clay-borg/specs/FindingRegister.md
tegwick b12725566b
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fix: a click target wearing a drag affordance made the controls look dead
Tier S (a fix inside a boundary; chaos d8=7 from the previous roll stands
for this continuation). Two observations from play that are ONE defect.

`play again`, `end session`, `pass` and the move buttons carried `.pick`,
which is cursor:grab. The stylesheet has .btn{cursor:pointer} BEFORE
.pick{cursor:grab}, so grab won.

A GRAB CURSOR INVITES A DRAG. A drag released over nothing posts nothing,
so the player picked up the button, let go, and the page did nothing. It
looked dead because the affordance told them to do the one thing that does
not work. Reported as two separate things -- "the button shows a hand to
pick up that it probably shouldn't" and "I can't start another game or
stop the server" -- and the first causes the second.

The click path itself was never broken: driving again->again and
done->done through the JS harness posts correctly. The logic was fine and
the invitation was wrong.

Click targets now carry `.tap` -- pointer cursor, same press affordance.
This extends CB-WP-0017's rule (interactive and inert must not look
identical) to: click and drag must not look identical either. The test
asserts both directions, because checking only that buttons lost `.pick`
would pass for a page with no affordances at all.

Registered F20 (applied) and F21.

F21 IS THE ONE I COULD NOT REPRODUCE: dragging did not work until after
the first note was saved. Ruled out the plausible mechanisms -- the
gesture logic posts correctly against the served page, the drag ghost
carries pointer-events:none so it cannot intercept the drop, and the
markup is identical before and after since the 303 re-renders the same
page from the same state. Remaining candidates are a <details> toggle
shifting layout mid-drag, a first-load timing difference, or browser-level
pointer capture. Reproducing it needs a browser, which no test here has --
the same gap F19 named. Recorded as unreproduced rather than given a
speculative fix.

And the fourth observation is confirmation, not a bug: "drawing my cards
from the deck is not implemented, I did not need to do that" is exactly
what CB-WP-0028 T04 determined and deliberately did not build. It is the
first evidence that importing the card text closed the comprehension gap
that produced the earlier click-the-deck request.

make all: exit 0. 62 render tests, 26 cb-play.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-06 22:25:06 +02:00

13 KiB
Raw Blame History

The finding register

Design findings about GROUND, with their reproductions. Governed by GameDesign.md (admissibility, kinds, states, metrics) and ADR-0012. Reported by make design.

Split out of GroundRules.md §Underdetermined on 2026-08-05 when that file crossed the ~400-line loadability limit. ADR-0012 D2 said "no new file" and this is a new file — but D2's substance was one register, not a second mechanism competing with the first, and that holds: this is §Underdetermined's register, moved, still driving off the same provisional/ruling machinery. D2 also named the awkwardness this resolves — a finding about the engine sitting in a document about the game.

The U-items themselves, with their defaults and rulings, stay in GroundRules.md §Underdetermined; this file tracks them as findings.

This section is the design-finding register (ADR-0012 D2). It was the register for dataset ambiguities already; CB-WP-0022 extended it to all five kinds rather than building a second one beside it. Admissibility, kinds, states and metrics: GameDesign.md. Reported by make design.

id kind state reproduction role raised owner
U1 underdetermined applied default 2026-07-31 ground-game
U2 underdetermined applied scenarios/ground/gr-d01-darvo-trigger.yaml default 2026-07-31 ground-game
U3 underdetermined applied default 2026-07-31 ground-game
U4 underdetermined applied default 2026-07-31 ground-game
U5 underdetermined applied default 2026-07-31 ground-game
U6 underdetermined applied default 2026-07-31 ground-game
U7 underdetermined applied default 2026-07-31 ground-game
U8 underdetermined applied default 2026-07-31 ground-game
U9 underdetermined applied default 2026-07-31 ground-game
U10 underdetermined applied default 2026-07-31 ground-game
F11 inert applied scenarios/ground/gr-p05-solve-legality.yaml counterexample 2026-08-02 clay-borg
F12 degenerate note 2026-08-01 clay-borg
F13 inconsistent withdrawn scenarios/ground/gr-e01-threshold-reachable-2p.yaml counterexample 2026-08-01 clay-borg
F14 unplayed note 2026-08-01 clay-borg
F15 underdetermined note 2026-08-05 clay-borg
F16 inconsistent withdrawn games/ground/examples/difficulty.rs counterexample 2026-08-05 clay-borg
F17 degenerate note 2026-08-06 ground-game
F18 inert raised 2026-08-06 clay-borg
F19 degenerate applied crates/cb-render-html/src/lib.rs::overhead_table counterexample 2026-08-06 clay-borg
F20 inert applied crates/cb-render-html/src/lib.rs::ending_page counterexample 2026-08-06 clay-borg
F21 degenerate note 2026-08-06 clay-borg
  • F11 — SOLVE offered where it cannot act. Offered on a face-down Problem, or with no matching suit in hand; inert every time. Ruled GROUND-WP-0002 T02, implemented CB-WP-0023 as GR-P05. applied — the rule changed, not just the annotation. The case we reported was not the case that fired: validate already rejected face-down, and the maintainer's three inert SOLVEs were the hand case.
  • F12 — GR-A13 "wasted SOLVE" on an already-claimed Problem. A scenario had to pick a default and did. note: no artifact isolates the degenerate line, so under GameDesign §3.1 it may not be reported until one exists.
  • F13 — GR-E01 vs GR-S01, withdrawn 2026-08-05. Raised as "4/6/9 against 5/7/9, no dataset reconciles them." 2da19a4 measured 6/9/12 against 5/7/9 and the scenario was renamed -unreachable--reachable-. Its reproduction is green, which under GameDesign §1.3 is the alarm that forced the resolution. Withdrawn rather than deleted, and the withdrawal is reported (ADR-0012 D5).
  • F16 — "the game is too easy at 56 seats", withdrawn the day it was raised. Claimed from GreedyPolicy winning 200/200 at those seat counts. A FirstLegal policy scores 0% on the identical deals, and at two seats it beats greedy — two unsophisticated agents span the whole range, so the measurement was about the policy. Caught by the CB-WP-0025 adversarial review (C4) before transmission; it would have been the fifth wrong premise sent to ground-game and the worst, since GROUND-WP-0005 is blocked on exactly this number. The withdrawal was reported (ADR-0012 D5). Its reproduction is difficulty.rs, whose policy panel is plural because of this finding.
  • F21 — dragging did not work until after the first note was saved. Reported 2026-08-06: "I could not drag and drop at the beginning but after I added the first comment it worked." note, and I could not reproduce it. The gesture logic is correct against the served page (the JS harness posts properly), the ghost carries pointer-events:none so it cannot intercept the drop, and the markup is identical before and after the note — the 303 re-renders the same page from the same state. Candidates, none confirmed: a <details> toggle inside an action card shifting the layout mid-drag; a first-load timing difference; or a browser-level pointer capture. Reproducing it needs a browser, which no test here has — the same gap F19 named. Recorded rather than guessed at.
  • F20 — a click target wearing a drag affordance made the ending controls look dead. play again, end session, pass and the move buttons carried .pick, which is cursor:grab. A grab cursor invites a drag, and a drag released over nothing posts nothing — so the button did nothing and appeared broken. Reported as two separate observations ("the button shows a hand to pick up that it probably shouldn't" and "I can't start another game or stop the server") which are one defect. applied: click targets now carry .tap. This extends CB-WP-0017's rule — interactive and inert must not look identical — to click and drag must not look identical either.
  • F19 — the engine shipped a table nobody could play on, and every gate was green. CB-WP-0028's overhead view was 620px tall, so the action cards sat a screen below the Problems; dragging between them was physically impossible. Seats were drawn inside the table, and the table drop target was a card among the buttons rather than the drawn surface. make all passed throughout, because every test asserted the DOM was correct — which it was. The JS harness even posts a correct gesture against a page a human cannot drag on. degenerate: the feature fires and collapses play. applied — fixed 2026-08-06, with height, seat-position and single-drop-zone proxies added. They are proxies. Nothing here lays out a browser, and the gap CB-EV-0026 named — that no gate measures whether a player can play — is unclosed.
  • F17 — no incentive to ATTACK while holding useful Solutions. Reported from play, 2026-08-06: "there is no incentive to play attacks as long as I have positive cards." If true, ATTACK is a dead branch for most of a game, which would make GR-A06/A07/A08 and the whole Rivalry half of the relation system reachable only when a player is out of good options. note, not a finding: no artifact demonstrates it yet. One is cheap — count ATTACK selections across the policy panel and compare against hand quality — and until it exists this may not go to ground-game (GameDesign §3.1). Owner is ground-game if it survives; it would be a design finding, not an engine one.
  • F18 — the engine imports one of nineteen edition files, so the cards cannot say what they do. Reported as "I don't understand the GROUND card" — which is not a design gap: Actions.csv carries that card's tagline ("Regulate. Restore the frame. Decide.") and full rules text, and clay-borg never imported it. Every other card is the same: a player sees Clarify where the card reads "Ask What Happened — Invite a concrete account before judging." inert: the data exists and cannot fire, because nothing reads it. Ours, and CB-WP-0028 fixes it.
  • F15 — the rules define one game, not a series. OutcomeView gives personal (per seat), group_success (per table) and winners. Summing the first and counting the third answer different questions, and GROUND says nothing about how several games combine. CB-WP-0024 T04 shows both, labelled, rather than picking one and letting it become the score by default. note: no artifact demonstrates that this harms play — a unit test showing the two tallies point at different seats demonstrates only that they can differ, which is arithmetic, not a design defect. Under GameDesign §3.1 it may not be reported until one exists.
  • F14 — GR-E03/GR-E04 never played to the end. Nineteen passes, never played out. note until a trial game exists; GROUND-WP-0003 is the playtest that would close it, and GameDesign §5's protocol makes the recording the artifact.

The register's first run found ten answers nobody had collected

U1U10 are ruled, not reported. GROUND-WP-0002 T05 answered all ten on 2026-08-03 — every one confirmed as the default clay-borg already simulates — and GROUND-WP-0002 T03 confirmed five of the six provisional scenarios, voiding gr-e01 as a rules gap. The workplan is finished.

CB-RES-0007 reported "0 of 10 ruled" and this register was built saying reported. Both were two days stale on the day they were written. The answers had arrived and nothing propagated them — the same failure as the unread inbox, in the opposite direction.

They are ruled, not applied, and the difference is work we owe. Per ADR-0012 D5, applied means the source changed and the provisional default was deleted. The rulings confirmed our defaults, so the rules did not move — but the scenarios still carry provisional: true for choices that are now settled. Lifting those flags and recording each ruling is what closes U1U10, and it is not done. make design shows them open until it is.

The U-item ↔ scenario mapping, measured twice

One U-item has a scenario that names it: U2. CB-RES-0007 asserted six of ten did.

CB-WP-0026 T03 tried to write the other mappings and produced two wrong ones before checking them:

claimed why it was withdrawn
gr-a04-bond-support → U1 it asserts consent is required; U1 asks when the target accepts. Different question.
gr-d05-darvo-reverse → U5 it exercises the unrejected REVERSE; U5 is the rejected one (GROUND—ND). Different stage.

Both were plausible from the covers: list and both were wrong on reading the description. That is the third and fourth instance of this exact defect — a link that looks right, asserted without checking what the artifact actually exercises — and the first two reached ground-game.

So a scenario now declares encodes_u_item explicitly or claims nothing. Nine U-items have no reproduction and are recorded as having none. They are applied because the ruling landed and the provisional flag came off, not because anything demonstrates them.

What the backfill measured, and what it contradicted

Only U2 names its U-item in a scenario. Measured, not estimated:

for u in U1 .. U10; do grep -lE "\b$u\b" scenarios/ground/*.yaml; done

CB-RES-0007 asserted "six of the ten already have provisional scenarios." Five provisional scenarios exist and one cites the item it stands for. The other four may well encode U-item defaults — the mapping is simply not written down, so it is not checkable, and an uncheckable link is the defect this register exists to fix. The register records what is citable; the rest is debt, visible in make design.

No sixth kind was needed — the five kinds absorbed all four non-U findings. And the survey's "six provisional defaults" was not entered as a finding: C3 showed it double-counted GR-E01, and the provisional scenarios are reproductions for underdetermined items, not a finding of their own.

U1U10 are reported while lacking reproductions, which GameDesign §3.1 would now forbid. They were reported on 2026-07-30, before the rule existed. They are grandfathered rather than rewritten, and the debt is a reported metric with a target of zero.