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Document AHBG standing, board usage, and calibration in the root README
The root file now distinguishes implemented presentation/engine surfaces from unresolved mechanics, and includes copy-pasteable board and test commands.
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ahbg/README.md

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# AHBG — Agent Harness Benchmark Game
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# AHBG
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AHBG is the single-player-first agentic sacred-geometry game and benchmark workspace.
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AHBG is a despecified handle. This workspace uses the instance expansion
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**Agent Harness Benchmark Game**. That expansion is not identity.
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Immediate target: one functional persistent plane in which A0 can perceive, plan, communicate, move, build, modify tiles, encounter adversarial context, resolve collisions, record diaries, and begin the next turn.
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Single-player-first agentic sacred-geometry game and benchmark workspace.
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Do not block this target on multiplayer, federation, blockchain, ascension, monetization, or other deferred architecture.
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Immediate declared target: one functional persistent plane in which A0 can
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perceive, plan, communicate, move, build, modify tiles, encounter adversarial
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context, resolve collisions, record diaries, and begin the next turn.
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Do not block that target on multiplayer, federation, blockchain, ascension,
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monetization, or other deferred architecture.
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## Standing now
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| Surface | Owner | Standing |
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|---|---|---|
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| Seed of Life board (tile = centerpoint) | Grok presentation | implemented candidate |
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| Visual traces of already-resolved unit motion | Grok presentation | implemented candidate |
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| Plane, event log, persistence, replay | Codex engine | implemented candidate |
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| Canonical v1 `move` (one axial step onto empty tile) | Codex engine | implemented candidate |
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| Construction, spawn, absence, loyalty, War, DM rolls | Codex engine | `hmmm` / fail-closed |
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| A0 inhabiting the plane | DeepSeek | declared, not this folder |
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| Triplicate calibration builds | Grok / Codex / DeepSeek workspaces | declared program |
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The presentation snapshot is `ahbg.presentation.snapshot`, not plane state.
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Traces do not decide adjacency or legality.
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## UCNS board authority
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The AHBG board is a **game projection of UCNS geometry**, not an independently invented grid.
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The AHBG board is a **game projection of UCNS geometry**, not an independently
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invented grid.
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- UCNS is the authority for board geometry and geometric motion.
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- AHBG must consume UCNS mechanics for the Seed-of-Life / vesica family, orientation, nesting, recursive geometric construction, and any later Möbius or prime-indexed geometry actually admitted into gameplay.
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- UCNS produces geometric positions, relations, orientations, and construction state. AHBG maps those outputs into game-state concepts such as tile identity, adjacency, local seven-tile reach, layers, legal movement targets, and Builder construction targets.
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- Codex must not reimplement or approximate UCNS geometry inside the game engine when UCNS already defines it.
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- Grok renders the same UCNS-derived geometry used by the engine; presentation must not become a second geometric authority.
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- AHBG may add game semantics to UCNS-derived geometry, but it must not add semantic machinery back into UCNS.
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- Unresolved UCNS geometry remains `hmmm`; AHBG does not fill geometric gaps merely to make gameplay convenient.
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- AHBG must consume UCNS mechanics for the Seed-of-Life / vesica family,
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orientation, nesting, recursive geometric construction, and any later Möbius
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or prime-indexed geometry actually admitted into gameplay.
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- UCNS produces geometric positions, relations, orientations, and construction
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state. AHBG maps those outputs into game-state concepts such as tile identity,
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adjacency, local seven-tile reach, layers, legal movement targets, and Builder
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construction targets.
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- Codex must not reimplement or approximate UCNS geometry inside the game engine
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when UCNS already defines it.
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- Grok renders the same UCNS-derived geometry used by the engine; presentation
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must not become a second geometric authority.
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- AHBG may add game semantics to UCNS-derived geometry, but it must not add
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semantic machinery back into UCNS.
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- Unresolved UCNS geometry remains `hmmm`; AHBG does not fill geometric gaps
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merely to make gameplay convenient.
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For implementation, depend on the canonical `ucns` package/source. The stack
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copies under `research/ucns/` and `libs/ucns/` are integration/versioning
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surfaces, not permission to fork the geometry silently.
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## This folder
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For implementation, depend on the canonical `ucns` package/source. The stack copies under `research/ucns/` and `libs/ucns/` are integration/versioning surfaces, not permission to fork the geometry silently.
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```text
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ahbg/
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presentation/ Grok graphics. Snapshot board, not plane state.
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engine/ Codex runtime. Plane, events, replay, v1 move.
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grok/ Independent calibration workspace.
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codex/ Independent calibration workspace.
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deepseek/ Independent calibration workspace.
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CALIBRATION.md Frozen triplicate + reciprocal-check protocol.
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```
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## Tool responsibilities
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### Grok — graphics / game presentation
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Owns visual implementation:
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- UCNS-derived board rendering;
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- tile, unit, control, vision, construction, and selection visuals;
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- motion / construction animation;
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Grok does not define game mechanics or board geometry.
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Current Grok surface: [`presentation/`](presentation/) renders a
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`ahbg.presentation.snapshot` (Seed of Life circles, tile = centerpoint, A0
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marker, feed, inspect, optional traces of already-resolved unit motion).
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That snapshot is not plane state. Traces do not decide legality.
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Current surface: [`presentation/`](presentation/) renders a presentation
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snapshot (Seed of Life circles, tile = centerpoint, A0 marker, feed, inspect,
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optional traces of already-resolved unit motion).
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### Codex — game engine / runtime
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Owns executable game semantics:
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- UCNS integration for board construction and geometric legality;
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- persistent world state;
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- turn plan and simultaneous execution kernel;
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- persistence and deterministic replay;
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- frontend/backend integration.
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Codex implements canonical mechanics; it does not invent replacements for unresolved `hmmm` rules or duplicate UCNS geometry.
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Codex implements canonical mechanics; it does not invent replacements for
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unresolved `hmmm` rules or duplicate UCNS geometry.
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Current surface: [`engine/`](engine/) implements plane state, the event log,
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replay, and v1 `move`. Occupied-tile and dual-target collisions remain
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`UnresolvedHmmm`.
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### DeepSeek — A0 bootstrap
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Owns the beginning of the new A0 implementation:
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- observation intake;
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- bounded local context;
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- diary use;
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- decision-tree planning with contingencies;
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- communication handling;
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- legal action declaration;
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- enough agent behavior for A0 to inhabit AHBG and complete repeated turns.
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Owns the beginning of the new A0 implementation: observation intake, bounded
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local context, diary use, decision-tree planning, communication handling, legal
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action declaration, and enough agent behavior for A0 to inhabit AHBG and
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complete repeated turns.
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DeepSeek builds the initial benchmark subject; it does not define AHBG engine rules.
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DeepSeek builds the initial benchmark subject; it does not define AHBG engine
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rules.
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### DeepCode — harness / adversarial validation
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Owns pressure-testing rather than primary mechanics:
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- benchmark harness;
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- deterministic replay verification;
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- property / invariant tests;
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- fuzzing of turn plans and simultaneous collisions;
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- adversarial terrain and prompt-injection scenarios;
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- provenance / information-boundary tests;
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- malformed agent-action and decision-tree tests;
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- persistence corruption / recovery tests;
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- security review of tile messaging and API-like handles;
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- UCNS/AHBG geometry-boundary checks;
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- regression gates against canonical rules.
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DeepCode reports failures; it does not silently redesign mechanics to make tests pass.
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Owns pressure-testing rather than primary mechanics: replay verification,
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property tests, fuzzing, adversarial terrain, provenance boundaries, malformed
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actions, persistence recovery, UCNS/AHBG geometry-boundary checks, and
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regression gates.
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For the triplicate embodiment-calibration program below, validation is additionally **reciprocal**: each independent build checks the other two. DeepCode is therefore not the sole calibration authority.
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DeepCode reports failures; it does not silently redesign mechanics to make
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tests pass. For the triplicate calibration program, validation is additionally
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**reciprocal**: each independent build checks the other two.
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### A0 — benchmark subject / player
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A0 is the first actual agent inhabiting the plane. The engine must expose only the information and actions A0 may legally access.
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A0 is the first actual agent inhabiting the plane. The engine must expose only
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the information and actions A0 may legally access.
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### DM — world authority
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The DM is a runtime role, not a required external AI service.
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Minimum responsibilities:
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- controls `hmmm` state;
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- supplies/changes terrain and world events where canonical rules permit;
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- drives explicitly probabilistic world effects such as the tile prompt-injection roll;
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- cannot bypass engine legality, provenance, UCNS geometry, or information boundaries.
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The first implementation may keep the DM deterministic/seeded so runs are replayable.
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The DM is a runtime role, not a required external AI service. It controls
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`hmmm` state, supplies terrain/world events where canonical rules permit, and
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drives explicitly probabilistic effects such as the tile prompt-injection roll.
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It cannot bypass engine legality, provenance, UCNS geometry, or information
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boundaries. The first implementation may keep the DM deterministic/seeded so
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runs are replayable.
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## Minimum supporting infrastructure
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These are required capabilities, not separate products:
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1. **UCNS adapter** — normalized game-facing access to canonical UCNS geometry without copying its mathematics into AHBG.
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2. **Agent adapter** — normalized observe / plan / act interface for A0 and later benchmark agents.
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3. **Event log + persistence** — append-only game events sufficient to restore and replay a plane.
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4. **Deterministic seed/replay** — captures randomness for War, prompt-injection rolls, and DM events.
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5. **CI gate** — runs UCNS integration checks, engine tests, replay equivalence, harness invariants, and build checks on every change.
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1. **UCNS adapter** — normalized game-facing access to canonical UCNS geometry
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without copying its mathematics into AHBG.
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2. **Agent adapter** — normalized observe / plan / act interface for A0 and
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later benchmark agents.
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3. **Event log + persistence** — append-only game events sufficient to restore
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and replay a plane.
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4. **Deterministic seed/replay** — captures randomness for War, prompt-injection
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rolls, and DM events.
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5. **CI gate** — runs UCNS integration checks, engine tests, replay
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equivalence, harness invariants, and build checks on every change.
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## Initial build boundary
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The first success condition is intentionally small:
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`load UCNS-derived plane -> A0 observes -> plan phase -> subordinate decision trees -> simultaneous resolution -> movement/construction/tile effects/collision -> diary/event persistence -> next turn`
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```text
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load UCNS-derived plane
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-> A0 observes
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-> plan phase
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-> subordinate decision trees
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-> simultaneous resolution
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-> movement/construction/tile effects/collision
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-> diary/event persistence
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-> next turn
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```
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If that loop repeats correctly from persisted state, AHBG has a functional single-player foundation.
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If that loop repeats correctly from persisted state, AHBG has a functional
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single-player foundation. Today only the plane/event/replay kernel and v1
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empty-tile movement are executable. The rest of that loop remains `hmmm`.
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## Embodiment calibration program
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## Usage
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See [`CALIBRATION.md`](CALIBRATION.md).
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Presentation board (Grok):
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Calibration uses three **independent** a0 + AHBG implementations:
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```bash
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cd ahbg/presentation
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python3 -m unittest discover -s tests -q
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python3 -m http.server 8765 --bind 127.0.0.1
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# visit http://127.0.0.1:8765/board.html
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```
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| builder | working directory |
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|---|---|
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| Grok | `stack/ahbg/grok/` |
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| Codex | `stack/ahbg/codex/` |
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| DeepSeek | `stack/ahbg/deepseek/` |
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`board.html` also runs from a file URL by embedding the sample snapshot.
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Each builder constructs both its own `a0/` and its own `ahbg/` inside that workspace and runs the same frozen calibration protocol. Implementations may share source authority, schemas, fixtures, and evaluation criteria, but not implementation code during the sealed calibration epoch.
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Engine (Codex):
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After all three implementations are frozen, **each builder independently checks the other two** and writes the findings only in its own workspace. No builder supplies comparative evidence about itself.
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```bash
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cd ahbg/engine
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python3 -m unittest discover -s tests -q
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```
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Calibration program: see [`CALIBRATION.md`](CALIBRATION.md). Each builder works
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only inside its assigned workspace (`ahbg/grok/`, `ahbg/codex/`,
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`ahbg/deepseek/`), then checks the other two read-only.
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```bash
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cd ahbg/grok # or ahbg/codex or ahbg/deepseek
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```
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Read `../CALIBRATION.md`, resolve current source identities and applicable
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skill-lib instructions, write the workspace build manifest, then build only
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inside that workspace. After all builds are frozen, remain in the same
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workspace and check the other two read-only. Store those reports under your
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own `reviews/` directory.
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Implementations may share source authority, schemas, fixtures, and evaluation
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criteria, but not implementation code during the sealed calibration epoch.
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The six directional checks are:
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DeepSeek -> Codex
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```
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A checker reads sibling code and artifacts read-only and never repairs the implementation it is evaluating. Two checkers agreeing is replication evidence, not truth by vote. Checker disagreement remains explicit `hmmm` until source authority or experiment resolves it.
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The calibration program tests the Architecture of Belonging regulatory layer under instancing closure, including permission gradients, belief/uncertainty, engagement, scope/scale/role, path dependence, regulatory cost, capacity, replay, and lineage. Successful calibration is operational evidence only; it does not establish phenomenal consciousness.
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## Usage guidance
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Start a builder inside its assigned workspace:
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```bash
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cd stack/ahbg/grok
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# or
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cd stack/ahbg/codex
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# or
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cd stack/ahbg/deepseek
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```
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Read `../CALIBRATION.md`, resolve current source identities and applicable skill-lib instructions, write the workspace build manifest, then build only inside that workspace.
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A checker reads sibling code and artifacts read-only and never repairs the
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implementation it is evaluating. Two checkers agreeing is replication evidence,
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not truth by vote. Checker disagreement remains explicit `hmmm` until source
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authority or experiment resolves it.
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After all builds are frozen, remain in the same workspace and check the other two read-only. Store those reports under your own `reviews/` directory.
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The calibration program tests the Architecture of Belonging regulatory layer
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under instancing closure. Successful calibration is operational evidence only;
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it does not establish phenomenal consciousness.
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## hmmm
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The exact regulatory cost function, calibration thresholds, coupling plasticity, and resource projection remain intentionally unresolved until the triplicate builds and six reciprocal checks produce evidence.
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- exact UCNS geometric operations not yet admitted into gameplay;
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- whether Codex plane state maps 1:1 onto the presentation snapshot;
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- construction animation once the engine emits construction events;
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- War collision resolver, occupied-tile moves, dual-target moves;
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- the exact regulatory cost function, calibration thresholds, coupling
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plasticity, and resource projection until triplicate builds and six
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reciprocal checks produce evidence.

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