# Mode playtest notes — engine (GR-E03 / GR-E04) **Date:** 2026-08-08 **Workplan:** [GROUND-WP-0003](../workplans/GROUND-WP-0003-playtest-semi-and-coalitions.md) **Source:** [GROUND-RPT-0003](../reports/260807-clay-borg-attack-and-modes.md) (clay-borg attack-value panel + full-mode playouts) **Variant:** `ground-darvo-r0` (baseline) These notes close the **engine** half of WP-0003 (“human table *or* full engine playout”). They are not a substitute for human felt-play if we want table texture later; they do answer “do the modes score to the end, and what does ATTACK do?” --- ## Runs covered | Task | Mode | Seats | Evidence | |------|------|------:|----------| | T01 | MODE_SEMI | 2p | attack-value cells; modes playable to scoring | | T02 | MODE_SEMI | 3–4p (and 6p) | same panel | | T03 | MODE_COALITION | 2p | same | | T04 | MODE_COALITION | 3–4p (and 6p) | same | | — | MODE_COOP | all | control cells | **Identical-play differentiation (seed 1, 4p, 37 commands):** | Mode | Winners | |------|---------| | SHARED GROUND | all four (mastery 4) | | COMMON PROBLEM (semi) | **P3** (top personal) | | BONDED COALITIONS | **P1+P2** (best Bond network) | Encoding of Modes.csv behaves as three distinct games. **Driver note (clay-borg):** GR-E03/E04 were previously unplayed because `cb-play` forced SHARED GROUND — fixed on their side; not a modes defect. --- ## Outcomes checklist ### Shared total vs threshold / personal scores - Group success rates under “never attack” competent-ish policy (wins per 200 games, 2/3/4/6 seats): - SHARED: 132 / 165 / 190 / 200 - SEMI (seat-0 among winners framing differs; personal race present): lower individual “among winners” counts - COALITION: high “among winners” when not attacking (network still intact) - Exact seed-by-seed personal score tables were not shipped in RPT-0003; mode differentiation and ATTACK value are the load-bearing results. ### Stress / DARVO - Under competent non-attacking play on baseline r0: **DARVO armed 0 times** in the RPT-0003 competent aggregate (500 games cited). - Later CB-EV-0031: peak Stress *held* never exceeds start **2** when policies never select ATTACK — Stress only falls. Inbound pressure is ATTACK-only for those policies. ### ATTACK value (all three modes) | mode | never | sometimes | always | |------|------:|----------:|-------:| | SHARED | 132/165/190/200 | identical | 0 | | SEMI | 59/52/48/44 | 59/52/48/**34** | 0 | | COALITION | 131/134/132/116 | **59/52/48/34** | 0 | *(2/3/4/6 seats.)* ATTACK never improves outcomes; in coalitions it roughly halves “among winners.” E04 attacking numbers match E03 when Bonds break (GR-A07 + network scoring). ### Underdetermined rules exposed? - **No new U-items** from mode scoring itself. - **Design gap (not rules ambiguity):** ATTACK/DARVO irrelevant under competent baseline play — tracked experimentally via WP-0006 (H1, reject) → WP-0007 (H2 scoped stress, in flight). --- ## Follow-ups | Item | Where | |------|--------| | Restore inbound Stress without flat table tax | H2 `h2-scoped-problem-stress` | | Human felt-play of semi/coalition (optional) | residual note below; not blocking | | Opening-action economy (INVESTIGATE first) | clay-borg offer; deferred | **Residual (optional, not a new workplan unless scheduled):** one human 2p semi and one 3–4p coalition session for “feels like one game” texture. Engine checklist for T01–T04 is satisfied.