clay-borg/specs
tegwick 0f64961d06
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CB-WP-0039: a seat that does not regulate — and it changes H1's verdict
CB-EV-0030 concluded H1's DARVO arm rate was still 0. That was true of the
panel, and the panel was greedy-family throughout. GreedyPolicy ranks
`Ground if gated => 100`, so it grounds the instant the stress gate bites,
Stress plateaus at 3, and the arm at 5 is unreachable by construction. "H1
does nothing" was really "H1 does nothing to a seat that already manages
its Stress" — and H1 was written for the seat that does not.

`reactive` is greedy with exactly one preference changed: GROUND demoted
below ATTACK. Under it, H1's criteria 1 and 2 are MET — DARVO arms 400
times per cell, ATTACK is chosen 3 times per seat per game. Criterion 3
fails harder: reactive wins nothing at any seat count.

The larger finding is about the baseline. Greedy and reactive play
IDENTICALLY under baseline, and peak Stress across 3,200 baseline games
was 1 — against a starting value of 2. The gate at 4, the DARVO arm at 5
and the Freedom token are all unreachable, and a policy built to be
reckless with Stress is indistinguishable from one built to husband it.
That is a deeper account of F17 than F17 has. Not raised as a finding yet:
it wants the plural panel first.

A constant was investigated rather than reported: darvo was exactly 400 in
every cell while atk scaled with seats. Six-player final Stress is
[5,5,4,4,4,4] every seed — H1-B holds the attacker at 4, below the arm,
and pushes its targets to 5. The self-soothe suppresses DARVO in the
aggressor and concentrates it in the attacked. The direction follows from
H1-B's arithmetic; the number 2 is partly an artifact of reactive's
first-legal targeting, and is labelled as such.

Still unreviewed: tier L review outstanding on CB-WP-0038, and nothing
here reaches ground-game until it runs.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 01:08:40 +02:00
..
ArchitectureBlueprint.md specs/Ornamentation.md: what a game is besides its rules 2026-08-07 21:16:34 +02:00
ArchitectureRuntime.md T01: audit every InnerLoop rule, and make the checkable ones executable 2026-07-31 09:16:00 +02:00
ChaosRollHistory.md CB-WP-0039: a seat that does not regulate — and it changes H1's verdict 2026-08-08 01:08:40 +02:00
CostAccounting.md CB-WP-0004 T04: fact registry and make facts-check — DFD gets a gate 2026-07-31 10:24:39 +02:00
FindingRegister.md CB-WP-0037 T02: the engine's rules against the edition's 2026-08-08 00:21:40 +02:00
GameDesign.md CB-WP-0030: a control for the wrong-subject family 2026-08-07 11:35:41 +02:00
GameKernel.md CB-WP-0019 T01/T02: AM-4b asks what a contributor acquires 2026-08-03 19:04:54 +02:00
GroundRules.md CB-WP-0026: collect the rulings -- ten answers that arrived and were never applied 2026-08-05 16:13:37 +02:00
InnerLoop.md ADR-0017: window 2's verdict — the mechanism worked, my account of it did 2026-08-07 10:55:54 +02:00
InnerLoopReference.md ADR-0017: window 2's verdict — the mechanism worked, my account of it did 2026-08-07 10:55:54 +02:00
MetricsAndScenarios.md CB-WP-0023: SOLVE is legal only where it can do something 2026-08-04 00:18:40 +02:00
Ornamentation.md CB-WP-0037 done: T03 classification and T04 evidence 2026-08-08 00:33:24 +02:00
OrnamentRegister.md CB-WP-0037 done: T03 classification and T04 evidence 2026-08-08 00:33:24 +02:00
RetrospectiveAnalysis.md CB-WP-0025 T05: the search works, and it falsified this pass's own 2026-08-05 19:10:25 +02:00
SessionShape.md CB-WP-0013-T01: SH-3 refuses a window that cannot carry a rate 2026-08-02 07:23:04 +02:00