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urm03/persistent-memory.d/2026-08-07-freeze-meter-variant.md
vh 45c0c78481 memory: snapshot — greybox build complete, playtest pending
First /snapshot: seeds persistent-memory.md (+ one detail file for the
freeze-meter variant decision), amends CLAUDE.md with the persistent-
memory pointer section.
2026-08-07 12:02:51 -07:00

2.9 KiB

2026-08-07 — Freeze charge meter adopted as the card-time playtest variant

Status: playtest variant, NOT canon. Ratification into the advisor repo's CONCEPT.md is deferred until the operator's falsification-playtest verdict — tracked at commit 73f84e7 (whose message records the pending state) and the advisor repo's CONCEPT.md § Open questions #0 (the greybox work tracker).

The mechanic

A "Freeze" charge (meter) grows while the hand is closed, drains while open. Its level maps to bands, best to worst:

  • FROZEN (level ≥ 45%): true pause (SceneTree.paused).
  • THAW (≥ 18%): slow-mo ramping back to full speed as it drains, on an acceleration curve (thaw_curve 2.2 — hangs slow, then rushes).
  • REALTIME (≥ 10%): hand open, world at full speed.
  • UNAVAILABLE (below): the hand will not open at all; a drained-open hand force-closes.

Opening with a full meter buys the whole ladder (~1.65s freeze → ~0.8s thaw → ~0.5s realtime at defaults: cap 3.0s, drain 1.0/s, regen 0.4/s). Closing the hand spools time back up over release_thaw_s (0.5s) instead of snapping. All rates/bands are @export knobs; M flips live to the original unlimited-toggle variant for A/B.

Why (KB-grounded pressure test, 2026-08-07)

  • Kills a latent dominant strategy: unlimited freeze made "open the hand as a free tactical pause" always-optimal (Schell: rework rules so a dominant strategy stops being dominant; aligns with CONCEPT.md's anti-dominant-strategy posture). The empty-meter lockout also closes the Space-spam refreeze exploit found during the pressure test.
  • Tension cycle: freeze→thaw→realtime is Schell's rising-tension-then-release loop in miniature, inside every hand-open.
  • Temporal triangularity: play one card early (safe) vs chain deeper into the thaw (greedy) — stacks with belt-depth pricing post-greybox.
  • Difficulty/accessibility axis: meter size / regen / thaw length are one-scalar difficulty knobs that never touch enemy content — can't collide with the invincibility laws. Generous-to-infinite freeze is the accessibility floor.
  • Honesty note: the KB surfaced nothing directly on decision timers / time pressure (retrieval miss) — grounding is flow/tension/triangularity/ dominant-strategy material, adjacent but not a direct verdict.

Canon tension to watch in playtest

"Attention is spent ON cards, not during them" (pillar 1, gentlest action skill): a tight freeze window would turn the hand into a reflex test. The generous default + continuous thaw (never a cliff) is the mitigation; the ramp prices dithering and deep chains, not basic use.

Evidence chain

Pressure test + operator "A for now" directive: session 2026-08-07. Implementation: 73f84e7 (meter + bands), 3d2410c (release ramp + thaw curve). Operator early verdict: "that DOES feel very good", "ramp feels good too… starting to feel game-like".