problem_stress.flat_any_open + attack_relief.self_soothe_ge4) |
| modules | flat problem stress + attack self-soothe (see editions/modules/) |
| base | ground-darvo-r0 |
| status | measured — reject as baseline (2026-08-08); keep for A/B |
| measurement | ../../../reports/260808-clay-borg-h1-measured.md |
| catalog | ../../catalog.yaml |
| design note | ../../../history/260807-attack-darvo-stress-design.md |
| workplan | ../../../workplans/GROUND-WP-0006-h1-problem-stress-experiment.md |
Hypothesis
If unsolved shared Problems raise Stress, and high-Stress ATTACK returns a small self-relief, then competent play will sometimes arm DARVO and sometimes select ATTACK, without making always-ATTACK optimal.
Deltas (only)
H1-A — Problem pressure
At Round End, before the Stress clamp that arms DARVO:
- If any Problem still in play is unclaimed (face-up unsolved, hidden, or Denied), each player +1 Stress.
- Then clamp 0–5, arm DARVO at 5 as in baseline, rotate Lead, advance Round.
H1-B — High-stress ATTACK self-soothe
When an Attack resolves and is not cancelled, if the attacker’s Stress was ≥ 4 before that Attack’s effects, the attacker takes −1 Stress (then clamp). Target and relation effects unchanged.
Table play
Use baseline components for everything except:
- Read End step and Stress/Attack wording from this package’s
Rules_Text.csv/Actions.csv(or this file). - Do not mix with baseline r0 wording mid-game.
Simulation (clay-borg)
- Select
variant_id: h1-problem-stressvia catalog. - Inherit base edition data for Problems/Solutions/Modes/Tokens.
- Implement
rules_delta.yamlin the kernel (H1-A, H1-B). CSV text is provenance for the table, not a substitute for kernel changes.
Decision criteria
See design note §3.2. Catalog utility_estimate / decision update only after measurement — not when packaging.