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