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
145 lines
5.1 KiB
Markdown
145 lines
5.1 KiB
Markdown
---
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id: GROUND-WP-0003
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type: workplan
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title: "Playtest GR-E03 semi-coop and GR-E04 coalitions to end of game"
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domain: consumer
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repo: ground-game
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status: finished
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owner: bernd
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topic_slug: whynot
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created: "2026-08-03"
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updated: "2026-08-08"
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origin: residual
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origin_ref: GROUND-WP-0002
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state_hub_workstream_id: "a6eb1807-3e79-588f-909c-61c002eb30d5"
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---
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# Playtest semi-coop and coalitions to the end
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**Residual of** [GROUND-WP-0002](GROUND-WP-0002-rulings-clay-borg-is-blocked-on.md)
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**T04.** Rules for both modes are ruled (Modes.csv + T03 confirms). What is
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missing is a full game — human table or full engine playout — through
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Round 5 and scoring.
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**Finished 2026-08-08** on the engine path (RPT-0003 + notes). Human
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felt-play remains optional residual prose, not an open blocking task.
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## Engine receipt (2026-08-07) — [GROUND-RPT-0003](../reports/260807-clay-borg-attack-and-modes.md)
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clay-borg closed the mechanical gap: GR-E03 and GR-E04 now play to scoring.
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Root cause was theirs (`cb-play` always forced SHARED GROUND), not the modes.
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| finding | implication for this workplan |
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|---|---|
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| All three modes produce different winners from identical play (seed 1, 4p) | Modes encode distinct games — encoding looks sound |
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| ATTACK never improves win rate in any mode (200 games × cells) | Scoring gives no path for ATTACK |
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| In 500 competent games, DARVO armed **zero** times | Namesake sequence only from “bad” play on baseline |
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| Coalitions attacking numbers = semi-coop when Bonds break | Mechanism matches GR-A07 + GR-E04 network scoring |
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## Design question — disposition
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**Question:** is it intended that ATTACK/DARVO is unreachable under competent
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play in all three modes?
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**Disposition 2026-08-08:** treated as **design gap to explore**, not as
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“intended / leave forever.” Experimental line:
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1. [GROUND-WP-0006](GROUND-WP-0006-h1-problem-stress-experiment.md) — H1 flat
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pressure — **reject-as-baseline** (group wins collapse).
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2. [GROUND-WP-0007](GROUND-WP-0007-h2-scoped-problem-stress.md) — H2 scoped
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stress — **in flight** (clay-borg).
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Do not reopen WP-0002 for this.
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## Modes under test
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| Mode | Title | Success condition | Winner |
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|------|--------|-------------------|--------|
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| MODE_SEMI (GR-E03) | COMMON PROBLEM, PERSONAL EDGE | Group meets Scenario threshold | Among success: highest personal (claimed − Blame) |
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| MODE_COALITION (GR-E04) | BONDED COALITIONS | Group meets Scenario threshold | Highest Bond-network total; Rivalries do not connect; unbonded = coalition of one |
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## Task: 2p semi-coop full game
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```task
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id: GROUND-WP-0003-T01
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status: done
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priority: high
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state_hub_task_id: "1baa22ee-5cc2-5168-9f55-14375dfacfe5"
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```
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Play or simulate one complete 2-player game under MODE_SEMI (threshold 5).
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Record: final shared total vs threshold, personal scores, Stress/DARVO
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moments that felt broken or unclear, any new underdetermined points.
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**Done 2026-08-08 (engine).** clay-borg full-mode panel includes 2p SEMI;
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see [history/260808-mode-playtest-engine-notes.md](../history/260808-mode-playtest-engine-notes.md).
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## Task: 4p semi-coop full game
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```task
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id: GROUND-WP-0003-T02
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status: done
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priority: medium
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state_hub_task_id: "4407f5e5-4389-5871-89e2-bc99ab8b2700"
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```
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Same checklist at 3–4p (threshold 7). Note whether personal race undercuts
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group success too hard or too little.
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**Done 2026-08-08 (engine).** 3/4/6p SEMI cells in attack-value; personal
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race present; ATTACK still never helps.
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## Task: 2p coalitions full game
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```task
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id: GROUND-WP-0003-T03
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status: done
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priority: high
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state_hub_task_id: "bd039513-1eb5-504c-9a14-1c005570fa22"
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```
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Complete 2p game under MODE_COALITION. At 2p a Bond makes one coalition of
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two; no Bond is two solo coalitions. Check that end scoring is intelligible.
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**Done 2026-08-08 (engine).** COALITION cells include 2p; scoring
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differentiates from SEMI/COOP on identical command streams (4p witness).
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## Task: 4p coalitions full game
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```task
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id: GROUND-WP-0003-T04
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status: done
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priority: medium
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state_hub_task_id: "ed8df52d-ce5e-53aa-b1c8-6b482980f158"
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```
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Complete 3–4p game under MODE_COALITION. Watch multi-player Bond networks,
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whether Rivalries correctly fail to connect, and whether threshold-then-
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coalition feels like one game or two bolted together.
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**Done 2026-08-08 (engine).** Bond-break → E04 degenerates to E03-like
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attack numbers (mechanism confirmation). “Feels like one game” remains
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optional human residual.
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## Task: write playtest notes back into repo
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```task
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id: GROUND-WP-0003-T05
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status: done
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priority: medium
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state_hub_task_id: "a551013a-fda3-50bf-9106-0320c0ce2446"
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```
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For each completed run, leave a short note under `history/` (or append to
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this workplan) with date, mode, player count, outcome, and any follow-up
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ruling needs. If a follow-up ruling is needed, spawn a new workplan — do
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not reopen GROUND-WP-0002.
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**Done 2026-08-08.** Notes:
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[history/260808-mode-playtest-engine-notes.md](../history/260808-mode-playtest-engine-notes.md).
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Follow-up design work lives in WP-0007 (H2), not a reopened rulings WP.
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## Residuals
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- Optional human table sessions (felt texture only).
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- ATTACK/DARVO relevance → WP-0007 (active).
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