ground-game/history/260808-mode-playtest-engine-notes.md
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Mode playtest notes — engine (GR-E03 / GR-E04)

Date: 2026-08-08
Workplan: GROUND-WP-0003
Source: GROUND-RPT-0003 (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 34p (and 6p) same panel
T03 MODE_COALITION 2p same
T04 MODE_COALITION 34p (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 34p coalition session for “feels like one game” texture. Engine checklist for T01T04 is satisfied.