H2 is ground-game's answer to our H1 reading — that a flat +1 to every seat is a solve-rate tax scaling with the number of Problems. Unclaimed Problems now tick only the seats in scope: global (all), personal (the owner), bond (the owner's Bond network over Bond edges only, degree 0 falling back to personal), assigned by hidden priority so 2p never has the bond card in play. T01: the package is vendored with digests, and H2's Problems.csv is r0's with one column added and NOTHING else changed — checked, not assumed, because the delta claims deal_and_thresholds unchanged and a silent difference would make every H2-vs-baseline comparison a comparison of two boards as well as two rule sets. Scopes are read from the column, not derived from the priority in Rust: F25 exists because we hardcoded numbers the edition already carried. T02: owner and scope are new ProblemState fields, both Option and both skipped when None, so a baseline state serialises without them and every recorded scenario's hash is untouched — asserted on the JSON, not assumed. with_variant() replaces the bare field write, because state.variant = v would leave owners unassigned: a silently wrong game rather than a failing one. T03: every named defect is mutation-proven — traversing Rivalry edges, applying stacking once, a degree-0 owner ticking everyone, personal hitting everyone. The degree-0 mutation MISSED first: the fallback lives inside bond_network and the mutation broke the None-owner arm instead, a different branch. It stayed green until aimed at the path the test exercises. A mutation that misses is not evidence the test works. T04: ownership is not a permission. Filtering SOLVE to the owner turns it red, which is the regression this task exists for — the engine had no owner concept before T02 added one. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Experiment H2 — scoped problem stress (personal / bond / global)
| variant_id | h2-scoped-problem-stress |
| base | ground-darvo-r0 (not stacked on H1) |
| status | experimental |
| catalog | ../../catalog.yaml |
| design note | ../../../history/260808-h2-scoped-problem-stress.md |
| workplan | ../../../workplans/GROUND-WP-0007-h2-scoped-problem-stress.md |
| control | h1-problem-stress (reject-as-baseline) |
Hypothesis
If unclaimed Problems apply End stress only to their stress_scope, with mostly personal, one bond at 3p+, and rare global (Surface), then some seats can climb toward DARVO without taxing the whole table into zero group wins — and bond-scoped cards give the Bond network a shared reason to SOLVE.
Scopes
| stress_scope | End +1 Stress while unclaimed goes to… |
|---|---|
| global | every seat |
| personal | assigned owner only |
| bond | owner + every seat in the owner’s Bond network (Bond edges only). No Bonds → behaves as personal |
SOLVE: any seat with matching suit may claim any Problem (owner need not solve). Clearing a bond card is a network public good — that is intentional.
Assignment in this package
By hidden_priority in Problems.csv:
| priority | scope | in play at |
|---|---|---|
| 0 Surface | global | all seats |
| 1 | personal | 2p+ |
| 2 | personal | 2p+ |
| 3 | bond | 3p+ only |
| 4 | personal | 5p+ only |
Owners: non-global in-play Problems, ascending priority, round-robin clockwise from Lead.
Bond incentive (design intent)
Bond is still the regulation tool (−2 Stress, cancel DARVO). Bond-scope pressure spreads cost across the network so partners are incentivised to clear that card together rather than leave one seat to melt alone. Measure whether networks SOLVE bond cards faster or avoid Bonding.
Not in H2
- H1 flat global +1 for “any open problem”
- H1-B ATTACK self-soothe
- Owner-only SOLVE, shadow goals, competence track
Simulation
Select variant_id: h2-scoped-problem-stress. Implement rules_delta.yaml (H2-SCOPE, H2-OWN, H2-A, H2-SOLVE). Compare to ground-darvo-r0 and optionally h1-problem-stress.