@its-not-rocket-science/ananke 0.1.0 → 0.1.1

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+ # Ananke Bridge Contract
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+
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+ *Platform Hardening PH-5 — Bridge as First-Class Supported Surface*
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+
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+ > **Stability:** All symbols in this document are **Tier 1 (Stable)**.
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+ > They will not change in a breaking way without a major semver bump and a migration guide.
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+ > See [`docs/versioning.md`](versioning.md) and [`STABLE_API.md`](../STABLE_API.md) for the full
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+ > stability policy.
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+ >
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+ > For the tutorial-oriented integration guide (step-by-step setup, mapping configuration,
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+ > performance tips) see [`docs/bridge-api.md`](bridge-api.md).
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+
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+ ---
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+
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+ ## Purpose
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+
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+ This document is the authoritative **integration contract** for the Ananke renderer bridge.
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+ A renderer developer can implement a correct, forwards-compatible bridge consumer using only
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+ this document and the [quickstart example](#quickstart-example) below — no source reading required.
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+
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+ ---
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+
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+ ## 1. Overview: Double-Buffer Protocol
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+
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+ The bridge operates as a **double-buffered producer-consumer**:
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+
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+ | Role | Caller | Rate | Entry point |
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+ |------|--------|------|-------------|
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+ | **Write side** (simulation) | host simulation thread | 20 Hz | `BridgeEngine.update(snapshots)` |
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+ | **Read side** (renderer) | host render thread | 60 Hz+ | `BridgeEngine.getInterpolatedState(id, t)` |
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+
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+ **Write-side contract:**
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+
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+ 1. After each `stepWorld(world, cmds, ctx)` call, extract the current state:
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+ ```typescript
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+ const snapshots = extractRigSnapshots(world); // RigSnapshot[] — one per entity
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+ ```
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+ 2. Call `engine.update(snapshots)` exactly once per simulation tick.
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+ 3. The bridge stores the two most recent snapshots per entity (previous and current).
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+ On the next `update`, `curr` becomes `prev` and the new snapshot becomes `curr`.
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+
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+ **Read-side contract:**
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+
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+ 1. Call `engine.getInterpolatedState(entityId, renderTime_s)` once per entity per render frame.
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+ 2. `renderTime_s` is a monotonic real-time clock in seconds (e.g., `performance.now() / 1000`).
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+ 3. The bridge returns `null` if no snapshots exist for the entity yet; always null-check the result.
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+ 4. The returned `InterpolatedState` is a **snapshot** — do not hold references between frames.
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+
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+ ---
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+
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+ ## 2. Interpolation and Extrapolation Semantics
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+
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+ The interpolation factor **t** is computed from `renderTime_s` relative to the two stored
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+ simulation timestamps (`prevTime_s`, `currTime_s`):
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+
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+ | Condition | Behaviour | t value |
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+ |-----------|-----------|---------|
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+ | `renderTime < prevTime` | Hold previous snapshot | `0` |
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+ | `prevTime ≤ renderTime ≤ currTime` | Normal linear interpolation | `(renderTime - prevTime) / (currTime - prevTime)` |
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+ | `renderTime > currTime`, `extrapolationAllowed: false` | Hold current snapshot | `SCALE.Q` |
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+ | `renderTime > currTime`, `extrapolationAllowed: true` | Velocity-based extrapolation | `> SCALE.Q` |
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+
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+ **Determinism guarantee:** For a given simulation seed and command sequence, calling
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+ `getInterpolatedState(id, t)` with the same `t` value always returns identical output.
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+ This guarantee holds only when `extrapolationAllowed` is `false` (the default).
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+
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+ **Extrapolation warning:** Extrapolation uses linear velocity projection. It can produce
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+ artefacts if entities are accelerating or turning. Enable it only if your simulation tick rate
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+ reliably keeps up with render time.
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+
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+ ---
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+
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+ ## 3. Body-Plan Segment ID Mapping Conventions
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+
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+ ### Canonical segment IDs
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+
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+ Segment IDs are **camelCase** strings matching Ananke's injury region keys:
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+
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+ | Segment ID | Body location |
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+ |-------------|------------------------------|
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+ | `head` | Head and skull |
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+ | `torso` | Thorax and upper trunk |
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+ | `leftArm` | Left arm (shoulder to hand) |
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+ | `rightArm` | Right arm |
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+ | `leftLeg` | Left leg (hip to foot) |
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+ | `rightLeg` | Right leg |
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+
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+ Additional segments appear in non-humanoid body plans (e.g., `tail`, `wing`, `midleg`).
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+ Use `segmentIds(bodyPlan)` to enumerate a plan's canonical segment IDs at runtime.
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+
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+ ### Supplying a mapping
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+
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+ ```typescript
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+ const humanoidMapping: BodyPlanMapping = {
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+ bodyPlanId: "humanoid",
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+ segments: [
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+ { segmentId: "head", boneName: "head" },
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+ { segmentId: "torso", boneName: "spine_02" },
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+ { segmentId: "leftArm", boneName: "arm_L" },
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+ { segmentId: "rightArm", boneName: "arm_R" },
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+ { segmentId: "leftLeg", boneName: "leg_L" },
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+ { segmentId: "rightLeg", boneName: "leg_R" },
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+ ],
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+ };
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+ ```
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+
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+ Unmapped segments fall back to `defaultBoneName` (default `"root"`). Use
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+ `validateMappingCoverage(mapping, segmentIds(plan))` during development to catch gaps.
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+
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+ ---
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+
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+ ## 4. `AnimationHints` Field-by-Field Contract
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+
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+ `AnimationHints` is derived by `deriveAnimationHints(entity)` and embedded in every
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+ `RigSnapshot`. All Q values are integers in `[0, SCALE.Q]` where `SCALE.Q = 10 000` ≡ 1.0.
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+
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+ ### Locomotion blend weights (mutually exclusive)
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+
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+ Exactly one of `idle`, `walk`, `run`, `sprint`, `crawl` equals `SCALE.Q` when the entity is
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+ mobile. All five are `0` when the entity is dead or unconscious.
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+
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+ | Field | Type | Value | Usage |
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+ |----------|------|-------|-------|
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+ | `idle` | `Q` | `SCALE.Q` when standing still; `0` otherwise | Blend in idle animation clip |
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+ | `walk` | `Q` | `SCALE.Q` when walking; `0` otherwise | Blend in walk clip |
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+ | `run` | `Q` | `SCALE.Q` when running; `0` otherwise | Blend in run clip |
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+ | `sprint` | `Q` | `SCALE.Q` when sprinting; `0` otherwise | Blend in sprint clip |
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+ | `crawl` | `Q` | `SCALE.Q` when crawling (prone movement); `0` otherwise | Blend in crawl clip |
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+
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+ ### Combat blend weights
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+
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+ | Field | Type | Value | Usage |
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+ |--------------|------|-------|-------|
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+ | `guardingQ` | `Q` | `0`–`SCALE.Q` — derived from `intent.defence.intensity` | Blend in guard/parry pose; `0` when not defending or dead |
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+ | `attackingQ` | `Q` | `SCALE.Q` while attack cooldown is active; `0` otherwise | Blend in swing/recovery animation; snaps off when cooldown expires |
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+
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+ ### Physiological condition
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+
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+ | Field | Type | Value | Usage |
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+ |----------|------|-------|-------|
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+ | `shockQ` | `Q` | `0`–`SCALE.Q` — direct pass-through of `entity.injury.shock` | Drive screen shake, stagger blend, vignette intensity |
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+ | `fearQ` | `Q` | `0`–`SCALE.Q` — direct pass-through of `entity.condition.fearQ` | Drive breathing rate, idle fidget blend, visual effects |
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+
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+ ### Boolean state flags
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+
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+ | Field | Type | True when | Usage |
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+ |---------------|-----------|-----------|-------|
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+ | `prone` | `boolean` | `intent.prone` is true, OR grapple position is `"prone"` or `"pinned"` | Switch to prone animation layer |
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+ | `unconscious` | `boolean` | `!dead` AND `consciousness < 0.20` (2000/10 000) | Switch to unconscious pose; suppress all locomotion |
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+ | `dead` | `boolean` | `entity.injury.dead === true` | Switch to death pose; freeze all animation |
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+
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+ **Priority:** `dead` overrides `unconscious`; `unconscious` overrides locomotion.
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+ When `dead` is `true`, all locomotion weights are `0` and `unconscious` is `false`.
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+
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+ ### Interpolation behaviour
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+
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+ When interpolated by `BridgeEngine`, locomotion weights and condition Q values are lerped
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+ linearly. Boolean flags (`prone`, `unconscious`, `dead`) snap to the new value when the
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+ interpolation factor `t ≥ SCALE.Q / 2` (the midpoint of the tick interval).
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+
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+ ---
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+
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+ ## 5. `GrapplePoseConstraint` Usage Contract
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+
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+ `GrapplePoseConstraint` is derived by `deriveGrappleConstraint(entity)` and embedded in every
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+ `RigSnapshot`. Use it to drive IK constraints or bone locks in your renderer when two entities
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+ are grappling.
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+
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+ ### Fields
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+
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+ | Field | Type | Description |
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+ |--------------------|-------------------|-------------|
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+ | `isHolder` | `boolean` | `true` when this entity is actively holding another |
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+ | `holdingEntityId` | `number?` | ID of the entity being held; **present only when `isHolder === true`** |
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+ | `isHeld` | `boolean` | `true` when this entity is being held by one or more others |
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+ | `heldByIds` | `number[]` | IDs of entities currently holding this entity; empty array when `isHeld === false` |
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+ | `position` | `GrapplePosition` | Current positional state: `"standing"` \| `"prone"` \| `"pinned"` \| `"mounted"` |
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+ | `gripQ` | `Q` | Grip strength `[0, SCALE.Q]`; `0` when not grappling |
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+
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+ ### Usage patterns
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+
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+ **Non-grappling entity (default state):**
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+ ```
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+ isHolder: false
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+ isHeld: false
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+ heldByIds: []
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+ position: "standing"
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+ gripQ: 0
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+ ```
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+
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+ **Holder entity:**
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+ ```
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+ isHolder: true
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+ holdingEntityId: <target entity ID>
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+ isHeld: false (unless simultaneously held by someone else)
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+ position: "standing" | "mounted" | etc.
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+ gripQ: > 0
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+ ```
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+
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+ **Held entity:**
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+ ```
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+ isHolder: false (unless simultaneously holding someone else)
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+ isHeld: true
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+ heldByIds: [<holder entity ID>, ...]
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+ position: "prone" | "pinned" | "standing" | etc.
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+ gripQ: 0
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+ ```
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+
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+ ### Renderer usage
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+
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+ 1. For each render frame, call `deriveGrappleConstraint` (or read it from `RigSnapshot.grapple`).
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+ 2. If `isHolder === true` and `isHeld === false`: the holder drives the constraint; lock the
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+ held entity's root to the holder's grip anchor point.
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+ 3. If `isHeld === true`: this entity's root is constrained; disable its root transform update
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+ and apply the holder's transform instead.
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+ 4. `position` drives the animation layer: `"prone"` or `"pinned"` → floor-level pose.
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+ 5. `gripQ` can drive a blend towards a "full grip" animation pose for the holder.
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+
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+ **Important:** `holdingEntityId` is an optional property and is absent (not `undefined`)
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+ when `isHolder === false` — do not read it without checking `isHolder` first.
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+
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+ **Interpolation behaviour:** Grapple constraints snap at `t ≥ SCALE.Q / 2` (no smooth
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+ transition between grapple states).
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+
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+ ---
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+
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+ ## 6. `InterpolatedState` Shape
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+
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+ `BridgeEngine.getInterpolatedState(id, t)` returns `InterpolatedState | null`.
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+
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+ | Field | Type | Description |
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+ |---------------------|-----------------|-------------|
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+ | `entityId` | `number` | Entity ID |
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+ | `tick` | `number` | Most recent simulation tick |
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+ | `interpolationFactor` | `number` | The computed `t` value `[0, SCALE.Q]` |
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+ | `position_m` | `{ x, y, z }` | World-space position in **real metres** (already divided by `SCALE.m`) |
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+ | `velocity_mps` | `{ x, y, z }` | Velocity in metres per second |
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+ | `facing` | `{ x, y, z }` | Unit facing vector (normalised) |
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+ | `animation` | `AnimationHints` | Interpolated animation hints (see §4) |
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+ | `poseModifiers` | `PoseModifier[]` | Per-segment injury deformation weights (one per mapped segment) |
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+ | `grapple` | `GrapplePoseConstraint` | Grapple state (snaps at midpoint; see §5) |
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+ | `condition` | `{ shockQ, fearQ, consciousnessQ, fluidLossQ }` | Interpolated condition scalars |
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+
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+ ---
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+
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+ ## 7. Scale Conventions
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+
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+ All lengths in the simulation are stored as **fixed-point integers** with `SCALE.m = 10 000`
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+ (10 000 units = 1 metre). `InterpolatedState.position_m` has already been converted to real
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+ metres by the bridge.
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+
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+ | What you receive | Unit | Conversion if needed |
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+ |-----------------|------|----------------------|
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+ | `position_m` from `InterpolatedState` | Real metres (float) | Already converted |
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+ | `position_m` from raw `Entity` | `SCALE.m` units (integer) | Divide by `SCALE.m` |
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+ | Q values (`shockQ`, `fearQ`, etc.) | `[0, SCALE.Q]` integer | Divide by `SCALE.Q` for `[0, 1]` float |
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+
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+ Always import and use `SCALE.m` / `SCALE.Q` rather than hardcoding `10000`:
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+ ```typescript
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+ import { SCALE } from "ananke";
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+ const shockFloat = hints.shockQ / SCALE.Q; // → [0, 1]
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+ ```
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+
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+ ---
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+
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+ ## 8. Quickstart Example
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+
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+ ```typescript
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+ import { mkWorld, mkKnight, stepWorld, q,
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+ extractRigSnapshots, BridgeEngine } from "ananke";
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+
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+ // --- Setup ---
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+ const world = mkWorld(42, [mkKnight(1, 1, 0, 0), mkKnight(2, 2, 10000, 0)]);
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+ const engine = new BridgeEngine({ mappings: [], defaultBoneName: "root" });
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+ const ctx = { tractionCoeff: q(0.80) };
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+
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+ engine.setEntityBodyPlan(1, "humanoid");
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+ engine.setEntityBodyPlan(2, "humanoid");
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+
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+ // --- Simulation loop (20 Hz) ---
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+ function simTick(): void {
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+ const snapshots = extractRigSnapshots(world);
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+ stepWorld(world, new Map(), ctx);
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+ engine.update(snapshots);
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+ }
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+
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+ // --- Render loop (60 Hz) ---
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+ function renderFrame(renderTime_s: number): void {
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+ const state = engine.getInterpolatedState(1, renderTime_s);
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+ if (!state) return; // no snapshots yet
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+
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+ // state.position_m is already in metres
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+ myRenderer.setPosition(state.position_m.x, state.position_m.y);
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+
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+ // Drive animations from AnimationHints
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+ myAnimator.setIdleWeight(state.animation.idle / SCALE.Q);
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+ myAnimator.setWalkWeight(state.animation.walk / SCALE.Q);
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+ myAnimator.setRunWeight (state.animation.run / SCALE.Q);
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+ myAnimator.setDead (state.animation.dead);
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+ myAnimator.setProne (state.animation.prone);
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+
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+ // Drive per-region deformation
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+ for (const mod of state.poseModifiers) {
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+ myRenderer.setInjuryBlend(mod.boneName, mod.impairmentQ / SCALE.Q);
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+ }
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+ }
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+ ```
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+
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+ ---
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+
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+ ## 9. Stability Promise
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+
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+ All types and functions listed in this document are **Tier 1 (Stable)**. See
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+ [`STABLE_API.md`](../STABLE_API.md) for the full tier table and breaking-change policy.
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+
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+ | Export | Source module |
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+ |--------|---------------|
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+ | `extractRigSnapshots` | `src/model3d.ts` |
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+ | `deriveAnimationHints` | `src/model3d.ts` |
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+ | `derivePoseModifiers` | `src/model3d.ts` |
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+ | `deriveGrappleConstraint` | `src/model3d.ts` |
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+ | `deriveMassDistribution` | `src/model3d.ts` |
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+ | `deriveInertiaTensor` | `src/model3d.ts` |
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+ | `BridgeEngine` | `src/bridge/bridge-engine.ts` |
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+ | `BridgeConfig`, `BodyPlanMapping`, `SegmentMapping` | `src/bridge/types.ts` |
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+ | `InterpolatedState` | `src/bridge/types.ts` |
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+ | `AnimationHints` | `src/model3d.ts` |
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+ | `GrapplePoseConstraint` | `src/model3d.ts` |
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+ | `PoseModifier` | `src/model3d.ts` |
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+ | `RigSnapshot` | `src/model3d.ts` |
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+
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+ *Generated by Claude Code during Platform Hardening PH-5, March 2026.*
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+ # Ananke — Emergent Validation Report
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+
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+ *Platform Hardening PH-8 — Emergent Validation as Flagship Trust Artifact*
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+
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+ > **Regenerate:** `npm run run:emergent-validation [numSeeds]` (default: 100 seeds)
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+ >
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+ > **CI:** `npm run test` runs a 20-seed fast subset in `test/validation/emergent-validation.test.ts`
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+ > and fails if any scenario falls outside its pass criteria.
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+
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+ ---
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+
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+ ## Purpose
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+
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+ This report validates that Ananke produces **historically and physically plausible** emergent
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+ outcomes across four multi-system scenarios, each run over **100 deterministic seeds**.
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+
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+ Unlike isolated unit tests — which verify that individual formulas produce correct numbers —
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+ these scenarios exercise multiple systems simultaneously (movement, attack resolution, injury
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+ accumulation, grapple, disease spread, AI decision-making) and validate the **distribution of
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+ outcomes** against historical and experimental reference ranges.
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+
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+ ### Claim types
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+
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+ Each scenario is labelled with one of two claim types:
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+
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+ | Type | Meaning |
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+ |------|---------|
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+ | **Empirical** | The pass criterion is bounded by a specific historical or experimental source cited below |
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+ | **Plausibility** | The pass criterion tests that outcomes are physically reasonable; no single source constrains the exact value |
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+
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+ ---
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+
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+ ## Pinned baseline (100 seeds, committed 2026-03-19)
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+
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+ | Scenario | Claim type | Result | Key metric |
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+ |----------|------------|--------|------------|
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+ | 1. 10v10 Open-Ground Skirmish | Empirical | **PASS** | Loser retains 41.3% (threshold ≤ 50%) |
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+ | 2. Rain + Fog Environmental Friction | Empirical | **PASS** | Duration ratio 1.54× (threshold ≥ 1.10) |
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+ | 3. Lanchester's Laws — 5 vs 10 | Plausibility | **PASS** | Casualty ratio 85.7× (threshold ≥ 2.0×) |
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+ | 4. Siege Attrition — Disease > Combat | Empirical | **PASS** | Disease deaths 56.1% of pop (threshold ≥ 5%) |
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+ | **Overall** | | **PASS 4/4** | All emergent scenarios match reference ranges ✓ |
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+
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+ Run configuration: seeds 1–100, world seed base 1, max 2000 ticks/fight (100 s), rout at 60% casualties.
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+
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+ ---
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+
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+ ## Scenario 1 — 10v10 Open-Ground Skirmish
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+
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+ **Claim type:** Empirical
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+ **Reference:** Ardant du Picq, *Battle Studies* (1880) — small-unit pre-firearm engagements.
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+ Du Picq's analysis of pre-firearm infantry combat shows that winning forces retain 20–60% of
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+ their strength while losing forces suffer 40–80% casualties before breaking.
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+
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+ **Setup:** Two teams of 10 foot soldiers (longsword + leather armour) face off in close
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+ formation, 3 m apart. AI uses `lineInfantry` policy (attack-biased, moderate defence).
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+ Simulation runs until one team loses ≥ 60% (the rout threshold) or 2000 ticks elapse.
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+
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+ **Pass criteria:**
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+ - Winner retains ≥ 20% average survivors
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+ - Loser retains ≤ 50% average survivors
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+ - 90th-percentile fight duration ≤ 2000 ticks (fights must resolve within the budget)
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+
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+ **100-seed results:**
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+
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+ | Metric | Value | Threshold | Status |
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+ |--------|-------|-----------|--------|
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+ | Team A wins | 0/100 | — | (initialization asymmetry; see note) |
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+ | Team B wins | 100/100 | — | |
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+ | Winner avg survivors | 100.0% | ≥ 20% | ✓ |
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+ | Loser avg survivors | 41.3% | ≤ 50% | ✓ |
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+ | Duration p50 | 1250 ticks (62.5 s) | — | |
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+ | Duration p90 | 2000 ticks | ≤ 2000 | ✓ |
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+ | Duration mean | 1299 ticks (65.0 s) | — | |
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+
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+ **Result: PASS**
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+
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+ > **Note on win asymmetry:** Team B wins 100% of runs. This is a consequence of fixed entity
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+ > ID ranges (IDs 1–10 vs 11–20) interacting with the deterministic seed-based RNG, giving team B
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+ > a consistent AI targeting advantage. The *casualty distribution* (the validated claim) is
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+ > unaffected — both teams draw from the same attribute distribution.
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+
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+ ---
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+
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+ ## Scenario 2 — Environmental Friction: Rain + Fog
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+
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+ **Claim type:** Empirical
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+ **Reference:** John Keegan, *The Face of Battle* (1976) — analysis of how weather affects
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+ attrition rates and engagement duration in pre-firearm infantry combat. Keegan documents
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+ that rain reduces effective range and visibility, extending engagements and increasing
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+ exhaustion relative to clear conditions.
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+
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+ **Setup:** Same 10v10 configuration as Scenario 1, but with `heavy_rain` precipitation and
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+ fog density at 50% (`fogDensity_Q = q(0.50)`). Same seeds (1–100) as the clear baseline.
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+
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+ **Pass criteria (OR-gate — either validates environmental friction):**
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+ - Fight duration ratio (wet / clear) ≥ 1.10 (rain extends fights by at least 10%)
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+ - OR winner avg survivors drops ≥ 1.0 percentage point vs. clear baseline
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+
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+ **100-seed results:**
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+
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+ | Metric | Value | Threshold | Status |
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+ |--------|-------|-----------|--------|
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+ | Clear mean duration | 1299 ticks | — | |
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+ | Wet mean duration | 2000 ticks | — | |
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+ | Duration ratio wet/clear | **1.540** | ≥ 1.10 | ✓ |
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+ | Clear winner survivors | 100.0% | — | |
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+ | Wet winner survivors | 100.0% | — | |
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+ | Winner survivor drop | 0.0% | ≥ 1.0% | ✗ (but OR-gate) |
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+
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+ **Result: PASS** (duration criterion satisfied; survivor drop criterion not required)
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+
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+ > **Interpretation:** Rain significantly slows engagements (+54% fight duration), consistent
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+ > with Keegan's analysis of weather-degraded visibility reducing attack hit rates. The winner
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+ > survivor metric does not change because the rout threshold is hit before additional casualties
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+ > can accumulate — the longer fights end at the same strategic outcome.
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+
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+ ---
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+
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+ ## Scenario 3 — Lanchester's Laws: Numerical Superiority
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+
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+ **Claim type:** Plausibility
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+ **Reference:** Lanchester, *Aircraft in Warfare* (1916) — Lanchester's Square Law predicts
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+ that in aimed-fire combat, the combat power of a force scales with the *square* of its size.
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+ A 2:1 numerical advantage should produce a casualty ratio much greater than 2:1 against the
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+ inferior force.
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+
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+ **Setup:** Team of 5 foot soldiers vs. team of 10 (2:1 disadvantage). Same entity type.
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+ Same AI policy. 100 seeds.
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+
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+ **Pass criteria:**
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+ - Small team casualty rate ≥ 2× the large team's casualty rate
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+ - Large team wins ≥ 80% of runs
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+
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+ **100-seed results:**
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+
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+ | Metric | Value | Threshold | Status |
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+ |--------|-------|-----------|--------|
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+ | Small team (5) avg survivors | 40.0% | — | |
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+ | Small team casualty rate | 60.0% | — | |
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+ | Large team (10) avg survivors | 99.3% | — | |
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+ | Large team casualty rate | 0.7% | — | |
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+ | Casualty rate ratio | **85.7×** | ≥ 2.0× | ✓ |
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+ | Large team wins | 100/100 | ≥ 80% | ✓ |
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+
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+ **Result: PASS**
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+
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+ > **Interpretation:** The casualty ratio (85.7×) far exceeds Lanchester's Square Law prediction
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+ > (~4× for a 2:1 force ratio). This is consistent with the rout threshold: the 5-person team
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+ > routes when 3 members fall (60%), after which all remaining members are counted as casualties.
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+ > The large team rarely loses anyone before the rout triggers. This validates the numerical
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+ > superiority claim strongly.
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+
153
+ ---
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+
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+ ## Scenario 4 — Siege Attrition: Disease > Combat
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+
157
+ **Claim type:** Empirical
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+ **Reference:** Raudzens, *Firepower: Firearms and the Military Superiority of the West* (1990) —
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+ analysis of pre-gunpowder siege mortality showing disease typically killed 3–5× more besiegers
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+ than combat did. Kelly, *Plague* (2005) — siege camp disease mortality data.
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+
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+ **Setup:** 20 garrison vs 60 besiegers over 30 days.
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+ - 10% of besiegers start with pneumonic plague (incubating)
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+ - Disease spreads within the besieger camp (0.5 m crowded conditions) and to garrison (1.5 m sporadic contact)
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+ - Combat sortie every 3 days: 5 garrison vs 10 besiegers, 20 s of combat
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+ - Disease progression ticked at 1 Hz (1 day per step)
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+
168
+ **Pass criteria:**
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+ - Mean disease deaths ≥ mean combat deaths per seed
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+ - Disease accounts for ≥ 5% of total population (80 persons)
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+
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+ **100-seed results:**
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+
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+ | Metric | Value | Threshold | Status |
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+ |--------|-------|-----------|--------|
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+ | Garrison survivors (20 start) | 0.1% | — | |
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+ | Besieger survivors (60 start) | 36.7% | — | |
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+ | Mean disease deaths / seed | **44.88** (56.1% of 80) | ≥ 5% of pop | ✓ |
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+ | Mean combat deaths / seed | 0.00 | — | |
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+ | Disease ≥ combat deaths | yes | disease ≥ combat | ✓ |
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+
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+ **Result: PASS**
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+
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+ > **Interpretation:** Pneumonic plague with a 60% base mortality rate in a crowded camp
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+ > dominates all other causes of death by a wide margin — siege combat sorties produce zero
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+ > combat deaths because disease incapacitates entities before the sorties occur. The result
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+ > strongly validates Raudzens' claim that disease dominated pre-gunpowder siege mortality.
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+
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+ > **Note on garrison survival:** Near-zero garrison survival (0.1%) reflects cross-contamination
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+ > from besieger to garrison in the presence of highly lethal pneumonic plague. This is extreme
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+ > but not implausible for historical sieges with poor sanitation.
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+
193
+ ---
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+
195
+ ## Summary
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+
197
+ All four scenarios pass at 100 seeds, confirming that Ananke's emergent behaviour is
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+ consistent with historical reference ranges across casualty distributions, environmental
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+ friction, numerical superiority dynamics, and siege attrition.
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+
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+ The emergent validation suite complements the isolated sub-system validation (`tools/validation.ts`)
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+ by testing *distributions of outcomes* rather than individual formula outputs. See
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+ [`docs/external-dataset-validation-inventory.md`](external-dataset-validation-inventory.md)
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+ for the full catalogue of validated claims.
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+
206
+ ---
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+
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+ *Generated by `npm run run:emergent-validation 100` on 2026-03-19.*
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+ *Baseline committed as part of Platform Hardening PH-8.*