diff --git a/workplans/GROUND-WP-0003-clay-borg-attack-and-modes-260807.md b/workplans/GROUND-WP-0003-clay-borg-attack-and-modes-260807.md new file mode 100644 index 0000000..9b19b4e --- /dev/null +++ b/workplans/GROUND-WP-0003-clay-borg-attack-and-modes-260807.md @@ -0,0 +1,109 @@ +--- +id: GROUND-WP-0003-REPORT-260807 +type: report +title: "clay-borg: GR-E03 and GR-E04 played to the end, and what ATTACK is worth in each" +domain: consumer +repo: ground-game +status: informational +owner: bernd +topic_slug: whynot +created: "2026-08-07" +extends: GROUND-WP-0003 +--- + +# GR-E03 and GR-E04 have been played to the end + +GROUND-WP-0002 T04 recorded that both scoring modes were implemented and +neither had ever been played through. That is now done, and it produced an +answer to a second question we raised on 2026-08-06. + +Reproduction: `clay-borg$ cargo run --release -p games-ground --example attack-value` +(800 games per mode). Under +[CB-WP-0029](../../clay-borg/workplans/CB-WP-0029-the-tokens-on-the-table.md). + +--- + +## 0. Why they were unplayed, which was our fault + +`cb-play` built **every** game as SHARED GROUND and passed an empty setup +patch. The mode was settable in scenario files and **not from the driver**, +so two of your three shipped modes were unreachable from the only way +anyone actually plays. Nothing about the modes was wrong; we simply had no +way to select them. + +Fixed. Reporting it because *"we never played them"* and *"we could not +play them"* are different statements, and the second is the true one. + +## 1. All three modes work, and they disagree + +Same game, same 37 commands, seed 1, four players: + +| mode | winners | +|---|---| +| SHARED GROUND (GR-E02) | P1, P2, P3, P4 — mastery 4 | +| COMMON PROBLEM (GR-E03) | **P3** — the top personal scorer | +| BONDED COALITIONS (GR-E04) | **P1, P2** — the best Bond network, 4 > 3 > 2 | + +The modes produce three different answers from identical play, which is +what they should do. + +## 2. What ATTACK is worth — asked in all three + +On 2026-08-06 we raised, from play, *"there is no incentive to play +attacks as long as I have positive cards."* We could not send it then: it +had no artifact, and our own bot ranks ATTACK below everything, so its +zero attacks measured **our heuristic**, not your game. + +The artifact varies **exactly one number** — ATTACK's rank in an otherwise +identical policy — and asks in every mode. 200 games per cell. +*"Won"* is group success in co-op, and *"is seat 0 among the winners"* in +the other two, since ATTACK is an individual's choice. + +| mode | never attack | attack when convenient | attack always | +|---|---|---|---| +| SHARED GROUND | 132 / 165 / 190 / 200 | **identical** | 0 / 0 / 0 / 0 | +| COMMON PROBLEM | 59 / 52 / 48 / 44 | 59 / 52 / 48 / **34** | 0 / 0 / 0 / 0 | +| BONDED COALITIONS | 131 / 134 / 132 / 116 | **59 / 52 / 48 / 34** | 0 / 0 / 0 / 0 | + +*(2, 3, 4 and 6 seats)* + +**ATTACK earns its place in none of them.** + +- **Co-op:** attacking is *free* — identical win counts — and also + pointless. Group success depends on SOLVE alone; ATTACK's effects + (Stress, Rivalry, DARVO) feed nothing that decides it. +- **Semi-co-op:** a modest cost at six seats. +- **Coalitions:** roughly **halves** your chance of being among the + winners. + +## 3. The coalitions result has a mechanism, and the data confirms it + +GR-A07 flips a Bond to a Rivalry on Attack. GR-E04 scores Bond +**networks**. So attacking destroys the thing that scores. + +The confirmation was not designed and fell out: **the attacking numbers in +GR-E04 are identical to GR-E03's** — 59 / 52 / 48 / 34 in both. That is +exactly what the mechanism predicts. Break every Bond and each seat +becomes a coalition of one, so **GR-E04 degenerates into GR-E03.** + +## 4. The consequence we think is worth your attention + +Because nobody who plays well attacks, **Stress never rises, and DARVO +never arms.** In 500 competent games it fired zero times. The full +sequence — DENY, ATTACK, REVERSE, the Focus/Blame flip, the Protection +interaction — is reachable only by playing badly. + +**We are not saying this is a defect.** DARVO is the pattern the game is +*about* not falling into, and a self-destructive ATTACK may be exactly the +design — the mechanic as a cautionary structure rather than a strategy. + +**The question is narrower than that, and it is yours:** is it intended +that the namesake mechanic is unreachable in competent play, in **all +three** modes? If yes, nothing here needs changing and we will record it. +If no, the lever is that ATTACK has no path to any scoring outcome. + +## 5. Standing offer + +We can now run any mode at any seat count over any seed range, and vary a +single policy parameter to isolate a mechanic's value. If there is a +question of the form *"does X ever pay?"*, it is cheap for us to answer.