clay-borg/specs/Taxonomy.md
tegwick 713a9df7fd
Some checks failed
ci / check (push) Failing after 3s
CB-WP-0040: name the stratum before naming the defect
The maintainer could not tell whether "error", "failure", "finding" or
"correction" referred to the game's design, our formalisation of it, the
code, the measuring apparatus, or the sentences we wrote. Three review
rounds produced twenty-odd defect statements spanning five systems, all
called errors. The confusion was ours.

specs/Taxonomy.md, grounded in named canon rather than invented here: six
strata from Sargent's problem entity / conceptual model / computerized
model, extended where a simulation-V&V frame stops — we also own an
instrument and an account. The two relations are what was missing:
GAME<->MODEL is validation, MODEL<->ENGINE is verification, and nearly
every argument about "our bug or their gap" was that distinction going
unnamed.

Fault/error/failure from Avizienis et al., applied within a stratum, plus
the rule that explains the review history: a failure in one stratum is a
fault in the next. And it finally defines the family ADR-0018 could only
point at — a wrong-subject error is an ACCOUNT failure with no INSTRUMENT
fault, which is why tests never catch them.

MDA supplies the game-facing layers and one hard limit: our panels measure
dynamics, our trial logs sample aesthetics, and a win rate does not answer
"is it fun".

specs/Positioning.md names the field fairly — Ludii is the closest
relative and the right benchmark — and the four differentiators, each
already built rather than aspired to. Clay-borg is a design-evidence
instrument; anyone can produce the number. Three tracks named and none
started: a second game, game theory as the lens on dynamics, and
assimilated knowledge about why games work.

Track A is the falsifier for the whole positioning: every abstraction here
has exactly one instance, which by our own rule may mean invented rather
than observed.

Chaos window 3 closes at 12 declarations with one override that changed
nothing. Its verdict is due and is deliberately not written here.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 11:41:16 +02:00

9 KiB

Taxonomy — which system is a statement about?

Status: draft, normative for new work. Changes go through a decision record in decisions/.

This document exists because the words were doing too much work. "Error", "failure", "finding" and "correction" were each being used for the game's design, our formalisation of it, the code, the measuring apparatus, and the sentences we wrote — five different things, one vocabulary.

Every defect statement names a stratum before it names anything else. "A bug in the simulator" and "a gap in the game" are not the same kind of claim, do not have the same owner, and are not fixed by the same person.

Grounded in existing practice rather than invented here: the fault/error/failure chain from Avizienis, Laprie, Randell & Landwehr (Basic Concepts and Taxonomy of Dependable and Secure Computing, IEEE TDSC 1:1, 2004); the model strata and the verification/validation split from Sargent (Verification and Validation of Simulation Models); and MDA (Hunicke, LeBlanc & Zubek, 2004) for the game-facing layers.


1. The strata

stratum canon what it is who owns it
GAME Sargent's problem entity; MDA mechanics as designed the rules as the game's owner defines them — the edition, the printed text the game's owner, not us
MODEL Sargent's conceptual model our formalisation: GroundRules.md, the rule ids, the state we chose to represent us, answerable to the owner
ENGINE Sargent's computerized model the kernel that implements the model us
INSTRUMENT measurement apparatus harnesses, policies, metrics, gates, the trial protocol us
ACCOUNT evidence files, register entries, messages, this document us
PRESENTATION MDA aesthetics-facing the page, and everything Ornamentation.md covers us, later clay-animate

1.1 The two relations that matter

GAME ↔ MODEL is validation. Did we formalise the right game?

MODEL ↔ ENGINE is verification. Did we implement the formalisation correctly?

This is Sargent's split and it is the one we kept losing. A statement that the engine mis-scores a Bond is verification. A statement that the rules do not say what happens when two Bonds break simultaneously is validation — and it is not ours to answer.

Sargent's third leg is data validity, and it is where editions/ lives: the vendored CSVs, their digests, and the tripwires in edition.rs are data validation, not verification.

1.2 What each stratum's defects look like

stratum a defect here looks like
GAME a rule that does not decide; a dominant strategy; an action that earns its place nowhere
MODEL we represented a rule the edition does not have, or omitted one it does
ENGINE the code does not do what GroundRules.md says
INSTRUMENT the measurement answers a different question than the one asked
ACCOUNT the sentence claims more than the artifact shows
PRESENTATION the player cannot see, or misreads, what the state says

2. Fault, error, failure

Avizienis' chain, unchanged, applied within a stratum.

term definition example, INSTRUMENT stratum
fault the defect in the artifact — the wrong line, the wrong column, the wrong constant peak maximised over StressSet payloads
error the wrong internal state it produces the metric holds 1 where the game held 2
failure the deviation visible at the interface the evidence file says "peak Stress was 1"

A fault is dormant until activated. attack-value.rs's missing assertion was a fault for weeks and produced no error, because no cell was ever short.

2.1 The rule that explains our history

A failure in one stratum is a fault in the next.

An INSTRUMENT failure (a metric reporting the wrong number) is an ACCOUNT fault (a sentence built on it). An ACCOUNT failure that reaches the owner is a fault in their decision-making. That is why GameDesign.md §1 gates what may leave the repo: it is a firebreak in this chain, not politeness.

2.2 The wrong-subject error, defined at last

ADR-0018 named a family and could not say precisely what it was. In this vocabulary:

A wrong-subject error is an ACCOUNT failure with no INSTRUMENT fault. The measurement is correct about its subject; the sentence is about a different one.

peak Stress was 1 — the metric correctly reported the maximum assigned Stress. Reactive is greedy with one preference changed — the policy correctly implemented what was written. Nothing was miscomputed in either case, which is exactly why tests did not catch them and why the fix is never "add a test to the engine".


3. The vocabulary, fixed

word means does not mean
finding a statement about the GAME stratum, admissible under GameDesign §1, addressed to the owner any defect we happen to notice
defect a fault in any stratum we own — MODEL, ENGINE, INSTRUMENT, ACCOUNT, PRESENTATION a design question
fix a change to the artifact that removes a fault a change to what we said
correction a change to the ACCOUNT — a claim withdrawn, restated or re-derived a code change
retraction a correction of something that has already left the repo an internal edit
regression a fault introduced by a change, in any stratum any failure
inert control a control that cannot fail, so proves nothing (ADR-0006 D3) a control that happens to be green

The register carries findings. Where an entry is really a defect in a stratum we own — F18, F24, F25 are ENGINE/data — the row says so, because "the engine has not read this file" and "the game does not decide this" are different claims to a reader deciding what to act on.


4. What the layers measure, and what they cannot

MDA gives the game-facing split, and it maps onto instruments we already have:

MDA layer where it lives here what measures it
Mechanics GAME → MODEL → ENGINE the rule-coverage gate, the edition tripwires
Dynamics — the behaviour that emerges in play what the ENGINE produces over many games the policy panels: win rates, DARVO arm rates, action selection
Aesthetics — the player's response not representable in state trial notes, and nothing else

Our panels measure dynamics. Our trial logs sample aesthetics. Neither substitutes for the other, and the recurring temptation is to report a dynamics number as though it settled an aesthetics question — "is the game fun at 5 seats" is not answered by a win rate.

MDA's own directional insight is the reason: the designer builds mechanics upward hoping for a feeling; the player meets the feeling first and infers the rules. A simulator sits at the bottom of that arrow and can only ever report upward.


5. Worked examples from this repo

Because a taxonomy with no instances was invented rather than observed (GameDesign §2).

what happened stratum fault / error / failure
solution_deck() is a Rust literal that never reads Solutions.csv ENGINE (data validity) dormant fault; no error, because the literal agrees
score() read self while H1's pressure went into work ENGINE fault; error only at round 5; no measured failure
GR-P05 — SOLVE offered where it could not act MODEL, then GAME our failure, escalated to a GAME finding, ruled by the owner
ATTACK earns its place in no mode (F17) GAME a finding — not a defect at all
peak Stress was 1 ACCOUNT failure with no instrument fault (§2.2)
the panels ran under no gate INSTRUMENT fault — every published figure came from an ungated binary
the note channel closed when the game ended PRESENTATION failure; the state was right, the player could not reach it

Read the stratum column. Six rows, six different owners and six different fixes, and every one of them was called "an error" at the time.


6. Falsifier

If a defect arises that cannot be placed in exactly one stratum, the strata are wrong — either too few, or cut in the wrong place. Record the instance rather than widening a definition to swallow it, which is how a taxonomy stops distinguishing anything.

A second falsifier, from §2.2: if a wrong-subject error is ever found that did have an instrument fault, then the family is not what ADR-0018 and this document say it is.

Sources

  • Avizienis, Laprie, Randell & Landwehr, Basic Concepts and Taxonomy of Dependable and Secure Computing, IEEE TDSC 1(1), 2004.
  • Sargent, Verification and Validation of Simulation Models, Winter Simulation Conference.
  • Hunicke, LeBlanc & Zubek, MDA: A Formal Approach to Game Design and Game Research, AAAI Workshop, 2004.