41 rules classified executable / checkable / decorative, each tagged with
the failure class it catches. Counts: 11 executable, 22 checkable, 4
decorative (one of them dead policy).
Audit: history/260731-inner-loop-rule-audit.md
New tools/loop-lint.py makes 7 rules executable (tier declared, chaos
roll recorded, tier-L review trail, unmeasured-in-evidence, whole-file
loadability, reporting tools expose --self-test). It found three real
violations on its first run, none previously visible:
- specs/ArchitectureBlueprint.md was 543 lines against a ~400 limit
the loop has stated since v0.2 and never measured. Split at its own
section boundaries into Blueprint (1-8) + Runtime (9-15).
- tools/dep-weight.py and tools/rule-coverage.py had positive-control
logic and no --self-test, so nothing verified the control worked.
Adding rule-coverage's self-test exposed a latent instance of the exact
class this workplan is about: if the spec regex stopped matching, rules
was empty, missing was empty, and the tool exited 0 reporting "0/0" --
a silent pass, in the tool that reports our headline AM-1 number. Both
tools now assert they found something before reporting.
Two demotions applied in the spec rather than left implicit: "structured
over prose" is marked guidance (nothing can check it), and the 8k/10k
token budget is struck through and marked DEAD POLICY pointing at T05.
The audit's uncomfortable finding: rule 13 (re-derive inherited numbers)
has no mechanical form, is deliberately left decorative, and caught the
LARGEST error in CB-WP-0002. That is a counter-example to this
workplan's own hypothesis. "A rule that cannot be executed is not a
rule" is wrong as stated; the defensible version is that such a rule
cannot be relied on to fire, so it must not be the only defence for a
class that matters.
Class coverage: harness-does-nothing has five executable rules;
trusted-arithmetic has ZERO and produced the largest single error.
make loop-lint and make self-tests wired into `make all` and CI.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
11 KiB
Clay-Borg Architecture Blueprint
Reference architecture for the Clay-Borg framework. This document describes
the stable structural decisions: layers, component planes, capability ports,
data flows, and repository layout. For motivation and product intent see
../INTENT.md; for the full originating exploration see
../history/260730-InitialExploration.md.
Status: draft — this blueprint is normative for new work but still
malleable (Clay). Changes go through a decision record in decisions/.
1. Layered architecture
flowchart TB
TR["TargetRevenue Control Plane
phases • workload • revenue • licensing • trust"]
AF["Agentic Development Forge
specifications • work packets • generators
tests • scenarios • benchmarks • evidence"]
GP["Game Packages
GROUND • fixture games • future products"]
TT["Tabletop Framework
cards • decks • tokens • zones • hands
seats • hidden information • manipulation"]
GR["Game Runtime
commands • validation • rules • events
phases • simultaneous actions • replay"]
WS["World and Simulation
entities • components • transforms • time
scheduling • spatial queries • snapshots"]
PORTS["Canonical Capability Ports
render • physics • network • assets
UI • audio • persistence • scripting"]
LIBS["Assimilated Libraries
wgpu • Rapier • Bevy ECS • Wasmtime
Quinn • egui • Serde • tracing"]
PLATFORM["Platform Substrate
native • browser/WASM • server • CI"]
TR --> AF
AF --> GP
GP --> TT
TT --> GR
GR --> WS
WS --> PORTS
PORTS --> LIBS
LIBS --> PLATFORM
AF -.tests and measures.-> GR
AF -.tests and measures.-> WS
AF -.tests and measures.-> PORTS
TR -.governs releases.-> GP
TR -.governs releases.-> PORTS
The four state kinds
Every subsystem must respect the separation between:
| State kind | Definition | Owner |
|---|---|---|
| Authoritative semantic state | What is legally happening in the game | Game runtime |
| World state | Where representations currently are | World layer |
| Physical state | How objects are moving | Physics port |
| Presentation state | What a particular player is allowed to see | Projection layer |
A game must remain playable in a headless process with no rendering and no rigid-body simulation. The 3D tabletop is a projection and interaction surface, never the definition of the game.
2. Clay Canon
The stable conceptual foundation shared by engines, games, tools, and agents.
| Component | Responsibility |
|---|---|
| Capability model | Names and describes each engine capability and its implementations |
| Canonical identifiers | Stable IDs for entities, players, assets, games, commands, events, sessions, packages |
| Schema system | Machine-readable definitions for game packages, assets, scenarios, engine configuration |
| Contract system | Interfaces and invariants every implementation must satisfy |
| Versioning model | Compatibility rules for APIs, schemas, save games, event logs |
| Capability registry | What exists, where it lives, maturity, dependencies, evidence, release phase |
| Assimilation manifests | Why a library was adopted, what boundary contains it, how it can be replaced |
Assimilation manifest (required per external dependency)
capability = "physics.rigid-body.3d"
implementation = "rapier3d"
boundary_crate = "cb-physics-rapier"
canonical_interface = "cb-physics-api"
determinism = "authoritative-server"
replaceability = "high"
exposed_upstream_types = false
required_tests = [
"physics-conformance",
"snapshot-restore",
"card-stack-stability",
"drag-release-behavior",
]
required_benchmarks = [
"1000-resting-cards",
"deck-shuffle-and-deal",
"multi-object-picking",
]
Hard rule: no external library type leaks across a canonical interface.
A card must not contain a RapierRigidBodyHandle, a wgpu::Texture, or an
engine-specific entity id.
3. Runtime substrate
The lowest layer Clay-Borg owns itself:
- Platform abstraction, application lifecycle
- Time and fixed simulation ticks
- Task scheduling and job execution
- Memory and resource ownership conventions
- Deterministic random-number streams
- Configuration and feature flags
- Diagnostics and structured tracing (
tracing) - Capability discovery
- Error taxonomy
- Shutdown, recovery, headless execution
Port/implementation pattern
Every important capability ships a null, a reference, and (when financed) an optimized implementation:
cb-time-api
├── cb-time-realtime
└── cb-time-controlled
cb-render-api
├── cb-render-null
└── cb-render-wgpu
cb-network-api
├── cb-network-loopback
└── cb-network-quic
cb-physics-api
├── cb-physics-null
├── cb-physics-reference
└── cb-physics-rapier
Null and reference implementations keep tests fast, expose semantic assumptions, and let agents work without a GPU or a multiplayer environment.
4. Simulation kernel
Small and largely independent of game-specific concepts.
Entity and component model
- ECS (
bevy_ecs, assimilated standalone — not full Bevy) for world composition, spatial representation, runtime scheduling. - Explicit typed aggregates for game rules and authoritative state. Canonical game state is never reduced to arbitrary ECS components.
Mutation pipeline
Every meaningful state change follows:
Intent
→ Command
→ Validation
→ Domain Events
→ State Reducer
→ New Authoritative State
→ World/Presentation Projection
This yields replay, undo/branching, multiplayer sync, bot/agent access, auditing, save-game migration, rule debugging, and scenario testing.
Snapshots and event logs
- Periodic full snapshots; append-only event streams
- Stable event serialization (Serde behind versioned Clay-Borg schemas)
- State hashes, replay seeds, branching from earlier state
- Snapshot migration; expected-vs-actual state comparison
- Every failed test produces a replay bundle an agent can execute locally.
5. Physics subsystem
Physics is a service of the world, not a source of game truth. Rapier is the optimized implementation; the server owns authoritative physical outcomes while clients interpolate and predict interaction feedback. Do not depend on independently simulated client physics remaining identical across platforms.
Tabletop physics scope (initial, deliberately narrow): pick up / move / flip / place a card, stack and unstack, move relation markers, snap tokens to tracks, animate reveal and resolution, prevent accidental scattering. Dice, complex joints, bags, arbitrary models, and unrestricted throwing come later.
6. World-building layer
Binds semantic objects to spatial representations.
| Concept | Meaning |
|---|---|
| World | An independently simulated environment |
| Scene | A loadable arrangement of objects |
| Object | A spatially represented entity |
| Prototype | Reusable object definition |
| Instance | Runtime occurrence of a prototype |
| Transform | Position, orientation, scale |
| Zone | A spatial area with semantic meaning |
| Surface | Table, board, tray, or similar placement area |
| Seat | A participant position and viewpoint |
| View | Player-specific projection of world state |
| Binding | Connection between domain state and world objects |
The world system supports multiple simultaneous projections: authoritative server world, player-visible worlds, spectator, debug, replay, and agent-observation worlds. This is what makes hidden hands and simultaneous decisions tractable.
7. Tabletop domain framework
Canonical tabletop object set (no game reinvents these):
Table Board Card Deck Stack Token Counter Marker Die Bag
Zone Hand Seat PlayerPointer Note Rulebook ScoreTrack
SequenceTrack Timer
Each object carries: physical representation, semantic identity, ownership, visibility policy, interaction permissions, allowed operations, snap behavior, serialization, behavior hooks, presentation variants.
Game-operation modes
| Mode | Rule |
|---|---|
| Sandbox | Players manipulate objects freely; physics is primary, rules are social |
| Governed | Only legal commands alter authoritative state; objects merely visualize |
| Hybrid | Physical gestures propose commands; zones, ownership, and rules decide acceptance |
GROUND uses hybrid mode: dragging a card toward another player only becomes an attack or support action when the rules engine validates target, relationship capacity, timing, and card availability.
8. Game runtime and packages
A game package describes five things separately:
- Content — cards, tokens, text, symbols, assets
- Setup — session initialization
- Rules — legal commands and their effects
- Flow — phases, simultaneous windows, end conditions
- Presentation bindings — how semantic state appears on the table
games/ground/
├── GAME.toml
├── INTENT.md
├── rules/ # ground.wit, phases.yaml, actions.yaml, resolution.yaml
├── content/ # cards.yaml, tokens.yaml, symbols.yaml
├── scenes/ # table.scene.yaml, tutorial.scene.yaml
├── assets/
├── scenarios/
├── bots/
├── tests/
└── migrations/
Extension boundary
Early GROUND rules live in native Rust crates. The stable extension boundary is later expressed through WebAssembly Interface Types loaded via Wasmtime. A game component receives explicit capabilities from the host (read public state, propose commands, spawn canonical objects) — never direct filesystem, network, clock, or GPU access.
Simultaneous action primitive
Open decision window
→ privately choose action and target
→ commit
→ wait for all players or timeout
→ reveal
→ order or group interactions
→ resolve
→ emit consequences
Networked play uses commit/reveal semantics so early submissions cannot be inspected and exploited. The interaction-group resolver (mutual attacks, support opposing an attack, capacity conflicts, simultaneous end conditions) is expected to become one of the first genuinely reusable Clay-Borg capabilities.
Continued in ArchitectureRuntime.md — §9 rendering/input/creation tools, §10 networking and sessions, §11 the agentic inner loop, §12 TargetRevenue integration, §13 repository structure, §14 milestones, §15 governing design decisions.
(Split 2026-07-31: this file was 543 lines against the loop's ~400-line
whole-file loadability rule. The rule had been stated since v0.2 and
nothing measured it until tools/loop-lint.py — see
history/260731-inner-loop-rule-audit.md.)