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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>
365 lines
22 KiB
Markdown
365 lines
22 KiB
Markdown
# The finding register
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Design findings about **GROUND**, with their reproductions. Governed by
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[`GameDesign.md`](GameDesign.md) (admissibility, kinds, states, metrics)
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and [ADR-0012](../decisions/ADR-0012-the-design-instrument.md). Reported
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by `make design`.
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**Split out of `GroundRules.md §Underdetermined` on 2026-08-05** when that
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file crossed the ~400-line loadability limit. ADR-0012 D2 said *"no new
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file"* and this is a new file — but D2's substance was **one register, not
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a second mechanism competing with the first**, and that holds: this *is*
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§Underdetermined's register, moved, still driving off the same
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`provisional`/ruling machinery. D2 also named the awkwardness this
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resolves — a finding about the engine sitting in a document about the
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game.
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The U-items themselves, with their defaults and rulings, stay in
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[`GroundRules.md §Underdetermined`](GroundRules.md); this file tracks them
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*as findings*.
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**This section is the design-finding register** (ADR-0012 D2). It was the
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register for dataset ambiguities already; CB-WP-0022 extended it to all
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five kinds rather than building a second one beside it. Admissibility,
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kinds, states and metrics: [`GameDesign.md`](GameDesign.md). Reported by
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`make design`.
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<!-- design-register:begin -->
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| id | kind | state | reproduction | role | raised | owner |
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|---|---|---|---|---|---|---|
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| U1 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
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| U2 | underdetermined | applied | scenarios/ground/gr-d01-darvo-trigger.yaml | default | 2026-07-31 | ground-game |
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| U3 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
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| U4 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
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| U5 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
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| U6 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
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| U7 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
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| U8 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
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| U9 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
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| U10 | underdetermined | applied | — | default | 2026-07-31 | ground-game |
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| F11 | inert | applied | scenarios/ground/gr-p05-solve-legality.yaml | counterexample | 2026-08-02 | clay-borg |
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| F12 | degenerate | note | — | — | 2026-08-01 | clay-borg |
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| F13 | inconsistent | withdrawn | scenarios/ground/gr-e01-threshold-reachable-2p.yaml | counterexample | 2026-08-01 | clay-borg |
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| F14 | unplayed | applied | games/ground/examples/attack-value.rs | counterexample | 2026-08-01 | clay-borg |
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| F15 | underdetermined | note | — | — | 2026-08-05 | clay-borg |
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| F16 | inconsistent | withdrawn | games/ground/examples/difficulty.rs | counterexample | 2026-08-05 | clay-borg |
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| F17 | degenerate | raised | games/ground/examples/attack-value.rs | counterexample | 2026-08-06 | ground-game |
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| F18 | inert | raised | `games/ground/src/edition.rs::card_text_tests::the_engine_reads_only_part_of_what_it_vendored` | counterexample | 2026-08-06 | clay-borg |
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| F25 | inert | raised | `games/ground/src/edition.rs::card_text_tests::the_engine_agrees_with_the_editions_own_numbers` | default | 2026-08-08 | clay-borg |
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| F24 | inert | raised | `games/ground/src/edition.rs::card_text_tests::the_hardcoded_deck_still_matches_the_edition` | default | 2026-08-07 | clay-borg |
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| F19 | degenerate | applied | crates/cb-render-html/src/lib.rs::overhead_table | counterexample | 2026-08-06 | clay-borg |
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| F20 | inert | applied | crates/cb-render-html/src/lib.rs::ending_page | counterexample | 2026-08-06 | clay-borg |
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| F21 | degenerate | note | — | — | 2026-08-06 | clay-borg |
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| F23 | inconsistent | applied | decisions/ADR-0017-chaos-window-2-verdict.md | counterexample | 2026-08-07 | clay-borg |
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| F22 | underdetermined | withdrawn | games_ground::edition::supply_tests::play_never_exceeds_the_components_the_box_holds | counterexample | 2026-08-07 | clay-borg |
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| F26 | inert | raised | `crates/cb-render-html/src/lib.rs::a_scoped_table_says_what_a_scope_does` | counterexample | 2026-08-08 | ground-game |
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| F27 | unplayed | raised | `games/ground/examples/scenario-panel.rs` | counterexample | 2026-08-08 | clay-borg |
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| F28 | underdetermined | raised | `games_ground::tests::the_mastery_rating_and_the_shared_score_count_different_things` | counterexample | 2026-08-08 | ground-game |
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<!-- design-register:end -->
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- **F27 — the two competitive modes are scoring lenses over cooperative
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play.** `scenario-panel` finds group success *exactly* equal across
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SHARED GROUND, COMMON PROBLEM and BONDED COALITIONS in all 36 cells.
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Correct arithmetic: `GreedyPolicy` maximises the group outcome and
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never reads `state.mode`, so the same games are played and only the
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winner set is carved differently. **Whether a mode changes how GROUND
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is played is therefore untested**, and cannot be tested by any panel
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built from the current policies — it needs one that plays for personal
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score. `unplayed` rather than `inert`: the modes score correctly, they
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have simply never faced a seat that wanted to win alone.
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- **F28 — SHARED GROUND's mastery rating counts cards where the mode
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card counts points.** *"All claimed Problem cards form one shared score.
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… For a mastery rating, subtract 1 for each Blame token still in play
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and 1 for each Denied Problem."* The shared score is claimed **value**
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(`total`); `mastery` subtracts the same penalties from the claimed
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**count**. Both readings fit the sentence and they differ on every game
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where a 3-point Problem is claimed. Ours to report, theirs to rule.
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**Sensitivity:** vary only the point value of the claimed Problems and
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the gap moves with `sum(value) - count`. The two readings agree exactly
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when every claimed Problem is worth 1 — no Problem in the edition is —
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or when nothing is claimed, which is a loss. Everything else is held
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fixed: same board, same penalties, same threshold.
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- **F26 — a package that adds a FILE is invisible, where a package that
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adds a column is not.** `h2-scoped-problem-stress` ships
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`Rules_Text.csv` — twenty-two passages of player-facing rules, including
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the one passage that says what a `stress_scope` does. No reader in
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clay-borg mentioned the file, so `edition-check` could not call it stale
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(a file nothing reads is not out of date, it is unseen) and no gate
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could call it unread. The rule the table's whole layout encodes sat in
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the repo, reachable by no player, for the entire measured life of H2.
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**Inert rather than underdetermined**: nothing is ambiguous about the
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rule and the engine implements it correctly — the text simply could not
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fire. Third instance of F18's shape and the first where the unit is a
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file, which is why it is filed separately instead of folded in.
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Raised against `ground-game` because the actionable half is theirs: a
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package's manifest should name its own files, so that a consumer reading
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none of them is a detectable state. clay-borg now reads the one passage
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it needed (CB-WP-0046); the other twenty-one remain unread and that is
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the standing evidence.
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- **F11 — SOLVE offered where it cannot act.** Offered on a face-down
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Problem, or with no matching suit in hand; inert every time. Ruled
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GROUND-WP-0002 T02, implemented CB-WP-0023 as GR-P05. `applied` — the
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rule changed, not just the annotation. **The case we reported was not the
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case that fired**: `validate` already rejected face-down, and the
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maintainer's three inert SOLVEs were the *hand* case.
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- **F12 — GR-A13 "wasted SOLVE" on an already-claimed Problem.** A
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scenario had to pick a default and did. `note`: no artifact isolates the
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degenerate line, so under GameDesign §3.1 it may not be reported until
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one exists.
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- **F13 — GR-E01 vs GR-S01, withdrawn 2026-08-05.** Raised as *"4/6/9
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against 5/7/9, no dataset reconciles them."* `2da19a4` measured **6/9/12
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against 5/7/9** and the scenario was renamed `-unreachable-` →
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`-reachable-`. **Its reproduction is green**, which under GameDesign §1.3
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is the alarm that forced the resolution. Withdrawn rather than deleted,
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and the withdrawal is reported (ADR-0012 D5).
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- **F16 — "the game is too easy at 5–6 seats", withdrawn the day it was
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raised.** Claimed from `GreedyPolicy` winning 200/200 at those seat
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counts. A `FirstLegal` policy scores **0%** on the identical deals, and
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at two seats it *beats* greedy — two unsophisticated agents span the
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whole range, so the measurement was about the policy. Caught by the
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CB-WP-0025 adversarial review (C4) **before transmission**; it would
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have been the fifth wrong premise sent to ground-game and the worst,
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since GROUND-WP-0005 is blocked on exactly this number. The withdrawal
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was reported (ADR-0012 D5). Its reproduction is `difficulty.rs`, whose
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policy panel is plural *because of this finding*.
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- **F23 — a false claim propagated five times by citation instead of
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measurement.** CB-EV-0024 §6 stated that chaos window 2 produced **zero
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overrides** and that its retirement condition was untestable. CB-EV-0025,
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CB-EV-0026, CB-EV-0027 and CB-WP-0029 each repeated it, citing the one
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before.
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**It was false.** Declaration 3 (CB-WP-0020) rolled d8 = 8 and overrode —
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and **CB-WP-0020 recorded it correctly at the time**, in those words:
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*"the first override at d8… It changed nothing… **One.**"* Counting the
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workplans takes one command.
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**The subject makes it worse.** Three of those four files were arguing
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that this project's defect is claims asserted without their
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reproduction — while carrying one. `facts-check` catches a copied number
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that disagrees with its source; nothing catches a number with **no
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source**, asserted once and cited thereafter.
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**`applied`** — ADR-0017 corrects it, and each of the four files carries
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an in-place correction rather than a silent edit (ADR-0012 D5). **The
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general defect is not fixed**: it is the same family as the five
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wrong-subject instances, and still has no control.
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- **F22 — does the component supply bind the game? Asked, measured, and
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withdrawn.** `Tokens.csv` gives every component a `quantity` — 6
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Protection, 5 Denied, 12 relation links — and **no numbered rule
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mentions a supply**, so the engine could in principle mint a seventh
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Protection token (`saturating_add`, no bound, `lib.rs:986`). Measured
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over **750 games**, 2–6 seats, greedy and random: Protection reaches 1
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per seat and 2 on the table; Denied 3 of 5; links **exactly 12 of 12**,
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never over, because GR-L01's two-slot rule *is* the twelve-token supply
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written twice. Focus/Blame: 0 conflicts. **Withdrawn — nothing to
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report.** Registered as a stated negative because a survey that finds
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nothing and leaves no trace cannot be told from one that was never run.
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The check ships as a standing control (ADR-0016 D3): if play ever does
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exceed a quantity, that is a **finding for ground-game** — *does the box
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bound the game, or do the rules?* — and **not** a bound for the engine to
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invent.
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- **F21 — dragging did not work until after the first note was saved.**
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Reported 2026-08-06: *"I could not drag and drop at the beginning but
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after I added the first comment it worked."* **`note`, and I could not
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reproduce it.** The gesture logic is correct against the served page
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(the JS harness posts properly), the ghost carries `pointer-events:none`
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so it cannot intercept the drop, and the markup is identical before and
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after the note — the 303 re-renders the same page from the same state.
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**Candidates, none confirmed:** a `<details>` toggle inside an action
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card shifting the layout mid-drag; a first-load timing difference; or a
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browser-level pointer capture. **Reproducing it needs a browser, which
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no test here has** — the same gap F19 named. Recorded rather than
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guessed at.
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- **F20 — a click target wearing a drag affordance made the ending
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controls look dead.** `play again`, `end session`, `pass` and the move
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buttons carried `.pick`, which is `cursor:grab`. A grab cursor invites a
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**drag**, and a drag released over nothing posts nothing — so the button
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did nothing and appeared broken. Reported as two separate observations
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(*"the button shows a hand to pick up that it probably shouldn't"* and
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*"I can't start another game or stop the server"*) which are one defect.
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**`applied`**: click targets now carry `.tap`. **This extends CB-WP-0017's
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rule** — interactive and inert must not look identical — to *click and
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drag must not look identical either*.
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- **F19 — the engine shipped a table nobody could play on, and every gate
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was green.** CB-WP-0028's overhead view was 620px tall, so the action
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cards sat a screen below the Problems; dragging between them was
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physically impossible. Seats were drawn *inside* the table, and the
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`table` drop target was a card among the buttons rather than the drawn
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surface. **`make all` passed throughout**, because every test asserted
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the DOM was correct — which it was. The JS harness even posts a correct
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gesture against a page a human cannot drag on. `degenerate`: the feature
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fires and collapses play. **`applied`** — fixed 2026-08-06, with height,
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seat-position and single-drop-zone proxies added. **They are proxies.**
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Nothing here lays out a browser, and the gap CB-EV-0026 named — that no
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gate measures whether a player can play — is unclosed.
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- **F17 — ATTACK cannot affect whether the table succeeds.** Reported
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from play as *"there is no incentive to play attacks as long as I have
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positive cards"*, and **the artifact now exists**:
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`games/ground/examples/attack-value.rs`, 200 games per cell, one number
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varied — ATTACK's rank in an otherwise identical policy.
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| ATTACK ranked | wins (2/3/4/5/6p) | attacks | DARVO armed |
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|---|---|---:|---:|
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| 10 (below all) | 132 / 165 / 190 / 200 / 200 | 0 | 0 |
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| 75 (above SUPPORT) | **132 / 165 / 190 / 200 / 200** | 315–923 | 13–218 |
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| 95 (above SOLVE) | **0 / 0 / 0 / 0 / 0** | 1400–5170 | 400–1000 |
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**The middle row is the finding: identical win counts at every seat
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count**, while attacking hundreds of times and arming DARVO. Attacking
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is not punished — it is **inert with respect to the goal**. Group success
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is a function of SOLVE alone, and ATTACK only costs anything when it
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ranks above SOLVE and displaces it.
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**So the maintainer was right and the reason is sharper than the
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phrasing.** There is no incentive because there is no *path*: ATTACK's
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effects (Stress, Rivalry, DARVO) feed nothing that decides
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`group_success`.
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**Asked in all three modes 2026-08-07, and ATTACK earns its place in
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none of them:**
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| mode | never attack | attack sometimes |
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|---|---|---|
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| SHARED GROUND | 132/165/190/200 | **identical** — free but pointless |
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| COMMON PROBLEM | 59/52/48/44 | 59/52/48/**34** — a cost at six seats |
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| BONDED COALITIONS | 131/134/132/116 | **59/52/48/34** — roughly halved |
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**The coalitions row has a mechanism the data confirms.** GR-A07 flips a
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Bond to a Rivalry on Attack, and GR-E04 scores Bond *networks* — so
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attacking destroys the thing that scores. And the attacking numbers in
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E04 are **identical** to E03's, which is exactly what that predicts:
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break every Bond and each seat becomes a coalition of one, so GR-E04
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degenerates into GR-E03.
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**Not a claim that the game is broken.** DARVO is the pattern the game
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is *about* not falling into; a self-destructive ATTACK may be the
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design. The question for `ground-game` is whether the namesake mechanic
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being unreachable in competent co-op play is intended.
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- **F18 — the engine imports one of nineteen edition files, so the cards
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cannot say what they do.** Reported as *"I don't understand the GROUND
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card"* — which is not a design gap: `Actions.csv` carries that card's
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tagline (*"Regulate. Restore the frame. Decide."*) and full rules text,
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and clay-borg never imported it. Every other card is the same: a player
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sees `Clarify` where the card reads *"Ask What Happened — Invite a
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concrete account before judging."* **`inert`**: the data exists and
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cannot fire, because nothing reads it. **Ours, and CB-WP-0028 fixes it.**
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- **F25 — the engine hardcodes numbers the edition states.**
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`GroundState::threshold` is a `match` returning 5/7/9 while
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`Scenarios.csv` carries `threshold_2_players`, `threshold_3_4_players`
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and `threshold_5_6_players`; setup writes `stress: 2` against *"All
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players start at Stress 2."*; the engine plays five rounds against a
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printed 1–5 track. **All three agree, on all four scenarios**, and that
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is the finding rather than the reassurance: these are the most contested
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numbers in the project — the whole 4/6/9 versus 5/7/9 episode turned on
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them — and the engine has been right by maintenance coincidence rather
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than by reading the file that owns them. **`inert`**, role `default`:
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green because they agree, red the moment either side moves. **Ours.**
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Same shape as F24.
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- **F24 — the draw pile is a Rust literal.** `solution_deck()` builds six
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of each suit from an array and never opens `Solutions.csv`, whose `suit`
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and `quantity` columns say the same thing. **They agree today** — 24
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rows, six per suit — so nothing is wrong now, and that is the point:
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the engine is right by maintenance coincidence rather than by reading.
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**`inert`**: the data exists and cannot fire. Role `default`, not
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`counterexample` — the reproduction is green *because* the two agree,
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which is the state GameDesign §1.3 says to expect from a documented
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provisional choice, and it turns red the moment either side moves.
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**Ours.** CB-WP-0037 T02 deletes the literal.
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- **F15 — the rules define one game, not a series.** `OutcomeView` gives
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`personal` (per seat), `group_success` (per table) and `winners`. Summing
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the first and counting the third answer different questions, and GROUND
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says nothing about how several games combine. CB-WP-0024 T04 shows
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**both, labelled**, rather than picking one and letting it become the
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score by default. `note`: no artifact demonstrates that this *harms*
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play — a unit test showing the two tallies point at different seats
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demonstrates only that they can differ, which is arithmetic, not a design
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defect. Under GameDesign §3.1 it may not be reported until one exists.
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- **F14 — GR-E03/GR-E04 never played to the end. Closed 2026-08-07, and
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the reason they were unplayed was ours.** `cb-play` built every game with
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`ScoringMode::SharedGround` and passed an **empty patch**, so two of the
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three shipped modes were unreachable from the only way anyone plays. The
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mode was patchable in *scenarios* and not from the *driver*. `--mode`
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added; all three now play to the end and give **different winners from
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identical play**: shared → all four seats, common → P3 alone, coalitions
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→ P1+P2. **`applied`** — 800 games per mode in the reproduction.
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### The register's first run found ten answers nobody had collected
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**U1–U10 are `ruled`, not `reported`.** GROUND-WP-0002 T05 answered all
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ten on **2026-08-03** — every one **confirmed** as the default clay-borg
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already simulates — and GROUND-WP-0002 T03 confirmed five of the six
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provisional scenarios, voiding `gr-e01` as a rules gap. The workplan is
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`finished`.
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CB-RES-0007 reported *"0 of 10 ruled"* and this register was built saying
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`reported`. **Both were two days stale on the day they were written.** The
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answers had arrived and nothing propagated them — the same failure as the
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unread inbox, in the opposite direction.
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**They are `ruled`, not `applied`, and the difference is work we owe.**
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Per ADR-0012 D5, `applied` means the source changed and the provisional
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default was deleted. The rulings *confirmed* our defaults, so the rules did
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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 U1–U10**, 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.
|
||
|
||
**U1–U10 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.
|
||
|