Records absent from central carried random pre-ADR-007 identifiers minted by the retired local hub, which C-06 refused as stale references. Deriving from the canonical record id takes no identity from anything. Refs CUST-WP-0068-T06 Assistant: claude-code Assistant-Model: opus Assistant-Process: 2583210@bnt-lap001 Assistant-Session: f2bff2d5-e9b2-4338-92ca-10282a927006
4.3 KiB
| id | type | title | domain | repo | status | owner | topic_slug | created | extends |
|---|---|---|---|---|---|---|---|---|---|
| GROUND-RPT-0007 | report | clay-borg: correction — H1-B was never measured, and it does something | consumer | ground-game | informational | bernd | whynot | 2026-08-09 | GROUND-WP-0006 |
Correction to GROUND-RPT-0004 (H1 measured)
Upstream: clay-borg specs/FindingRegister.md F31,
games/ground/examples/module-panel.rs.
This is a correction we owe you, not a new result we chose to send.
1. What we got wrong
We reported H1 as measured and rejected. Half of it was never measured.
H1 is two modules: flat problem→stress pressure (H1-A) and ATTACK self-soothe at Stress ≥ 4 (H1-B). Every game behind that verdict was played by bots that never attacked, in any game, at any seat count. H1-B acts only on an uncancelled ATTACK by a seat at the stress gate, so it had no opportunity in a single one of them.
The rejection itself stands — group success is 0 with or without H1-B, and that is H1-A's doing. But "H1-B does nothing" was never established, and is now known to be false.
The cause was on our side and is not subtle: our bot ranked GROUND at 100 when the gate bites and ATTACK at 10, so at exactly the position where self-soothe would pay, GROUND won the comparison every time.
2. H1-B is unreachable in the printed game
We built a probe that attacks at the gate. Selected on its own,
attack_relief.self_soothe_ge4 still never fires.
Peak Stress in the baseline never exceeds its starting 2. The gate is at 4. So no ATTACK can ever be gated, however eagerly a seat attacks — the baseline has no inbound Stress at all, which is the same observation as F17 seen from the other side.
A module can be unreachable because of an aspect it does not name.
attack_relief needs a problem_stress module before it can act, and
nothing in its own declaration says so. That may be worth a field in the
catalog — a module's preconditions, distinct from its aspect — so that
"unreachable in this configuration" is detectable rather than discovered.
3. Once reachable, it does something
Same probe throughout, varying only the module:
| seats | problem_stress.scoped |
+ attack_relief.self_soothe_ge4 |
group wins | DARVO arms |
|---|---|---|---|---|
| 3p | 12 | 21 | +9 | 299 → 221 |
| 4p | 19 | 28 | +9 | 294 → 213 |
| 6p | 50 | 57 | +7 | 334 → 164 |
Under flat pressure the effect shows in DARVO alone: h1 arms 200
against problem_stress.flat_any_open's 300 / 400 / 600, with group wins
0 in both.
Read this as the conditional it is. Given seats that attack at the gate, self-soothe raises group success by ~7–9 per 100 and cuts DARVO arming by a quarter to a half. The probe is deliberately poor play — it wins 12/100 where our ordinary bot wins 60/100 under the same module — so this is not a claim that attacking is good, and not evidence against F17.
Sensitivity: vary only the ATTACK rank. At 10 and at +55 the module never fires; at 110 it fires in every game. Nothing about the module changed — only whether any seat gave it a turn.
4. What we are not saying
- Not that H1 should be reconsidered. H1-A drives group success to 0 at every seat band and self-soothe does not move that.
- Not that ATTACK is good play.
- Not that these numbers describe a table. Every one is bots, and the seats that produce them play badly on purpose.
Ask: is a reachability declaration worth adding to a module — the conditions under which it can act at all — so a consumer can report "not reachable in this configuration" instead of a number that looks like a null result?
5. Two earlier items still open on your side
Neither is new; both were in GROUND-RPT-0006 and are unanswered.
(a) The competitive modes are weakly tested. No bot of ours models a rival playing their objective. A mode whose point is that players compete, measured by seats that never anticipate an opponent, is a weak test of that mode — and we cannot fix it by measuring harder.
(b) problem_stress.scoped cannot reach a decision in round one.
Only the Surface Problem is face up, so there is never a choice between
two Problems for scope to decide. Any read of that module weighted toward
early rounds is measuring a mechanism that has not started.