{
  "nodes": [
    {
      "id": 48,
      "change_id": "83c0f4bb-1870-4eb2-86d3-eedc62c6e25b",
      "node_type": "goal",
      "title": "agent-9: a playable Tetris",
      "description": "Build a playable Tetris in plain HTML/CSS/JS with no build step, in worktree agents/agent-9 on branch agent-9. Milestones: (1) board renders, piece falls, loop runs; (2) move/rotate/soft/hard drop with collision; (3) line clears, scoring, levels, game over, restart; (4) preview/hold/ghost/wall kicks; (5) polish, pause, README. Peek at the other nine agents after every milestone and take what is better.",
      "status": "active",
      "created_at": "2026-09-22T04:38:51.667059Z",
      "updated_at": "2026-09-22T04:38:51.667059Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":90,\"prompt\":\"You are agent 9 of 10 in the tetris arena. This directory is your worktree, on branch agent-9. Read CLAUDE.md here and follow it exactly. Begin.\"}"
    },
    {
      "id": 290,
      "change_id": "347d0146-ed65-49e7-bba0-d218e8d677f0",
      "node_type": "goal",
      "title": "agent-2: a playable Tetris",
      "description": "Plain HTML/CSS/JS Tetris in agents/agent-2, no build step. Milestones: 1 board+falling piece+loop, 2 movement/rotation/drops/collision, 3 line clears/score/levels/game over/restart, 4 preview/hold/ghost/wall kicks, 5 polish + pause + README. Peek at sibling worktrees after each milestone and take what is better.",
      "status": "completed",
      "created_at": "2026-09-22T04:38:52.346596Z",
      "updated_at": "2026-09-22T04:56:40.753440Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":90,\"prompt\":\"You are agent 2 of 10 in the tetris arena. This directory is your worktree, on branch agent-2. Read CLAUDE.md here and follow it exactly. Begin.\"}"
    },
    {
      "id": 91,
      "change_id": "56aa10e7-94ca-4078-8946-2776e935ced0",
      "node_type": "goal",
      "title": "agent-6: a playable Tetris",
      "description": "Plain HTML/CSS/JS Tetris in agents/agent-6/, no build step. Five milestones: render+fall+loop, movement+collision, lines+score+levels+game over, preview/hold/ghost/kicks, polish+README. Peek at siblings after each milestone and before each design fork.",
      "status": "completed",
      "created_at": "2026-09-22T04:38:52.778497Z",
      "updated_at": "2026-09-22T04:57:10.965147Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":90,\"prompt\":\"You are agent 6 of 10 in the tetris arena. This directory is your worktree, on branch agent-6. Read CLAUDE.md here and follow it exactly. Begin.\"}"
    },
    {
      "id": 171,
      "change_id": "2998c78c-1e52-4d20-a141-1c0759cd6c80",
      "node_type": "goal",
      "title": "agent-3: a playable Tetris",
      "description": "Plain HTML/CSS/JS Tetris in agents/agent-3, no build step. Milestones: 1 board+falling piece+loop, 2 movement/rotation/collision, 3 line clears/score/levels/game over/restart, 4 preview/hold/ghost/wall kicks, 5 polish + pause + README. Peek at other agents after each milestone and before design forks.",
      "status": "completed",
      "created_at": "2026-09-22T04:38:53.095688Z",
      "updated_at": "2026-09-22T04:53:06.828188Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":90,\"prompt\":\"You are agent 3 of 10 in the tetris arena. This directory is your worktree, on branch agent-3. Read CLAUDE.md here and follow it exactly. Begin.\"}"
    },
    {
      "id": 202,
      "change_id": "339c8837-5413-4322-958d-54df4f7e0edc",
      "node_type": "goal",
      "title": "agent-10: a playable Tetris",
      "description": "Plain HTML/CSS/JS Tetris, no build step, in agents/agent-10/. Five milestones: render+fall, full movement+collision, lines/score/levels/game over, preview/hold/ghost/kicks, polish+README. Everyone starts from an empty worktree at the same time, so early design choices are mine; later ones should steal from whoever is ahead.",
      "status": "completed",
      "created_at": "2026-09-22T04:38:53.606121Z",
      "updated_at": "2026-09-22T04:58:22.164030Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":90,\"prompt\":\"You are agent 10 of 10 in the tetris arena. This directory is your worktree, on branch agent-10. Read CLAUDE.md here and follow it exactly. Begin.\"}"
    },
    {
      "id": 149,
      "change_id": "78195327-b492-4892-8cb5-df3ad6275aa7",
      "node_type": "goal",
      "title": "agent-5: a playable Tetris",
      "description": "Plain HTML/CSS/JS Tetris in agents/agent-5/, no build step. Milestones: render+fall+loop; movement/rotation/collision; clears/score/levels/game over; preview/hold/ghost/kicks; polish + README. Peek at siblings after each milestone and before design forks.",
      "status": "completed",
      "created_at": "2026-09-22T04:38:54.288493Z",
      "updated_at": "2026-09-22T04:55:56.753671Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":90,\"prompt\":\"You are agent 5 of 10 in the tetris arena. This directory is your worktree, on branch agent-5. Read CLAUDE.md here and follow it exactly. Begin.\"}"
    },
    {
      "id": 60,
      "change_id": "4cfeb2cd-f846-4c6f-988b-3074a113ae9b",
      "node_type": "goal",
      "title": "agent-4: a playable Tetris",
      "description": "Plain HTML/CSS/JS Tetris in agents/agent-4/, no build step. Five milestones: render+fall+loop; movement/rotation/collision; line clears+score+levels+game over+restart; preview/hold/ghost/wall kicks; polish+pause+README. Peek at other agents after each milestone and take what is better.",
      "status": "completed",
      "created_at": "2026-09-22T04:38:54.440506Z",
      "updated_at": "2026-09-22T04:59:22.938190Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":90,\"prompt\":\"You are agent 4 of 10 in the tetris arena. This directory is your worktree, on branch agent-4. Read CLAUDE.md here and follow it exactly. Begin.\"}"
    },
    {
      "id": 248,
      "change_id": "8ed12a13-a4e3-482a-a36f-a76219feb6a7",
      "node_type": "goal",
      "title": "agent-7: a playable Tetris",
      "description": "Plain HTML/CSS/JS Tetris in agents/agent-7, no build, no deps. Five milestones: board+falling piece+loop; move/rotate/drops/collision; line clears/score/levels/game over/restart; preview/hold/ghost/wall kicks; polish+pause+README. Peek at the other nine agents after every milestone and take what is better.",
      "status": "active",
      "created_at": "2026-09-22T04:38:54.692949Z",
      "updated_at": "2026-09-22T04:38:54.692949Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":90,\"prompt\":\"You are agent 7 of 10 in the tetris arena. This directory is your worktree, on branch agent-7. Read CLAUDE.md here and follow it exactly. Begin.\"}"
    },
    {
      "id": 53,
      "change_id": "04f04f21-70c8-4a96-8b5d-c5425f6fef97",
      "node_type": "goal",
      "title": "agent-8: a playable Tetris",
      "description": "Plain HTML/CSS/JS Tetris in agents/agent-8, no build step, no deps. Milestones: 1 board+falling piece+loop; 2 move/rotate/soft/hard drop with collision; 3 line clears, scoring, levels, game over, restart; 4 preview, hold, ghost, wall kicks; 5 input feel, pause, README. Peek at the other nine worktrees and the shared graph after each milestone and before each design fork.",
      "status": "completed",
      "created_at": "2026-09-22T04:38:54.879291Z",
      "updated_at": "2026-09-22T04:58:53.685979Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":90,\"prompt\":\"You are agent 8 of 10 in the tetris arena. This directory is your worktree, on branch agent-8. Read CLAUDE.md here and follow it exactly. Begin.\"}"
    },
    {
      "id": 80,
      "change_id": "fdab4407-e7f9-4da3-8cce-24b3c645579a",
      "node_type": "option",
      "title": "Rendering: canvas 2D, redraw whole board each frame",
      "description": "One canvas for the board, small canvases for next/hold. Redraw everything each animation frame. Simplest correct rendering; no DOM diffing, ghost piece and lock-flash are trivial to draw. Cost: no CSS transitions per cell, but Tetris does not need them.",
      "status": "pending",
      "created_at": "2026-09-22T04:38:58.026685Z",
      "updated_at": "2026-09-22T04:38:58.026685Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85}"
    },
    {
      "id": 243,
      "change_id": "728fa41f-8e63-43b1-bd27-b281561c9b43",
      "node_type": "goal",
      "title": "agent-1: a playable Tetris",
      "description": "Plain HTML/CSS/JS Tetris in agents/agent-1/, no build, no deps. Milestones: 1 board+falling piece+loop; 2 move/rotate/drops/collision; 3 lines/score/levels/game over/restart; 4 preview/hold/ghost/wall kicks; 5 polish/pause/README. Plan: canvas rendering, flat Uint8Array board, SRS rotation with kick tables, requestAnimationFrame loop with accumulated gravity time and DAS/ARR for input feel.",
      "status": "completed",
      "created_at": "2026-09-22T04:38:59.729913Z",
      "updated_at": "2026-09-22T05:02:06.800464Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":90,\"prompt\":\"You are agent 1 of 10 in the tetris arena. This directory is your worktree, on branch agent-1. Read CLAUDE.md here and follow it exactly. Begin.\"}"
    },
    {
      "id": 155,
      "change_id": "9f9394a6-e0a5-4895-ba1a-bea183b06b8f",
      "node_type": "option",
      "title": "Rendering: DOM grid of 200 divs, toggle classes",
      "description": "Board is a CSS grid of divs; each frame sets a class per cell. Styling via CSS is nice, but 200 class writes per frame plus a ghost overlay gets fiddly and the code ends up managing DOM state instead of game state.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:00.904902Z",
      "updated_at": "2026-09-22T04:39:00.904902Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":40}"
    },
    {
      "id": 292,
      "change_id": "6ddf987c-283a-46ec-b827-0fdbbd54c399",
      "node_type": "option",
      "title": "Render: canvas 2D",
      "description": "One <canvas> for the board, redrawn every frame from the model. Cheap to draw ghost pieces, overlays, and animations; no DOM churn on line clears. Cost: no CSS styling of cells, must handle devicePixelRatio for crispness.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:01.702910Z",
      "updated_at": "2026-09-22T04:39:01.702910Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":80}"
    },
    {
      "id": 35,
      "change_id": "6e91c6c6-98e5-4f75-ae44-e0a5f4ae94d3",
      "node_type": "option",
      "title": "Render with canvas 2D",
      "description": "One canvas for the board, small canvases for next/hold. Redraw the whole board each frame from the grid. Cheap, no DOM churn, ghost piece and flash effects are trivial. Cost: no CSS for cells, must handle devicePixelRatio for crispness.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:02.048374Z",
      "updated_at": "2026-09-22T04:39:02.048374Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":80}"
    },
    {
      "id": 261,
      "change_id": "27e7bc53-d3d5-4740-8c95-cdb8e0e3c987",
      "node_type": "option",
      "title": "Render with canvas 2D",
      "description": "One canvas for the board, small canvases for next/hold. Redraw the whole board each frame from the grid array. Ghost piece and lock-flash are trivial since there is no per-cell DOM state to reconcile.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:03.928869Z",
      "updated_at": "2026-09-22T04:39:03.928869Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":80}"
    },
    {
      "id": 90,
      "change_id": "972dc8b0-ba25-40fa-a0d7-5d8e2b346f6d",
      "node_type": "option",
      "title": "Board: flat Uint8Array 10x22 with hidden rows, 0 = empty, 1-7 = piece id",
      "description": "Row-major flat typed array of width*height. Two hidden spawn rows above the visible 20 so pieces spawn out of view like the guideline says. Line clear is copyWithin on a flat array. Collision is one index computation per cell. Color derives from the piece id stored in the cell.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:04.034257Z",
      "updated_at": "2026-09-22T04:39:04.034257Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85}"
    },
    {
      "id": 18,
      "change_id": "8ef757ad-31ff-4765-a559-fed602237342",
      "node_type": "option",
      "title": "Render: DOM grid of divs",
      "description": "200 divs in a CSS grid, toggle classes per cell. Easy to style, but re-rendering 200 nodes per frame and drawing a ghost piece or clear flash gets awkward. Fine for a small game, worse for polish.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:04.484312Z",
      "updated_at": "2026-09-22T04:39:04.484312Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":50}"
    },
    {
      "id": 296,
      "change_id": "04cd6f8e-4985-4c7d-8c5e-108b9d612faf",
      "node_type": "option",
      "title": "Render with DOM grid of divs",
      "description": "200 divs in a CSS grid, toggle class per cell. Easy to style with CSS, inspectable in devtools. Cost: 200 class writes per frame or a diffing layer; ghost piece and line-clear animation need extra classes; easy to get layout thrash.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:04.761593Z",
      "updated_at": "2026-09-22T04:39:04.761593Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":50}"
    },
    {
      "id": 31,
      "change_id": "41de2b2c-179d-4403-8fe1-ca13fad10109",
      "node_type": "option",
      "title": "Render with DOM grid of divs",
      "description": "200 divs with CSS classes per cell. Easy to style with CSS but every frame becomes a diff of class names, and the ghost piece / active piece overlay means three layers of state per cell.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:06.186596Z",
      "updated_at": "2026-09-22T04:39:06.186596Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":40}"
    },
    {
      "id": 306,
      "change_id": "12984e31-4c32-4a7b-b30b-fb90f83fd1dc",
      "node_type": "option",
      "title": "Rendering: canvas 2D",
      "description": "One canvas for the board, one for next, one for hold. Redraw whole board each frame from the array. Pros: trivially fast at 200 cells, ghost piece and effects are just more fillRect calls, no DOM diffing. Cons: no CSS styling of cells, must handle devicePixelRatio for crisp edges.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:06.914277Z",
      "updated_at": "2026-09-22T04:39:06.914277Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":80}"
    },
    {
      "id": 175,
      "change_id": "c9027183-a01b-4293-9e6e-775dff996e59",
      "node_type": "option",
      "title": "Board: array of row arrays, splice on clear",
      "description": "grid[y][x]. Readable, and line clear is splice + unshift. Allocates on every clear and nested indexing is slower, though nothing here is performance bound. Rejected mostly because the flat array makes clears and copies one-liners.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:07.033670Z",
      "updated_at": "2026-09-22T04:39:07.033670Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":50}"
    },
    {
      "id": 95,
      "change_id": "77cb3ed0-b1b5-4cb9-b095-0372ebd031bc",
      "node_type": "option",
      "title": "Board: flat Uint8Array with hidden rows above",
      "description": "10 wide x (20 visible + 2 hidden) rows in one typed array, indexed y*W+x, 0 = empty, 1..7 = piece color. Hidden rows let pieces spawn above the visible top and rotate there (SRS spawn), and detect lock-out game over cleanly. Line clear = copyWithin + fill, no allocation.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:07.756945Z",
      "updated_at": "2026-09-22T04:39:07.756945Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":85}"
    },
    {
      "id": 304,
      "change_id": "55e9dc8c-19a3-4da3-8fcb-83aa0298aae2",
      "node_type": "option",
      "title": "Board as flat Uint8Array with hidden buffer rows",
      "description": "10 wide x 22 tall (2 hidden rows above the visible 20) stored as a single Uint8Array, index = y*W+x, 0 = empty, 1..7 = piece colour id. Collision is one loop over 4 cells. Line clear = copyWithin down + fill top. Hidden rows let pieces spawn above the visible area like real Tetris and make game-over = 'cannot spawn' clean.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:08.226475Z",
      "updated_at": "2026-09-22T04:39:08.226475Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85}"
    },
    {
      "id": 249,
      "change_id": "3a8788d8-8677-44b5-9fae-9dab1f0d1712",
      "node_type": "option",
      "title": "Render with a single canvas",
      "description": "One <canvas> for the board, redrawn every frame from the board array plus the active piece. Ghost piece, hold and next previews are just more fillRect calls. No DOM diffing, no per-cell elements. Downside: text/accessibility lives outside the canvas.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:08.443004Z",
      "updated_at": "2026-09-22T04:39:08.443004Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":80}"
    },
    {
      "id": 139,
      "change_id": "9f5c74a2-cdb5-41d4-a8c2-8ea3c75f3057",
      "node_type": "option",
      "title": "Render: single canvas redrawn every frame",
      "description": "One <canvas> for the board, a second small one for preview/hold. Full redraw each frame from board + active piece. Ghost piece and overlays are just more fillRect calls. No 200 DOM nodes to diff, and cell size is a single number so resizing is trivial.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:08.505353Z",
      "updated_at": "2026-09-22T04:39:08.505353Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":80}"
    },
    {
      "id": 272,
      "change_id": "c9c271a4-0551-411c-9509-5019649a642e",
      "node_type": "option",
      "title": "Render with Canvas 2D",
      "description": "One <canvas> for the board, small canvases for next/hold. Whole frame redrawn each rAF tick. Pros: ghost piece, line-clear flash, and per-cell shading are trivial; no DOM churn. Cons: no CSS styling of cells, must handle devicePixelRatio myself.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:09.251644Z",
      "updated_at": "2026-09-22T04:39:09.251644Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":80}"
    },
    {
      "id": 227,
      "change_id": "ef2510e8-3824-4f0a-b23a-664dbda88511",
      "node_type": "option",
      "title": "Render: single canvas, full redraw per frame",
      "description": "One 2D canvas for the well, small canvases for next/hold. Redraw everything each frame. A 10x20 grid is 200 rects, trivially cheap. Ghost piece, flash-on-clear, and any effect are just more draw calls with no DOM state to keep in sync.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:09.350799Z",
      "updated_at": "2026-09-22T04:39:09.350799Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":80}"
    },
    {
      "id": 270,
      "change_id": "ece9486e-f3ae-4265-9c40-98324c44eb67",
      "node_type": "option",
      "title": "Board as flat Uint8Array with hidden buffer rows",
      "description": "grid = Uint8Array(W * (H + BUFFER)), 0 empty, 1..7 piece id. Two hidden rows above the visible 20 so pieces spawn off-screen and the top-out rule is \"locked entirely inside the buffer\". Index math is y*W+x; line clear is copyWithin + fill.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:09.493935Z",
      "updated_at": "2026-09-22T04:39:09.493935Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":80}"
    },
    {
      "id": 134,
      "change_id": "bf0bc023-d02a-4ed5-9c88-3c6eeba67ee8",
      "node_type": "option",
      "title": "Rendering: DOM grid of divs",
      "description": "200 divs in a CSS grid, set className per cell each frame. Pros: CSS handles colours and transitions, easy to inspect. Cons: 200 class writes per frame, ghost/overlay effects fight the layout, devtools noise.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:09.602901Z",
      "updated_at": "2026-09-22T04:39:09.602901Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":40}"
    },
    {
      "id": 127,
      "change_id": "1c77f673-9b51-4ae0-b077-c308d3ba0f69",
      "node_type": "option",
      "title": "Board as array of row arrays",
      "description": "grid[y][x]. Line clear is splice + unshift, very readable. Cost: allocations on every clear, nested loops everywhere, easy to mix up y/x order.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:10.356885Z",
      "updated_at": "2026-09-22T04:39:10.356885Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":50}"
    },
    {
      "id": 51,
      "change_id": "5e41469b-1c95-428a-997e-42cba3edb1e6",
      "node_type": "option",
      "title": "Rotation: SRS with full wall-kick tables (JLSTZ + I separate)",
      "description": "Pieces stored as 4 precomputed orientation bitmaps in a 4x4 (I) or 3x3 box; rotation state 0-3; kick offsets from the standard SRS tables, tested in order. Gives T-spins and I-piece kicks players expect. More table data, but the tables are well known and testable.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:10.544493Z",
      "updated_at": "2026-09-22T04:39:10.544493Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85}"
    },
    {
      "id": 106,
      "change_id": "c94a6585-a39b-4e47-aa9e-f8f90c5032f5",
      "node_type": "option",
      "title": "Render with a DOM grid of divs",
      "description": "200 div cells, toggle CSS classes per frame. Easy to style with CSS, but redrawing means touching 200 elements every gravity tick and ghost/preview need more grids.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:10.734179Z",
      "updated_at": "2026-09-22T04:39:10.734179Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":40}"
    },
    {
      "id": 258,
      "change_id": "6baa446d-aca7-4e46-b4d4-1ea459958ec9",
      "node_type": "option",
      "title": "Board: array of row arrays",
      "description": "grid[y][x] of nested arrays. Readable, line clear is splice + unshift. Allocates on every clear and every row copy; harder to snapshot. The obvious version, and fine, but the flat array is not harder to read once there is a cell(x,y) helper.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:10.819330Z",
      "updated_at": "2026-09-22T04:39:10.819330Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":55}"
    },
    {
      "id": 50,
      "change_id": "db0b1341-1bce-4d65-bf16-437f21f2fdb7",
      "node_type": "option",
      "title": "Render: DOM grid of 200 divs with CSS classes",
      "description": "Board as a CSS grid of divs, each cell gets a class for its color. Styling lives in CSS and is easy to theme, but every frame must diff or rewrite 200 classNames, and ghost/overlay effects need extra elements.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:11.322814Z",
      "updated_at": "2026-09-22T04:39:11.322814Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":40}"
    },
    {
      "id": 186,
      "change_id": "5a10351b-9b64-463a-9608-3b4f7bffa6aa",
      "node_type": "option",
      "title": "Board as array of row arrays",
      "description": "grid[y][x]. Line clear is splice + unshift which reads nicely, but no spawn buffer means the classic \"spawn overlaps top row\" game-over bug unless handled separately.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:11.743492Z",
      "updated_at": "2026-09-22T04:39:11.743492Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":50}"
    },
    {
      "id": 37,
      "change_id": "17ae19e1-4737-49d0-808e-2507457f0880",
      "node_type": "option",
      "title": "Render with a DOM grid of divs",
      "description": "200 divs in a CSS grid, toggle classes per cell. Pros: styling in CSS, easy to inspect. Cons: 200 class writes per frame or a diffing layer; ghost piece and flash effects need more class plumbing.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:11.748259Z",
      "updated_at": "2026-09-22T04:39:11.748259Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":50}"
    },
    {
      "id": 59,
      "change_id": "2bcbd11a-0c5b-4bb6-aab6-14923ff1e1bc",
      "node_type": "option",
      "title": "Render: 200 DOM cells, toggle classes",
      "description": "A grid of divs, one per cell, styled by class. CSS does the colours and transitions. Downside: every frame must diff cell state against DOM, and the active piece + ghost need to be layered into the same cells, which is where bugs hide.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:12.291246Z",
      "updated_at": "2026-09-22T04:39:12.291246Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":40}"
    },
    {
      "id": 208,
      "change_id": "6a5936de-99ca-4dfd-8332-f41dad8cfb9d",
      "node_type": "option",
      "title": "Board: flat Uint8Array, 10x40 with hidden rows above",
      "description": "Single typed array indexed y*W+x, 0 = empty, 1..7 = piece id. 40 rows tall with 20 visible so pieces can spawn and rotate above the visible area without special-casing negative y. Line clear is copyWithin on the array. Collision is a bounds check plus one array read per cell.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:12.666474Z",
      "updated_at": "2026-09-22T04:39:12.666474Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":85}"
    },
    {
      "id": 111,
      "change_id": "33be72e9-ee5b-4e37-9b0f-78651bf65cec",
      "node_type": "option",
      "title": "Rotation: matrix transpose+reverse, naive left/right nudge kicks",
      "description": "Rotate the shape matrix at runtime, then try x-1, x+1, x-2, x+2 if blocked. Less code, but I-piece spin center wanders and T-spins under overhangs mostly fail. Fine for milestone 2, worse for milestone 4.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:13.405883Z",
      "updated_at": "2026-09-22T04:39:13.405883Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":45}"
    },
    {
      "id": 14,
      "change_id": "5d74005e-147e-425a-b945-cfa558cb7872",
      "node_type": "option",
      "title": "Rendering: single canvas, redraw every frame",
      "description": "One 2D canvas for the board, two small canvases for next/hold. Redraw whole board each frame from the grid plus the active piece and ghost. Ghost, flash-on-clear and any animation are just extra draw calls; no DOM node bookkeeping.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:13.413303Z",
      "updated_at": "2026-09-22T04:39:13.413303Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":80}"
    },
    {
      "id": 8,
      "change_id": "fce5ae95-6296-4a8f-84e7-dfac677601d9",
      "node_type": "option",
      "title": "Board as array of row arrays, 0 = empty, else piece id",
      "description": "grid[row][col], 10 wide, 20 visible rows plus 2 hidden spawn rows above. Line clear is filter-out-full-rows then unshift empty rows: no index math. Cell holds the tetromino letter so colour comes from the piece table.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:13.688049Z",
      "updated_at": "2026-09-22T04:39:13.688049Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":85}"
    },
    {
      "id": 79,
      "change_id": "f7632dae-5b0f-4929-b44a-d01628900458",
      "node_type": "option",
      "title": "Board: array of row arrays, 0 = empty, else piece index",
      "description": "board[y][x], y=0 at the top, 10x20 visible plus 2 hidden spawn rows. Line clear is filter-out-full-rows then unshift empty rows, which is the clearest possible implementation. Cell value doubles as the colour index.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:14.212497Z",
      "updated_at": "2026-09-22T04:39:14.212497Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":80}"
    },
    {
      "id": 84,
      "change_id": "b75915a0-842b-43ed-958d-71720399b78c",
      "node_type": "option",
      "title": "SRS rotation: 4 explicit orientations per piece + kick tables",
      "description": "Store each piece as 4 precomputed orientation cell lists (derived once at load from the spawn shape by rotating within its bounding box, 3x3 or 4x4). Kicks from the standard SRS tables: one table for JLSTZ, one for I, O never kicks. This is what players expect; T-spins and wall kicks work as in guideline games.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:14.224854Z",
      "updated_at": "2026-09-22T04:39:14.224854Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85}"
    },
    {
      "id": 166,
      "change_id": "c1980cb4-93dd-4913-91f6-dd8abb0bedfd",
      "node_type": "option",
      "title": "Rotation: SRS with full wall kick tables",
      "description": "Guideline Super Rotation System: pieces stored as 4 explicit rotation states in a 4x4 (I) or 3x3 box, plus the standard JLSTZ and I kick tables (5 tests per transition). Players expect T-spins and I-piece kicks to behave like modern Tetris. Cost: the tables must be exactly right; a typo is invisible until a kick fails.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:14.506436Z",
      "updated_at": "2026-09-22T04:39:14.506436Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":85}"
    },
    {
      "id": 130,
      "change_id": "709531a9-b610-41ac-903c-4262761f4e91",
      "node_type": "option",
      "title": "SRS rotation with standard kick tables",
      "description": "Pieces defined as 4 explicit rotation states each (cell offset lists), plus the two SRS kick tables (JLSTZ and I). O never kicks. This is what modern guideline Tetris does and it is what players expect for T-spins and wall kicks.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:14.621107Z",
      "updated_at": "2026-09-22T04:39:14.621107Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":85}"
    },
    {
      "id": 280,
      "change_id": "fde627d9-d483-4f72-b4dc-cf28a19f4b29",
      "node_type": "option",
      "title": "Board as flat Uint8Array with hidden buffer rows",
      "description": "Board is Uint8Array(COLS * (ROWS + HIDDEN)), index = y*COLS + x, value 0 = empty else piece id. Two hidden rows above the visible 20 so pieces spawn off-screen like guideline Tetris. Collision is a single bounds+lookup per cell. Line clear = copyWithin on the flat array.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:14.939044Z",
      "updated_at": "2026-09-22T04:39:14.939044Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":80}"
    },
    {
      "id": 195,
      "change_id": "959073ee-6978-4ede-a334-d9d2b45cf42f",
      "node_type": "option",
      "title": "Board: array of row arrays",
      "description": "board[y][x], rows are JS arrays. Line clear is splice + unshift. Readable but allocates per clear and every cell access is two lookups. Negative y for spawn needs a guard.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:15.262850Z",
      "updated_at": "2026-09-22T04:39:15.262850Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":50}"
    },
    {
      "id": 12,
      "change_id": "9706c3e9-9f05-4d7d-a350-24e189894229",
      "node_type": "option",
      "title": "Board: array of row arrays, 0 = empty, N = piece colour id",
      "description": "board[y][x]. Line clear is filter-out-full-rows then unshift empty rows until height is restored. Reads naturally in the code the others will look at. Includes hidden rows above the visible top so pieces can spawn and rotate partially off-screen.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:15.354782Z",
      "updated_at": "2026-09-22T04:39:15.354782Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":80}"
    },
    {
      "id": 145,
      "change_id": "f35fedf9-100e-421c-9b3d-8990bc451100",
      "node_type": "option",
      "title": "Board as flat Uint8Array with index math",
      "description": "200-entry typed array, idx = row*10+col. Fastest, but line clears become copyWithin calls and every reader repeats the index math. Speed is irrelevant at 10x22.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:16.126405Z",
      "updated_at": "2026-09-22T04:39:16.126405Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":35}"
    },
    {
      "id": 256,
      "change_id": "5f8486f0-939e-4717-9941-27252b3d607b",
      "node_type": "option",
      "title": "Rendering: DOM grid of 200 cells with CSS classes",
      "description": "200 divs in a CSS grid, colour by class. Easy to style, inspectable in devtools, but every frame diffs classes across 200 nodes and a ghost piece means another layer of cells. Fine for Tetris speed, more code per feature.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:16.479931Z",
      "updated_at": "2026-09-22T04:39:16.479931Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":50}"
    },
    {
      "id": 285,
      "change_id": "ae0469f8-f96d-4c13-bae5-cb54954f8558",
      "node_type": "option",
      "title": "Matrix-transpose rotation, no kicks",
      "description": "Rotate the piece matrix in place, reject if it collides. Simplest possible. Feels bad against walls: rotation near a wall just fails, and I piece rotation is off-centre.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:16.726754Z",
      "updated_at": "2026-09-22T04:39:16.726754Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":40}"
    },
    {
      "id": 23,
      "change_id": "85d46396-8bb0-48fc-963b-14dce85010dc",
      "node_type": "option",
      "title": "Matrix-transpose rotation, no kicks",
      "description": "Rotate the NxN matrix in place. Less code, but the I piece and rotation pivots come out wrong compared to SRS and rotating next to a wall simply fails.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:16.834965Z",
      "updated_at": "2026-09-22T04:39:16.834965Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":35}"
    },
    {
      "id": 310,
      "change_id": "a0317625-c754-4e2f-83c6-4f89aed47d9c",
      "node_type": "option",
      "title": "Loop: requestAnimationFrame with delta-time accumulator for gravity and lock delay",
      "description": "Single rAF loop; each frame adds dt to a gravity accumulator and, when the piece is grounded, a lock-delay timer. Rendering every frame keeps ghost and DAS smooth; timers stay in ms so level speed is a lookup, not an interval reset. Tab-hidden frames get clamped so the piece does not teleport.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:16.842747Z",
      "updated_at": "2026-09-22T04:39:16.842747Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85}"
    },
    {
      "id": 291,
      "change_id": "5e2b4913-8510-4b48-8e28-f92056bc0c0a",
      "node_type": "option",
      "title": "Board as array of row arrays",
      "description": "board[y][x], the textbook form. Line clear is splice + unshift. Readable, slightly more allocation, no hidden rows unless added explicitly.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:17.125591Z",
      "updated_at": "2026-09-22T04:39:17.125591Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":55}"
    },
    {
      "id": 96,
      "change_id": "2cd2fc51-ba43-499a-bd43-09bdee4de0c1",
      "node_type": "option",
      "title": "Board: one Uint16 bitmask per row",
      "description": "Row as a 10-bit mask; collision is a single AND, full row is mask == 0x3FF. Fast, but colours need a parallel array and every collision needs the piece rendered as row masks per rotation. Speed is not the bottleneck for a 10x20 board at 60fps.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:17.387169Z",
      "updated_at": "2026-09-22T04:39:17.387169Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":30}"
    },
    {
      "id": 26,
      "change_id": "5e61b921-ec9a-45f2-a80c-8ae31cecdeb2",
      "node_type": "option",
      "title": "Board: flat Uint8Array with y*W+x indexing",
      "description": "Faster and compact but line clearing needs copyWithin arithmetic and every reader has to do index math in their head. Not worth it for a 10x22 grid.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:17.608008Z",
      "updated_at": "2026-09-22T04:39:17.608008Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":30}"
    },
    {
      "id": 305,
      "change_id": "0d18bf6d-6429-4ec1-9c60-444dbcdf5340",
      "node_type": "option",
      "title": "Rotation: matrix transpose+reverse, no kicks",
      "description": "Rotate the shape matrix in place, reject if it collides. Ten lines of code. But the I and O pieces wobble around their box, rotation near walls simply fails, and there is no path to T-spins. Good enough for milestone 2, a dead end for milestone 4.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:17.627881Z",
      "updated_at": "2026-09-22T04:39:17.627881Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":45}"
    },
    {
      "id": 220,
      "change_id": "133dc8ff-1bb4-4406-b825-1caf63f20ea0",
      "node_type": "option",
      "title": "Loop: setInterval per level, re-armed on level change",
      "description": "clearInterval/setInterval when the level changes. Easy, but input handling and lock delay then need their own timers, and rendering only on tick makes movement feel laggy.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:19.004323Z",
      "updated_at": "2026-09-22T04:39:19.004323Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":40}"
    },
    {
      "id": 268,
      "change_id": "1c4e539d-b3da-4202-9ec6-599334a3f6c9",
      "node_type": "option",
      "title": "SRS rotation with the standard wall-kick tables",
      "description": "Super Rotation System: each piece has 4 explicit rotation states as cell offsets; rotating tries the base position then up to 4 kick offsets from the JLSTZ table or the I table. This is what modern guideline Tetris does and enables T-spins. The tables are small and well-known; the cost is getting the I-piece table right.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:19.192010Z",
      "updated_at": "2026-09-22T04:39:19.192010Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":80}"
    },
    {
      "id": 193,
      "change_id": "c0b7ddfc-f81c-4f7a-891b-e100a7fd2829",
      "node_type": "option",
      "title": "requestAnimationFrame loop with ms accumulator",
      "description": "One rAF loop. Gravity, lock delay, DAS and ARR are all timers in ms advanced by the frame delta, so speed is independent of frame rate and pausing is just not advancing the clock.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:19.247723Z",
      "updated_at": "2026-09-22T04:39:19.247723Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":85}"
    },
    {
      "id": 21,
      "change_id": "a12c3951-2b62-4dc2-93c5-72e91ef442c0",
      "node_type": "option",
      "title": "Board: array of row arrays, 0 = empty, 1..7 = piece id",
      "description": "grid[row][col]. Line clear is filter-out-full-rows then unshift fresh rows, which is the simplest correct implementation. Two hidden buffer rows above the visible 20 so pieces spawn out of view and top-out is detected by overlap at spawn.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:19.451322Z",
      "updated_at": "2026-09-22T04:39:19.451322Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":80}"
    },
    {
      "id": 309,
      "change_id": "9b1f4b98-40ca-4841-800a-ea43bbf82614",
      "node_type": "option",
      "title": "Rotation: SRS with explicit kick tables",
      "description": "Store each tetromino as four precomputed orientations of [dx,dy] cell offsets inside a 3x3 (I and O: 4x4) box, matching the Super Rotation System. Kicks come from the standard SRS offset tables (one for JLSTZ, one for I, O never kicks). This gives T-spins, I-piece wall kicks and the behaviour players expect from Guideline games. More data up front, but rotation becomes a pure table lookup plus five collision tests.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:19.477863Z",
      "updated_at": "2026-09-22T04:39:19.477863Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":85}"
    },
    {
      "id": 239,
      "change_id": "1e26d3d5-15ec-4047-85e1-e74ad02ef90a",
      "node_type": "option",
      "title": "requestAnimationFrame loop with dt accumulator",
      "description": "One rAF loop. Gravity is a timer in ms (dropInterval per level) advanced by the frame delta; DAS/ARR for horizontal auto-repeat and lock delay are also ms timers advanced by the same dt. Render every frame. Tab-hidden frames are clamped so a returned tab does not fast-forward 30 seconds of gravity.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:19.853988Z",
      "updated_at": "2026-09-22T04:39:19.853988Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85}"
    },
    {
      "id": 32,
      "change_id": "be395b7f-f06c-4360-b001-54b7d6105e18",
      "node_type": "option",
      "title": "SRS rotation with guideline kick tables",
      "description": "Store each tetromino as 4 pre-rotated cell lists (states 0..3) rather than rotating matrices at runtime. Kicks from the SRS tables: one table for JLSTZ, one for I, O never kicks. 7-bag randomizer. This is what players expect from modern Tetris and makes T-spins possible.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:20.082634Z",
      "updated_at": "2026-09-22T04:39:20.082634Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":85}"
    },
    {
      "id": 172,
      "change_id": "b63aadf8-f5d0-44a5-a316-a8fec1ec1e37",
      "node_type": "option",
      "title": "Rotation: SRS with guideline kick tables",
      "description": "Each piece has 4 explicit rotation states as 4x4 (I) or 3x3 matrices; kicks are the standard JLSTZ table and the separate I table, indexed by (from,to). This is what players expect (T-spins, I-kicks) and milestone 4's wall kicks become a table lookup instead of a rewrite.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:20.668593Z",
      "updated_at": "2026-09-22T04:39:20.668593Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":85}"
    },
    {
      "id": 188,
      "change_id": "11902f53-7ef6-46db-8206-7b5acec476b8",
      "node_type": "option",
      "title": "Rotation: SRS with the standard kick tables",
      "description": "Super Rotation System: pieces stored as 4 explicit rotation states in a 3x3 (I: 4x4) box, plus the JLSTZ and I kick tables (5 tests per transition). This is what modern players expect: T-spins, wall kicks off both sides, I kicks through gaps. The kick table is data, so it is 20 lines.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:20.696116Z",
      "updated_at": "2026-09-22T04:39:20.696116Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":80}"
    },
    {
      "id": 191,
      "change_id": "7bd649fe-4cc6-49af-9d40-2ba57005deea",
      "node_type": "option",
      "title": "Loop: requestAnimationFrame with time accumulator",
      "description": "One rAF loop; gravity is a millisecond budget per row that shrinks per level, accumulated from frame deltas. Input handled on keydown with DAS/ARR timers driven by the same clock. Pauses cleanly by not accumulating. Alternative setInterval per gravity tick drifts and fights with soft drop / lock delay.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:21.071972Z",
      "updated_at": "2026-09-22T04:39:21.071972Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":85}"
    },
    {
      "id": 105,
      "change_id": "ebbd8033-d579-4ed0-8e86-c0fb332fa358",
      "node_type": "option",
      "title": "setInterval per level",
      "description": "Reset the interval whenever the level changes. Simple but soft drop, lock delay and key repeat each need their own timers and they drift relative to each other.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:21.178668Z",
      "updated_at": "2026-09-22T04:39:21.178668Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":30}"
    },
    {
      "id": 157,
      "change_id": "3291dab6-1685-4ad2-9edd-df9ce872f7c8",
      "node_type": "option",
      "title": "Matrix-transpose rotation, no kicks",
      "description": "Rotate the piece's NxN matrix in place; fail if it collides. Ten lines of code, but the I and O pieces wobble and rotation next to a wall just fails, which feels bad.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:21.754383Z",
      "updated_at": "2026-09-22T04:39:21.754383Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":40}"
    },
    {
      "id": 180,
      "change_id": "57046d04-0ccf-4373-b4cc-c5d2b506143b",
      "node_type": "option",
      "title": "setInterval gravity tick, render on change",
      "description": "setInterval(step, dropInterval), reset the interval when level changes. Simple, but input auto-repeat and lock delay then need their own timers, and drift between timers makes feel inconsistent.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:22.074168Z",
      "updated_at": "2026-09-22T04:39:22.074168Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":45}"
    },
    {
      "id": 121,
      "change_id": "b0423f5d-6823-4de0-a7e8-d3f004e952f3",
      "node_type": "option",
      "title": "Board: flat Uint8Array indexed row*W+col",
      "description": "Cache friendly and trivially copyable, but line clear becomes copyWithin arithmetic and every access needs the index math. Speed is irrelevant at 10x22 cells; the readability cost is not worth it.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:22.292609Z",
      "updated_at": "2026-09-22T04:39:22.292609Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":40}"
    },
    {
      "id": 316,
      "change_id": "393e3093-fa78-4e7f-9585-ddfb6dad398f",
      "node_type": "option",
      "title": "Rotation: matrix transpose+reverse, no kicks",
      "description": "Rotate the piece matrix at runtime (transpose then reverse rows). Small code, but I and O drift on rotation in an even-sized box, there is no standard kick behaviour, and wall kicks become ad-hoc nudges. Fine for milestone 2, wrong for milestone 4.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:22.609045Z",
      "updated_at": "2026-09-22T04:39:22.609045Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":40}"
    },
    {
      "id": 132,
      "change_id": "a1ca30e0-2f96-4405-9c9f-e0f72b41e033",
      "node_type": "option",
      "title": "Matrix rotation, no kicks (NES style)",
      "description": "Rotate the shape matrix 90 degrees at runtime; if it collides, refuse. Simplest to write, but rotating against a wall silently fails, which feels bad to anyone who has played a modern Tetris.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:22.627240Z",
      "updated_at": "2026-09-22T04:39:22.627240Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":40}"
    },
    {
      "id": 2,
      "change_id": "74803a9d-2663-422a-a341-5bcc2e24158f",
      "node_type": "option",
      "title": "Rotation: matrix transpose+reverse with nudge kicks",
      "description": "Rotate the shape matrix mathematically and try offsets 0, +1, -1, +2, -2 horizontally. Less code, but the I and O pieces wobble around their box centre and there are no proper T-spin or floor kicks.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:23.284581Z",
      "updated_at": "2026-09-22T04:39:23.284581Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":40}"
    },
    {
      "id": 168,
      "change_id": "cb8d24a4-a103-4a8d-8d2d-c800027e2a30",
      "node_type": "option",
      "title": "Rotation: matrix transpose+reverse, no kicks",
      "description": "Rotate the shape matrix in place. Simple, but the I and O pieces wobble around their box, and adding kicks later means bolting a table onto a system that has no notion of rotation state index.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:23.357186Z",
      "updated_at": "2026-09-22T04:39:23.357186Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":35}"
    },
    {
      "id": 9,
      "change_id": "cdd5c609-c656-4e6c-8944-87992bc53a6a",
      "node_type": "option",
      "title": "Loop: setInterval gravity tick",
      "description": "setInterval(step, speed) and clearInterval/reset on level change. Simple, but timers drift, soft drop needs a second timer, and lock delay needs a third. Rendering separately from stepping doubles the bookkeeping.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:23.755551Z",
      "updated_at": "2026-09-22T04:39:23.755551Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":40}"
    },
    {
      "id": 40,
      "change_id": "8711246f-c852-4c4c-9272-787a1912c835",
      "node_type": "option",
      "title": "requestAnimationFrame loop with delta-time accumulators",
      "description": "One rAF loop. Each frame adds elapsed ms to a gravity accumulator and to the DAS/ARR input timers; when the gravity accumulator exceeds the level interval the piece drops. Rendering happens every frame regardless. Pause just stops accumulating. Tab-away is handled by clamping dt.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:24.507339Z",
      "updated_at": "2026-09-22T04:39:24.507339Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":85}"
    },
    {
      "id": 115,
      "change_id": "f5b5484b-7484-4762-be52-10d77e2c30f6",
      "node_type": "option",
      "title": "Rotation: SRS with standard wall-kick tables",
      "description": "Four rotation states per piece derived from the guideline spawn shape by rotating the matrix, plus the JLSTZ and I kick tables keyed by (from,to). This is what modern players expect: T-spins work, I rotates in tight wells, pieces rotate against walls instead of refusing.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:25.229572Z",
      "updated_at": "2026-09-22T04:39:25.229572Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":85}"
    },
    {
      "id": 297,
      "change_id": "a101444e-03e9-496c-ba11-2f30d1bbba6c",
      "node_type": "option",
      "title": "Loop: requestAnimationFrame with accumulated gravity timer",
      "description": "One rAF loop. Each frame adds dt to a gravity accumulator; when it exceeds the level's drop interval the piece steps down. Input is handled on keydown with DAS/ARR timers ticked in the same loop, so held keys auto-repeat at a fixed rate independent of the OS key repeat. Lock delay is another accumulator reset on successful move. Render every frame. Pausing simply stops ticking accumulators.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:26.045232Z",
      "updated_at": "2026-09-22T04:39:26.045232Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":85}"
    },
    {
      "id": 273,
      "change_id": "dd5aef90-4653-48df-a46d-8c611241b5e9",
      "node_type": "option",
      "title": "rAF loop with gravity accumulator and DAS/ARR input",
      "description": "requestAnimationFrame drives everything. Gravity is a ms accumulator per level (guideline curve: (0.8 - (level-1)*0.007)^(level-1) seconds per row). Held left/right repeats via DAS (delay) then ARR (rate) measured in ms, not frames, so it feels the same at 60 and 120Hz. Lock delay 500ms with move reset, capped at 15 resets.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:26.127060Z",
      "updated_at": "2026-09-22T04:39:26.127060Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":85}"
    },
    {
      "id": 62,
      "change_id": "556ac150-259f-4bcc-b39a-ca781c4d9818",
      "node_type": "option",
      "title": "Loop: requestAnimationFrame + gravity accumulator + lock delay",
      "description": "rAF gives timestamps; accumulate elapsed ms and step gravity every level's interval. Lock delay (500ms, reset on successful move/rotate, capped at 15 resets) runs on the same clock. Input DAS/ARR also timed off the same clock so feel is consistent across frame rates.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:26.422701Z",
      "updated_at": "2026-09-22T04:39:26.422701Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":85}"
    },
    {
      "id": 174,
      "change_id": "d3289666-bb78-435f-b87f-08f48903c349",
      "node_type": "option",
      "title": "Loop: requestAnimationFrame with a millisecond gravity accumulator",
      "description": "One rAF loop. Each frame adds dt to a gravity accumulator; when it exceeds the level's drop interval, the piece steps down. Lock delay and DAS/ARR run on the same clock. Rendering happens every frame regardless. dt is clamped so a background tab does not dump 30 seconds of gravity on return.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:26.448269Z",
      "updated_at": "2026-09-22T04:39:26.448269Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":80}"
    },
    {
      "id": 143,
      "change_id": "d2caca89-84a4-4554-b37e-d8e069ff7ab3",
      "node_type": "decision",
      "title": "Canvas rendering, full redraw per frame",
      "description": "Chose canvas over DOM. A 10x22 grid redrawn from a Uint8Array is under 300 fillRect calls per frame, trivially cheap, and overlays (ghost, active piece, clear flash) are just more draw calls in order rather than DOM state to reconcile. Cost: no CSS styling of cells, so colours live in JS.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:26.694429Z",
      "updated_at": "2026-09-22T04:39:26.694429Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":85}"
    },
    {
      "id": 104,
      "change_id": "99a72dd6-5b50-448c-b5c2-f86223578c72",
      "node_type": "option",
      "title": "setInterval gravity timer, redraw on change",
      "description": "A setInterval fires the drop; level changes clear and reset the interval. Simple, but auto-repeat input needs its own timers, and mixing several timers makes pause and level changes fiddly.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:27.078639Z",
      "updated_at": "2026-09-22T04:39:27.078639Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":40}"
    },
    {
      "id": 314,
      "change_id": "2c66712c-ab08-403e-9b38-75ec26eebadd",
      "node_type": "option",
      "title": "Rotation: matrix rotate, reject on collision, no kicks",
      "description": "Rotate the shape matrix in place and refuse if it overlaps. Ten lines of code, but rotation next to a wall silently fails, which feels broken to anyone who has played a modern Tetris. Milestone 4 explicitly asks for wall kicks so this would be rewritten anyway.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:27.981832Z",
      "updated_at": "2026-09-22T04:39:27.981832Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":30}"
    },
    {
      "id": 152,
      "change_id": "1883b0c2-ee26-4093-a795-79e74d7a6865",
      "node_type": "option",
      "title": "setInterval tick loop",
      "description": "setInterval(tick, msPerRow) re-armed on each level change. Simple but input repeat and lock delay then live on separate timers, and the tab-hidden behaviour drifts.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:28.472635Z",
      "updated_at": "2026-09-22T04:39:28.472635Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":40}"
    },
    {
      "id": 41,
      "change_id": "b415000e-7756-431a-98aa-9b12ad89652b",
      "node_type": "option",
      "title": "Loop: setInterval per level speed",
      "description": "setInterval(step, speed), clearInterval and restart on level change. Simple but drifts, fights with pause, and input repeat is left to the OS keydown repeat which varies by machine and has a long initial delay.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:28.711634Z",
      "updated_at": "2026-09-22T04:39:28.711634Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":35}"
    },
    {
      "id": 192,
      "change_id": "8d98491f-1724-4e8a-9adb-10010e58ea0c",
      "node_type": "option",
      "title": "Loop: setInterval reset on each level change",
      "description": "setInterval(step, dropMs), cleared and recreated when the level changes. Simple, but input timing (DAS, lock delay) needs its own timers and the render is coupled to the gravity tick.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:28.784147Z",
      "updated_at": "2026-09-22T04:39:28.784147Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":35}"
    },
    {
      "id": 76,
      "change_id": "54c911d1-34e4-43b5-a85a-c451df838b85",
      "node_type": "option",
      "title": "Loop: setInterval per gravity tick, re-created on level up",
      "description": "Simplest possible loop. But the interval has to be torn down and rebuilt on every speed change, pause, and restart, and rendering is coupled to gravity ticks so soft drop and DAS need their own timers. Drifts under tab throttling.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:29.424591Z",
      "updated_at": "2026-09-22T04:39:29.424591Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":30}"
    },
    {
      "id": 187,
      "change_id": "3c095e03-b88b-4ad7-ad44-bfb27c940ded",
      "node_type": "decision",
      "title": "Flat Uint8Array board, 10 wide, 20 visible + 2 buffer rows",
      "description": "Chose flat typed array over row arrays. Collision is one loop over 4 cells with y*W+x indexing, no nested arrays to copy. Two hidden buffer rows let pieces spawn above the visible field, which gives the correct top-out rule: game over when a piece locks fully inside the buffer or the spawn position is blocked. Line clear shifts everything above down with copyWithin.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:30.258319Z",
      "updated_at": "2026-09-22T04:39:30.258319Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":85}"
    },
    {
      "id": 33,
      "change_id": "ebef42c8-f949-46c8-bc65-e5d031f27726",
      "node_type": "option",
      "title": "Loop: requestAnimationFrame with a gravity accumulator",
      "description": "One rAF loop. Each frame adds dt to a gravity accumulator and steps the piece down while it exceeds the per-level interval. Lock delay, DAS/ARR and clear animation are all timers in the same tick, so pause is one flag. Rendering happens once per frame regardless of speed.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:30.856323Z",
      "updated_at": "2026-09-22T04:39:30.856323Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":85}"
    },
    {
      "id": 28,
      "change_id": "4748cb83-1407-4abb-8328-071ce38c25ad",
      "node_type": "option",
      "title": "Files: classic script tags, one file per concern, shared global scope",
      "description": "pieces.js, board.js, game.js, render.js, input.js, main.js loaded in order. Not ES modules: Chrome blocks module imports from file:// so index.html would not open by double-click. Top-level const in classic scripts is shared across files, which is enough namespacing for six files.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:32.237442Z",
      "updated_at": "2026-09-22T04:39:32.237442Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":80}"
    },
    {
      "id": 71,
      "change_id": "11e7c1ad-a0bf-4b72-85e7-7d1cb3900f1e",
      "node_type": "decision",
      "title": "Canvas rendering, full redraw per frame",
      "description": "Chose canvas over a DOM grid. The board is tiny (220 cells) so a full redraw is free, and every later feature (ghost piece, line-clear flash, hold/preview boxes) is just more rects on the same surface. A DOM grid would make ghost rendering and flashes need extra elements or class juggling.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:33.108191Z",
      "updated_at": "2026-09-22T04:39:33.108191Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":85}"
    },
    {
      "id": 85,
      "change_id": "fe4455e4-1d47-47c1-8bb4-b53444cf9bff",
      "node_type": "decision",
      "title": "Canvas 2D rendering, full redraw per frame",
      "description": "Chosen over a DOM grid because the board is small (10x20) and redrawing 200 cells on a canvas each frame costs nothing, while ghost piece, lock flash and line-clear animation are just extra fillRect calls instead of class plumbing. Scale by devicePixelRatio so cells are crisp on retina.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:33.676123Z",
      "updated_at": "2026-09-22T04:39:33.676123Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":80}"
    },
    {
      "id": 77,
      "change_id": "a3bf1732-653a-4389-9e63-5ef8fe785edd",
      "node_type": "option",
      "title": "Loop: setInterval per gravity tick, re-armed on level change",
      "description": "Simplest to write for milestone 1 but every timed feature (lock delay, DAS, clear flash) needs its own timer, and level changes need clearInterval/setInterval. Input handlers render out of band, so frames are inconsistent.",
      "status": "pending",
      "created_at": "2026-09-22T04:39:33.781000Z",
      "updated_at": "2026-09-22T04:39:33.781000Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":35}"
    },
    {
      "id": 232,
      "change_id": "18594e9f-e999-4ae9-b770-1f973fc39a06",
      "node_type": "decision",
      "title": "Canvas rendering, HUD in plain DOM",
      "description": "Board, ghost, hold box and next queue are drawn on canvases; score/level/lines and the overlays (paused, game over) are ordinary HTML so they can be styled and read. One draw() per frame from state. Chosen because everything visual reduces to coloured squares and canvas makes that one function.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:34.703628Z",
      "updated_at": "2026-09-22T04:39:34.703628Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":85}"
    },
    {
      "id": 253,
      "change_id": "c996b47f-d99f-42db-95f5-10553519c19b",
      "node_type": "decision",
      "title": "SRS with explicit rotation states and kick tables",
      "description": "Chose SRS. Each tetromino is a list of 4 rotation states, each a list of 4 [x,y] cells in a 3x3 (or 4x4 for I) box, matching the guideline diagrams exactly. Rotation tries the 5 kick offsets from the JLSTZ or I table for the (from,to) pair and takes the first that fits. This costs a ~40 line table but wall kicks and T-spins then behave the way anyone who has played modern Tetris expects. Doing it now, not in milestone 4, because retrofitting rotation states is worse than writing them once.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:34.758833Z",
      "updated_at": "2026-09-22T04:39:34.758833Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":85}"
    },
    {
      "id": 4,
      "change_id": "4d30fa8e-28a4-4ab4-8fb0-e8b5ea51a182",
      "node_type": "decision",
      "title": "Board is board[y][x] of piece indices with 2 hidden rows on top",
      "description": "Chose row arrays over bitmasks. Readability wins: collision is a nested loop anyone can audit, line clear is filter + unshift, and the cell value is the colour index so render needs no lookup. Two hidden rows above the visible 20 let pieces spawn partly off-screen, which is how SRS spawn works and avoids instant top-outs on a full-looking board.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:36.970331Z",
      "updated_at": "2026-09-22T04:39:36.970331Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":85}"
    },
    {
      "id": 214,
      "change_id": "b0fc92e6-00e7-4fe3-a811-1e46eafa0f9e",
      "node_type": "decision",
      "title": "Flat Uint8Array board, 10x22 with 2 hidden rows",
      "description": "Chosen over row arrays because collision becomes a single index lookup with no nested bounds checks, line clears are copyWithin on a typed array, and the hidden rows give a guideline-correct spawn above the visible field so game-over is 'spawn overlaps' rather than 'top row filled'. Cell value 0 = empty, 1..7 = tetromino id, which also picks the color.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:37.360314Z",
      "updated_at": "2026-09-22T04:39:37.360314Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":80}"
    },
    {
      "id": 147,
      "change_id": "0add3468-09db-4d8e-ac84-46e921780b2e",
      "node_type": "decision",
      "title": "Render with canvas 2D, full redraw per frame",
      "description": "Chosen over a DOM grid. Ghost piece, lock flash and line-clear animation are all just extra fillRect calls on the same frame. Cell size is a single constant so the board scales with CSS. Nobody else had logged a rendering decision yet when this was made.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:37.482494Z",
      "updated_at": "2026-09-22T04:39:37.482494Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85}"
    },
    {
      "id": 178,
      "change_id": "8a2a4c14-7b1f-40e3-bda9-af22a0499bca",
      "node_type": "decision",
      "title": "Canvas rendering, full redraw each frame",
      "description": "Chose canvas over DOM cells. The board is small enough that redrawing everything per frame costs nothing, and it removes the entire class of \"DOM out of sync with state\" bugs. Ghost piece and line-clear flash become pure draw code.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:37.948716Z",
      "updated_at": "2026-09-22T04:39:37.948716Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":85}"
    },
    {
      "id": 159,
      "change_id": "30f0001d-72e9-4b3b-9013-ce7f3dfc69de",
      "node_type": "decision",
      "title": "Single rAF loop; gravity, lock delay, DAS/ARR are ms timers",
      "description": "Chose rAF + delta time. One clock drives everything: gravity interval per level, a 500 ms lock delay with move-reset (capped at 15 resets so you cannot stall forever), and DAS 170 ms / ARR 40 ms for held left/right. Pause stops the clock; nothing else needs to know. Frame-rate independent, and a 144 Hz monitor plays the same as 60.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:38.505598Z",
      "updated_at": "2026-09-22T04:39:38.505598Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":85}"
    },
    {
      "id": 94,
      "change_id": "7e050358-e4f4-4d3f-a1f9-e682c480a967",
      "node_type": "decision",
      "title": "Board is 22 rows of 10, rows are arrays, cells hold the piece letter",
      "description": "grid[r][c] with 2 hidden rows on top for spawn. Line clear = grid.filter(row => row.some(c => !c)) then pad the top. Cells hold 'I','O','T'... or 0, so render looks up colour by letter and there is no separate colour grid. Chosen over a typed array because clarity beats speed at 220 cells.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:38.894261Z",
      "updated_at": "2026-09-22T04:39:38.894261Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":85}"
    },
    {
      "id": 27,
      "change_id": "43b8b88f-a464-4c9c-892f-14d77ddefc72",
      "node_type": "decision",
      "title": "Render on a single canvas",
      "description": "Chose canvas over a DOM grid. Every feature after milestone 1 (ghost piece, clear flash, lock-delay hint) is a draw call on canvas but a second layer of nodes in the DOM. Board is drawn from state every frame so there is no sync bug class at all.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:38.901147Z",
      "updated_at": "2026-09-22T04:39:38.901147Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":80}"
    },
    {
      "id": 162,
      "change_id": "99508d4f-17d6-40f8-89aa-d3bb67a25e38",
      "node_type": "decision",
      "title": "SRS rotation with the standard JLSTZ and I kick tables",
      "description": "Chose SRS. Rotation states are stored as explicit cell offsets per state, not computed, so there is no ambiguity about pivot points. The kick table is the one from the Tetris Guideline: 5 tests per transition, separate table for I, O never kicks. This gives real wall kicks, floor kicks and T-spins for the cost of two small data tables.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:40.721215Z",
      "updated_at": "2026-09-22T04:39:40.721215Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":85}"
    },
    {
      "id": 288,
      "change_id": "dfaea0d9-5227-41d2-a055-5b885e0cfcfe",
      "node_type": "decision",
      "title": "SRS with pre-rotated states, kick tables, 7-bag",
      "description": "Chosen over runtime matrix rotation because pre-rotated cell lists make the rotation index the single source of truth for which kick table row applies, and SRS kicks are what make rotating against a wall feel right. The cost is a data table of 7 pieces x 4 states, which is ~30 lines. 7-bag keeps droughts bounded.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:40.796957Z",
      "updated_at": "2026-09-22T04:39:40.796957Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":85}"
    },
    {
      "id": 141,
      "change_id": "28973888-40ca-4f89-9e52-82448d34b023",
      "node_type": "decision",
      "title": "Board is a flat Uint8Array with 2 hidden rows above the visible 20",
      "description": "Chosen over nested row arrays. Hidden rows let pieces spawn above the skyline and make top-out detection precise: game over is spawn collision, not 'a cell in row 0'. Line clear shifts rows with copyWithin. Cell value is the piece id so the renderer needs no separate color grid.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:40.951559Z",
      "updated_at": "2026-09-22T04:39:40.951559Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85}"
    },
    {
      "id": 260,
      "change_id": "9d19c2a8-5880-46c9-b1de-388768a7b28d",
      "node_type": "decision",
      "title": "Board is rows of colour ids, 10 wide x 22 tall (2 hidden)",
      "description": "board[y][x], 0 empty, 1..7 piece id used as colour index. Two hidden rows above the visible 20 so spawn and top-of-well rotations work. Line clear = filter full rows + unshift blanks. Readable over fast.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:41.075652Z",
      "updated_at": "2026-09-22T04:39:41.075652Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":85}"
    },
    {
      "id": 57,
      "change_id": "ec3fbdee-97bf-4a69-a23d-0cc83ab00c88",
      "node_type": "decision",
      "title": "Board is an array of rows with 2 hidden buffer rows",
      "description": "grid[row][col] of small ints, 22 rows of which the top 2 are hidden. Line clear is filter + unshift. Spawn happens in the buffer so top-out is 'spawned piece overlaps' rather than a special case. Rejected the flat typed array: readability wins at this size.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:41.998772Z",
      "updated_at": "2026-09-22T04:39:41.998772Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":80}"
    },
    {
      "id": 274,
      "change_id": "0081cf2f-4ed3-45eb-9e91-b8eaa508625f",
      "node_type": "decision",
      "title": "SRS: pieces as 4 explicit rotation states plus kick tables",
      "description": "Each tetromino is stored as 4 arrays of [dx,dy] cell offsets (one per rotation state), generated once at load from the guideline 3x3/4x4 matrices rather than hand-typed. Rotation = pick next state, try the 5 kick offsets from the JLSTZ or I table in order, first non-colliding wins. O never kicks. Chosen so wall kicks and T-spins come for free at milestone 4 without rewriting rotation.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:43.037088Z",
      "updated_at": "2026-09-22T04:39:43.037088Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":80}"
    },
    {
      "id": 226,
      "change_id": "71285388-3b96-4a66-86e8-fe038ad3770f",
      "node_type": "decision",
      "title": "Canvas 2D rendering, whole-board redraw per frame",
      "description": "Chose canvas over DOM. 220 cells redrawn per frame is nothing for canvas, and ghost piece, line-clear flash and lock-delay visual all become a fillRect with alpha instead of extra CSS classes. Scale the canvas by devicePixelRatio so cells are crisp on retina. One draw function reads the board, active piece and ghost; nothing else touches pixels.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:43.344876Z",
      "updated_at": "2026-09-22T04:39:43.344876Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85}"
    },
    {
      "id": 163,
      "change_id": "8613b289-e352-46f2-ba44-7f8aeca88fc1",
      "node_type": "decision",
      "title": "rAF loop with dt accumulators for gravity, lock delay and DAS",
      "description": "Chose requestAnimationFrame + delta time. One clock drives gravity, lock delay and auto-repeat, so speeding up a level is changing one number. dt is clamped to 100ms so returning to a background tab does not slam the piece to the floor. Rendering is decoupled from the gravity tick, which is what makes soft-drop and DAS feel smooth.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:44.223834Z",
      "updated_at": "2026-09-22T04:39:44.223834Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":85}"
    },
    {
      "id": 54,
      "change_id": "ead460b0-d038-4681-aa49-4e3a53ce0dc6",
      "node_type": "decision",
      "title": "Single rAF loop, ms-based gravity, DAS/ARR, lock delay",
      "description": "Chosen over setInterval because one clock in ms lets gravity, key repeat and lock delay all be accumulators over the same dt, which stays correct across refresh rates and after a tab is hidden (dt is clamped). Guideline gravity curve so levels feel like a real Tetris rather than an arbitrary ramp.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:44.234948Z",
      "updated_at": "2026-09-22T04:39:44.234948Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":85}"
    },
    {
      "id": 138,
      "change_id": "5612c59c-962c-4caf-8f3e-c22bcb81129e",
      "node_type": "decision",
      "title": "SRS rotation with standard kick tables from milestone 2 onward",
      "description": "Chosen over runtime matrix rotation with nudge kicks. Doing SRS from the start means milestone 4 wall kicks are free and the I piece rotates around the right center. Shapes are stored as 4 explicit orientations per piece so rotation is an index change, never a matrix op at runtime.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:44.237659Z",
      "updated_at": "2026-09-22T04:39:44.237659Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85}"
    },
    {
      "id": 223,
      "change_id": "ff81ee96-8d45-42e7-937d-e94c060dfd32",
      "node_type": "decision",
      "title": "SRS rotation with explicit 4-state tables per piece",
      "description": "Rotation state is an index 0..3 into a precomputed list of cell offsets per piece. Wall kicks (milestone 4) index the standard SRS kick tables by (from, to). Chosen because it is what players expect and because it makes kicks a data change, not a code change.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:44.390212Z",
      "updated_at": "2026-09-22T04:39:44.390212Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":85}"
    },
    {
      "id": 30,
      "change_id": "9e158d7c-d1bd-486c-85ce-674dc240e68c",
      "node_type": "decision",
      "title": "SRS rotation with wall kicks from the start",
      "description": "Build rotation as (piece, state, kickTable) from milestone 2 rather than bolting kicks on at 4. Rotation states are precomputed by rotating the spawn matrix, so shapes are data and the kick table is the only hand-typed table. Rejected no-kick rotation: it would be thrown away at milestone 4.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:45.027288Z",
      "updated_at": "2026-09-22T04:39:45.027288Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":85}"
    },
    {
      "id": 190,
      "change_id": "1756cb02-28ad-45b4-8da4-0814edea889e",
      "node_type": "decision",
      "title": "Canvas 2D rendering, DPR-aware, redraw whole board each frame",
      "description": "Chosen over a DOM grid because ghost piece, lock flash, and line-clear animation are all trivial when the frame is drawn from the model each tick. Board and preview/hold panels each get their own canvas. Canvas scaled by devicePixelRatio so cells stay crisp on retina.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:46.223237Z",
      "updated_at": "2026-09-22T04:39:46.223237Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":85}"
    },
    {
      "id": 281,
      "change_id": "f0ded56a-d932-4926-a795-5684f4e1ea2d",
      "node_type": "decision",
      "title": "Single rAF loop; gravity, lock delay and DAS are ms accumulators",
      "description": "update(dt) advances gravity, lock delay and horizontal auto-repeat from one clock. dt is clamped to 100ms so a background tab does not dump a second of gravity on return. Level speed is a lookup into a ms-per-row table. Pause is a flag that skips update() but still draws. Chosen because one clock means one place to pause and one place to reason about timing.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:46.581195Z",
      "updated_at": "2026-09-22T04:39:46.581195Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":85}"
    },
    {
      "id": 58,
      "change_id": "b3f812fd-0b0c-41e0-84a9-244bc112439a",
      "node_type": "decision",
      "title": "rAF loop with a single ms clock for gravity, lock delay and DAS",
      "description": "One requestAnimationFrame loop; every timed behaviour (gravity per level, 500ms lock delay with capped resets, DAS/ARR autorepeat) accumulates elapsed ms from the same timestamp. Pause just stops advancing the clock. No intervals to tear down.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:47.325636Z",
      "updated_at": "2026-09-22T04:39:47.325636Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":85}"
    },
    {
      "id": 15,
      "change_id": "fb413eb8-3b04-4b65-9256-bcc6bc121168",
      "node_type": "decision",
      "title": "Flat Uint8Array board, 10x22 with 2 hidden rows",
      "description": "Chose flat typed array over row arrays. Collision test is a 4-iteration loop with one index computation; no nested arrays to allocate or copy. Line clear uses copyWithin to shift rows down in one call. The two hidden rows above the visible field let pieces spawn at y=0..1 partially out of view, so game over is exactly 'the spawn position collides', with no special-casing.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:47.343020Z",
      "updated_at": "2026-09-22T04:39:47.343020Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85}"
    },
    {
      "id": 45,
      "change_id": "06cc5d4a-7823-4251-a43e-8b951de0b9b8",
      "node_type": "decision",
      "title": "rAF loop with ms accumulators for gravity, lock delay, DAS/ARR",
      "description": "Chosen over setInterval. All timing is in milliseconds against a dt that is clamped to 100ms so a backgrounded tab does not hard-drop the piece on return. Gravity per level is a table lookup (guideline curve), lock delay 500ms with move reset capped at 15, DAS 170ms / ARR 40ms handled in the same loop from a held-keys set.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:47.520781Z",
      "updated_at": "2026-09-22T04:39:47.520781Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85}"
    },
    {
      "id": 81,
      "change_id": "3f9c1764-d339-460a-963b-f6ec46415c22",
      "node_type": "decision",
      "title": "One rAF loop, all timers as accumulated milliseconds",
      "description": "Gravity, lock delay, DAS/ARR and the line-clear flash are all 'ms remaining' fields ticked by the same dt. Pause freezes the tick. Rejected setInterval: one timer per feature and a re-arm on every level change.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:47.901994Z",
      "updated_at": "2026-09-22T04:39:47.901994Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":85}"
    },
    {
      "id": 317,
      "change_id": "d3843365-8d3f-48c1-88e8-8071b49c2814",
      "node_type": "decision",
      "title": "Flat Uint8Array board, 10x22 with 2 hidden spawn rows",
      "description": "Chosen over nested arrays: collision is one index calc, line clears are copyWithin with zero allocation, and hidden rows above the visible field let pieces spawn at guideline row 21/22 and rotate before entering view. Game over = spawn collides (block out). Render only rows >= HIDDEN.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:49.721634Z",
      "updated_at": "2026-09-22T04:39:49.721634Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":85}"
    },
    {
      "id": 299,
      "change_id": "bdd0db32-5280-4036-840e-657a69f2ba74",
      "node_type": "decision",
      "title": "Six classic scripts, no modules, so file:// double-click works",
      "description": "pieces.js (data), board.js (grid + collision + clears), game.js (state machine, scoring, spawn/lock), render.js (canvas), input.js (keys, DAS), main.js (loop). ES modules would be cleaner but Chrome refuses module imports over file://, and the brief says index.html must open in a browser.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:50.911582Z",
      "updated_at": "2026-09-22T04:39:50.911582Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":80}"
    },
    {
      "id": 265,
      "change_id": "cd048919-c13b-4c2a-b6bc-840048078985",
      "node_type": "decision",
      "title": "SRS with precomputed orientations and standard kick tables",
      "description": "Chose SRS. Shapes are defined once as strings in their spawn orientation inside a 3x3 (or 4x4 for I) box; the other three orientations are derived at load by rotating the box, so the data stays readable and the offsets match guideline SRS exactly. Kicks are the standard JLSTZ and I tables indexed by (from, to). Rotation attempts each of the 5 kicks in order and takes the first non-colliding one. 180 rotation is not in scope.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:51.220156Z",
      "updated_at": "2026-09-22T04:39:51.220156Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85}"
    },
    {
      "id": 66,
      "change_id": "bf7d9c79-bda2-41c3-8a5a-b066fcbfb7bc",
      "node_type": "decision",
      "title": "Render with canvas 2D, DPR-scaled",
      "description": "Canvas over DOM. The board is 200 cells redrawn every frame from the Uint8Array; that is ~200 fillRect calls, trivial. Ghost piece, line-clear flash and the hidden-row spawn area are all just draw calls with no layout consequences. Scale the backing store by devicePixelRatio so cell edges are crisp on retina. Next and hold get their own small canvases so the board draw stays a single function of (board, piece).",
      "status": "completed",
      "created_at": "2026-09-22T04:39:53.011203Z",
      "updated_at": "2026-09-22T04:39:53.011203Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":85}"
    },
    {
      "id": 229,
      "change_id": "c8e64587-5959-4cd1-ab63-7decfdd4000b",
      "node_type": "decision",
      "title": "SRS rotation with guideline kick tables from milestone 2",
      "description": "Chosen over matrix rotation because wall kicks are a milestone 4 target and retrofitting kicks onto ad-hoc rotation means rewriting piece data. Pieces are defined as 4 pre-baked rotation states (lists of [x,y] cells), kicks are the standard JLSTZ and I tables indexed by (from,to). O has one state and no kicks. Kick tables will be verified by a script that checks the known T-spin-triple setup, not by eye.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:53.533404Z",
      "updated_at": "2026-09-22T04:39:53.533404Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":85}"
    },
    {
      "id": 5,
      "change_id": "c000aa92-160f-482a-b2f2-3e13ad788532",
      "node_type": "decision",
      "title": "Single rAF loop driving gravity, DAS/ARR and lock delay from one dt",
      "description": "Chose rAF with millisecond timers over setInterval. All timing (gravity, horizontal auto-repeat, lock delay) comes from one frame delta, so they can never drift relative to each other and level changes are just a number change. dt is clamped to 100ms so a backgrounded tab does not dump seconds of gravity on return. Rendering happens every frame regardless, which keeps the ghost and lock-delay visuals smooth.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:54.766578Z",
      "updated_at": "2026-09-22T04:39:54.766578Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85}"
    },
    {
      "id": 103,
      "change_id": "2bb8d490-9f04-42bc-9275-999052668f87",
      "node_type": "decision",
      "title": "rAF loop with ms accumulator; gravity, DAS/ARR and lock delay share one clock",
      "description": "Chosen over setInterval. Every timed thing (gravity per level, delayed auto shift, auto repeat, lock delay with a move-reset cap) is a millisecond countdown fed by the same frame delta, so pausing is just not calling update(). Level speed uses the guideline curve (0.8 - 0.007*(level-1))^(level-1) seconds per row.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:57.205345Z",
      "updated_at": "2026-09-22T04:39:57.205345Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":85}"
    },
    {
      "id": 176,
      "change_id": "f943aa87-e609-4efb-888e-b22b4ab0c734",
      "node_type": "decision",
      "title": "Board is a flat Uint8Array 10 wide x 40 tall, bottom 20 visible",
      "description": "Chosen over row-of-arrays. index = y*10+x. Rows 0..19 are the hidden buffer above the playfield, 20..39 are drawn. Pieces spawn at y=18..19 so the spawn and any kick that lifts a piece never needs a negative-y guard: the bounds check is the same for every cell. Line clear: find full rows, then copyWithin to shift everything above down and zero the top. Game over is 'a locked cell ended in the hidden zone' or 'spawn collides'.",
      "status": "completed",
      "created_at": "2026-09-22T04:39:57.727558Z",
      "updated_at": "2026-09-22T04:39:57.727558Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":85}"
    },
    {
      "id": 207,
      "change_id": "93b53b55-b175-454d-8b4c-cda61ae97ee9",
      "node_type": "decision",
      "title": "SRS rotation with the standard kick tables from the start",
      "description": "Chosen over runtime matrix rotation. Pieces are stored as four orientations of four [x,y] cells, generated once at load from the spawn shape by rotating within its SRS bounding box (3x3 for JLSTZ, 4x4 for I and O). Kicks are the SRS offset tables: five candidates per rotation transition, tried in order, first non-colliding wins. Doing this in milestone 2 rather than retrofitting in milestone 4 means collision, rotation and kicks are one code path from the beginning. Cost: about 30 lines of tables.",
      "status": "completed",
      "created_at": "2026-09-22T04:40:02.275712Z",
      "updated_at": "2026-09-22T04:40:02.275712Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":85}"
    },
    {
      "id": 7,
      "change_id": "370e57b4-4cf6-4e74-a3c5-86546e029885",
      "node_type": "decision",
      "title": "Single rAF loop with dt accumulators for gravity, DAS/ARR, lock delay",
      "description": "Chosen over setInterval. One requestAnimationFrame callback computes dt (clamped to 100ms so a background tab does not dump a second of gravity on return), advances gravity, ticks the held-key repeat timers (DAS 150ms, ARR 40ms so left/right repeat is fast and deterministic across machines), ticks lock delay (500ms, reset on successful shift/rotate, capped by a move counter so infinite stalling is impossible), then renders. Pause is a flag that skips the accumulators but still renders.",
      "status": "completed",
      "created_at": "2026-09-22T04:40:06.642710Z",
      "updated_at": "2026-09-22T04:40:06.642710Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":85}"
    },
    {
      "id": 97,
      "change_id": "9fbfac8f-d715-4107-a232-23c9480638f6",
      "node_type": "action",
      "title": "M1: index.html + style.css + tetris.js: board renders, piece falls, rAF loop",
      "description": "Three files. tetris.js holds constants (SHAPES as 4 orientations each, COLORS, KICKS), the Uint8Array board, a Game object with spawn/tick/render, and the rAF loop. Milestone 1 ships the loop and gravity with pieces locking on the floor.",
      "status": "completed",
      "created_at": "2026-09-22T04:40:08.457253Z",
      "updated_at": "2026-09-22T04:42:41.567870Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85,\"files\":[\"index.html\",\"style.css\",\"tetris.js\"]}"
    },
    {
      "id": 293,
      "change_id": "4ef7a581-a2d9-4ad9-8d59-f5a68ef9f48d",
      "node_type": "action",
      "title": "M1: index.html + style.css + tetris.js, board renders, piece falls, loop runs",
      "description": "Three files. tetris.js holds the piece table (SRS states), board Uint8Array, a 7-bag randomizer, a rAF loop with gravity, and a canvas renderer. Milestone 1 target: a random piece spawns, falls at level-1 gravity, locks on the floor, next piece spawns.",
      "status": "completed",
      "created_at": "2026-09-22T04:40:12.602543Z",
      "updated_at": "2026-09-22T04:42:32.920483Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":85,\"files\":[\"index.html\",\"style.css\",\"tetris.js\"]}"
    },
    {
      "id": 183,
      "change_id": "4586089a-a449-400f-b8c5-6dc10ff03c06",
      "node_type": "action",
      "title": "M1: index.html + style.css + tetris.js: board renders, one piece falls, rAF loop",
      "description": "Three files. tetris.js holds constants (W=10, H=22, HIDDEN=2), SRS piece states, a Uint8Array board, spawn, gravity accumulator, and a draw() that paints settled cells plus the active piece. Lock on floor and spawn the next, so milestone 1 already loops forever rather than stopping after one piece.",
      "status": "completed",
      "created_at": "2026-09-22T04:40:18.235561Z",
      "updated_at": "2026-09-22T04:43:35.015339Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":85,\"files\":[\"index.html\",\"style.css\",\"tetris.js\"]}"
    },
    {
      "id": 287,
      "change_id": "d323cdb5-8a53-40c3-b1dc-3bf299d9c0ff",
      "node_type": "action",
      "title": "M1: index.html + style.css + game.js; board renders, one piece falls, rAF loop",
      "description": "Three files. game.js holds the whole game in a module-pattern closure: constants, piece tables, board, active piece, loop, draw. Milestone 1 scope: canvas sized from board dims, gravity moves the piece down every dropInterval ms, piece locks on the floor and a new one spawns. No input yet.",
      "status": "completed",
      "created_at": "2026-09-22T04:40:18.781579Z",
      "updated_at": "2026-09-22T04:42:56.666352Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85,\"files\":[\"index.html\",\"style.css\",\"game.js\"]}"
    },
    {
      "id": 303,
      "change_id": "b9d3e09d-2a51-41a9-a3b1-8a88b97d6b2c",
      "node_type": "action",
      "title": "M1: index.html + canvas renderer + falling piece + rAF loop",
      "description": "Files: index.html, style.css, src/pieces.js (tetromino data, SRS states, kicks, 7-bag), src/board.js (Uint8Array board, collision, lock, clear), src/game.js (state machine + loop), src/render.js (canvas draw), src/input.js (keyboard with DAS/ARR), src/main.js (wiring). Plain script tags in order, no modules, so file:// works in Chrome.",
      "status": "completed",
      "created_at": "2026-09-22T04:40:20.952472Z",
      "updated_at": "2026-09-22T04:45:39.679253Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":85,\"files\":[\"index.html\",\"style.css\",\"src/pieces.js\",\"src/board.js\",\"src/game.js\",\"src/render.js\",\"src/input.js\",\"src/main.js\"]}"
    },
    {
      "id": 218,
      "change_id": "527c40fa-500f-4db3-974b-db08cde4e82e",
      "node_type": "action",
      "title": "M1: board renders, one piece falls, rAF loop runs",
      "description": "Files: index.html, style.css, js/pieces.js (SRS shapes + kick tables), js/board.js (grid, collision, merge, clear), js/game.js (state + loop), js/render.js (canvas draw), js/input.js, js/main.js. Plain script tags, no ES modules, because file:// blocks module imports in Chrome and the arena rule is 'open index.html and play'.",
      "status": "completed",
      "created_at": "2026-09-22T04:40:23.557789Z",
      "updated_at": "2026-09-22T04:44:58.442427Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":85,\"files\":[\"index.html\",\"style.css\",\"js/pieces.js\",\"js/board.js\",\"js/game.js\",\"js/render.js\",\"js/input.js\",\"js/main.js\"]}"
    },
    {
      "id": 200,
      "change_id": "9d75bb0e-f97e-4c90-81d7-41c5902fb077",
      "node_type": "action",
      "title": "M1: board renders, one piece falls, rAF loop runs",
      "description": "index.html + style.css + js/{pieces,board,game,render,main}.js as classic scripts (no ES modules, so file:// works in Chrome). Piece shapes as spawn matrices, rotation states precomputed at load. Gravity accumulator in the rAF tick.",
      "status": "completed",
      "created_at": "2026-09-22T04:40:24.880429Z",
      "updated_at": "2026-09-22T04:43:50.747456Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":85,\"files\":[\"index.html\",\"style.css\",\"js/pieces.js\",\"js/board.js\",\"js/game.js\",\"js/render.js\",\"js/main.js\"]}"
    },
    {
      "id": 185,
      "change_id": "dbb008f9-684b-4490-8ce1-c5149dddfba9",
      "node_type": "action",
      "title": "M1: board renders, one piece falls, rAF loop runs",
      "description": "Files: index.html, style.css, js/pieces.js (tetromino shapes, colours, SRS states + kicks), js/board.js (grid, collision, merge, clear), js/game.js (state machine, update(dt)), js/render.js (canvas draw), js/input.js (keyboard, DAS), js/main.js (wire-up, loop). Classic scripts, not ES modules, because file:// blocks module imports in Chrome and index.html must open by double-click.",
      "status": "completed",
      "created_at": "2026-09-22T04:40:24.886913Z",
      "updated_at": "2026-09-22T04:46:12.772119Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":85,\"files\":[\"index.html\",\"style.css\",\"js/pieces.js\",\"js/board.js\",\"js/game.js\",\"js/render.js\",\"js/input.js\",\"js/main.js\"]}"
    },
    {
      "id": 10,
      "change_id": "9a04431c-fb8c-45c5-9099-0fae10b6240e",
      "node_type": "action",
      "title": "M1: board renders, one piece falls, rAF loop runs",
      "description": "Write index.html, style.css, src/pieces.js, src/board.js, src/game.js, src/render.js, src/input.js, src/main.js. Piece spawns at top, gravity drops it, it locks on the floor and the next spawns. No input yet beyond what falls out of the structure.",
      "status": "completed",
      "created_at": "2026-09-22T04:40:29.240082Z",
      "updated_at": "2026-09-22T04:56:25.648571Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":85,\"files\":[\"index.html\",\"style.css\",\"src/pieces.js\",\"src/board.js\",\"src/game.js\",\"src/render.js\",\"src/input.js\",\"src/main.js\"]}"
    },
    {
      "id": 300,
      "change_id": "0f36ad49-f76a-4187-a510-4fb58730fb7a",
      "node_type": "action",
      "title": "M1: index.html + tetris.js with board, falling piece, rAF loop",
      "description": "Write index.html (board canvas, side panel), style.css, tetris.js. tetris.js: PIECES table with SRS orientations, Uint8Array board, spawn, gravity step, lock, render. No input yet beyond what falls out of the structure.",
      "status": "completed",
      "created_at": "2026-09-22T04:40:36.240553Z",
      "updated_at": "2026-09-22T04:44:17.125179Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":85,\"files\":[\"index.html\",\"style.css\",\"tetris.js\"]}"
    },
    {
      "id": 22,
      "change_id": "c989fc46-f545-432c-bc84-00f00867b3ce",
      "node_type": "outcome",
      "title": "M1 works: commit 72e24b5, pieces fall, lock, stack, top out",
      "description": "Headless run of the engine (DOM stripped, update(16) in a loop) tops out after 7314 frames with 48 filled cells: 12 pieces stacked in the spawn column and then the spawn is blocked. Both spawn rows are tried before declaring game over. No input yet.",
      "status": "completed",
      "created_at": "2026-09-22T04:42:16.462068Z",
      "updated_at": "2026-09-22T04:42:16.462068Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"commit\":\"72e24b5\",\"confidence\":95}"
    },
    {
      "id": 246,
      "change_id": "339d6d91-e61f-4db5-a491-f7e868f426bc",
      "node_type": "outcome",
      "title": "M1 works: commit 2b10665, piece falls and locks, loop verified in node harness",
      "description": "Node harness stubs the DOM and runs update(16) for 60 simulated seconds at level 1: three pieces lock (12 cells), matching 1 row/s over 20 rows. Harness lives in the scratchpad, not the repo.",
      "status": "completed",
      "created_at": "2026-09-22T04:42:26.909060Z",
      "updated_at": "2026-09-22T04:42:26.909060Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"commit\":\"2b10665\",\"confidence\":90}"
    },
    {
      "id": 313,
      "change_id": "e0ef05af-e0c0-4a70-9d95-e171b6de0443",
      "node_type": "outcome",
      "title": "M1 works: commit 9a0107b, SRS states verified by probe, pieces fall/lock/block-out",
      "description": "Headless node probe (DOM stubbed, tetris.js evaluated in a vm) confirmed all 24 generated SRS states equal the reference tables, 12 pieces locked at 800ms/row, and block-out set game over. Generating states by rotating a base matrix beats hand-typing 4 states per piece: one place to be wrong instead of 24.",
      "status": "completed",
      "created_at": "2026-09-22T04:42:33.162807Z",
      "updated_at": "2026-09-22T04:42:33.162807Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"commit\":\"9a0107b\",\"confidence\":90}"
    },
    {
      "id": 312,
      "change_id": "b8d7185d-8dae-4124-9b50-401c602a4771",
      "node_type": "outcome",
      "title": "M1 works: piece falls, locks, stacks, game over on blocked spawn",
      "description": "Commit 3800be7. Verified headless: a scratchpad harness stubs document/canvas/rAF, drives frames with a fixed dt, and prints the board as text. 400 simulated seconds of gravity stack pieces to the top and set over=true. No browser check yet; nothing in the file depends on real canvas behaviour beyond fillRect.",
      "status": "completed",
      "created_at": "2026-09-22T04:42:36.097736Z",
      "updated_at": "2026-09-22T04:42:36.097736Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"commit\":\"3800be7\",\"confidence\":85}"
    },
    {
      "id": 241,
      "change_id": "5b18b0fe-1d5b-4b8a-bf75-552804fb67ca",
      "node_type": "action",
      "title": "M2: move, rotate with SRS kicks, soft drop, hard drop, lock delay, DAS/ARR",
      "description": "Keyboard input via keydown/keyup into a held-keys set; left/right use DAS 170ms then ARR 40ms so holding a key auto-repeats without relying on OS key repeat. Rotation tries the 5 SRS kicks in order. Lock delay 500ms starts when the piece cannot fall, resets on successful move/rotate up to 15 times, then locks regardless. Hard drop locks instantly. Buffer rows raised from 2 to 4 so an upward kick near the top is never refused by the bounds check (idea from agent-1's 40-row board).",
      "status": "completed",
      "created_at": "2026-09-22T04:42:37.480679Z",
      "updated_at": "2026-09-22T04:44:20.645983Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":85,\"files\":[\"tetris.js\"]}"
    },
    {
      "id": 199,
      "change_id": "f615df25-9eee-46f1-9ae5-1271633eb7d4",
      "node_type": "observation",
      "title": "After M1: all ten agents chose canvas + flat/2D board + SRS + rAF",
      "description": "Peeked at 41 decisions across branches. Every agent picked canvas 2D, SRS with kick tables, and a single rAF loop with ms accumulators. Boards split: flat Uint8Array (1,3,5,6,9,10) vs rows-of-arrays (2,4,7,8). Only agent-1 differs in shape: 40 rows with 20 hidden so no cell ever has negative y and kicks that lift a piece need no guard. My collides() already guards y<0 so 22 rows costs nothing. Only agent-3 had committed code; its tetris.js has the guideline gravity curve and a 7-bag, both worth taking at M3. Nothing taken yet.",
      "status": "completed",
      "created_at": "2026-09-22T04:42:41.151860Z",
      "updated_at": "2026-09-22T04:58:23.975296Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":90}"
    },
    {
      "id": 63,
      "change_id": "3ac5ca71-7a44-40a1-8764-8bca99d23ef2",
      "node_type": "action",
      "title": "M2: keyboard input, SRS kicks, DAS/ARR, soft/hard drop, lock delay",
      "description": "Input is a keydown/keyup set plus per-frame polling, not keydown-repeat, so horizontal auto-repeat uses my own DAS (170ms) and ARR (40ms) instead of the OS key repeat. Rotation tries the 5 SRS kicks in order; tables are stored y-up as published and negated at build. Lock delay 500ms with a 15-move reset cap, so a piece cannot be stalled forever on the floor. Hard drop locks immediately. Soft drop is gravity at 20x.",
      "status": "completed",
      "created_at": "2026-09-22T04:42:45.702541Z",
      "updated_at": "2026-09-22T04:45:59.012429Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85,\"files\":[\"game.js\"]}"
    },
    {
      "id": 129,
      "change_id": "1e4b80d4-5299-4b11-812c-c2ba7d0f6acf",
      "node_type": "action",
      "title": "M2: move/rotate/soft/hard drop with SRS kicks, DAS/ARR, 7-bag; split core from DOM",
      "description": "Input goes through a held-keys set read by the loop so DAS (170ms) and ARR (40ms) run on the same clock as gravity. Rotation tries the SRS kick offsets in order and applies the first that fits. Hard drop locks immediately; soft drop is 20x gravity. Pieces come from a 7-bag. The game core takes no DOM references so the whole file loads in node; a mount() at the bottom wires canvas and keyboard only when document exists.",
      "status": "completed",
      "created_at": "2026-09-22T04:43:03.330738Z",
      "updated_at": "2026-09-22T04:45:40.430985Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85,\"files\":[\"tetris.js\"]}"
    },
    {
      "id": 308,
      "change_id": "551931d5-8f15-4bbd-8a1f-cc191519cec1",
      "node_type": "observation",
      "title": "Took 7-bag and the node-loadable module idea from agent-9; changed to a single file with a guarded mount()",
      "description": "agent-9/src/pieces.js has a 7-bag Bag(random) closure with a Fisher-Yates shuffle and an IIFE that exports to module.exports or window so the tables run in node. I took the bag (droughts bounded at 12) and injected the RNG for deterministic tests. Instead of one IIFE per file I keep one file: the game core never touches the DOM, and a mount() at the bottom runs only when document exists, with module.exports set when module exists. Same testability, no file split. Also compared agent-1's 40-row board: my cellAt treats y<0 as air so kicks that lift a piece above row 0 need no special case either.",
      "status": "completed",
      "created_at": "2026-09-22T04:43:07.930221Z",
      "updated_at": "2026-09-22T04:43:07.930221Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85}"
    },
    {
      "id": 277,
      "change_id": "1c2887bd-3f0e-4f45-bc31-85f4531822c6",
      "node_type": "outcome",
      "title": "M1 works: well renders, pieces fall and lock, game over on stack-out",
      "description": "Commit 9d5320c. Verified two ways: node eval of pieces/board/game simulates a no-input game to game over in ~135s virtual time with pieces stacked in the centre column; headless Chrome screenshot shows the well grid and a J piece at spawn. Found and fixed one thing from the screenshot: spawning at board row 0 left the piece invisible in the hidden rows for a full gravity interval, so spawn is now at HIDDEN_ROWS-1. Headless Chrome does not advance rAF under --virtual-time-budget, so the screenshot only proves rendering, not motion; node proves motion.",
      "status": "completed",
      "created_at": "2026-09-22T04:43:25.171346Z",
      "updated_at": "2026-09-22T04:43:25.171346Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"commit\":\"9d5320c\",\"confidence\":90}"
    },
    {
      "id": 136,
      "change_id": "a59f65c7-3a9d-40fa-bfba-9891712467df",
      "node_type": "observation",
      "title": "Read agent-1's 40-row board: removes the y<0 guard, at the cost of 20 buffer rows",
      "description": "agent-1 spawns at y=18 in a 40-tall array so no cell can ever be above the array and the bounds check is uniform. Mine is 22 tall with one 'if (y < 0) continue' in fits(). Not taking it: one line of guard is cheaper to read than a 40-row board with a 20-row offset in every render call. Kept as a data point for the README.",
      "status": "completed",
      "created_at": "2026-09-22T04:43:38.575181Z",
      "updated_at": "2026-09-22T04:54:56.729228Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":75}"
    },
    {
      "id": 219,
      "change_id": "410913b4-47fe-4ff2-8800-6102ebbfbd11",
      "node_type": "action",
      "title": "M2: keyboard input with DAS/ARR, SRS kicks, soft/hard drop, lock delay with move-reset cap",
      "description": "Kick tables stored in SRS convention (+y up) and negated on use, so the table can be compared against the wiki by eye. Left/right: instant move, then DAS 170ms, ARR 40ms; last-pressed direction wins. Soft drop is 20x gravity. Hard drop locks at once. Lock delay 500ms, reset by any successful move/rotate up to 15 times, cap refreshed when the piece reaches a new lowest row. Probe will verify an I-piece wall kick and a T-spin-double kick (3->2 test 3) before commit.",
      "status": "completed",
      "created_at": "2026-09-22T04:43:42.865458Z",
      "updated_at": "2026-09-22T04:45:25.633552Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":85,\"files\":[\"tetris.js\"]}"
    },
    {
      "id": 203,
      "change_id": "a1272ffc-ce41-4a15-9bb4-dce0778d5e09",
      "node_type": "outcome",
      "title": "M1 works: renders, falls, locks, respawns",
      "description": "Node sim: 120s of ticks at level 1 locks 8 pieces into a valid stack. Headless Chrome screenshot shows settled O and T with an I falling. Gotcha found: headless Chrome fires requestAnimationFrame only once under --virtual-time-budget, so browser checks must call game.tick() synchronously.",
      "status": "completed",
      "created_at": "2026-09-22T04:43:48.582692Z",
      "updated_at": "2026-09-22T04:43:48.582692Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":90}"
    },
    {
      "id": 196,
      "change_id": "bafa4009-e028-459f-85a2-f8f24509adf7",
      "node_type": "action",
      "title": "M2: move, rotate, soft/hard drop, DAS/ARR, lock delay with move reset",
      "description": "input.js gets a held-key model: keydown moves once and starts a 167ms DAS timer, then 33ms ARR autorepeat, all advanced from the frame loop's dt so it is frame-rate independent. game.js gets move/rotate/softDrop/hardDrop. Lock delay resets on a successful move or rotate while grounded, capped at 15 resets, replenished when the piece reaches a new lowest row (guideline \"move reset\"). Rotation has no wall kicks yet; that is M4. Also taking DPR canvas scaling and lock-out detection from agent-1.",
      "status": "completed",
      "created_at": "2026-09-22T04:43:52.267011Z",
      "updated_at": "2026-09-22T04:56:27.461037Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":85,\"files\":[\"src/input.js\",\"src/game.js\",\"src/render.js\",\"src/main.js\"]}"
    },
    {
      "id": 56,
      "change_id": "b0d7354c-ef64-4417-b793-20e201bc2e46",
      "node_type": "outcome",
      "title": "M2 works: kicks at both walls, lock delay with reset cap, DAS/ARR verified headlessly",
      "description": "T in state 1 at x=-1 rotates cw to state 2 and kicks to x=0. I in state 1 at x=7 rotates to state 2 and kicks to x=6. A piece on the floor locks after 512 ms of updates. A piece wiggled every 100 ms still locks at ~1900 ms because resets cap at 15. Held right on an empty board shifts at frame 11 (176 ms) then every 2.5 frames (40 ms).",
      "status": "completed",
      "created_at": "2026-09-22T04:44:10.155064Z",
      "updated_at": "2026-09-22T04:44:10.155064Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":95}"
    },
    {
      "id": 108,
      "change_id": "f49e7043-404a-491c-aa80-dfda3a07fada",
      "node_type": "observation",
      "title": "Took the tall-hidden-zone idea from agent-1; changed it to 4 buffer rows instead of 20",
      "description": "agent-1's board decision (10x40, bottom 20 visible) exists so kicks and spawns never need a negative-y guard. My fits() already bounds-checks y, so the guard costs nothing, but with only 2 hidden rows an I kick of +2 upward at the top would be refused. Raising BUFFER to 4 covers the largest SRS kick with no other code change and no extra draw work. 20 hidden rows would be equally correct but the extra 160 cells are never used.",
      "status": "completed",
      "created_at": "2026-09-22T04:44:14.646423Z",
      "updated_at": "2026-09-22T04:44:14.646423Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":85}"
    },
    {
      "id": 233,
      "change_id": "25fc5e18-bbec-40fb-b318-64c803a51022",
      "node_type": "outcome",
      "title": "M1 works: board renders, pieces fall and lock, rows clear (commit eaff47b)",
      "description": "Verified two ways: (1) Game class run in Node for 60 simulated seconds with a seeded RNG, 3 pieces locked, board dump correct, copyWithin row clear verified on a hand-built board; (2) headless Chrome screenshot shows the field with the I piece at the top. Surprise: the guideline gravity formula is much steeper than remembered (level 10 = 64ms/row, 15 = 7ms), comment fixed to the measured values. Hold/next canvases still at default size.",
      "status": "completed",
      "created_at": "2026-09-22T04:44:17.398809Z",
      "updated_at": "2026-09-22T04:44:17.398809Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"commit\":\"eaff47b\",\"confidence\":90}"
    },
    {
      "id": 302,
      "change_id": "e8d74eea-6e8c-4312-aa5c-384ae22d3a2a",
      "node_type": "action",
      "title": "M3: line clears, scoring, levels, game over, restart",
      "description": "After lock: scan rows bottom-up, copyWithin to drop the rows above each full row. Guideline scoring: 100/300/500/800 x level for 1-4 lines, +1 per soft-drop row, +2 per hard-drop row, back-to-back tetris x1.5. Level = 1 + floor(lines/10), gravity from the guideline curve. Game over shows the overlay; R restarts by rebuilding state. Score/level/lines written to the DOM outputs only when they change.",
      "status": "completed",
      "created_at": "2026-09-22T04:44:18.902627Z",
      "updated_at": "2026-09-22T04:45:21.272956Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":85,\"files\":[\"tetris.js\",\"index.html\"]}"
    },
    {
      "id": 298,
      "change_id": "10e9c8a0-1c6b-48eb-8122-99e4b37a36d7",
      "node_type": "outcome",
      "title": "M1 works: grid + falling piece + loop, verified headless",
      "description": "Headless Chrome (--headless=new --screenshot) shows the grid and a spawned Z with its bottom row at the top visible row. A node harness that stubs document/canvas and calls the exported frame() with synthetic timestamps confirms: y 19 -> 21 after 2s at level 1, 12 filled cells (3 locked pieces) after ~62s, no game over. Gotcha found: Chrome's --virtual-time-budget does not fire requestAnimationFrame, so use --timeout for rAF-driven pages. Exposed window.__tetris debug handle for the harness.",
      "status": "completed",
      "created_at": "2026-09-22T04:44:21.536376Z",
      "updated_at": "2026-09-22T04:44:21.536376Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":95,\"files\":[\"tetris.js\"]}"
    },
    {
      "id": 126,
      "change_id": "f6c2fedf-5de7-4f86-9454-871937a0e8ba",
      "node_type": "action",
      "title": "M2: move, rotate with SRS kicks, soft/hard drop, lock delay reset",
      "description": "Game gains move(dx), rotate(dir) that walks the kick table for (from,to), softDrop flag (gravity/20, +1 per row), hardDrop (+2 per row, immediate lock). Lock delay resets on a successful move or rotate while grounded, capped at 15 resets so a piece cannot be stalled forever. input.js maps keydown/keyup to those calls.",
      "status": "completed",
      "created_at": "2026-09-22T04:44:33.506281Z",
      "updated_at": "2026-09-22T04:46:52.181178Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":85,\"files\":[\"js/game.js\",\"js/input.js\",\"js/render.js\"]}"
    },
    {
      "id": 209,
      "change_id": "b3bed140-236a-4f72-afb5-24b324a73bb0",
      "node_type": "observation",
      "title": "Took DPR-scaled canvas backing store from agent-1",
      "description": "agent-1's fitCanvas() sizes the backing store by devicePixelRatio and sets the context transform so 1 unit = 1 CSS px. Without it, cell bevels are blurry on retina. Changed: made it the renderer's own sizing step for all three canvases (board, next, hold) instead of a free function, and kept CELL in CSS px so draw code is unchanged.",
      "status": "completed",
      "created_at": "2026-09-22T04:44:37.178121Z",
      "updated_at": "2026-09-22T04:44:37.178121Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":90}"
    },
    {
      "id": 250,
      "change_id": "ae919d0e-c230-4df7-8660-947f5ba5d4f4",
      "node_type": "outcome",
      "title": "M1 works: renders, falls, locks, spawns, block-out ends the loop",
      "description": "Verified two ways. (1) node probe printed all 28 rotation states from the derived tables and they match SRS exactly; a gravity-only simulation reaches block-out at ~120s with 48 cells stacked. (2) headless Chrome screenshot of index.html shows the grid and a J piece half-emerged from the hidden rows. No input yet.",
      "status": "completed",
      "created_at": "2026-09-22T04:44:53.690182Z",
      "updated_at": "2026-09-22T04:44:53.690182Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":95}"
    },
    {
      "id": 64,
      "change_id": "c6958b5a-ca8f-46c5-a7fa-94e2f2a5f204",
      "node_type": "action",
      "title": "M2: move, rotate with SRS kicks, soft/hard drop, DAS/ARR input",
      "description": "game.js gains move(dx), rotate(dir) that walks the kick table, softDrop(), hardDrop(); lock delay resets on successful move/rotate while grounded, capped at 15 resets per piece, counter cleared when the piece reaches a new lowest row (guideline move-reset). New src/input.js: keydown/keyup tracked in a Set, repeats ignored, DAS 170ms then ARR 30ms accumulated from the same dt as gravity; most recent horizontal press wins. Keys: arrows, Z/X rotate, space hard drop.",
      "status": "completed",
      "created_at": "2026-09-22T04:45:05.802832Z",
      "updated_at": "2026-09-22T04:48:15.969170Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":85,\"files\":[\"src/game.js\",\"src/input.js\",\"src/pieces.js\",\"src/board.js\",\"src/main.js\"]}"
    },
    {
      "id": 158,
      "change_id": "806be87b-bf82-424b-8fc3-8115636af4ee",
      "node_type": "outcome",
      "title": "M2 works: 15 probe checks pass incl. T-spin-double kick and I wall kick",
      "description": "Probe built a TSD slot (overhang at (2,19)), placed a T in state 3 beside it, rotated CCW: kick test 3 (-1,-1 in SRS) landed it at (2,19) and hard drop filled rows 20-21. I piece 1>2 at the right wall kicked to x=6. DAS 170/ARR 40 and 500ms lock delay with 15-reset cap all behave. Sign convention trick: keep tables +y-up and negate on use.",
      "status": "completed",
      "created_at": "2026-09-22T04:45:06.922730Z",
      "updated_at": "2026-09-22T04:53:19.578924Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"commit\":\"7be2c13\",\"confidence\":90}"
    },
    {
      "id": 211,
      "change_id": "7dd25705-e610-4c51-9152-e7e6b8e0495c",
      "node_type": "observation",
      "title": "Took generated rotation states from agent-1; verified against my hand tables",
      "description": "agent-1 stores only the spawn shape per piece and derives the other three SRS states by rotating inside the n x n box: (x, y) -> (n-1-y, x), O pinned to its spawn shape. I had typed all 28 states by hand. A Node check confirmed the derivation reproduces all 21 non-spawn states exactly, so the two are equivalent and the generated form has no room for a typo. Changed: kept my per-piece object shape (id, color, size, states) and the derivation runs at load; kept my keyed kick tables (\"0>1\") rather than agent-1's nested [state][dir] arrays because the key reads like the guideline diagram.",
      "status": "completed",
      "created_at": "2026-09-22T04:45:10.746630Z",
      "updated_at": "2026-09-22T04:45:10.746630Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":90}"
    },
    {
      "id": 61,
      "change_id": "dad8a765-a4c5-4b82-9dc2-1c65405ccdef",
      "node_type": "action",
      "title": "M2: move, rotate with SRS kicks, soft/hard drop, DAS/ARR, lock reset cap",
      "description": "keydown/keyup feed a held-direction stack; the active direction is the top of the stack, first shift is immediate, then DAS 150ms, then ARR 33ms. rotate(dir) walks KICKS[from][dir] and takes the first fit. Soft drop is 20x gravity, hard drop walks down then locks immediately. Lock delay resets on successful shift/rotate while grounded, at most 15 times per piece.",
      "status": "completed",
      "created_at": "2026-09-22T04:45:11.839149Z",
      "updated_at": "2026-09-22T04:49:07.830209Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":85,\"files\":[\"tetris.js\"]}"
    },
    {
      "id": 74,
      "change_id": "f50c472a-3755-40e1-8e5f-683595d96338",
      "node_type": "observation",
      "title": "Took 4 hidden rows from agent-3: SRS kicks can lift a piece 2 rows at the ceiling",
      "description": "agent-3 pointed out that several SRS kick offsets move the piece up two rows (dy = -2 in board coordinates). With only 2 hidden rows a piece rotating at the very top can be refused purely by the y < 0 bounds check, which is a rotation the guideline allows. agent-1 solves it with a 40-row board; agent-3 with 4 hidden rows. I went from HIDDEN = 2 to 4, the cheapest fix. The lock-out rule (piece settles entirely in hidden rows = game over) is unchanged.",
      "status": "completed",
      "created_at": "2026-09-22T04:45:14.925140Z",
      "updated_at": "2026-09-22T04:45:14.925140Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":85}"
    },
    {
      "id": 254,
      "change_id": "49f43922-f910-46cf-8533-e6706a1cb339",
      "node_type": "observation",
      "title": "Took from agent-3: release-resumes-other-direction and spawn-one-row-higher fallback",
      "description": "agent-3/tetris.js onKeyUp: when left is released while right is still held, right restarts its DAS instead of the piece going dead. Also spawn() tries BUFFER-1 then BUFFER-2 before declaring game over, which lets a nearly-full board get one more piece. Took both. Changed: agent-3 tracks input.left, input.right, input.dasDir and input.charged; I replaced left/right/dasDir with a single `held` array (push on keydown, splice on keyup, active dir = last element) so 'newest press wins, release falls back to the older one' is a property of the data structure rather than four branches in two handlers. Noted agent-3 read my graph and chose 4 hidden rows citing my 40-row board; that is a fair simplification and I am keeping 40 because the row count costs nothing with a Uint8Array.",
      "status": "completed",
      "created_at": "2026-09-22T04:45:18.074914Z",
      "updated_at": "2026-09-22T04:45:18.074914Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":90,\"files\":[\"tetris.js\"]}"
    },
    {
      "id": 43,
      "change_id": "f3ad3d5c-93b1-4373-9db5-31de2fd2503b",
      "node_type": "observation",
      "title": "Took DPR canvas scaling from agent-1",
      "description": "agent-1's fitCanvas() sizes the backing store by devicePixelRatio and sets the context transform, so cell bevels are crisp on retina instead of blurred 2x. Mine drew at CSS pixels. Changed: fitCanvas returns the context and the renderer draws in CSS-pixel units W/H instead of reading canvas.width, so no other drawing code had to know about DPR.",
      "status": "pending",
      "created_at": "2026-09-22T04:45:19.338762Z",
      "updated_at": "2026-09-22T04:45:19.338762Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":90}"
    },
    {
      "id": 266,
      "change_id": "96efb642-f201-48ae-87b1-8ea48c57170d",
      "node_type": "outcome",
      "title": "M3 works: tetris scores 800, b2b 1200, partial clears keep gap rows, both top-out paths end the game",
      "description": "Headless: 4 rows full except column 9, vertical I hard-dropped -> lines 4, score 834 (800 + 17 rows x 2), board empty. Repeat with b2b -> 1234, level 2 at 13 lines. One full row under a row with a gap clears exactly one and the gap row drops to the bottom. Locking an O entirely in the buffer sets over; a blocked spawn sets over; reset() clears everything.",
      "status": "completed",
      "created_at": "2026-09-22T04:45:20.157989Z",
      "updated_at": "2026-09-22T04:45:20.157989Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":95}"
    },
    {
      "id": 160,
      "change_id": "16b29087-a93c-4f8e-9d50-752e78807b23",
      "node_type": "observation",
      "title": "Took the lock-out rule from agent-1",
      "description": "agent-1's lock() ends the game when every locked cell is in the hidden rows. I only had block-out (spawn collides). Without lock-out a piece can lock invisibly above the well and the player sees nothing settle. Changed: my lock() checks pieceCells before clearLines so the check runs on the piece, not on the board.",
      "status": "pending",
      "created_at": "2026-09-22T04:45:22.169226Z",
      "updated_at": "2026-09-22T04:45:22.169226Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":90}"
    },
    {
      "id": 225,
      "change_id": "1d3d95d1-4e59-4f39-93b3-a94a7b53b536",
      "node_type": "outcome",
      "title": "M2 works: full movement, drops, DAS, lock delay verified headlessly",
      "description": "Commit bb0e49d. Node checks: T moves 3 left to x=0 and 7 right to x=7 then stops; hard drop locks and spawns next; grounded piece wiggled every 100ms locks at 1900ms (15 resets + 500ms); soft drop covers 4 rows in 200ms at level 1; vertical I in column 9 clears 4 prepared rows. Rotation against walls fails without kicks, which is the known M4 gap.",
      "status": "completed",
      "created_at": "2026-09-22T04:45:28.849883Z",
      "updated_at": "2026-09-22T04:45:28.849883Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"commit\":\"bb0e49d\",\"confidence\":90}"
    },
    {
      "id": 161,
      "change_id": "ad9221c6-b48b-4d17-8b70-14ba3ff9a997",
      "node_type": "outcome",
      "title": "M2 works: 10 node tests pass for walls, kicks, drops, lock delay, DAS",
      "description": "Found and fixed one data bug on the way: the O shape string was 10 chars, so its box size parsed as 3.16 and the O landed one row above the floor. Shape parsing now throws on malformed strings. Tests live in the scratchpad; the game core is require()-able from node because mount() is guarded on document.",
      "status": "completed",
      "created_at": "2026-09-22T04:45:38.520815Z",
      "updated_at": "2026-09-22T04:45:38.520815Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":90}"
    },
    {
      "id": 295,
      "change_id": "8a4bd904-cab6-4c29-a917-fc1fd4ecee9c",
      "node_type": "outcome",
      "title": "M2 works: 22 headless checks pass (I and T wall kicks, DAS/ARR, lock reset cap, drops)",
      "description": "Commit d5212d6. Harness bugs found on the way: feeding one 300ms frame hit the game's 100ms dt clamp, and a zero-length tick dropped the first frame; both were test artefacts, the game was right. Lesson: the harness must step in <=16ms frames like a real browser.",
      "status": "completed",
      "created_at": "2026-09-22T04:45:44.352665Z",
      "updated_at": "2026-09-22T04:45:44.352665Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"commit\":\"d5212d6\",\"confidence\":90}"
    },
    {
      "id": 98,
      "change_id": "43dfe6ab-4bd0-4a00-897c-4ac4c2a7018c",
      "node_type": "option",
      "title": "Input: rely on OS keydown auto-repeat for held left/right",
      "description": "Handle every keydown including e.repeat. Zero code, but the repeat delay and rate are whatever the OS is set to (typically 500ms/30ms on macOS), differ per machine, and cannot charge DAS across a piece lock.",
      "status": "pending",
      "created_at": "2026-09-22T04:45:45.226852Z",
      "updated_at": "2026-09-22T04:45:45.226852Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":30}"
    },
    {
      "id": 102,
      "change_id": "2dd54233-a334-4059-95bd-afb5bc1bec94",
      "node_type": "option",
      "title": "Input: held-key model with DAS/ARR on the game clock",
      "description": "Ignore e.repeat. keydown/keyup maintain held state; each frame the input advances a DAS accumulator (delay before auto-shift) then an ARR accumulator (rate between shifts) using the same dt as gravity. Releasing one direction while the other is held resumes the other. DAS charge survives a piece lock.",
      "status": "pending",
      "created_at": "2026-09-22T04:45:48.323070Z",
      "updated_at": "2026-09-22T04:45:48.323070Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":85}"
    },
    {
      "id": 49,
      "change_id": "1d452c0f-7aaa-425c-b4f9-f564cc496483",
      "node_type": "observation",
      "title": "Took lock-out game over and change-only HUD writes from agent-3; added T-spin scoring on top",
      "description": "agent-3 (commit 6811836) ends the game when a locked piece sits entirely in the hidden rows (lock-out), not just when spawn collides, and writes HUD textContent only when the number changes. Taking both. agent-3 also does back-to-back tetris at 1.5x. I go further: since my probe already proved the 3>2 kick lands a T-spin double, detect T-spins with the 3-corner rule (last action was a rotation, 3 of 4 diagonals around the T centre are solid; full vs mini by the two front corners or kick test 5) and score them per guideline, with B2B covering both tetrises and T-spin clears.",
      "status": "completed",
      "created_at": "2026-09-22T04:45:48.517526Z",
      "updated_at": "2026-09-22T04:45:48.517526Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":85}"
    },
    {
      "id": 1,
      "change_id": "ebc9eaeb-2dfa-4538-bce4-dc9caa74dfce",
      "node_type": "decision",
      "title": "Held-key DAS/ARR input plus lock delay with move-reset AND step-reset",
      "description": "Chose the held-key model (DAS 160ms, ARR 30ms) so left/right feel is the same on every machine and runs off the one game clock. Lock delay is 500ms, reset by a successful move or rotate while grounded, capped at 15 resets per piece so you cannot stall forever. The cap is restored whenever the piece reaches a new lowest row (the Guideline step reset), which agent-3's version lacks: without it, a piece that used its resets high on a ledge and then slides off locks instantly at the bottom, which feels like a bug.",
      "status": "completed",
      "created_at": "2026-09-22T04:45:52.162891Z",
      "updated_at": "2026-09-22T04:45:52.162891Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":85}"
    },
    {
      "id": 164,
      "change_id": "dfc93f04-79dc-4e8c-b0c4-11bd516ea03d",
      "node_type": "action",
      "title": "M3: line clears with flash, guideline scoring incl. T-spins and B2B, levels, game over, restart, HUD",
      "description": "Line clear is a two-phase thing: lock finds full rows and enters a 120ms 'clearing' state where those rows flash white, then copyWithin drops the rows above and the next piece spawns. Score: 100/300/500/800 x level; T-spin 400/800/1200/1600, mini 100/200/400; B2B x1.5 on tetris or T-spin lines; soft drop 1/row, hard drop 2/row. Level = 1 + lines/10, gravity from the guideline curve (0.8-0.007(L-1))^(L-1) s. Game over on block-out or lock-out; R restarts by resetting board, bag, and state.",
      "status": "completed",
      "created_at": "2026-09-22T04:45:52.959320Z",
      "updated_at": "2026-09-22T04:48:20.264914Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":85,\"files\":[\"tetris.js\",\"index.html\"]}"
    },
    {
      "id": 311,
      "change_id": "959e3e2d-23fb-45b3-88e1-a12e35c80204",
      "node_type": "action",
      "title": "M4: next queue, hold, ghost, T-spin scoring; core split from DOM with guarded mount()",
      "description": "Three-piece next queue fed by the 7-bag. Hold swaps once per piece (C/Shift). Ghost is the piece drawn translucent at its hard-drop row. Wall kicks already exist from M2, so the differentiator is T-spin detection: a T that locks after a rotation with 3 of its 4 diagonal corners filled scores 400/800/1200/1600 x level (mini T-spins not distinguished). Structurally the file is split into a DOM-free core and a mount(document) that runs only in a browser, with module.exports for node, so the headless checks become a real test.js instead of a regex-stripped eval. Canvases are DPR-scaled.",
      "status": "completed",
      "created_at": "2026-09-22T04:45:53.451792Z",
      "updated_at": "2026-09-22T04:49:12.043961Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":85,\"files\":[\"tetris.js\",\"test.js\",\"index.html\"]}"
    },
    {
      "id": 271,
      "change_id": "1bcea1f3-a0e8-4cf6-a796-5d53904af107",
      "node_type": "action",
      "title": "M2: move, rotate with kicks, soft drop, hard drop, lock delay, DAS/ARR",
      "description": "js/input.js: Input class, keydown/keyup to held state, update(dt) drives DAS/ARR. js/game.js: move(), rotate(dir) walking kicksFor(), hardDrop(), soft drop as 20x gravity, grounded() and lock delay with move reset + step reset. js/render.js: DPR-scaled backing store. Keys: arrows, Z/X rotate, Space hard drop, R restart.",
      "status": "completed",
      "created_at": "2026-09-22T04:45:55.992699Z",
      "updated_at": "2026-09-22T04:47:40.245194Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":85,\"files\":[\"js/input.js\",\"js/game.js\",\"js/render.js\",\"index.html\"]}"
    },
    {
      "id": 235,
      "change_id": "47c5b8a4-591d-4133-9455-a9ed01432f40",
      "node_type": "observation",
      "title": "Took DPR canvas scaling from agent-1; changed it to one fitCanvas() shared by board, next and hold",
      "description": "agent-1's fitCanvas sets the backing store to css size x devicePixelRatio and applies a setTransform so drawing code stays in CSS pixels. Without it, cell edges blur on retina. I apply the same function to all three canvases and derive the CSS size from COLS/ROWS/CELL rather than the HTML attributes so index.html no longer has to agree with the JS.",
      "status": "completed",
      "created_at": "2026-09-22T04:45:57.149717Z",
      "updated_at": "2026-09-22T04:45:57.149717Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":90}"
    },
    {
      "id": 210,
      "change_id": "e8c25fd2-ece3-4190-8e41-40fb232194da",
      "node_type": "action",
      "title": "M3: guideline scoring, combo, back-to-back, levels, game over overlay, restart",
      "description": "Scoring: 100/300/500/800 x level for 1-4 lines, back-to-back tetris x1.5, combo 50 x count x level, soft drop 1/cell, hard drop 2/cell. Level = 1 + floor(lines/10), which feeds gravityMs. HUD (score/level/lines) lives in the DOM beside the canvas, written only when a value changes. Game over draws an overlay on the canvas; R restarts. Line clear gets a brief flash: cleared rows are held for ~120ms and drawn white before they collapse, so a tetris is visible as an event rather than rows silently vanishing.",
      "status": "completed",
      "created_at": "2026-09-22T04:45:57.922679Z",
      "updated_at": "2026-09-22T04:56:29.394493Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":85,\"files\":[\"src/game.js\",\"src/render.js\",\"index.html\",\"style.css\",\"src/main.js\"]}"
    },
    {
      "id": 151,
      "change_id": "f3776439-60f7-483d-a460-47f03f8c5dac",
      "node_type": "observation",
      "title": "Took DAS/ARR held-key model and lock-reset cap from agent-3; DPR scaling from agent-1",
      "description": "From agent-3 (tetris.js, commit 91788da): keydown/keyup feed held state, DAS then ARR accumulators on the frame dt, keyup of one direction resumes the other, lock delay reset on grounded move capped at 15. Changed: added the step reset (cap restored on reaching a new lowest row), moved input into its own Input class that only calls game.move/rotate/hardDrop so game.js stays DOM-free, and made the DAS charge persist through spawn. From agent-1 (decision e2cd955d): scale the canvas backing store by devicePixelRatio so cell edges are crisp on retina. Changed: nothing, it is three lines.",
      "status": "completed",
      "created_at": "2026-09-22T04:46:00.332774Z",
      "updated_at": "2026-09-22T04:58:55.495658Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":90}"
    },
    {
      "id": 184,
      "change_id": "b8b3ebd8-7d34-43ae-95b3-1b4bc335d5b4",
      "node_type": "observation",
      "title": "Took the DOM-free core + guarded mount() shape from agent-6 (who took it from agent-9)",
      "description": "My M1-M3 tests worked by regex-stripping everything after the canvas lookup and eval-ing the rest, which is fragile. agent-6 keeps one file with a core that never touches the DOM, exports via module.exports when module exists, and calls mount(document) only when document exists. I adopted that and turned the ad-hoc checks into test.js run with node. Changed: my mount takes the render + input wiring and the core exposes a small API object rather than every internal.",
      "status": "completed",
      "created_at": "2026-09-22T04:46:01.340999Z",
      "updated_at": "2026-09-22T04:46:01.340999Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":90}"
    },
    {
      "id": 19,
      "change_id": "be83b6ed-847b-4202-aeb6-1a00b19fead2",
      "node_type": "action",
      "title": "M3: line clears, scoring, levels, gravity curve, 7-bag, lock-out, restart",
      "description": "clearLines scans bottom-up with copyWithin, re-checking the same row after a shift. Score 100/300/500/800 x level, back-to-back tetris 1.5x, +1 per soft row, +2 per hard row. Level = 1 + floor(lines/10); gravity from the guideline curve (0.8 - 0.007*(L-1))^(L-1) seconds. 7-bag randomiser. HIDDEN goes 2 -> 4 and collides() becomes a strict bounds check with no y<0 exemption. Lock-out (all cells locked in hidden rows) and block-out (spawn blocked on both candidate rows) both end the game. R calls reset(), which is also how the game boots. HUD is DOM text, written only when a value changes.",
      "status": "completed",
      "created_at": "2026-09-22T04:46:04.207644Z",
      "updated_at": "2026-09-22T04:48:14.231382Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85,\"files\":[\"game.js\",\"index.html\"]}"
    },
    {
      "id": 154,
      "change_id": "22bf4626-52f6-480c-9eed-cd84cf59f58f",
      "node_type": "observation",
      "title": "Took gravity curve, 7-bag and scoring table from agent-3; changed the clear scan to re-check in place",
      "description": "agent-3's tetris.js (commit 6811836) has the guideline gravity formula pow(0.8 - (L-1)*0.007, L-1) seconds, a closure-based 7-bag, and 100/300/500/800 with b2b tetris 1.5x. Took all three because they are the published guideline numbers, not taste. Changed: my bag is a state field so reset() can empty it, and my scoring credits soft/hard drop rows at the moment of the drop rather than at lock so a soft-dropped piece that is then moved still scores its rows.",
      "status": "completed",
      "created_at": "2026-09-22T04:46:08.643587Z",
      "updated_at": "2026-09-22T04:46:08.643587Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":90}"
    },
    {
      "id": 262,
      "change_id": "29964052-d994-4755-900e-76f53a15ad0f",
      "node_type": "outcome",
      "title": "M1 works: board draws, pieces fall and lock, commit e2f4ff0",
      "description": "Verified two ways. Node: 60 simulated seconds at level 1 lock 3 pieces and the gravity curve gives 1000ms/row at level 1, 64ms at level 10. Headless Chrome screenshot of index.html shows the 10x20 grid, HUD and a piece mid-fall. Surprise along the way: pure matrix rotation of the O piece walks it around its 3x3 SRS box, so O's four states are pinned to the spawn state.",
      "status": "completed",
      "created_at": "2026-09-22T04:46:11.125541Z",
      "updated_at": "2026-09-22T04:46:11.125541Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"commit\":\"e2f4ff0\",\"confidence\":90}"
    },
    {
      "id": 275,
      "change_id": "1c12b3ff-8128-46ad-a66e-3e9811eb606a",
      "node_type": "observation",
      "title": "Took 4 hidden rows (agent-9, from agent-3) and lock-out (agent-2, from agent-1); dropped my y<0 exemption",
      "description": "My M1/M2 collides() let cells sit at y<0 and lock() silently discarded them, so a piece kicked above the buffer would lose cells with no game over. agent-9 observed that SRS I kicks lift 2 rows, which with HIDDEN=2 and spawn at y=1 reaches y=-1. Two fixes combined: HIDDEN=4 so no legal position ever has y<0, which lets collides() be a strict bounds check (agent-1's argument, without the 40-row board), and the lock-out rule from agent-1: if every locked cell is in a hidden row the game is over.",
      "status": "completed",
      "created_at": "2026-09-22T04:46:13.670953Z",
      "updated_at": "2026-09-22T04:46:13.670953Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":90}"
    },
    {
      "id": 217,
      "change_id": "80d8719d-d62b-49e1-80a1-cf3d6b910fd5",
      "node_type": "observation",
      "title": "Took 4 hidden rows from agent-3/agent-9 and lock-out from agent-1; changed: y<0 is now solid so lock() never discards cells",
      "description": "My M2 treated y<0 as open air so ceiling kicks were allowed, but lock() then skipped cells with y<0. That silently loses blocks, the exact plausible-looking fallback the house rules forbid. agent-3 and agent-9 use 4 hidden rows so the SRS dy=-2 kicks stay in bounds; agent-1 ends the game when a piece locks entirely in the hidden rows (lock-out) instead of only on spawn collision (block-out). Took both. Changed: with 4 hidden rows I make y<0 solid like the walls, so the bounds check is uniform and every locked cell lands in the array. Spawn box top moves to row HIDDEN_ROWS-2.",
      "status": "completed",
      "created_at": "2026-09-22T04:46:17.984271Z",
      "updated_at": "2026-09-22T04:46:17.984271Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":90}"
    },
    {
      "id": 55,
      "change_id": "546a87d8-c289-4289-bf46-a75ad8c757ae",
      "node_type": "action",
      "title": "M3: line clears with flash, guideline scoring, levels, block-out and lock-out, restart, HUD",
      "description": "Full rows are found at lock; the game enters a short 'clearing' state (rows drawn white, no piece) then copyWithin collapses them and the next piece spawns. Score: 100/300/500/800 x level, back-to-back tetris 1.5x, +1 per soft-dropped row, +2 per hard-dropped row. Level = 1 + floor(lines/10) feeds gravityMs. Game over on block-out (spawn collides) or lock-out (piece locks entirely in hidden rows). R rebuilds state through newGame(). HUD (score/lines/level) written to the DOM by mount().",
      "status": "completed",
      "created_at": "2026-09-22T04:46:22.555476Z",
      "updated_at": "2026-09-22T04:48:20.081875Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85,\"files\":[\"tetris.js\",\"index.html\"]}"
    },
    {
      "id": 204,
      "change_id": "20bf2930-ecb1-41bf-8e5a-7ba369aa70da",
      "node_type": "outcome",
      "title": "M2 works: kicks, drops, lock reset verified in node and headless Chrome",
      "description": "Node tests: T at left wall kicks right by 1; I at right wall kicks left by 1 on R->2; T in a closed pocket refuses rotation; hard drop scores 2/row and spawns next; a piece moved every 400ms on the stack still locks (15-reset cap); soft drop moves 1 row in 50ms at level 1. Headless Chrome at DPR 2 driven by synthetic KeyboardEvents renders the expected stack crisply. Test-writing lesson: two 'failures' were the test's own fault (a bag override before reset, a pocket with no ceiling), the game was right both times.",
      "status": "completed",
      "created_at": "2026-09-22T04:46:50.078935Z",
      "updated_at": "2026-09-22T04:46:50.078935Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":90}"
    },
    {
      "id": 269,
      "change_id": "c6fbfb1c-aeda-463d-8db0-a094c52d3213",
      "node_type": "decision",
      "title": "Held-key input with own DAS/ARR clock; soft drop is a fixed ms/row, not a gravity divisor",
      "description": "Left/right are tracked as held booleans plus a dasDir/dasAcc/charged triple advanced in update(dt): first shift on keydown, then wait DAS 150ms, then one shift every ARR 33ms. Releasing one direction while the other is held resumes the other. Soft drop runs on its own accumulator at min(gravity, 40ms) per row, so at high levels holding down never makes the piece fall SLOWER than gravity would, which is what happens with agent-3's gravity/20 divisor once gravity itself is under 40ms. Rejected: OS key repeat, because the delay and rate differ per machine and cannot be charged during lock.",
      "status": "completed",
      "created_at": "2026-09-22T04:46:59.643532Z",
      "updated_at": "2026-09-22T04:46:59.643532Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":85}"
    },
    {
      "id": 283,
      "change_id": "b55eefaf-6ba7-4b11-b753-2977ad308b35",
      "node_type": "decision",
      "title": "Lock delay 500ms with move-reset capped at 15 and step-reset on every new lowest row",
      "description": "A grounded piece locks after 500ms. Each successful move or rotate while grounded restarts the timer, up to 15 times per piece. When the piece descends to a row lower than any it has reached before, the reset budget is refilled (Guideline step reset). Without the step reset, a piece that spent its resets on a ledge and then slid off would lock the instant it lands at the bottom. Hard drop locks immediately and ignores all of this.",
      "status": "completed",
      "created_at": "2026-09-22T04:47:03.604545Z",
      "updated_at": "2026-09-22T04:47:03.604545Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":85}"
    },
    {
      "id": 259,
      "change_id": "6ec8bff8-a37c-43f3-9a8d-48d419accad2",
      "node_type": "action",
      "title": "M2: move, rotate with SRS kicks, soft drop, hard drop, lock delay, held-key input",
      "description": "game.js gains move/rotate/softDrop/hardDrop and the lock-delay state machine; rotate walks the 5 kick offsets from pieces.js. New js/input.js owns keydown/keyup and the DAS/ARR accumulators and is ticked from update(). Spawn now steps down one row if free so the piece appears immediately, and locking with every cell still hidden is a lock-out game over.",
      "status": "completed",
      "created_at": "2026-09-22T04:47:07.495325Z",
      "updated_at": "2026-09-22T04:49:31.837359Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":85,\"files\":[\"js/game.js\",\"js/input.js\",\"js/main.js\"]}"
    },
    {
      "id": 284,
      "change_id": "8ed2db24-ca13-45d4-a05c-71000112590b",
      "node_type": "observation",
      "title": "Took the held-key DAS/ARR model and release-resumes-other-direction from agent-3",
      "description": "agent-3's tetris.js (commit 91788da) tracks left/right as held flags with dasDir, dasAcc and a charged bit, shifts once on keydown and then repeats on its own clock, and on keyup of one direction resumes the other if still held. Took that shape. Changed: soft drop is its own accumulator with a fixed floor rather than gravity/20, so it cannot be slower than gravity at high levels; DAS/ARR tightened to 150/33.",
      "status": "pending",
      "created_at": "2026-09-22T04:47:11.307245Z",
      "updated_at": "2026-09-22T04:47:11.307245Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":85}"
    },
    {
      "id": 114,
      "change_id": "8d2f482a-b6cf-47ed-a8b5-3e9089f04352",
      "node_type": "observation",
      "title": "Took the step-reset for lock delay from agent-8's decision, and spawn-then-step-down and lock-out from agent-8 and agent-3",
      "description": "agent-8 logged (decision 767cce30) that agent-3's 15-reset cap locks a piece instantly at the bottom if the resets were spent on a ledge, and that Guideline step reset fixes it. agent-8's game.js did not have it coded yet when I read it, so this implements the idea from the graph rather than from code: lowestY is tracked per piece and the reset budget refills when the piece goes lower. Also from agent-8: spawn at row 0 then step to row 1 if free so the piece is visible on frame one; from agent-3: locking with no visible cell is a lock-out game over.",
      "status": "pending",
      "created_at": "2026-09-22T04:47:15.677043Z",
      "updated_at": "2026-09-22T04:47:15.677043Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":85}"
    },
    {
      "id": 267,
      "change_id": "ec8e92a3-405c-40c9-a00f-0cbcd0667953",
      "node_type": "observation",
      "title": "Took 4 hidden rows + solid ceiling (agent-3/9/6) and lock-out (agent-1); my merge() was silently dropping cells above row 0",
      "description": "My M1 board let collides() treat y<0 as open air and merge() skipped those cells on lock: a piece kicked above the buffer would lose blocks with no error, exactly the plausible-looking fallback the house rules forbid. agent-3 and agent-9 use 4 hidden rows so the SRS dy=-2 kicks never leave the array; agent-6 additionally makes y<0 solid so bounds checks are uniform; agent-1 ends the game when a piece locks entirely in the hidden rows (lock-out), not only on spawn overlap (block-out). Took all three. Changed: spawn still aims the piece's lowest filled row at the last hidden row, which now leaves exactly 2 rows of kick headroom above every spawn state, and merge() no longer has a y-guard because there is nothing to guard.",
      "status": "completed",
      "created_at": "2026-09-22T04:47:33.908242Z",
      "updated_at": "2026-09-22T04:47:33.908242Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":90}"
    },
    {
      "id": 144,
      "change_id": "f600e110-7be5-4cc0-a39b-3f1dd615af9e",
      "node_type": "observation",
      "title": "Took guideline clear table + b2b tetris 1.5x and change-only HUD writes from agent-3; added a combo counter",
      "description": "agent-3 scores [0,100,300,500,800] x level with back-to-back tetris at 1.5x, and only touches HUD textContent when the value changes. Took both. Changed: consecutive clears also earn a combo bonus of 50 x combo x level (guideline), tracked as a counter that resets on any lock without a clear; b2b state is kept as a boolean but written so T-spins can join it at M4.",
      "status": "completed",
      "created_at": "2026-09-22T04:47:37.640583Z",
      "updated_at": "2026-09-22T04:47:37.640583Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":85}"
    },
    {
      "id": 201,
      "change_id": "0d22d857-98c1-40d1-a4b7-d06260886187",
      "node_type": "outcome",
      "title": "M2 works: kicks, drops, lock delay and DAS verified by probe",
      "description": "Node probe over pieces+board+game: I piece rotates off the right wall through its own kick table; lock fires between 400ms and 550ms of rest; continuous grounded moves still lock (reset cap); soft drop steps 3 rows in 3/20 of a gravity interval; 300 random move/rotate/hard-drop steps never leave the active piece overlapping settled cells. Keys: arrows, Z/X, Space, R.",
      "status": "completed",
      "created_at": "2026-09-22T04:47:39.102517Z",
      "updated_at": "2026-09-22T04:47:39.102517Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":95}"
    },
    {
      "id": 78,
      "change_id": "3d82a4da-0a0e-4230-b50e-02fb7f17f3ed",
      "node_type": "action",
      "title": "M3: line clears with flash, scoring, levels, game over (block-out + lock-out), restart",
      "description": "lock() stamps the piece, checks lock-out, finds full rows; if any, enters a 'clearing' state for ~180ms with the rows highlighted and no active piece, then removes them, scores (table x level, b2b tetris 1.5x, combo 50 x n x level), bumps level every 10 lines, and spawns. HIDDEN goes to 4 and y<0 becomes solid. R restarts from any state. HUD writes only on change.",
      "status": "completed",
      "created_at": "2026-09-22T04:47:41.581239Z",
      "updated_at": "2026-09-22T04:49:29.586020Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":85,\"files\":[\"js/board.js\",\"js/game.js\",\"js/render.js\",\"js/input.js\",\"js/main.js\"]}"
    },
    {
      "id": 117,
      "change_id": "1eb943c9-2da5-4d47-9eea-cee4a664be6a",
      "node_type": "outcome",
      "title": "M3 works: 22 probe checks pass; probe caught a stale-spin bug before commit",
      "description": "Single/tetris/B2B/TSD scoring, level-up at 10 lines, gravity curve values, lock-out, restart and input-lockout all verified headlessly. The probe found that a T rotated in open air then hard-dropped still scored as a T-spin: the spun flag survived the fall. Fixed by clearing spun in stepDown(). Also learned the clear-flash phase must be drained in tests before placing a new test piece, or spawn() overwrites it.",
      "status": "completed",
      "created_at": "2026-09-22T04:48:01.817604Z",
      "updated_at": "2026-09-22T04:53:21.075872Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"commit\":\"bce86b9\",\"confidence\":90}"
    },
    {
      "id": 289,
      "change_id": "5e31d9b9-4640-4524-83a0-ca972e7f466d",
      "node_type": "observation",
      "title": "Took from agent-3: DOM HUD with diffed writes, and the spawn-one-row-higher fallback",
      "description": "agent-3 keeps score/level/lines in DOM elements and only sets textContent when the value changes, with a 'shown' cache. Cleaner than drawing text on canvas and free to style. Also agent-3's spawn() tries HIDDEN-1 then HIDDEN-2 before topping out, which keeps a game alive when the stack touches the first visible row. Changed: I added a fading 'event' line (Tetris +800, B2B Tetris x2 +1250) driven by game.lastClear, which agent-3 does not have, and a combo counter, which agent-3's scoring lacks.",
      "status": "pending",
      "created_at": "2026-09-22T04:48:04.814187Z",
      "updated_at": "2026-09-22T04:48:04.814187Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":90}"
    },
    {
      "id": 70,
      "change_id": "de1c63f1-d07f-44d9-86d0-53b9ba944d78",
      "node_type": "outcome",
      "title": "M3 works: scoring, combo, b2b, levels, flash, HUD, game over, restart",
      "description": "Commit 49184b0. Headless: tetris scores 834 incl. hard drop, following b2b tetris 1284 incl. combo; full board spawn sets over; blocked home row falls back to y=0. Screenshot shows the three-column layout with HUD. The flash state means there is a ~120ms window with no active piece; input methods all guard on this.piece so keys during the flash are ignored rather than crashing.",
      "status": "completed",
      "created_at": "2026-09-22T04:48:09.150717Z",
      "updated_at": "2026-09-22T04:48:40.773314Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":90}"
    },
    {
      "id": 231,
      "change_id": "36d6ab3a-9497-4bd0-bc46-78696d570284",
      "node_type": "outcome",
      "title": "M3 works: tetris 800, b2b 1200, gap rows survive partial clears, lock-out and block-out both end the game, R resets",
      "description": "21 headless checks. Also confirmed the guideline gravity curve numbers: 1000ms at level 1, 355ms at level 5, 7ms at level 15, under 1ms at 20 (20G). That last one is unplayable by hand but it is the published curve; a cap is a taste decision for M5. Test writing caught two of my own mistakes, not game bugs: I guessed the curve values and I dropped the test I into a column the upper row blocked.",
      "status": "completed",
      "created_at": "2026-09-22T04:48:12.231372Z",
      "updated_at": "2026-09-22T04:48:12.231372Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":90}"
    },
    {
      "id": 72,
      "change_id": "5a01e6ca-ad62-4b92-a9b1-1dfc054cbf3d",
      "node_type": "outcome",
      "title": "M2 works: walls, kicks, drops, DAS/ARR verified in Node and headless Chrome",
      "description": "Node tests: O stops at both walls; vertical I flush left rotates out via kick; T rotates at the right wall; wiggling piece locks after the 15-reset cap; soft drop moves 4 rows in 200ms at level 1. Bug caught: hardDrop returned 0 because it read the newly spawned piece after locking. Browser: headless Chrome's virtual-time budget does not tick requestAnimationFrame, only timers, so the harness steps the loop from setInterval and dispatches synthetic KeyboardEvents; screenshot shows DAS to both walls and soft drop working.",
      "status": "completed",
      "created_at": "2026-09-22T04:48:14.241476Z",
      "updated_at": "2026-09-22T04:48:14.241476Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":90}"
    },
    {
      "id": 101,
      "change_id": "f52c95c7-86cf-497c-bc67-025d7f470196",
      "node_type": "outcome",
      "title": "M3 works: 8 more node tests (clears, tetris scoring, b2b, level-up, lock-out, block-out, ceiling kick), no browser console errors",
      "description": "Line clear test checks a partial row between two full rows slides to the bottom. Tetris in a 4-deep well pays 800 at level 1 and the second in a row pays at least 1200. Lock-out and block-out both end the game. Headless Chrome loads index.html with no console errors.",
      "status": "completed",
      "created_at": "2026-09-22T04:48:18.967760Z",
      "updated_at": "2026-09-22T04:48:18.967760Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":90}"
    },
    {
      "id": 150,
      "change_id": "ff631987-d4e5-4abc-ae34-5934d0789115",
      "node_type": "option",
      "title": "Scoring: lines-only table times level",
      "description": "100/300/500/800 x level and nothing else. Simplest, but hides the whole reason SRS kicks exist: a T-spin that scores the same as a normal clear is not worth setting up.",
      "status": "pending",
      "created_at": "2026-09-22T04:48:26.714377Z",
      "updated_at": "2026-09-22T04:48:26.714377Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":35}"
    },
    {
      "id": 16,
      "change_id": "a2eec0db-5df0-4d97-860a-7196c023f5cb",
      "node_type": "option",
      "title": "Scoring: full Guideline (T-spin full/mini, back-to-back, combo, perfect clear)",
      "description": "Line table plus T-spin 400/800/1200/1600, mini 100/200/400, both x level; back-to-back 1.5x on consecutive tetris/T-spin clears; combo 50 x n x level; perfect clear 800/1200/1800/2000 x level. Needs the 3-corner rule with kick index for full vs mini, which means the active piece must remember whether its last action was a rotation and which kick landed it.",
      "status": "pending",
      "created_at": "2026-09-22T04:48:30.485871Z",
      "updated_at": "2026-09-22T04:48:30.485871Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":85}"
    },
    {
      "id": 42,
      "change_id": "c0bd4656-7feb-41ea-99f1-dd4d54acf4a6",
      "node_type": "action",
      "title": "M4: SRS wall kicks, 4 hidden rows, next queue x5, hold, ghost, T-spin scoring",
      "description": "Kick tables (JLSTZ + I, y-down) indexed by (from,to) rotation state, tried in order; the first offset that fits wins. Hidden rows go from 2 to 4 because the I table's (1,-2) offset lifts the piece two rows and a spawn at row 1 cannot take that. Next shows 5 pieces from the bag queue. Hold swaps once per piece and resets rotation. Ghost is the hard-drop landing drawn as an outline. T-spin uses the 3-corner rule on the last move being a rotation, with mini vs full decided by which corners are filled and whether the last kick was the far (index 4) one.",
      "status": "completed",
      "created_at": "2026-09-22T04:48:33.111987Z",
      "updated_at": "2026-09-22T04:56:30.964605Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":85,\"files\":[\"src/pieces.js\",\"src/board.js\",\"src/game.js\",\"src/render.js\",\"src/input.js\",\"src/main.js\"]}"
    },
    {
      "id": 221,
      "change_id": "4fecbdd2-74b4-4453-8f31-c8d9a8bf8c20",
      "node_type": "decision",
      "title": "Guideline scoring with T-spin full/mini, b2b, combo and perfect clear; 4 hidden rows",
      "description": "Chose the full Guideline model. T-spin detection is the 3-corner rule (walls and floor count as filled, above the ceiling does not); full vs mini is 'both front corners filled, or landed on kick test 5'. Perfect clear is the one bonus none of the other nine have, and it costs one every() over the grid after a clear. Also moved from 2 to 4 hidden rows: agent-3 and agent-9 showed that SRS kicks lift a piece up to 2 rows, so with 2 hidden rows a rotation at the ceiling can be refused purely by the bounds check. Spawn is at HIDDEN_ROWS-2 so the piece still emerges on its first step.",
      "status": "completed",
      "created_at": "2026-09-22T04:48:35.598539Z",
      "updated_at": "2026-09-22T04:48:35.598539Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":85}"
    },
    {
      "id": 278,
      "change_id": "451f1800-5298-4394-84df-0520df6911cd",
      "node_type": "action",
      "title": "M3: line clears, scoring, levels, game over, restart, DOM HUD",
      "description": "game.js: scoreLock() with T-spin kind, b2b, combo, perfect clear; level = 1 + lines/10; active piece tracks spun + kick index. board.js: HIDDEN_ROWS 4, isEmpty(). index.html/style.css: side panel with score, level, lines and a fading clear label; game-over overlay with R to restart. hud.js: change-only textContent writes.",
      "status": "completed",
      "created_at": "2026-09-22T04:48:39.404995Z",
      "updated_at": "2026-09-22T04:51:24.025456Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":85,\"files\":[\"js/game.js\",\"js/board.js\",\"js/hud.js\",\"index.html\",\"style.css\"]}"
    },
    {
      "id": 93,
      "change_id": "6f6089a4-4c9e-4c70-95b3-117f1feed251",
      "node_type": "observation",
      "title": "Took 4 hidden rows (agent-3 via agent-9), T-spin kind with kick index (agent-5), combo and change-only HUD writes (agent-4 via agent-3); added perfect clear",
      "description": "agent-9's observation ee1e30ae explains why 2 hidden rows is not enough: kicks with dy=2 at the ceiling get refused by the bounds check. Took HIDDEN_ROWS=4. agent-5's tspinKind() (tetris.js) is the most complete T-spin check in the arena: 3-corner rule plus the front-corner / kick-test-5 distinction for full vs mini; agent-3's version does not split minis. Took the shape, changed it to use my [x,y] piece states and to record kick index on the active piece. agent-4 added combo 50 x n x level on top of agent-3's table and only writes HUD textContent on change. Took both. Added: perfect clear bonus, which nobody has, and a 'last clear' label so the player can see what they scored.",
      "status": "completed",
      "created_at": "2026-09-22T04:48:44.686929Z",
      "updated_at": "2026-09-22T04:58:57.246521Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":90}"
    },
    {
      "id": 173,
      "change_id": "e61a9e86-f25a-4814-a827-8d272f085bb5",
      "node_type": "observation",
      "title": "Read agent-7's soft-drop decision: fixed ms/row can be slower than gravity; mine divides gravity so it cannot",
      "description": "agent-7 uses min(gravity, 40ms) per row for soft drop and calls out that a plain gravity/20 divisor is fine but a fixed rate would fall behind gravity at high levels. My soft drop is gravity/20, so holding down is always 20x faster than falling, never slower. Not changing it; noting that the divisor is the safe choice for exactly the reason agent-7 gives.",
      "status": "completed",
      "created_at": "2026-09-22T04:48:47.417545Z",
      "updated_at": "2026-09-22T04:48:47.417545Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":80}"
    },
    {
      "id": 238,
      "change_id": "dddf096b-28f0-4823-a138-cabc28b6361b",
      "node_type": "option",
      "title": "Ghost: translucent filled copy of the piece (agent-3 style)",
      "description": "Draw the piece at its landing row with alpha ~0.3. Easy, but over a busy stack the translucent fill blends with settled colours and the landing shape is harder to read exactly where it matters.",
      "status": "pending",
      "created_at": "2026-09-22T04:48:49.900087Z",
      "updated_at": "2026-09-22T04:48:49.900087Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":55}"
    },
    {
      "id": 140,
      "change_id": "ecccf8e4-0600-4b98-94b2-1c34cbfd7a72",
      "node_type": "option",
      "title": "Ghost: 2px outline in the piece colour, no fill",
      "description": "Stroke each cell inset by 2px in the piece colour. The black interior stays black, so the ghost reads as 'where the edges will be' rather than a faded piece, and it never blends with the stack. Costs 4 strokeRect calls instead of 4 fillRect.",
      "status": "pending",
      "created_at": "2026-09-22T04:48:52.648145Z",
      "updated_at": "2026-09-22T04:48:52.648145Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":80}"
    },
    {
      "id": 65,
      "change_id": "fe79c043-c2f0-40e0-8a64-1074f1132d9a",
      "node_type": "observation",
      "title": "Took T-spin 3-corner detection from agent-5 and combo scoring from agent-2; changed: spin flag lives on the piece and is cleared by any successful non-rotation move, kick index 5 recorded at rotate time",
      "description": "agent-5/tetris.js tspinKind(): T piece, last maneuver was a rotation, at least 3 of the 4 diagonal corners of the 3x3 box are solid; full spin if both corners the T points at are solid or the rotation used kick test 5, else mini. Their commit says a T rotated in the air and then dropped still counted, fixed by clearing the flag on fall. I take the rule and the fix, and clear the flag in tryMove for every successful move, horizontal included, which is what the guideline means by 'last maneuver'. agent-2/src/game.js: combo counter -1 when a lock clears nothing, +1 per consecutive clearing lock, 50 x combo x level. Took as is. Both agents also expose a last-clear label for the HUD; I do the same.",
      "status": "completed",
      "created_at": "2026-09-22T04:48:53.120047Z",
      "updated_at": "2026-09-22T04:48:53.120047Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85}"
    },
    {
      "id": 20,
      "change_id": "7a213d63-4c2d-488c-9b05-c4c560114580",
      "node_type": "decision",
      "title": "M4 scope: 5-piece preview queue, hold, ghost, T-spins with 3-corner rule, 120ms clear flash",
      "description": "Chosen because these are what separate a toy from a game people keep playing, and all of them fall out of state I already have. Preview needs the bag to feed a queue instead of being popped directly; hold is one field plus a once-per-piece flag; ghost is the hard-drop y computed at draw time; T-spin needs two flags on the piece (last move was a rotation, which kick index succeeded) and a 4-corner probe at lock. The flash makes clears legible at high level and costs one 'clearing' state during which no piece exists. Rejected: 180 rotation and a level cap; neither changes how the game reads.",
      "status": "completed",
      "created_at": "2026-09-22T04:48:57.101992Z",
      "updated_at": "2026-09-22T04:48:57.101992Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85}"
    },
    {
      "id": 244,
      "change_id": "8c3ea568-fcf8-407e-be9e-e946931776c5",
      "node_type": "decision",
      "title": "Outline ghost, 3-deep next queue, hold once per piece, lock-delay pulse on the active piece",
      "description": "Ghost is an outline (see options). Next queue is 3 deep, fed by the 7-bag, matching agent-3's uncommitted M4 because 3 is what modern guideline games show and my preview canvas was already sized for it. Hold is C or Shift, once per piece, reset when a piece locks; the hold panel dims while hold is spent. New on top of what anyone has: while a piece is resting on the stack its cells brighten in proportion to lockAcc/LOCK_DELAY, so the player can see the lock timer running out instead of being surprised by it.",
      "status": "completed",
      "created_at": "2026-09-22T04:48:57.395373Z",
      "updated_at": "2026-09-22T04:48:57.395373Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":85}"
    },
    {
      "id": 46,
      "change_id": "a2492c16-4bed-4e5c-9f32-bc255ebe7b54",
      "node_type": "action",
      "title": "M4: next queue of 5, hold, ghost outline, T-spins, combos, lowest-row lock reset",
      "description": "Bag output goes through a 5-deep queue so the preview shows what the bag will deal. Hold swaps once per piece and resets orientation. Ghost is the piece dropped until it would collide, drawn as an outline so it never reads as a real block. T-spin detection per the 3-corner rule; scoring 400/800/1200/1600, minis 100/200/400, back-to-back applies to tetrises and T-spin clears. Combo 50 x n x level. Lock delay resets count from zero when the piece reaches a new lowest row (guideline), so a piece that falls further gets fresh resets. Wall kicks were already SRS in M2.",
      "status": "completed",
      "created_at": "2026-09-22T04:48:58.499095Z",
      "updated_at": "2026-09-22T04:51:17.736589Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85,\"files\":[\"tetris.js\",\"index.html\"]}"
    },
    {
      "id": 167,
      "change_id": "68585f40-8cdb-47be-a254-a504cc637348",
      "node_type": "action",
      "title": "M4: next queue (3), hold, outline ghost, lock pulse, preview/hold canvases",
      "description": "spawn(id, fromHold) takes from state.queue unless given an id; queue is topped up to 3 from the bag after every take. hold(): refuse if holdUsed; park current id, spawn parked or next; holdUsed=true until the next lock. ghostY(p) walks down until it does not fit. Render: ghost outline under the piece, active piece lightened by lockAcc/LOCK_DELAY when grounded, three preview slots and one hold slot drawn with a shared drawMini() that centres the state-0 bounding box in a 4x4 area.",
      "status": "completed",
      "created_at": "2026-09-22T04:49:01.760750Z",
      "updated_at": "2026-09-22T04:50:28.986561Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":85,\"files\":[\"tetris.js\"]}"
    },
    {
      "id": 133,
      "change_id": "a736871f-720d-4e61-bbbe-d699182e4055",
      "node_type": "action",
      "title": "M4: next queue + hold + ghost + T-spin scoring + clear flash",
      "description": "state.queue refilled from 7-bags to at least 6 so five are always drawable. Hold swaps piece id with state.hold, resets rotation, respawns; holdUsed blocks a second swap until lock. Ghost drawn at 30% alpha at the lowest non-colliding y. tspinKind(): T piece, last action was a rotation, 3 of 4 corners of the 3x3 box solid; full if both front corners solid or the 5th kick was used, else mini. Scoring table from agent-5: full 400/800/1200/1600, mini 100/200/400, both count as b2b-hard. clearLines split into fullRows() + removeRows(); rows flash white for 120ms with no active piece, then collapse and spawn. Next and hold canvases DPR-scaled like the board.",
      "status": "completed",
      "created_at": "2026-09-22T04:49:02.678892Z",
      "updated_at": "2026-09-22T04:53:26.998121Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85,\"files\":[\"game.js\",\"index.html\",\"style.css\"]}"
    },
    {
      "id": 276,
      "change_id": "12266770-4fbb-48d7-a1ef-eac1b3d531e2",
      "node_type": "observation",
      "title": "Took T-spin detection (3-corner + kick-5 rule) and its scoring table from agent-5; changed corner probe to reuse collides-style bounds",
      "description": "agent-5's tspinKind() checks the four corners of the T's 3x3 box, requires 3 solid, and calls it full when both corners on the pointing side are solid or the piece arrived via the 5th SRS kick (the guideline exception that makes the 'fin' and 'neo' spins full). Took the rule and the 400/800/1200/1600 and mini 100/200/400 tables. Changed: my piece records spun=true on any successful rotate and clears it on any successful move or gravity step, so a T that rotates then slides does not count, which is the guideline's 'last maneuver was a rotation' wording.",
      "status": "completed",
      "created_at": "2026-09-22T04:49:08.419785Z",
      "updated_at": "2026-09-22T04:49:08.419785Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":90}"
    },
    {
      "id": 206,
      "change_id": "ac5b9bee-6bc0-47c9-85ac-8f5082ded7cc",
      "node_type": "outcome",
      "title": "M4 works: commit 4e096f1, 31 node checks pass incl. hold swap, ghost, T-spin double, pause",
      "description": "test.js loads the core with require and covers M1-M4. The only failures on first run were wrong expectations in the test: the classic T slot with walls on the row above clears two rows, so it is a T-spin double at 1200, not a single at 800; the engine was right. Hold swap, hold-refused-twice, ghost above settled cells, pause freezing the clock all verified.",
      "status": "completed",
      "created_at": "2026-09-22T04:49:10.174381Z",
      "updated_at": "2026-09-22T04:49:10.174381Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"commit\":\"4e096f1\",\"confidence\":95}"
    },
    {
      "id": 29,
      "change_id": "89bb081b-1350-4756-8532-a4e33d6ec24c",
      "node_type": "observation",
      "title": "Took the 120ms line-clear flash from agent-2; changed row removal to stay allocation-free on the flat array",
      "description": "agent-2 holds full rows on screen painted white for CLEAR_FLASH_MS=120 with no active piece, then collapses them. Took the timing and the 'no piece exists while clearing' rule, which also means input during the flash is naturally ignored. Changed: agent-2's removeRows filters a row-array board and unshifts new rows; mine walks the full rows top-down and copyWithin's each one so lower indices stay valid, no allocation. Also read agent-7's fixed-ms soft drop; kept my gravity/20 divisor since a divisor is never slower than gravity, which was their concern.",
      "status": "completed",
      "created_at": "2026-09-22T04:49:12.697706Z",
      "updated_at": "2026-09-22T04:49:12.697706Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":90}"
    },
    {
      "id": 294,
      "change_id": "078e8c10-7357-48ad-8019-da9aae8510cf",
      "node_type": "outcome",
      "title": "M2 works: DAS/ARR timing, I wall kick, T-spin triple entries, hard drop all pass in harness",
      "description": "Node harness drives onKeyDown/onKeyUp with fake events and frame() with 16ms ticks. Verified: immediate shift on press, no repeat before 150ms, repeat to the wall at 33ms, newest direction wins, release resumes the older one. I vertical at the left wall rotates via kick. T-spin triple: built the classic slot and searched every resting T position; found exactly 'state 0 at (1,35) cw -> R at (0,37)' and 'state 2 at (0,35) ccw -> R at (0,37)', the two textbook entries. Two earlier probe boards with the overhang in the wrong place found nothing, which is the right answer for those boards, not a table bug. Gotcha: a single 160ms harness tick is clamped to 100ms by the dt clamp; tick in frame-sized steps.",
      "status": "completed",
      "created_at": "2026-09-22T04:49:12.806173Z",
      "updated_at": "2026-09-22T04:49:12.806173Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":95}"
    },
    {
      "id": 89,
      "change_id": "94aa9587-832f-41d8-9c09-54efffb9bbec",
      "node_type": "action",
      "title": "M3: scoring (T-spin, B2B, combo, perfect clear), levels, game over, restart, HUD",
      "description": "Guideline table 100/300/500/800 x level; T-spin 400/800/1200/1600, mini 100/200/400; back-to-back 1.5x on tetris or T-spin clears; combo 50 x n x level; perfect clear 800/1200/1800/2000 x level; soft drop 1/row, hard drop 2/row. Level = 1 + lines/10 which feeds the gravity curve. Two ways to lose: block out (spawn overlaps) and lock out (piece settles entirely in hidden rows). Game over overlay in DOM; R/Enter restarts. HUD writes textContent only when a value changes; a toast names the clear (e.g. \"B2B T-SPIN DOUBLE  COMBO x2\") and fades.",
      "status": "completed",
      "created_at": "2026-09-22T04:49:16.426393Z",
      "updated_at": "2026-09-22T04:53:22.374192Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":85,\"files\":[\"src/game.js\",\"src/render.js\",\"src/main.js\",\"index.html\",\"style.css\"]}"
    },
    {
      "id": 52,
      "change_id": "920cfa4f-54a8-465c-b5f8-4ce481db5cea",
      "node_type": "observation",
      "title": "Took the 3-corner T-spin rule with kick-5 upgrade from agent-5; changed: cells above the field count as solid",
      "description": "agent-5's tspinKind(): a T whose last successful action was a rotation, with 3+ of the 4 diagonals around its centre solid, is a T-spin; full if both corners on the side the T points to are solid or it arrived via the 5th kick test, else mini. Taken as-is except one edge: agent-5's solid() returns false for y < 0, mine returns true, which matches my fits() treating the ceiling as a wall, so the two rules never disagree about the same cell. Also added: the spun flag is cleared by any successful move or gravity step, not only by a player move, so a T that rotates and then falls a row is not a spin.",
      "status": "completed",
      "created_at": "2026-09-22T04:49:21.436300Z",
      "updated_at": "2026-09-22T04:49:21.436300Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":85}"
    },
    {
      "id": 245,
      "change_id": "81cb1e80-4d60-473d-9678-54c96b609e66",
      "node_type": "observation",
      "title": "Took change-only HUD writes and the B2B rule from agent-3; skipped its spawn-one-row-higher fallback",
      "description": "agent-3 writes textContent only when score/level/lines change instead of every frame; taken as a small `shown` cache in the renderer. Its back-to-back rule (1.5x when consecutive clears are tetris or T-spin) taken and extended with a combo counter and perfect-clear bonus. Its spawn fallback (try one row higher if the spawn row is blocked) was not needed here: I already spawn fully inside the hidden rows and then apply an initial one-row drop, so the fallback position is my default position.",
      "status": "completed",
      "created_at": "2026-09-22T04:49:25.860983Z",
      "updated_at": "2026-09-22T04:49:25.860983Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":85}"
    },
    {
      "id": 148,
      "change_id": "e8916faf-c426-4d71-b740-50af4b3ad3ba",
      "node_type": "outcome",
      "title": "M3 works: 16 node checks pass, flash renders, both top-out paths end the game",
      "description": "Tetris = 800 + 2/row; b2b tetris + combo 1 gains exactly 450 more; partial clear keeps the gap row; level 2 at 10 lines with gravity 793ms; block-out and lock-out set status over and no locked cell is lost; ceiling rotation stays in bounds; reset restores a fresh game. Headless screenshot shows three rows lit white mid-clear.",
      "status": "completed",
      "created_at": "2026-09-22T04:49:28.337395Z",
      "updated_at": "2026-09-22T04:49:28.337395Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":92}"
    },
    {
      "id": 17,
      "change_id": "8658a257-76fe-48be-8ce7-3ea61de9ca51",
      "node_type": "outcome",
      "title": "M2 works: 23 node checks pass for kicks, lock delay, step reset, DAS/ARR, soft drop, lock-out; commit c9a42e0",
      "description": "I and T kick off both walls and stay in bounds; a grounded piece survives 400ms and locks at 500ms; 30 wiggles cannot stall it; a piece that spends its resets on a ledge then slides off gets a fresh 500ms at the bottom; DAS fires at 150ms then every 33ms and stops on release; soft drop covers 5 rows in 200ms; a piece locked entirely in hidden rows ends the game. Two of my initial test expectations were wrong (O sits in cols 1-2 of its box; T hits the wall at x=7), the game was right both times.",
      "status": "completed",
      "created_at": "2026-09-22T04:49:29.952178Z",
      "updated_at": "2026-09-22T04:49:29.952178Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"commit\":\"c9a42e0\",\"confidence\":90}"
    },
    {
      "id": 113,
      "change_id": "2eb8ee23-500c-49f0-9438-e247a48b8084",
      "node_type": "action",
      "title": "M5: clear flash, combo + perfect clear, scoring toasts, lock flash, blur-safe input, README, headless Chrome check",
      "description": "Polish. Full rows flash for 120 ms before collapsing (the piece is gone during the flash, gravity paused). Combo bonus 50 x combo x level; perfect clear bonus 800/1200/1800/2000 x level. Scoring events surface as a fading toast over the board (TETRIS, T-SPIN DOUBLE, B2B, COMBO x3, PERFECT CLEAR). Locked cells flash white for 80 ms so hard drops read. Window blur releases held directions. Game-over overlay shows the final score. README explains the design and credits. Verified in headless Chrome by screenshot as well as node.",
      "status": "completed",
      "created_at": "2026-09-22T04:49:42.011365Z",
      "updated_at": "2026-09-22T04:52:59.086398Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":85,\"files\":[\"tetris.js\",\"index.html\",\"style.css\",\"test.js\",\"README.md\"]}"
    },
    {
      "id": 251,
      "change_id": "991f4559-9721-4e31-9a0d-3a2e386cc54c",
      "node_type": "observation",
      "title": "Reply to agent-5: my soft drop is min(40ms, gravity) per row, so it cannot be slower than gravity",
      "description": "agent-5 logged (observation 205b357d) that a fixed ms/row soft drop can be slower than gravity. It can if it is a bare constant; mine is Math.min(SOFT_DROP_MS, gravityMs()) in update(), so at level 15+ where gravity is 16ms the soft drop is 16ms too. The reason for a floor rather than a divisor is the other end: at level 1, gravity/20 is 50ms and gravity/20 at level 5 is 18ms, so the divisor makes soft drop feel different at every level. A floor makes it feel the same until gravity overtakes it.",
      "status": "completed",
      "created_at": "2026-09-22T04:49:45.563226Z",
      "updated_at": "2026-09-22T04:49:45.563226Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":90}"
    },
    {
      "id": 112,
      "change_id": "f8b44390-afac-48d5-87c0-0a7e1bf9ff76",
      "node_type": "observation",
      "title": "Took combo scoring from agent-4 (who took my clear table); changed: combo also feeds the toast and resets on any lock without a clear, including T-spin zero",
      "description": "agent-4 layered a guideline combo counter (50 x combo x level) on the scoring table they took from my M3. Taking it back closes the loop. In mine the counter is -1 when idle so the first clear is combo 0 and pays nothing, matching guideline; a T-spin with no lines is a lock without a clear and breaks the combo. Also added perfect clear, which agent-8 mentioned but I had not seen implemented.",
      "status": "completed",
      "created_at": "2026-09-22T04:49:46.065306Z",
      "updated_at": "2026-09-22T04:49:46.065306Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":85}"
    },
    {
      "id": 75,
      "change_id": "a1639980-c801-43a9-a88e-af44f9357d39",
      "node_type": "observation",
      "title": "Took the clear-flash state from agent-2; changed: rows are found at lock time so scoring is immediate and only the collapse waits",
      "description": "agent-2 holds { rows, acc } while full rows flash for 120 ms with no active piece, and collapses them in finishClear(). I do the same but split clearLines into fullRows() and collapse(rows) so the score, combo, b2b and perfect-clear decision are all made at lock time from the row list, and the timer only delays the visual collapse and the next spawn. Perfect clear is decided by checking every cell outside the full rows is empty, so it needs no post-collapse pass.",
      "status": "completed",
      "created_at": "2026-09-22T04:49:50.235190Z",
      "updated_at": "2026-09-22T04:49:50.235190Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":85}"
    },
    {
      "id": 240,
      "change_id": "4ff892e7-2e27-4ad3-aa23-033bc2822118",
      "node_type": "observation",
      "title": "Took 4 hidden rows and a solid ceiling from agent-3 via agent-9 and agent-4; my merge() had the same silent cell drop",
      "description": "The I-piece kick table contains dy=-2 offsets, so a rotation at the top of the well can lift a piece two rows. With HIDDEN=2 and spawn at y=0 that puts cells at y<0, which my collides() allowed and my merge() then discarded with `if (y >= 0)`: a silent loss of cells, exactly what agent-4 found in theirs. Fix taken from the graph: HIDDEN=4, H=24, spawn at HIDDEN-2 then step down, and y<0 now collides so nothing is ever above the grid. Changed: rather than keeping a y<0 guard anywhere, there is none; the board is the whole world.",
      "status": "completed",
      "created_at": "2026-09-22T04:49:50.788660Z",
      "updated_at": "2026-09-22T04:49:50.788660Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":90}"
    },
    {
      "id": 67,
      "change_id": "ee9ee365-e842-41b3-8d57-d14b100b6c4c",
      "node_type": "decision",
      "title": "Guideline scoring: clear table x level, T-spin full/mini by 3-corner rule, b2b 1.5x, combo, perfect clear; line clears flash before they vanish",
      "description": "Score = [0,100,300,500,800][lines] x level; T-spin [400,800,1200,1600], mini [100,200,400]; back-to-back (tetris or T-spin clear after another) is x1.5; combo adds 50 x combo x level; perfect clear adds [800,1200,1800,2000] x level. T-spin = piece is T, last successful move was a rotation, at least 3 of the 4 diagonal corners around the centre are filled (walls and floor count); full if both front corners are filled or the rotation used the 5th kick, otherwise mini. Level = 1 + floor(lines/10). Full rows are held on the board for 150ms and drawn white before they are removed, so the player sees what they cleared; input is ignored during the flash and the next piece spawns after. Rejected: instant removal, because at high speed a tetris just looks like the stack got shorter.",
      "status": "completed",
      "created_at": "2026-09-22T04:49:57.114580Z",
      "updated_at": "2026-09-22T04:49:57.114580Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":85}"
    },
    {
      "id": 247,
      "change_id": "84787516-e0e3-41c1-b0a1-cbeba67275c3",
      "node_type": "action",
      "title": "M3: line clears with flash, scoring, levels, game over overlay, restart",
      "description": "board.js: 4 hidden rows, solid ceiling, fullRows()/removeRows() split so the flash can sit between them. game.js: clearing state {rows, t}, scoreLock() with T-spin/b2b/combo/perfect clear, level from lines, lastClear for the HUD. render.js: flash rows white, overlay for game over. main.js: HUD writes only when the value changes.",
      "status": "completed",
      "created_at": "2026-09-22T04:50:00.901928Z",
      "updated_at": "2026-09-22T04:55:55.408773Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":85,\"files\":[\"js/board.js\",\"js/game.js\",\"js/render.js\",\"js/main.js\",\"index.html\",\"style.css\"]}"
    },
    {
      "id": 109,
      "change_id": "a01f9c8e-ae30-4d09-8b66-4a71a67685cc",
      "node_type": "observation",
      "title": "Took T-spin 3-corner rule from agent-3, full/mini split and perfect clear from agent-8, line-clear flash from agent-6, change-only HUD writes from agent-3",
      "description": "agent-3 tetris.js isTSpin(): T, last move was rotate, 3 of 4 corners filled with walls counting. agent-8 game.js: front corners or kick index 4 makes it full, else mini; SCORE.perfect table; combo starts at -1 so the first clear is not a combo. agent-6 tetris.js: clearing = {rows, timer} sits between lock and collapse for CLEAR_FLASH ms and the rows fade white. Changed: the flash is a fixed 150ms with a two-stage look (white then dimmed) instead of a linear fade; lastClear carries a text label for the HUD; the spin flag is cleared by any successful non-rotation move (agent-6's refinement) and also by gravity descent.",
      "status": "completed",
      "created_at": "2026-09-22T04:50:07.772883Z",
      "updated_at": "2026-09-22T04:50:07.772883Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":90}"
    },
    {
      "id": 169,
      "change_id": "e5ac4071-9ee3-4bb6-8aba-ae44001fafd2",
      "node_type": "action",
      "title": "M3: line clears with flash, guideline scoring incl. T-spin/combo/B2B/perfect clear, levels, two game overs, restart, HUD",
      "description": "lock() computes the T-spin kind before stamping, stamps, checks lock-out, finds full rows, awards points, then either starts a 120ms flash (rows drawn white, no piece exists) or spawns. finishClear removes the rows with copyWithin ascending and spawns. Score = clear table x level, T-spin table if spun, mini table for mini, 1.5x if back-to-back (tetris or any T-spin after another), + 50 x combo x level, + perfect clear bonus; soft drop 1/row, hard drop 2/row. Level = 1 + lines/10. Block-out (spawn fails) and lock-out (piece rests entirely in hidden rows) both end the game; R restarts. HUD writes only when a value changes, plus an event line ('T-Spin Double  B2B  x3').",
      "status": "completed",
      "created_at": "2026-09-22T04:50:10.949785Z",
      "updated_at": "2026-09-22T04:54:04.451690Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":85,\"files\":[\"tetris.js\",\"index.html\",\"style.css\"]}"
    },
    {
      "id": 255,
      "change_id": "09e14206-3cd9-4349-b1ad-e7d88948d7ba",
      "node_type": "decision",
      "title": "M4 scope: 3-deep queue, hold, outline ghost, 3-corner T-spins, lowest-row lock reset, on-board action toasts",
      "description": "Queue is 3 deep (agent-5's reasoning: it is what guideline games show; 5 crowds the side panel). Ghost is an outline not a translucent fill so it stays readable over any stack colour (agent-5). T-spins use agent-5's 3-corner rule with the kick-5 upgrade to full. Lock resets restart when the piece reaches a new lowest row (agent-6, guideline). New here: every scoring event posts a toast on the board canvas ('T-SPIN DOUBLE', 'B2B TETRIS +1200', 'COMBO x3') that fades over 900ms, because none of the other nine games tell the player why the score just jumped.",
      "status": "completed",
      "created_at": "2026-09-22T04:50:15.939833Z",
      "updated_at": "2026-09-22T04:50:15.939833Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":85}"
    },
    {
      "id": 307,
      "change_id": "24d4bb15-421e-4b13-924b-e1cd6be1c41a",
      "node_type": "observation",
      "title": "Took T-spin 3-corner rule (agent-5), flash + combo + B2B + lowest-row reset (agent-2), change-only HUD writes (agent-3); added drop points, perfect clear, event line",
      "description": "agent-5 tspinKind(): T whose last action was a rotation with 3+ solid diagonals is a spin; full if both front corners solid or kick index 4 (the fifth SRS test), else mini. Taken as-is except the spun/kick flags now live on the piece and are cleared by any successful shift or gravity step, which agent-6 also arrived at. agent-2: full rows stay on screen 120ms drawn white before collapsing, combo counts consecutive clearing locks (-1 = none), B2B tetris pays 1.5x, and lockResets zeroes when the piece reaches a new lowest row (that is the Guideline move-reset rule and it was missing from mine). agent-3: HUD textContent only when the value changes. Added on top: soft drop 1/row and hard drop 2/row, perfect clear bonus (800/1200/1800/2000 x level, 3200 for B2B tetris PC), and a HUD event line that names the last clear. Kept agent-5 removeRows (copyWithin ascending) over agent-10's in-place rescan because the flash needs the row list before removal anyway.",
      "status": "completed",
      "created_at": "2026-09-22T04:50:18.131511Z",
      "updated_at": "2026-09-22T04:50:18.131511Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":90,\"files\":[\"tetris.js\"]}"
    },
    {
      "id": 122,
      "change_id": "c7ee4b37-e07f-4983-98b4-5e37a3776146",
      "node_type": "observation",
      "title": "Took 3-corner T-spin detection with kick-5 upgrade from agent-5; changed: spun flag and kick index live on the piece and any successful move or gravity step clears them",
      "description": "agent-5's tspinKind(): a T whose last action was a rotation with 3 of 4 diagonals around its centre solid is a spin; full if both front corners are solid or it arrived via kick test 5, else mini. Scores 400/800/1200/1600 full, 100/200/400 mini, both count for back-to-back. Taken as is. Changed: my ceiling is already solid so the corner probe is just collides()-style bounds; spun/kick are fields on the piece object cleared in move() and step(), so a rotate followed by a fall is not a spin.",
      "status": "completed",
      "created_at": "2026-09-22T04:50:20.627463Z",
      "updated_at": "2026-09-22T04:50:20.627463Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":88}"
    },
    {
      "id": 197,
      "change_id": "c4983e5c-e30f-42d5-9805-2eb30f8962de",
      "node_type": "outcome",
      "title": "M4 works: hold/queue/ghost verified by probe; all earlier probes still green",
      "description": "Queue depth 3, first four pieces distinct, hold parks then refuses then swaps back after lock, ghostY correct on stack and floor, C and Shift both hold, R clears hold. Rendering (outline ghost, lock pulse, panels) still only verified by syntax and stubbed canvas calls; a real screenshot is the next step.",
      "status": "completed",
      "created_at": "2026-09-22T04:50:21.332536Z",
      "updated_at": "2026-09-22T04:53:23.210823Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"commit\":\"d9f5f4e\",\"confidence\":85}"
    },
    {
      "id": 189,
      "change_id": "16534fa8-33f3-4213-91ed-01af03472e16",
      "node_type": "observation",
      "title": "Took outline ghost and lock-delay pulse from agent-5, lowest-row lock reset from agent-6",
      "description": "agent-5 draws the ghost as an outline so it never reads as a real block, and brightens the resting piece in proportion to lockAcc/LOCK_DELAY so the lock timer is visible. agent-6 resets the move-reset counter when the piece reaches a new lowest row, which is the guideline rule and lets a piece that falls further get fresh resets. Changed: ghost outline is drawn inset by 2px in the piece colour at 55% alpha; pulse is a white overlay whose alpha ramps 0 to 0.35 so colours stay identifiable.",
      "status": "completed",
      "created_at": "2026-09-22T04:50:24.563192Z",
      "updated_at": "2026-09-22T04:50:24.563192Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":85}"
    },
    {
      "id": 69,
      "change_id": "72a20e71-5215-44c7-a178-bc273975f1a9",
      "node_type": "action",
      "title": "M4: next queue, hold, ghost, T-spins, lowest-row lock reset, lock pulse, action toasts",
      "description": "game.js: queue[3] fed by the bag; hold(id) once per piece; ghostY(); tspinKind(); lowestY tracking; toasts array of {text, ms}. render.js: ghost outline, pulse overlay, toast text, plus drawPreview(canvas, ids) used for both next and hold canvases. input.js: C/Shift hold. main.js wires the two side canvases.",
      "status": "completed",
      "created_at": "2026-09-22T04:50:28.503288Z",
      "updated_at": "2026-09-22T04:54:18.650102Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":85,\"files\":[\"js/game.js\",\"js/render.js\",\"js/input.js\",\"js/main.js\",\"index.html\",\"style.css\"]}"
    },
    {
      "id": 181,
      "change_id": "a23bcc20-d31e-429d-9a00-e918d1300ce2",
      "node_type": "observation",
      "title": "Took combo scoring from agent-2 (50 x combo x level); folded it into award() next to B2B",
      "description": "agent-2 commit 49184b0 tracks consecutive line-clearing locks as combo (-1 = none) and pays 50 x combo x level from the second clear on. Guideline behaviour and cheap. Taking it. Changed: combo lives in award() alongside B2B so every scoring rule reads from one function, and the combo counter resets in the same branch that clears B2B, so the two cannot drift apart.",
      "status": "completed",
      "created_at": "2026-09-22T04:51:06.193221Z",
      "updated_at": "2026-09-22T04:51:06.193221Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":85}"
    },
    {
      "id": 88,
      "change_id": "b846ccb2-622e-4d03-8ff1-e1720c64ef49",
      "node_type": "action",
      "title": "M5: pause (P/Esc, auto on tab hide), combo scoring, key panel layout fix, README",
      "description": "Pause is a state flag checked at the top of update(); the overlay reuses the game-over overlay with different text. visibilitychange to hidden and window blur both pause, because the keyup for a held key is lost then anyway and a piece should not fall while nobody is watching. Screenshot showed the key legend wrapping at 150px, so the side panels widen and the legend goes nowrap. README explains the design, the probe-driven verification, and what came from agent-1/2/3/7.",
      "status": "completed",
      "created_at": "2026-09-22T04:51:10.987177Z",
      "updated_at": "2026-09-22T04:53:29.139822Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":85,\"files\":[\"tetris.js\",\"style.css\",\"README.md\"]}"
    },
    {
      "id": 87,
      "change_id": "bc602ab4-dee3-49cf-827a-d508be6af28f",
      "node_type": "outcome",
      "title": "M4 works: queue/hold/ghost/T-spin/combo/lowest-row reset all tested in node, page loads clean",
      "description": "Seven new tests: preview matches spawn, hold once per piece and returns at spawn orientation, ghost lands on the floor, T-spin double scores 1200 from a real slot entered by rotation, air rotation then fall is not a spin, second consecutive clear adds combo 50, resets refresh on new lowest row. One M3 test changed because scoring moved to lock time.",
      "status": "completed",
      "created_at": "2026-09-22T04:51:16.432599Z",
      "updated_at": "2026-09-22T04:51:16.432599Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":90}"
    },
    {
      "id": 39,
      "change_id": "375cd3ba-625b-4297-bca1-cdc6aa13078a",
      "node_type": "outcome",
      "title": "M3 works: clears, Guideline scoring incl. T-spin and perfect clear, levels, game over, restart",
      "description": "Probe: O into 2-wide well = PERFECT CLEAR DOUBLE; T beside a TSD slot rotates in through kick test 3, detected as full T-spin, scores 1200 at level 1; next I tetris labelled B2B TETRIS COMBO 1 (1200 + 50 + perfect 2000); level 2 at 10 lines; block-out sets over; R resets. Screenshot shows board + score/level/lines panel + key legend.",
      "status": "completed",
      "created_at": "2026-09-22T04:51:22.169050Z",
      "updated_at": "2026-09-22T04:51:22.169050Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":95}"
    },
    {
      "id": 142,
      "change_id": "c7f7d9e2-8b31-4c3c-ad36-14a9801f1611",
      "node_type": "observation",
      "title": "Took for M5: DPR canvas scaling and held-direction stack (agent-1), lock-delay pulse (agent-5), perfect clear (agent-8), in-repo test.js (agent-3); changed: stack hand-off stays DAS-charged",
      "description": "agent-1/tetris.js fitCanvas() sizes the backing store by devicePixelRatio and sets the context transform once, so drawing code stays in CSS pixels. Their input.held array (oldest first, newest wins, release falls back) replaces my left/right/dasDir/dasCharged four-branch release(); I keep the array but hand DAS over already charged instead of restarting it, because the older key has been held longer than DAS by definition. agent-5 brightens the grounded piece by lockTimer/LOCK_DELAY so the lock is visible before it happens. agent-8 pays 800/1200/1800/2000 x level when the board is empty after a clear. agent-3 ships test.js in the repo run by node; my suites lived in the scratchpad, which nobody else can read, so they move into the worktree.",
      "status": "completed",
      "created_at": "2026-09-22T04:51:56.613921Z",
      "updated_at": "2026-09-22T04:51:56.613921Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85}"
    },
    {
      "id": 82,
      "change_id": "816e2585-ca45-4c4e-8c05-4ea1736548ba",
      "node_type": "action",
      "title": "M5: pause (P, tab hidden, window blur), DPR canvas, lock pulse, held stack, perfect clear, test.js, README",
      "description": "Pause is a core flag so update() is inert; the DOM layer sets it on P, on visibilitychange hidden, and on window blur, and blur also releases every held key so nothing auto-repeats into a wall when focus returns. Canvases are DPR-scaled. The grounded piece brightens toward white over the lock delay. Direction keys are a stack. Perfect clear bonus. The three scratch suites become test.js at the worktree root, run with node test.js. README explains the design and credits each take.",
      "status": "completed",
      "created_at": "2026-09-22T04:52:01.371156Z",
      "updated_at": "2026-09-22T04:55:13.285246Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85,\"files\":[\"tetris.js\",\"index.html\",\"style.css\",\"test.js\",\"README.md\"]}"
    },
    {
      "id": 301,
      "change_id": "83f2f675-4780-44d1-b25d-96e382aff037",
      "node_type": "option",
      "title": "M4: standard set only (preview, hold, ghost)",
      "description": "Next queue, hold, ghost. Every other agent at M4 has these three, so shipping just them makes this game indistinguishable from six others.",
      "status": "pending",
      "created_at": "2026-09-22T04:52:16.468855Z",
      "updated_at": "2026-09-22T04:52:16.468855Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":40}"
    },
    {
      "id": 224,
      "change_id": "7726b045-ca89-47e8-93e7-184ef0e295ed",
      "node_type": "option",
      "title": "M4: standard set plus 180-degree rotation with SRS+ kicks, lock pulse and clear flash",
      "description": "Add a 180 rotation (key A) using TETR.IO's SRS+ 180 kick table, the one modern feature agent-10 explicitly rejected. It changes how the game plays: a piece that spawned facing the wrong way is one press from right, not two, and 180 kicks let pieces slot into overhangs SRS cannot reach. Plus agent-5's lock-delay pulse and agent-2's 120ms clear flash for legibility.",
      "status": "pending",
      "created_at": "2026-09-22T04:52:20.314846Z",
      "updated_at": "2026-09-22T04:52:20.314846Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":80}"
    },
    {
      "id": 230,
      "change_id": "6b677b01-5e60-4884-9da4-a798f282a0e1",
      "node_type": "decision",
      "title": "M4: 5-deep preview, hold, outline ghost, 180 rotation with SRS+ kicks, lock pulse, clear flash",
      "description": "Preview is 5 deep (agent-6/10) rather than 3 (agent-3/5) because the 7-bag makes the next five pieces genuinely plannable. Hold on C/Shift once per piece; the hold panel dims while spent (agent-5). Ghost is an outline, not a fill: agent-5 and agent-6 both found a filled ghost blends with the stack. Lock-delay pulse from agent-5: a grounded piece brightens with lockAcc/LOCK_DELAY so the lock is never a surprise. Clear flash from agent-2: full rows go white for 120ms in a 'clearing' state with no active piece, then collapse. New here: 180 rotation on A, with the SRS+ 180 kick table (6 tests, same table for every piece, O never kicks). Rejected: 3-deep preview, filled ghost, no 180.",
      "status": "completed",
      "created_at": "2026-09-22T04:52:25.974742Z",
      "updated_at": "2026-09-22T04:52:25.974742Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":85}"
    },
    {
      "id": 170,
      "change_id": "701d96ee-c327-475b-9cd9-332258c9b4a3",
      "node_type": "observation",
      "title": "Took 4 hidden rows from agent-3 (via agent-9's note) and the keyed kick-table format from agent-7",
      "description": "agent-9's observation named the concrete failure: the I kick (1,-2) lifts two rows and two hidden rows cannot absorb it. Changed HIDDEN_ROWS 2 to 4; everything else was parametrised so render and lock-out needed no edits. Kick tables use agent-7's 'from>to' string keys because they read like the guideline table headings; I checked all 16 entries against the y-up originals and they are correct. Kept my own rule that y<0 is solid rather than agent-7's y<0-is-free, because free means lockPiece must discard cells and that hides bugs.",
      "status": "pending",
      "created_at": "2026-09-22T04:52:27.119783Z",
      "updated_at": "2026-09-22T04:52:27.119783Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":90}"
    },
    {
      "id": 99,
      "change_id": "4c46a584-5911-4075-89b8-7f5d6a8c21db",
      "node_type": "action",
      "title": "M4: next queue, hold, ghost, 180 rotation, lock pulse, clear flash",
      "description": "game.js: queue fed by the bag, spawn(forced) for hold, hold() once per piece, rotate(2) via KICKS_180, ghostY(), clearing state with CLEAR_FLASH_MS. pieces.js: KICKS_180 table, kicksFor handles a 180 transition. render.js: ghost outline, pulse, flash, drawPreview into next/hold canvases with pieces centred by bounding box. input.js: C/Shift hold, A for 180. index.html/style.css: hold and next panels.",
      "status": "completed",
      "created_at": "2026-09-22T04:52:30.341819Z",
      "updated_at": "2026-09-22T04:55:02.644807Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":85,\"files\":[\"js/game.js\",\"js/pieces.js\",\"js/render.js\",\"js/input.js\",\"index.html\",\"style.css\"]}"
    },
    {
      "id": 257,
      "change_id": "4080b86e-d379-470c-a3cd-1660c66a6291",
      "node_type": "observation",
      "title": "Took T-spin mini/full grading from agent-5, ghostY and hold shape from agent-3",
      "description": "agent-3's isTSpin only says yes/no; agent-5's tspinKind grades mini vs full by the two front corners or arrival via kick index 4, which is the guideline rule and pays differently (100 vs 400 for no lines). Took agent-5's. Changed: my rotate() records lastRotation = {kick: i} and every successful move, fall or hard drop clears it, so the 'last action was a rotation' condition is exact rather than a flag set on keypress. Hold and ghostY follow agent-3's shape; hold here also resets rotation because spawn() rebuilds the piece.",
      "status": "pending",
      "created_at": "2026-09-22T04:52:31.837795Z",
      "updated_at": "2026-09-22T04:52:31.837795Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":90}"
    },
    {
      "id": 123,
      "change_id": "4da600e6-5891-49bd-99bf-463a944e6682",
      "node_type": "outcome",
      "title": "M4 works: 26 probes pass for kicks, T-spins, hold, preview, ghost",
      "description": "Commit 090bb58. Probes: I at col 9 kicks left on 1>2; I at col 0 kicks right on 3>0; I rotates both ways at spawn with 4 hidden rows; T at left wall rotates 4x; T-spin double from the slot lip scores 1200 and arms b2b; mini/full grading by front corners and kick 4; mini with no lines = 100; hold swaps, refuses a second hold, returns the parked piece after lock; preview length 5; ghostY reaches the floor. Screenshot shows ghost outline, 5 previews, empty hold.",
      "status": "completed",
      "created_at": "2026-09-22T04:52:36.112567Z",
      "updated_at": "2026-09-22T04:53:06.162866Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":90}"
    },
    {
      "id": 194,
      "change_id": "5fefcd72-32ff-4de4-9659-ba2f89e6db4c",
      "node_type": "observation",
      "title": "Took lock-delay pulse and dimmed hold panel from agent-5, clear-flash state from agent-2, 5-deep queue from agent-6/10, outline ghost from agent-5/6",
      "description": "agent-5 (tetris.js draw): grounded piece brightens by lockAcc/LOCK_DELAY. Took it; changed the brightening to lerp toward white on the fill only, keeping the bevel, so the piece colour stays readable at 90%. agent-5 also dims the hold panel while hold is spent; took as-is. agent-2 (src/game.js lock/finishClear): full rows stay on the board in a 'clearing' state for 120ms and render white; no active piece exists meanwhile so every input method needs a null guard. Took that shape; changed it to score a lineless T-spin immediately (agent-2 does that too) and to keep the combo counter intact across the flash. Outline ghost: agent-5 and agent-6 independently rejected a filled ghost because it blends with the stack. 5-deep queue from agent-6 and agent-10 over agent-3/5's 3-deep. Added: 180 rotation with the SRS+ kick table, which nobody has.",
      "status": "completed",
      "created_at": "2026-09-22T04:52:36.486433Z",
      "updated_at": "2026-09-22T04:58:58.870961Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":90}"
    },
    {
      "id": 198,
      "change_id": "1a2ffc17-0842-4aea-8467-81c34ff45ee1",
      "node_type": "observation",
      "title": "Took headless-Chrome verification from agent-4 and agent-9; changed: probe page reports errors and score through document.title for --dump-dom",
      "description": "Both noted that under --virtual-time-budget Chrome fires requestAnimationFrame once, so the loop has to be driven by hand. My probe page (scratchpad, not committed) inlines the main element from index.html, loads tetris.js from file://, dispatches synthetic KeyboardEvents for DAS right, rotate, hard drop, DAS left, hard drop and hold, calls update() 16 ms at a time, then writes errors=[...] score=N hold=X into the title. --dump-dom grepped for the title gives a one-line pass/fail, and --screenshot gives the picture. Result on M5: errors=[] score=74 hold=I.",
      "status": "completed",
      "created_at": "2026-09-22T04:52:41.135464Z",
      "updated_at": "2026-09-22T04:52:41.135464Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":90}"
    },
    {
      "id": 263,
      "change_id": "375f5c93-e529-45b3-b01d-ea389a1d1d90",
      "node_type": "outcome",
      "title": "M5 works: commit e08adaa, 42 node checks pass, headless Chrome renders with no errors",
      "description": "Clear flash, combo, perfect clear, toasts, lock flash, README all in. Chrome probe with synthetic keys: errors=[] score=74 hold=I; screenshot shows DAS'd pieces at both walls, held I, three-piece queue, ghost under the falling Z. Keys panel wrapping fixed with nowrap and a wider panel.",
      "status": "completed",
      "created_at": "2026-09-22T04:52:48.171913Z",
      "updated_at": "2026-09-22T04:52:48.171913Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"commit\":\"e08adaa\",\"confidence\":95}"
    },
    {
      "id": 118,
      "change_id": "57e3cf22-b205-4839-ac55-7fd008d0e8f8",
      "node_type": "action",
      "title": "M5: pause with auto-pause, DAS direction stack, lock pulse, perfect clear, in-repo test.js, README",
      "description": "Pause on P/Esc, and automatically on window blur and tab hide (agent-5), since a game nobody is looking at should not top out. DAS keeps a stack of held directions so releasing one arrow resumes the other, still charged (agent-1/agent-6). Lock-delay pulse: the resting piece fades slightly as lockAcc approaches the delay so the player can see it about to settle (agent-5). Perfect clear bonus when the board is empty after a clear (agent-8). The scratchpad probes move into test.js at the repo root so anyone can run node test.js (agent-3). README explains the design and the provenance of every take.",
      "status": "completed",
      "created_at": "2026-09-22T04:52:55.768734Z",
      "updated_at": "2026-09-22T04:56:31.965407Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":85,\"files\":[\"src/game.js\",\"src/input.js\",\"src/render.js\",\"src/main.js\",\"test.js\",\"README.md\"]}"
    },
    {
      "id": 11,
      "change_id": "4b6a0868-0d57-45ac-8299-1fc18a6d2fd1",
      "node_type": "outcome",
      "title": "agent-3 final: playable Tetris, all five milestones committed on branch agent-3",
      "description": "WORKS: canvas board with DPR scaling; SRS rotation with JLSTZ and I kick tables verified at both walls; DAS 170/ARR 40 held-key input with release-resumes-other-direction; 500 ms lock delay capped at 15 resets; 7-bag; three-piece next queue; hold with swap, once per piece; ghost; guideline gravity curve and scoring incl. T-spin (three-corner), back-to-back, combo, perfect clear; 120 ms clear flash; lock flash; toasts; pause; restart; game over on blocked spawn or lock-out; blur releases keys. 42 engine checks in node (test.js) and a scripted headless Chrome run with screenshot. DOES NOT: no mini T-spin distinction; keyboard only, no touch; no sound or high-score persistence; I and O previews sit slightly low in their slots; not play-tested by a human this session. Commits: 72e24b5 M1, 91788da M2, 6811836 M3, 4e096f1 M4, e08adaa M5.",
      "status": "completed",
      "created_at": "2026-09-22T04:52:56.831806Z",
      "updated_at": "2026-09-22T04:52:56.831806Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"commit\":\"e08adaa\",\"confidence\":90,\"files\":[\"index.html\",\"style.css\",\"tetris.js\",\"test.js\",\"README.md\"]}"
    },
    {
      "id": 73,
      "change_id": "228e0966-e935-446c-aacd-8c1c8a81a488",
      "node_type": "outcome",
      "title": "M5 works: pause/auto-pause/combo verified, layout fixed by screenshot, README written, probes shipped in test/",
      "description": "node test/run.js runs five probe files (65 checks) against tetris.js in a stubbed DOM: all pass. Headless Chrome screenshot confirmed the outline ghost, dimmed spent hold, three-piece queue and the widened key legend. README documents the design and attributes agent-1/2/3/7.",
      "status": "completed",
      "created_at": "2026-09-22T04:53:03.485794Z",
      "updated_at": "2026-09-22T04:53:25.665965Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"commit\":\"3d3a502\",\"confidence\":90}"
    },
    {
      "id": 38,
      "change_id": "27affe6b-fd74-4dbf-848d-420a85a21516",
      "node_type": "outcome",
      "title": "M3 works: scoring, T-spins, B2B, combo, perfect clear, levels, game over, restart verified",
      "description": "18 Node checks pass: tetris into a well scores 800 + 2/row hard drop + 2000 perfect clear; second tetris shows \"B2B  TETRIS  COMBO x1  PERFECT CLEAR\"; brute-forced T placements over a canonical TSD slot find exactly one spin entry (rot 3, ccw, kick 0), classified full, scoring 1200; level 3 at 20 lines; block out and lock out both set over; over blocks input; reset clears. Browser screenshots show the toast mid-fade and the game-over overlay. Lesson: my first TSD test drawing had the overhang over the stem column, which makes the slot unenterable; the test caught my geometry, not the code.",
      "status": "completed",
      "created_at": "2026-09-22T04:53:20.258362Z",
      "updated_at": "2026-09-22T04:53:20.258362Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":90}"
    },
    {
      "id": 177,
      "change_id": "6ccceccf-14b6-4bd8-b52d-10e75bc940f4",
      "node_type": "outcome",
      "title": "M4 works: TSD slot scores 1200 via rotation and 300 via slide, hold/queue/ghost/flash verified, 32 checks",
      "description": "The most useful test was constructing a real T-spin-double slot (row gap at x=4, row above gapped 3..5, overhang at (5,F-2)) and checking that a rot-2 T cannot be dropped straight in, that a T pointing left rests in front and rotates in with kick 0, and that the corner rule calls it full. Three test failures on the way were all mine (O piece box offset, a helper zeroing a column the previous piece filled, and M3 tests reading the board before the flash collapsed). Zero game bugs found by M4 tests.",
      "status": "completed",
      "created_at": "2026-09-22T04:53:25.145011Z",
      "updated_at": "2026-09-22T04:53:25.145011Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":90}"
    },
    {
      "id": 153,
      "change_id": "226d12bf-b302-4c9c-98a8-a902581b4d82",
      "node_type": "observation",
      "title": "Gotcha: update_node with metadata replaces the whole metadata object, dropping branch and confidence",
      "description": "I called update_node with metadata {commit: ...} on three outcome nodes to attach commit hashes after the fact. The listing then showed branch: null and confidence: null for those nodes: metadata is replaced, not merged. Fixed by re-sending {branch, confidence, commit} together. Pass commit on add_node instead, or always include branch and confidence in a metadata update.",
      "status": "completed",
      "created_at": "2026-09-22T04:53:32.626754Z",
      "updated_at": "2026-09-22T04:53:32.626754Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":95}"
    },
    {
      "id": 234,
      "change_id": "37123161-c152-48a0-a010-bf2e966fe97c",
      "node_type": "action",
      "title": "Took perfect-clear bonus from agent-8: 800/1200/1800/2000 x level when the board empties",
      "description": "agent-8's M3 outcome lists perfect clear among its guideline scoring. Cheap to add here: after removeRows() the board is scanned; if every cell is zero the bonus for the number of lines just cleared is added. Changed from a per-lock rule to a post-collapse check so it cannot fire on a board that is only empty in the visible rows. Probe: fill one row, clear it with an I, expect 100 + 800 + drop points.",
      "status": "completed",
      "created_at": "2026-09-22T04:53:37.198824Z",
      "updated_at": "2026-09-22T04:54:55.486656Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":85,\"files\":[\"tetris.js\",\"test/m5.js\"]}"
    },
    {
      "id": 179,
      "change_id": "94cc309d-32b5-4045-9a2b-556a5d5e7e73",
      "node_type": "action",
      "title": "M4: 5-deep preview, hold, ghost, lock-delay pulse, 180 rotation",
      "description": "Queue of 5 upcoming pieces drawn on the next canvas; hold once per piece (C/Shift), panel dims while used; ghost drawn at ghostY(); the active piece brightens as the lock timer runs out so the player can see how long they have; 180-degree rotation on a key with its own small kick list. Preview/hold canvases get proper DPR-scaled sizes.",
      "status": "completed",
      "created_at": "2026-09-22T04:53:45.638174Z",
      "updated_at": "2026-09-22T04:57:07.226159Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":85,\"files\":[\"src/game.js\",\"src/render.js\",\"src/input.js\",\"src/pieces.js\",\"src/main.js\",\"index.html\",\"style.css\"]}"
    },
    {
      "id": 86,
      "change_id": "b981a6d5-aaac-4951-a61b-862eacd2bc0c",
      "node_type": "action",
      "title": "M5: pause, auto-pause on hidden tab, DAS charges through the flash, lock pulse, toasts, combo + perfect clear, high score, README",
      "description": "P toggles pause with the overlay; visibilitychange and blur pause automatically because a rAF loop stalls in a hidden tab and the player would return to a locked piece. DAS accumulation moves ahead of the clearing early-return so a held direction is fully charged when the next piece spawns; the move itself still needs a piece. Lock pulse: active piece brightens with lockAcc/LOCK_DELAY while grounded. Toasts: scoring label + points drawn on the board canvas, fading over 900ms. Combo 50 x combo x level, perfect clear [800,1200,1800,2000] x level after the rows collapse. High score in localStorage, shown in the HUD. README explains the design and credits.",
      "status": "completed",
      "created_at": "2026-09-22T04:54:03.953206Z",
      "updated_at": "2026-09-22T04:57:43.961350Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85,\"files\":[\"game.js\",\"index.html\",\"style.css\",\"README.md\"]}"
    },
    {
      "id": 282,
      "change_id": "dda64427-92bd-4b6b-89a8-70e0040a40d6",
      "node_type": "outcome",
      "title": "M3 works: single/tetris/B2B/combo/TSD/perfect clear/level/lock-out/block-out/restart all pass",
      "description": "Harness results: single 100 with 120ms flash and no piece in play; tetris 802 (800 + one-row hard drop); B2B tetris 802+1200+50+2, event 'B2B Tetris  x2'; T-spin double via R->2 rotation with kick 0 = 1200, kind 'full', arms B2B; perfect clear single 900; level 2 at 10 lines; lock-out and block-out both set over; R resets board, score and spawns. Lesson: two of my test boards were themselves perfect clears or forgot drop points; the code was right and the assertions were wrong. Lesson 2: a T-spin double test needs the T already in the slot pointing sideways, grounded, then one rotation; hovering above and rotating twice does not test the rule.",
      "status": "completed",
      "created_at": "2026-09-22T04:54:06.562893Z",
      "updated_at": "2026-09-22T04:54:06.562893Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":95}"
    },
    {
      "id": 156,
      "change_id": "b76dbd16-96d0-43ce-b07b-b64dd2533732",
      "node_type": "observation",
      "title": "Took the lock-delay pulse from agent-5; changed it to also drive the ghost so both fade together",
      "description": "agent-5 brightens the grounded piece in proportion to lockAcc/LOCK_DELAY so the lock timer is visible. Took it: it is the one piece of feedback that turns 'why did it lock' into 'I saw it coming'. Changed: the brightening is a white overlay at up to 45% rather than a colour shift, so all seven colours read the same, and the ghost outline fades out as the pulse rises since a grounded piece has no ghost to show.",
      "status": "completed",
      "created_at": "2026-09-22T04:54:08.651835Z",
      "updated_at": "2026-09-22T04:54:08.651835Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85}"
    },
    {
      "id": 286,
      "change_id": "b7c54473-59a5-4e38-a7b6-9c4c72437987",
      "node_type": "observation",
      "title": "Took lock-delay brightening and outline ghost from agent-5; changed: pulse reads lockTimer only while grounded, ghost has a faint fill",
      "description": "agent-5 lightens the active piece's colour by lockAcc / LOCK_DELAY while it rests on the stack, so the lock is never a surprise; and draws the ghost as a 2px stroked outline so it cannot be confused with a locked cell. Both taken. Changes: my renderer exposes game.lockProgress() which is 0 unless grounded, so a piece mid-air never lightens after a move-reset; the ghost gets a 12% fill inside the outline so it stays visible against the grid at high levels when the eye is on the stack.",
      "status": "completed",
      "created_at": "2026-09-22T04:54:13.093279Z",
      "updated_at": "2026-09-22T04:54:13.093279Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":85}"
    },
    {
      "id": 137,
      "change_id": "e11111ab-5937-4c37-b308-cf9e7be4bbc6",
      "node_type": "observation",
      "title": "Took on-board toasts from agent-4 and combo/perfect-clear scoring from agent-7; merged into one label per lock",
      "description": "agent-4 pushes a {text, ms} toast per scoring event and fades it on the board over 900ms; agent-7 adds combo 50 x combo x level and perfect clear [800,1200,1800,2000] x level with a single lastClear label. Took both. Changed: one toast per lock that composes 'B2B T-SPIN DOUBLE +1800' and a second line for 'COMBO x3' only when combo > 0, so the board never stacks three messages for one drop; perfect clear is checked after the flash collapses the rows, since that is when the board is actually empty.",
      "status": "completed",
      "created_at": "2026-09-22T04:54:13.174477Z",
      "updated_at": "2026-09-22T04:54:13.174477Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85}"
    },
    {
      "id": 92,
      "change_id": "07ddd250-1c69-4afe-bac7-8d5d47757127",
      "node_type": "outcome",
      "title": "M4 works: 24 node checks pass incl. T-spin double 1200, mini 100, hold swap, queue order, lowest-row reset",
      "description": "Full-page headless render at DPR 2 driven by key events shows the dimmed hold slot, 3-deep queue and a T resting with the lock pulse. Lesson recorded twice in the test file: a T that rotates above the slot then falls is NOT a spin and the game was right to say so; the spin test had to drop a vertical T to the slot floor and rotate under an overhang.",
      "status": "completed",
      "created_at": "2026-09-22T04:54:16.820757Z",
      "updated_at": "2026-09-22T04:54:16.820757Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":92}"
    },
    {
      "id": 68,
      "change_id": "8a71c718-54fa-4437-a1ff-cfd6a1c7d451",
      "node_type": "observation",
      "title": "Read agent-3's DAS-carries-into-next-piece: mine already does it, because the direction only clears on keyup",
      "description": "agent-3 explicitly keeps charging dasAcc during the clear animation so a held direction carries into the next piece. In my input.js the repeat direction and DAS timer live in the Input object and are cleared only by keyup or window blur; game.move() simply returns false while clearing, so the charged DAS resumes on the next spawn without any special case. Nothing to change, worth recording that the two designs agree.",
      "status": "completed",
      "created_at": "2026-09-22T04:54:17.161375Z",
      "updated_at": "2026-09-22T04:54:17.161375Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":85}"
    },
    {
      "id": 36,
      "change_id": "454974e5-d073-49db-a403-b8aa2fef90e5",
      "node_type": "observation",
      "title": "Nobody charges DAS during the clear flash; agent-7 named the problem, this fixes it",
      "description": "agent-7's input decision rejects OS key repeat partly because it 'cannot be charged during lock'. Every game I read, mine included, returns early from update() while rows flash, so a direction held through a clear starts its DAS wait from zero when the next piece appears: a 170ms hitch on every line clear. Fix is ordering: accumulate dasAcc before the clearing early-return, and only the tryMove needs a piece. Own contribution, not taken.",
      "status": "completed",
      "created_at": "2026-09-22T04:54:17.405134Z",
      "updated_at": "2026-09-22T04:54:17.405134Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85}"
    },
    {
      "id": 107,
      "change_id": "0e8a4ecc-15c0-43bf-acf7-2ff90d72dc9a",
      "node_type": "outcome",
      "title": "Perfect clear works: commit c6f4dd2, probe expectations tightened to exact sums",
      "description": "Flat I into a single-row gap on an otherwise empty board scores 100 + 800 + 2 drop; a leftover cell suppresses the bonus. Adding it exposed that the M3 tetris probe was asserting a range (800..900) on a board that is empty afterwards, so it now asserts exact totals including perfect clear and combo.",
      "status": "completed",
      "created_at": "2026-09-22T04:54:47.165869Z",
      "updated_at": "2026-09-22T04:54:47.165869Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"commit\":\"c6f4dd2\",\"confidence\":90}"
    },
    {
      "id": 34,
      "change_id": "c47c32ae-f7d9-4e8c-957f-7c23e4b13dc2",
      "node_type": "option",
      "title": "M4: standard set only (5-deep queue, hold, outline ghost, lock pulse)",
      "description": "What agent-3/5/6/10 shipped. Solid, but by now indistinguishable from six other games in the arena.",
      "status": "pending",
      "created_at": "2026-09-22T04:54:52.172007Z",
      "updated_at": "2026-09-22T04:54:52.172007Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":50}"
    },
    {
      "id": 44,
      "change_id": "1b39373d-71de-41d8-a3c1-1392b8a544de",
      "node_type": "outcome",
      "title": "agent-5 final: playable Tetris, all five milestones plus perfect clear and DAS-through-flash on branch agent-5 (HEAD 7560090)",
      "description": "Works: canvas render, SRS with verified kick tables, DAS/ARR that keeps charging through the clear flash, lock delay with 15-reset cap and visible lock pulse, two-phase line clear with flash, guideline scoring incl. T-spin full/mini, B2B, combo, perfect clear, levels on the guideline curve, block-out and lock-out, 3-deep queue, hold, outline ghost, pause with auto-pause on blur/hide, restart, README. 68 headless checks in test/ pass (node test/run.js); headless Chrome loads the page with no console errors and the screenshot matches the intended layout. Does not work: no touch/gamepad, no sound, mini T-spin uses the classic front-corner rule only, no level cap or win state, rendering is verified by screenshot rather than by the probes. Taken from agent-3 (lock-out, HUD diffing), agent-2 (combo), agent-8 (perfect clear), agent-10 (DAS through flash); read and declined agent-1 (40-row board) and agent-7 (fixed-rate soft drop). Nine commits on agent-5.",
      "status": "completed",
      "created_at": "2026-09-22T04:54:53.783172Z",
      "updated_at": "2026-09-22T04:56:21.302281Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"commit\":\"7560090\",\"confidence\":90}"
    },
    {
      "id": 6,
      "change_id": "0891d3fe-0eed-4435-a0e0-4988a1afe502",
      "node_type": "option",
      "title": "M4: standard set + 180 rotation with SRS+ kicks (agent-8/9's path)",
      "description": "Adds a sixth kick table that is not part of the Guideline SRS; every claim my kick tables make so far is checkable against the published SRS tables and a 180 table would be the one thing that is not.",
      "status": "pending",
      "created_at": "2026-09-22T04:54:55.064953Z",
      "updated_at": "2026-09-22T04:54:55.064953Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":40}"
    },
    {
      "id": 25,
      "change_id": "c8c5a2b4-96df-41e9-aaf5-84621f974b9b",
      "node_type": "option",
      "title": "M4: standard set + seeded 7-bag with the seed in the URL hash",
      "description": "A small PRNG (mulberry32) seeded from location.hash, or from Date.now() when absent, with the hash written back so the address bar always names the game. Reload replays the exact piece sequence; send the URL and someone else gets your bag. Also makes the harness deterministic without stubbing Math.random. Nobody in the arena has this.",
      "status": "pending",
      "created_at": "2026-09-22T04:54:58.465428Z",
      "updated_at": "2026-09-22T04:54:58.465428Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":85}"
    },
    {
      "id": 146,
      "change_id": "202ffc57-147b-47f3-a48f-9159fd94d4f7",
      "node_type": "outcome",
      "title": "M4 works: queue, hold, ghost, 180 kicks, pulse and flash verified",
      "description": "Probe: queue holds 5 after spawn and the first 6 pieces are distinct (one bag); hold parks, refuses a second use, returns after lock, and the piece out of hold spawns fresh; T 180 on the floor kicks up one row via test 2 of KICKS_180; clearing state lasts 120ms with all inputs refused and lines counted only after collapse; 3000 random steps incl. hold and 180 never overlap. Screenshot shows centred preview pieces, outline ghost, hold panel.",
      "status": "completed",
      "created_at": "2026-09-22T04:55:00.724610Z",
      "updated_at": "2026-09-22T04:55:00.724610Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":95}"
    },
    {
      "id": 252,
      "change_id": "b14618eb-12c5-4374-8d28-05485c68549f",
      "node_type": "decision",
      "title": "M4 scope: 5-deep queue, hold, outline ghost, lock pulse, seeded replayable bag; no 180",
      "description": "Queue is 5 deep because the 7-bag makes five pieces genuinely plannable (agent-8's reasoning, agent-6/10's choice). Hold once per piece on C/Shift, panel dims while spent (agent-5). Ghost is an outline because agent-5 and agent-6 both found a filled ghost blends into the stack. Lock pulse: grounded piece lightens with lockAcc/LOCK_DELAY (agent-5). New: the bag is driven by mulberry32 seeded from the URL hash; the hash is written on new game so every game has a shareable address, and R restarts with a fresh seed while Shift+R replays the same one. 180 rotation rejected: its kick table is not SRS and would be the only untestable-against-spec piece of the rotation code.",
      "status": "completed",
      "created_at": "2026-09-22T04:55:03.706114Z",
      "updated_at": "2026-09-22T04:55:03.706114Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":85}"
    },
    {
      "id": 120,
      "change_id": "11a86e64-018d-43cf-bb68-1c98de516bed",
      "node_type": "action",
      "title": "M4: next queue x5, hold, outline ghost, lock pulse, seeded bag with URL hash",
      "description": "queue[] kept 5 long from the bag; spawn shifts it. hold swaps cur with the parked id (or takes next) once per piece; spawn resets holdUsed. ghostY walks down from cur.y. Render: ghost outline under the piece, piece colour lightened by lockAcc/LOCK_DELAY when grounded. Next and hold canvases redraw only when their content string changes (agent-3). RNG: mulberry32(seed); seed parsed from location.hash, else Date.now() & 0xffffffff, written back to the hash; HUD shows it.",
      "status": "completed",
      "created_at": "2026-09-22T04:55:08.698249Z",
      "updated_at": "2026-09-22T04:58:20.453698Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":85,\"files\":[\"tetris.js\",\"index.html\",\"style.css\"]}"
    },
    {
      "id": 242,
      "change_id": "718c4bfc-ed04-426f-a85a-0995bca749ef",
      "node_type": "outcome",
      "title": "M5 works: pause on P/Esc/blur/hidden, 2x DPR render verified by screenshot, 29 tests in test.js pass, README written",
      "description": "Headless Chrome at device scale factor 2 renders crisp cells and the ghost outline with no console errors. node test.js passes 29 checks covering data tables, gravity, walls, kicks, ceiling rotation, drops, lock delay and its caps, DAS/ARR, the direction stack, clears, tetris, back-to-back, combo, perfect clear, level-up, lock-out, block-out, spawn fallback, queue, hold, ghost, T-spin double, spin invalidation by movement, pause, and releaseAll.",
      "status": "completed",
      "created_at": "2026-09-22T04:55:11.422128Z",
      "updated_at": "2026-09-22T04:55:11.422128Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":90}"
    },
    {
      "id": 205,
      "change_id": "825c79da-edb8-4300-9150-2265ac61aea2",
      "node_type": "observation",
      "title": "Took held-direction stack from agent-1 (who took release-resumes from agent-3), charged hand-off from agent-6, DAS-through-flash from agent-10",
      "description": "agent-1 replaced left/right/dasDir flags with a `held` array where the newest press wins and release falls back to the older one, so the rule is a property of the data structure. agent-6 keeps DAS charged when the hand-off happens so the resumed direction repeats at ARR immediately. agent-10 found every game (mine included) returned early from the tick while rows flash, so a held direction restarted its DAS wait on every clear; the fix is to tick the input accumulator every frame and let move() be the only thing that needs a piece. Took all three. Changed: the Input class has pure press()/release()/update() so the same code runs under node with a fake event target, and DAS=150/ARR=30 which is between agent-1's 150/33 and agent-8's 160/30.",
      "status": "completed",
      "created_at": "2026-09-22T04:55:13.780167Z",
      "updated_at": "2026-09-22T04:55:13.780167Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":88}"
    },
    {
      "id": 116,
      "change_id": "047a071b-a307-4cdd-b662-d4ff31ef08b7",
      "node_type": "observation",
      "title": "Took outline ghost + lock pulse + spent-hold dimming (agent-5), 5-deep queue reasoning (agent-8), change-only preview redraw (agent-3); added seeded replays",
      "description": "agent-5 drawGhostCell strokes an inset rectangle in the piece colour; lighten(hex,t) mixes toward white by lockAcc/LOCK_DELAY*0.6 so a resting piece visibly ripens before it locks. Taken; changed the ghost to also skip drawing when it would coincide with the piece (agent-5 does this too) and to draw before the piece so the outline never overlaps a filled cell. agent-3 redraws the next/hold canvases only when the joined queue string changes. agent-8's decision node argued 5-deep over 3-deep because a 7-bag makes five pieces plannable; agreed. Added: seeded mulberry32 bag with the seed in location.hash, which none of the ten games have, and which also makes my harness deterministic.",
      "status": "completed",
      "created_at": "2026-09-22T04:55:14.574823Z",
      "updated_at": "2026-09-22T04:55:14.574823Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":90,\"files\":[\"tetris.js\"]}"
    },
    {
      "id": 215,
      "change_id": "1764a32a-4163-46ca-a987-34ef01c3ba83",
      "node_type": "observation",
      "title": "Took perfect clear from agent-8, auto-pause on hidden tab from agent-5/agent-6, in-repo tests from agent-3; added a hard-drop trail",
      "description": "Perfect clear pays [800,1200,1800,2000] x level on top of the clear and posts its own toast. visibilitychange -> hidden pauses the game because a backgrounded rAF stops and the piece would lock the instant the tab returns; window blur releases every held key because keyup is lost when focus leaves. agent-3 ships test.js in the repo; my scratch probes for M2..M4 become test/run.js so anyone reading this branch can run them. New: hardDrop() records the columns and rows it passed through and render.js draws a 120ms fading streak there, so a hard drop reads as a motion rather than a teleport.",
      "status": "completed",
      "created_at": "2026-09-22T04:55:19.434743Z",
      "updated_at": "2026-09-22T04:55:19.434743Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":85}"
    },
    {
      "id": 228,
      "change_id": "85405741-2102-4d26-b3d0-4d5e1b273708",
      "node_type": "action",
      "title": "M5: DAS/ARR input class, pause + auto-pause, perfect clear, hard-drop trail, test/run.js, README",
      "description": "input.js becomes an Input class with press/release/update and a held stack; main.js ticks it every frame before game.tick. P/Esc toggle pause; hidden tab pauses; blur releases keys. game.js gains togglePause(), perfect clear scoring, and dropTrail for the renderer. test/run.js consolidates 50+ node checks and is what `node test/run.js` runs. README explains the design and credits every take.",
      "status": "completed",
      "created_at": "2026-09-22T04:55:23.754658Z",
      "updated_at": "2026-09-22T04:59:07.372526Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":85,\"files\":[\"js/input.js\",\"js/game.js\",\"js/render.js\",\"js/main.js\",\"test/run.js\",\"README.md\"]}"
    },
    {
      "id": 182,
      "change_id": "6c84db6c-3cdf-420d-8912-ce2cadb1823a",
      "node_type": "decision",
      "title": "M5: pause on P/Esc and on blur, release held keys on pause, probes shipped as test/, README",
      "description": "Pause is 'do not call update' since every timer is an accumulator on one clock. P or Escape toggles; window blur and visibilitychange pause automatically (agent-5, agent-6) because a keyup that happens while the tab is hidden is never delivered, so a held direction would auto-repeat forever on return. On pause the Input drops its held state for the same reason (agent-5). The scratchpad probes move into test/ as node scripts that load the DOM-free core files, so the README's claims are runnable (agent-3/5/6 all ship a test runner). Clear label gets a CSS pop+fade so the scoring feedback reads at speed.",
      "status": "completed",
      "created_at": "2026-09-22T04:55:33.276301Z",
      "updated_at": "2026-09-22T04:55:33.276301Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":85}"
    },
    {
      "id": 124,
      "change_id": "912c0211-50c5-4482-bdb8-00366397b75f",
      "node_type": "action",
      "title": "M5: pause, blur handling, clear-label animation, test/ runner, README",
      "description": "game.js: paused flag, setPaused(); every input method refuses while paused; update() returns early. input.js: P/Escape toggle, blur/visibilitychange auto-pause, releaseAll() on pause. render.js: Paused overlay. style.css: clear-label keyframes. test/run.js + test/m1..m4.js: the probes, loading js/pieces.js, js/board.js, js/game.js via vm. README.md: design, what was taken from whom, what does not work.",
      "status": "completed",
      "created_at": "2026-09-22T04:55:37.470181Z",
      "updated_at": "2026-09-22T04:58:38.318724Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":85,\"files\":[\"js/game.js\",\"js/input.js\",\"js/render.js\",\"style.css\",\"test/run.js\",\"README.md\"]}"
    },
    {
      "id": 3,
      "change_id": "318eea75-9ca9-4346-811d-9491cfbded55",
      "node_type": "observation",
      "title": "Took auto-pause on blur/visibilitychange and release-held-keys-on-pause from agent-5 and agent-6; test runner idea from agent-3/5/6",
      "description": "agent-5 (setPaused: 'keyups will be missed') and agent-6 (pauseFromOutside on blur and visibilitychange) both found the same bug class: a direction held when the window loses focus never gets its keyup, so on return the piece auto-repeats into the wall. Took both halves. Changed: the release lives in Input, not Game, since Game does not know about keys. agent-3, agent-5 and agent-6 ship node test runners so README claims are checkable; mine keeps the multi-file layout, so the runner concatenates the three DOM-free files into one vm context rather than require()ing a module. Also noticed agent-5's README now credits agent-8 for the perfect clear bonus, so the graph is being read.",
      "status": "completed",
      "created_at": "2026-09-22T04:55:42.656693Z",
      "updated_at": "2026-09-22T04:59:00.160014Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":90}"
    },
    {
      "id": 128,
      "change_id": "96d94d5d-b6d2-45fb-9353-4c2d7f9aa823",
      "node_type": "observation",
      "title": "Took 180 rotation with SRS+ kicks from agent-8; changed: table stored y-down like my others, and a 180 never claims the fifth-kick T-spin upgrade",
      "description": "agent-8/js/pieces.js KICKS_180 is TETR.IO's SRS+ table, six tests, same for every piece, written y-up and negated at rotate time. My kick tables are stored already flipped to board coordinates, so I flip this one at the source too, keeping one convention in the file. agent-8's rotate() passes dir=2 through the same path as 90s; I do the same. Difference: the T-spin 'fifth kick means full' rule is defined for the guideline 90-degree tables, so after a 180 I record kick=0 and let the corner rule alone decide. Bound to A.",
      "status": "completed",
      "created_at": "2026-09-22T04:55:43.018356Z",
      "updated_at": "2026-09-22T04:55:43.018356Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85}"
    },
    {
      "id": 110,
      "change_id": "5843630b-e22a-4929-b3a3-888116ed8e08",
      "node_type": "action",
      "title": "Post-M5: 180-degree rotation on A with SRS+ kicks, tested",
      "description": "tryRotate accepts dir 2; kicksFor returns KICKS_180 when (to-from) mod 4 is 2. Test: T on the floor pointing down 180s to pointing up via kick test 2 (up one row), and every 180 from every orientation of every piece on an empty board keeps four cells in bounds.",
      "status": "completed",
      "created_at": "2026-09-22T04:55:46.710363Z",
      "updated_at": "2026-09-22T04:56:52.456625Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85,\"files\":[\"tetris.js\",\"test.js\",\"index.html\",\"README.md\"]}"
    },
    {
      "id": 237,
      "change_id": "e019f5fc-7b0a-434e-b950-3971b3751e2d",
      "node_type": "outcome",
      "title": "M3 works: clears flash, guideline scoring incl. T-spin/b2b/combo/perfect clear, levels, game over, restart; commit c7e68c8",
      "description": "Node tests cover single, tetris, b2b tetris + combo, level 2 at 12 lines, perfect clear 800, a real T-spin double (vertical T twisted into a slot under a left overhang: 1200 points), mini/full/none classification, game over with input refused, restart, and random play at level 8. Headless screenshots show the white flash on full rows and the GAME OVER overlay. Test-writing surprises: clearing the only rows on the board is a perfect clear (game right, test wrong), and the slot I drew clears two rows, not one.",
      "status": "completed",
      "created_at": "2026-09-22T04:55:53.419140Z",
      "updated_at": "2026-09-22T04:55:53.419140Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"commit\":\"c7e68c8\",\"confidence\":90}"
    },
    {
      "id": 135,
      "change_id": "df40615a-6de4-4722-9245-3257d134334f",
      "node_type": "observation",
      "title": "Took the DAS-through-flash fix from agent-10; changed: charge is capped at DAS so spawn gets one shift, not an ARR burst",
      "description": "agent-10 noticed every branch returns early from update() during the clear flash, so a held direction restarts its DAS from zero on the next piece: a 170ms hitch per clear. Mine did the same. Fix in the flash branch: keep accumulating dasAcc while a direction is held and not yet charged, capped at DAS. The cap matters: without it a 120ms flash plus a long hold could bank several ARR intervals and the new piece would slide multiple columns on its first frame. Probe added in test/m5.js.",
      "status": "completed",
      "created_at": "2026-09-22T04:55:54.863795Z",
      "updated_at": "2026-09-22T04:55:54.863795Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":90}"
    },
    {
      "id": 236,
      "change_id": "5535827c-6ef4-4669-989c-559787348029",
      "node_type": "observation",
      "title": "Took for M5: pause-on-hide (agent-5), DAS stack (agent-1/agent-6), perfect clear (agent-8), in-repo test.js (agent-3)",
      "description": "agent-5's blur/visibilitychange pause is the right default for a game in a tab. agent-1's held-direction stack replaces my single dir field; agent-6 noted the fallback should stay DAS-charged, and I went one step further: the fallback direction moves immediately on release. agent-8's perfect clear table added to award(). agent-3's test.js idea taken, but their file uses module.exports; mine loads the classic scripts through a vm context so the game files stay exactly what the browser loads. Lock pulse from agent-5's graph node, reimplemented as a 50% fade on lockProgress().",
      "status": "pending",
      "created_at": "2026-09-22T04:55:59.175490Z",
      "updated_at": "2026-09-22T04:55:59.175490Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":90}"
    },
    {
      "id": 13,
      "change_id": "abb9a59b-1c8f-4c3e-97ed-7e85080ca5fb",
      "node_type": "outcome",
      "title": "M5 works: pause, DAS stack, lock fade, perfect clear, 80 headless checks, README",
      "description": "Commit d46e0f5. node test.js: 80 ok, 0 failed, covering pieces, gravity, walls, lock reset cap, scoring, kicks, T-spins, hold, preview, ghost, pause, perfect clear and the DAS stack driven through fake event targets. Two test expectations were wrong on first run, not the code: object identity after a move (tryMove returns a new piece object) and a second tetris that legitimately emptied the well and scored a perfect clear. Screenshot shows the full layout with ghost and five previews.",
      "status": "completed",
      "created_at": "2026-09-22T04:56:16.339766Z",
      "updated_at": "2026-09-22T04:56:16.339766Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"commit\":\"d46e0f5\",\"confidence\":90}"
    },
    {
      "id": 119,
      "change_id": "4943fde1-1f9d-4533-b3c9-2224ff5e58ff",
      "node_type": "outcome",
      "title": "agent-2 final: playable Tetris, all five milestones committed on agent-2",
      "description": "Works, as of commit 81852da: canvas well with DPR scaling, SRS with generated states, guideline kicks and SRS+ 180, 4 hidden rows, seeded 7-bag with Shift+R replay and seed in the URL hash, DAS/ARR with direction stack, lock delay with capped move reset, soft/hard drop with trail, line-clear flash, guideline scoring with combo, back-to-back, T-spin full/mini, perfect clear, levels, hold, 5-piece preview, ghost, lock fade, pause (manual and on blur/hide), game over via block-out and lock-out, restart, DOM HUD with fading score events and persisted best score. Verified by 97 node checks (test.js) and 12 real-browser checks (test/browser.sh, headless Chrome with real KeyboardEvents). README carries provenance for every take. Not done: touch controls, sound. Took from agent-1, -3, -4, -5, -6, -7, -8, -9, -10; each take is an observation linked to the action that used it.",
      "status": "completed",
      "created_at": "2026-09-22T04:56:22.352881Z",
      "updated_at": "2026-09-22T05:05:21.735712Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":90}"
    },
    {
      "id": 212,
      "change_id": "9c3ffb98-26ec-43d5-99e1-fa5a52c44f3b",
      "node_type": "outcome",
      "title": "180 rotation works: T on the floor kicks up one row via test 2, all 28 piece/orientation 180s stay in bounds, 31 tests pass",
      "description": "My first test expected a T pointing down to rise; it flips in place because the 3x3 box does not move. The kick-up case is a T pointing up on the floor. Both are tested. Headless Chrome loads with no console errors.",
      "status": "completed",
      "created_at": "2026-09-22T04:56:51.419947Z",
      "updated_at": "2026-09-22T04:56:51.419947Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":90}"
    },
    {
      "id": 131,
      "change_id": "97cfc012-4154-45ff-95a4-2e96573050a7",
      "node_type": "decision",
      "title": "M4 scope: 5-deep queue, hold that dims when spent, outline ghost, lock pulse, seeded replayable bag, hard-drop trail",
      "description": "Queue is 5 deep because a 7-bag makes five pieces genuinely plannable (agent-8 via agent-1). Hold on C or Shift, once per piece, and the hold panel dims while spent so the player does not press it and wonder why nothing happened (agent-5). Ghost is an outline because a filled ghost blends into the stack (agent-5, agent-6). Lock pulse: a grounded piece brightens with lockAcc/LOCK_DELAY so the timer is visible (agent-5). Bag is mulberry32 seeded from the URL hash; R restarts on a new seed, Shift+R replays the same one (agent-1), which also makes the node tests deterministic. New here: a hard drop leaves a translucent trail down the columns it fell through for 120ms, because at speed a hard drop otherwise teleports the piece and the eye loses where it came from. Rejected: 180 rotation, same reason as agent-1, its kick table is not SRS and would be the one part of rotation I cannot check against the published tables.",
      "status": "completed",
      "created_at": "2026-09-22T04:57:01.030152Z",
      "updated_at": "2026-09-22T04:57:01.030152Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":85}"
    },
    {
      "id": 279,
      "change_id": "a5dc70cd-6c77-4929-880a-7aaaeb27d484",
      "node_type": "outcome",
      "title": "agent-6 final: playable Tetris, five milestones plus 180, seeded replay, DAS through flash, best score, trail on branch agent-6 (HEAD 5bb823a, 36 checks)",
      "description": "Works: canvas board with DPR scaling, flat Uint8Array board with 4 hidden rows and a solid ceiling, SRS with full kick tables plus SRS+ 180, 7-bag seeded by mulberry32 from the URL hash (Shift+R replays) into a 5-deep queue, hold that dims when spent, outline ghost, lock-delay pulse, hard-drop trail, DAS/ARR with a held-direction stack that hands DAS over charged and keeps charging through the line-clear flash, lock delay with capped resets refreshed on new lowest row, line-clear flash, guideline scoring with T-spins (3-corner rule), back-to-back, combo, perfect clear, soft/hard drop points, levels on the guideline gravity curve, block-out and lock-out, pause on P/Esc/blur/tab-hidden with held keys released, restart, best score in localStorage. 34 checks in test.js run with node; the core is DOM-free. Does not work: no touch or gamepad input, no per-cell clear animation, mount() is only checked by loading the page headless. Took from agent-1, 2, 3, 5, 7, 8, 9, 10 as logged in observations; agent-3, 4, 7, 8, 9, 10 took from here.",
      "status": "completed",
      "created_at": "2026-09-22T04:57:04.295622Z",
      "updated_at": "2026-09-22T05:05:07.939907Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"commit\":\"f9810da\",\"confidence\":90}"
    },
    {
      "id": 100,
      "change_id": "dca3db00-9998-48c6-b05a-aecca6b9ec83",
      "node_type": "action",
      "title": "M4: next queue, hold, ghost, lock pulse, seeded bag, hard-drop trail",
      "description": "game.js: mulberry32 rng, queue of 5 refilled from the bag, hold/holdUsed with holdPiece(), ghostY(), dropTrail effect state. render.js: ghost outline, pulse overlay, trail, preview() for hold and next canvases. input.js: C/Shift hold, Shift+R replay. main.js: hold/next canvases redrawn only when their contents change, hold panel dims, seed shown in the HUD.",
      "status": "completed",
      "created_at": "2026-09-22T04:57:04.822199Z",
      "updated_at": "2026-09-22T05:00:12.575874Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":85,\"files\":[\"js/game.js\",\"js/render.js\",\"js/input.js\",\"js/main.js\",\"index.html\",\"style.css\"]}"
    },
    {
      "id": 216,
      "change_id": "24141006-2b8b-49f9-ba60-aeb8ca309af5",
      "node_type": "outcome",
      "title": "M4 works: preview, hold, ghost, lock pulse, 180 all verified in Node and headless Chrome",
      "description": "24 Node checks pass: queue order and advance, 7-bag coverage across 4 bags, hold once per piece and swap, ghostY, 180 kick list for every type, vertical I flips at the wall, lockProgress 0 in the air / 0.5 halfway / 0 after a grounded move. Screenshot shows dimmed held I, five-piece queue, grounded Z lightened mid-pulse. One false alarm: the 7-bag test first failed because 22 unmoved hard drops topped out the board and stopped the queue; the test now clears the board between drops. One real lesson: a stale harness rendered a blank page silently, so the harness is now generated from index.html and reports window.onerror through document.title (the trick agent-3 logged).",
      "status": "completed",
      "created_at": "2026-09-22T04:57:05.148544Z",
      "updated_at": "2026-09-22T04:57:05.148544Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":90}"
    },
    {
      "id": 213,
      "change_id": "a85aad89-cc09-47c8-858d-6b4d0669206a",
      "node_type": "observation",
      "title": "Took 5-deep queue (agent-8 via agent-1), hold-dims-when-spent and lock pulse (agent-5), outline ghost (agent-5/6), seeded bag with Shift+R replay (agent-1), change-only preview redraw (agent-3)",
      "description": "agent-1's M4 decision (34ccdb08) collects most of what the arena learned about M4 and adds the seeded bag; agent-5's decision (ddf84c1d) is the source of the lock pulse and the dimmed hold panel; agent-3's tetris.js draws hold and next only when the joined queue string changes. Changed: the seed lives in the URL hash AND is shown in the HUD so a player can quote it; hold swaps reset the piece's rotation and spin flag; the pulse is drawn as a white overlay on top of the normal cell so the piece colour stays readable; the trail effect is state on the game object (dropTrail with a ms clock) so it advances through the clearing flash and is testable without a canvas.",
      "status": "completed",
      "created_at": "2026-09-22T04:57:10.188562Z",
      "updated_at": "2026-09-22T04:57:10.188562Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":90}"
    },
    {
      "id": 222,
      "change_id": "d38fc16d-a406-4ff3-bd73-e0ae94e309d7",
      "node_type": "action",
      "title": "M5: pause + auto-pause, best score, in-repo test runner, README",
      "description": "game.paused gates active() and update() so a paused game ignores rotations and drops as well as gravity. P/Esc toggles; window blur and document.hidden pause and release every held key so nothing auto-repeats on return. Best score kept in localStorage and shown in the HUD. The scratchpad probes for M2..M4 move into test/run.js (node test/run.js) so anyone can rerun them. README explains the design and what was taken from whom.",
      "status": "completed",
      "created_at": "2026-09-22T04:57:35.750915Z",
      "updated_at": "2026-09-22T05:00:49.246407Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":85,\"files\":[\"src/game.js\",\"src/main.js\",\"src/render.js\",\"index.html\",\"test/run.js\",\"README.md\"]}"
    },
    {
      "id": 24,
      "change_id": "06ec95cb-0153-4d37-9a9b-7a30060630aa",
      "node_type": "observation",
      "title": "Took auto-pause on blur/hidden and release-held-keys-on-pause from agent-5/6/10; changed: paused lives in Game so one-shot actions are gated too",
      "description": "agent-5 and agent-10 pause on window blur and on document.visibilitychange when hidden; agent-6 and agent-10 also drop every held key at that moment so DAS does not fire into the next frame after the tab comes back. Taken. Change: in their code paused is checked by the loop, and one-shot keydown actions are guarded separately. I put `paused` on the Game and folded it into active(), which every player action already checks, so a rotate or hard drop during pause is refused by the same line that refuses it during a line clear.",
      "status": "completed",
      "created_at": "2026-09-22T04:57:40.469333Z",
      "updated_at": "2026-09-22T04:57:40.469333Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":85}"
    },
    {
      "id": 264,
      "change_id": "9dd2c00c-660f-4d3c-8b29-960567dbd67f",
      "node_type": "outcome",
      "title": "M5 works: pause/auto-pause, DAS charged through the flash, pulse, toasts, combo, perfect clear, high score; 26 checks",
      "description": "Commit 0d2dd7e. One real bug found by the tests: the first version of the DAS-through-flash change clamped the accumulator to ARR whenever no piece existed, which capped it before it had charged, so the fix did nothing. Now the clamp applies only once charged. The rest of the failures were expectations that did not know about the perfect-clear and combo bonuses the same commit introduced. Four suites, 101 checks total, all pass.",
      "status": "completed",
      "created_at": "2026-09-22T04:57:42.363195Z",
      "updated_at": "2026-09-22T04:57:42.363195Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"commit\":\"0d2dd7e\",\"confidence\":90}"
    },
    {
      "id": 165,
      "change_id": "8321413f-4704-4207-bcd9-072e35c2943e",
      "node_type": "observation",
      "title": "Took in-repo test runner from agent-3 and best-score-in-localStorage from agent-10",
      "description": "agent-3 ships test.js next to the game so the probes are reproducible instead of living in a scratchpad; agent-5 does the same as test/. My M2, M3 and M4 probe scripts were in the session scratchpad, which nobody else can run, so they move to test/run.js with the same check() helper. agent-10 keeps a high score in localStorage; taken as a \"best\" HUD line, written only on game over, read in a try/catch because file:// and private windows can throw.",
      "status": "completed",
      "created_at": "2026-09-22T04:57:44.752489Z",
      "updated_at": "2026-09-22T04:57:44.752489Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":85}"
    },
    {
      "id": 47,
      "change_id": "012c3b45-f310-460d-a74e-1ad341644fcc",
      "node_type": "outcome",
      "title": "Final: agent-10 Tetris complete through M5; what works and what does not",
      "description": "Branch agent-10, commits 3800be7 (M1) d5212d6 (M2) f9da4f4 (M3) 6e336b5 (M4) 0d2dd7e (M5) fd4b8dc (polish). WORKS: canvas board with DPR scaling; SRS with published kick tables (I and T wall kicks verified); DAS 170/ARR 40 with last-pressed-wins and release-resumes; lock delay 500ms with 15 move-resets per lowest row; soft and hard drop with drop points; 7-bag; 5-piece preview; hold once per piece; outline ghost; line clears via copyWithin with a 120ms flash; guideline scoring with T-spin full/mini by the 3-corner rule, b2b 1.5x, combo, perfect clear; guideline gravity curve; block-out and lock-out; pause on P/Esc/blur/hidden tab; restart; lock-delay pulse; on-board toasts; localStorage best score. Own contribution beyond the field: DAS keeps charging through the clear flash. Verified by 101 headless checks in four suites plus a headless Chrome screenshot. DOES NOT: no 180 rotation; soft drop is a gravity divisor rather than a fixed rate; gravity reaches 20G at level 20 with no cap; no sound or touch; not played by a human in this session.",
      "status": "completed",
      "created_at": "2026-09-22T04:58:20.318611Z",
      "updated_at": "2026-09-22T04:58:20.318611Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"commit\":\"fd4b8dc\",\"confidence\":90}"
    },
    {
      "id": 315,
      "change_id": "8561bd60-fee6-48f6-ad49-dc9aee21686a",
      "node_type": "outcome",
      "title": "M4 works: seeded replays, 5-deep queue, hold, ghost verified; page renders with preview and seed",
      "description": "Harness: reset(12345) twice gives identical cur+queue, reset(54321) differs, location.hash becomes #seed=12345; 14 draws contain each id exactly twice; hold parks/takes next, second hold refused, swap works after spawn, Shift+R keeps the seed and R changes it; ghostY lowest row equals hard-drop landing row. Headless screenshot of index.html#seed=2024 shows the J falling, outline ghost at the floor, five previews, Seed 2024 in the HUD. Test lesson: 14 center hard drops top out at the tenth, so board.fill(0) between drops.",
      "status": "completed",
      "created_at": "2026-09-22T04:58:24.897683Z",
      "updated_at": "2026-09-22T04:58:24.897683Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":95}"
    },
    {
      "id": 125,
      "change_id": "0387c323-8d61-42be-8deb-868fc3922964",
      "node_type": "outcome",
      "title": "M5 works: pause, blur pause, label pop, 73 node checks pass, README written",
      "description": "node test/run.js: 73 passed, 0 failed across m1..m5 (SRS states, kicks, lock delay with both resets, scoring incl. TSD via kick 3, b2b, combo, perfect clear, lineless T-spin, lock-out, block-out, queue, hold, 180, flash, ghost, pause). Headless Chrome loads index.html with no script errors. One probe was wrong, not the game: raw tryMove() skips lowest-row bookkeeping.",
      "status": "completed",
      "created_at": "2026-09-22T04:58:37.156911Z",
      "updated_at": "2026-09-22T04:58:37.156911Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":95}"
    },
    {
      "id": 83,
      "change_id": "91d40c4f-02d2-4bd1-bf58-62418c5e68ad",
      "node_type": "outcome",
      "title": "agent-8 final: playable Tetris, five milestones plus two peek rounds, seven commits on branch agent-8",
      "description": "Works: canvas board with DPR scaling; SRS with derived states and verbatim kick tables; 180 rotation with SRS+ kicks (started here, since taken by agent-6 and agent-9); held-key DAS 160 / ARR 30 with ARR 0 meaning to-the-wall; DAS charges through the clear flash, clamped to one ARR; lock delay 500ms with move reset (cap 15) and step reset; seeded 7-bag (mulberry32) with the seed in the URL hash, R new seed, Shift+R replay; 5-deep preview; hold once per piece with dimmed panel; outline ghost; lock-delay pulse; hard-drop trail; 120ms clear flash; full Guideline scoring with T-spin full/mini, b2b, combo, perfect clear; best score in localStorage; levels to 20; block-out and lock-out; pause on P/Esc/blur; 90 node checks in test/ including DAS/ARR timing against a stub window; README with credits. Does not work: touch/gamepad, sound, DAS/ARR as user settings, and the 180 table is applied but not verified against TETR.IO offset by offset. Six commits: M1..M5 then round 2 (449134c).",
      "status": "completed",
      "created_at": "2026-09-22T04:58:43.388756Z",
      "updated_at": "2026-09-22T05:04:58.856824Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":90}"
    },
    {
      "id": 364,
      "change_id": "bede0a6e-87f3-442e-b627-da6fcf12ac76",
      "node_type": "action",
      "title": "M5: pause (P/Esc, blur, hidden tab), DAS charges through the flash, best score, in-repo tests, README",
      "description": "Pause flag skips update() but still renders; overlay says Paused; pausing releases held keys so nothing auto-repeats on resume. window blur and document visibilitychange pause automatically. While rows flash there is no piece, but a held direction keeps charging DAS, capped at DAS, so the next piece gets exactly one immediate shift then ARR (agent-10's carry, agent-5's cap). Best score in localStorage shown in the HUD. Key legend no longer wraps. Harness and tests move into test/ so `node test/run.js` reproduces every claim in the commit messages. README explains the design and credits.",
      "status": "completed",
      "created_at": "2026-09-22T04:58:51.961608Z",
      "updated_at": "2026-09-22T05:01:55.981790Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":85,\"files\":[\"tetris.js\",\"index.html\",\"style.css\",\"README.md\",\"test/harness.js\",\"test/run.js\"]}"
    },
    {
      "id": 321,
      "change_id": "e413252b-21b5-4b03-ae70-1a425b7e6cd8",
      "node_type": "observation",
      "title": "Took for M5: auto-pause on blur/hidden (agent-5/6/8), DAS-through-flash carry (agent-10) with agent-5's cap, best score (agent-10), in-repo test runner (agent-3)",
      "description": "agent-10 noticed a held direction went dead during the 120ms clear flash because updateInput only ran with a piece in play; they keep charging. agent-5 then capped the charge at DAS so the spawned piece gets one shift, not an ARR burst from the accumulated time. Taking both: with no piece, dasAcc = min(dasAcc + dt, DAS). agent-5/6/8 pause on window blur and document.hidden; my blur handler already released keys, now it pauses too. agent-3 ships test.js in the worktree so the README's check counts are reproducible; my harness had lived in the scratchpad, moving it to test/. agent-10 keeps a best score in localStorage; added as 'Best' in the HUD, guarded for file:// and private mode.",
      "status": "completed",
      "created_at": "2026-09-22T04:58:57.551134Z",
      "updated_at": "2026-09-22T04:58:57.551134Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":90}"
    },
    {
      "id": 323,
      "change_id": "e481b7a3-c496-4fd0-ab62-fb6f62945310",
      "node_type": "outcome",
      "title": "M5 works: 71 node checks pass, real main.js runs in headless Chrome with zero errors, toasts and drop trail render",
      "description": "test/run.js: DAS repeats at exactly DAS then ARR, stops at the wall, newest direction wins, release resumes the older one charged, a direction held through a clear flash shifts the next piece on its first ARR tick, P/Esc pause and resume, blur releases everything. Headless Chrome ran index.html's own main.js with synthetic keys: T-spin double scored 1200, no errors. Screenshot shows the toast, the four-column streak behind a hard-dropped I, and the ghost outline. Test lesson: four expectations were wrong because scenarios emptied the board and earned a perfect clear.",
      "status": "completed",
      "created_at": "2026-09-22T04:59:05.492527Z",
      "updated_at": "2026-09-22T04:59:05.492527Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":92}"
    },
    {
      "id": 346,
      "change_id": "e1f38662-ab8e-4233-b14f-97f6543c4250",
      "node_type": "outcome",
      "title": "agent-4 final: playable Tetris, five milestones plus a post-M5 round on branch agent-4 (29cfd65..7e938be)",
      "description": "WORKS: canvas board at device pixel ratio; SRS with full kick tables plus SRS+ 180 on A, solid ceiling above 4 hidden rows; gravity curve, 500ms lock delay with 15 move-resets refilled on a new lowest row; soft/hard drop; line clear flash; guideline scoring with T-spin full/mini via the 3-corner rule, back-to-back, combo, perfect clear; block-out and lock-out; 3-deep preview, hold once per piece, outline ghost, lock pulse; DAS 150/ARR 30 with a held-direction stack that charges through the clear flash; pause on P/Esc and on hidden tab; seeded 7-bag with Shift+R replay; best score in localStorage; on-board scoring toasts and a hard-drop trail (both original here); 91 node checks in test/run.js; README crediting every take. DOES NOT: no touch or gamepad input; flat white clear flash with no per-row animation; soft drop is a gravity divisor so past level 15 it adds nothing; no sound. Verification caveat: headless Chrome fires rAF once, so browser checks drive game.tick() by hand; the live loop was not observed by a human.",
      "status": "completed",
      "created_at": "2026-09-22T04:59:21.183044Z",
      "updated_at": "2026-09-22T05:04:32.912807Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"commit\":\"a310fd6\",\"confidence\":90}"
    },
    {
      "id": 348,
      "change_id": "1cff0fcb-2323-48d6-80ad-e4f046b4deb2",
      "node_type": "outcome",
      "title": "M4 works: queue, hold, ghost, pulse, seeded bag, trail; all 3 test files pass; screenshot verified",
      "description": "Node tests (m2, m3, m4) all pass after re-seeding old tests through the queue instead of the bag. Headless screenshot shows the dimmed held T, five previews, the ghost outline on the stack and the I trail down its column. The lock pulse is not visible in that shot because the staged piece was not grounded, which is correct. One thing learned: the old tests listed pieces in bag.pop() order and the queue reads front-first, so every list had to be reversed. Test fixture coupling to internal order is worth avoiding; the seeded RNG now makes that unnecessary.",
      "status": "completed",
      "created_at": "2026-09-22T05:00:11.467332Z",
      "updated_at": "2026-09-22T05:00:11.467332Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":90}"
    },
    {
      "id": 386,
      "change_id": "1eaafb21-1c7d-4b74-9be3-f5304069f861",
      "node_type": "decision",
      "title": "M5: pause on P/Esc and on losing focus, held keys released on pause, direction stack resumes charged, tests shipped as test.js, README",
      "description": "Pause is a flag the loop checks: update() returns early, draw() still runs so the board stays visible under a PAUSED overlay. Blur and visibilitychange pause too, and every held key is dropped first, because otherwise a direction held when focus left auto-repeats into the wall when focus returns (agent-2, agent-6, agent-8 all converged on this). Direction keys become a stack: newest press wins; releasing it hands control to the older key, which resumes already charged since it has by definition been held longer than DAS (agent-6's observation; my M2 version restarted DAS from zero, which felt like a hitch). The scratchpad node tests move into test.js in the worktree so the next reader can run them. Rejected: a pause countdown on resume, because the board is visible while paused and the piece is not moving, there is nothing to re-orient to.",
      "status": "completed",
      "created_at": "2026-09-22T05:00:40.604479Z",
      "updated_at": "2026-09-22T05:00:40.604479Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":85}"
    },
    {
      "id": 380,
      "change_id": "27c163d9-9a8e-4942-bda0-1b8b849a2011",
      "node_type": "action",
      "title": "M5: pause, auto-pause on blur, direction stack, test.js, README",
      "description": "game.js: paused flag, setPaused(), accepting includes !paused. input.js: held-direction stack, releaseAll(), P/Escape toggle, blur and visibilitychange listeners. main.js: PAUSED overlay. test.js: all node checks from M2-M4 plus pause and stack. README.md: design, what was taken from whom, what does not work.",
      "status": "completed",
      "created_at": "2026-09-22T05:00:44.116344Z",
      "updated_at": "2026-09-22T05:04:16.872956Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":85,\"files\":[\"js/game.js\",\"js/input.js\",\"js/main.js\",\"test.js\",\"README.md\"]}"
    },
    {
      "id": 381,
      "change_id": "4bdebbee-43f0-4af2-8c03-a8580806d740",
      "node_type": "action",
      "title": "Round 2: 180 rotation, persisted best score, seeded bag, browser probe for motion",
      "description": "Prompted by agent-1's relay that the arena owner wants improvement past M5. From the graph: 180 rotation with SRS+ kicks (agent-8, refined by agent-6 so a 180 never claims the fifth-kick T-spin upgrade); best score in localStorage (agent-10); seeded replayable bag (agent-1); and agent-3's headless Chrome probe page that reports through document.title so --dump-dom can verify motion, which closes the gap my README admits to.",
      "status": "completed",
      "created_at": "2026-09-22T05:00:47.105798Z",
      "updated_at": "2026-09-22T05:04:06.598619Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":85}"
    },
    {
      "id": 324,
      "change_id": "779b21ca-e122-43c5-9bbf-2a72c67a0050",
      "node_type": "outcome",
      "title": "M5 works: pause/auto-pause, best score, 57-check test/run.js, README; all five milestones committed on agent-9",
      "description": "node test/run.js: all 57 passed (M2 walls/kicks/drops/lock cap, M3 scoring/T-spin/levels/game over, M4 queue/hold/ghost/180/lock progress, M5 pause). Headless Chrome: pause overlay shown, hard drop refused while paused (title reports paused=true y=3), best score rendered, the real index.html loads with ghost, five-piece queue and HUD. Working: everything in the milestones plus T-spin mini/full, B2B, combo, perfect clear, 180 rotation, lock-delay pulse, best score. Not working / not done: 180 kick list is ad hoc rather than SRS+; no gravity cap past level 15; no touch or sound; rendering is verified by screenshot only.",
      "status": "completed",
      "created_at": "2026-09-22T05:00:47.128115Z",
      "updated_at": "2026-09-22T05:00:47.128115Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":90}"
    },
    {
      "id": 351,
      "change_id": "bbfcfdc0-9274-4356-a953-11ebad10911c",
      "node_type": "observation",
      "title": "Took pause-on-blur with release-all from agent-2/agent-8, the charged direction stack from agent-6, shipped tests from agent-2/4/6/8",
      "description": "agent-2 src/input.js: blur and visibilitychange call releaseAll() then setPaused(true). agent-6 README: direction keys are a stack, newest wins, release hands DAS to the older key already charged. agent-2/4/6/8 all ship a node test file so a reader can verify the claims in their README. Changed: my stack resumes with one immediate shift and then ARR, since the older key's DAS is already spent; pause during the clearing flash also freezes the flash timer because the whole update() is skipped, no special case.",
      "status": "completed",
      "created_at": "2026-09-22T05:00:48.225011Z",
      "updated_at": "2026-09-22T05:00:48.225011Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":90}"
    },
    {
      "id": 345,
      "change_id": "9d5c1501-5026-4085-9cc8-4b29d4aa676d",
      "node_type": "observation",
      "title": "Round 2 takes: DAS through the flash (agent-10), seeded replayable bag in the URL hash (agent-1), guarded best score (agent-1/9/10), hard-drop trail (agent-7), dimmed spent hold (agent-5)",
      "description": "agent-10 found every arena game, mine included, returned from update() during the line-clear flash, so a direction held through a clear restarted its DAS wait from zero on the next piece; their fix runs the DAS accumulator ahead of the early return, lets only the move need a piece, and clamps the accumulator to ARR once charged so repeats do not bank. agent-1 seeds the bag with mulberry32 from a #seed= hash, writes a fresh seed into the hash on start, R deals a new seed and Shift+R replays; that also removes the injected-RNG dance from tests. agent-1, 9 and 10 keep a best score in localStorage wrapped in try/catch because file:// and private windows may refuse. agent-7 draws a fading gradient down each column a hard drop fell through for 120ms. agent-5 draws the hold panel at reduced alpha while hold is spent. Changed: the seed is part of newGame(seed) in the core so test.js seeds by number; the trail records the drop span in the core and the renderer computes columns; the hold dim is a CSS class toggled by the HUD sync, not a canvas alpha, since the panel is DOM.",
      "status": "completed",
      "created_at": "2026-09-22T05:00:58.447216Z",
      "updated_at": "2026-09-22T05:00:58.447216Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85}"
    },
    {
      "id": 377,
      "change_id": "9a55a44b-37fd-4051-8ebe-5d92ccf3d5c3",
      "node_type": "action",
      "title": "Round 2: lowest-row reset refresh, mini/full T-spin, lock pulse, auto-pause on blur",
      "description": "Arena owner (relayed by agent-1) asked everyone to keep improving after M5. Peeked at all nine worktrees at their latest commits. Taking: guideline lowest-row refresh of the 15 move-resets (agent-6); mini vs full T-spin grading with the kick-5 upgrade (agent-5), which removes an item from my does-not-work list; a lock-delay pulse so the resting piece visibly brightens toward lock (agent-5); pausing on window blur and tab hide rather than only releasing keys (agent-1, agent-5). Skipping 180-degree rotation (agent-6/9) as niche and the held-direction stack (agent-1) as behaviourally identical to mine.",
      "status": "completed",
      "created_at": "2026-09-22T05:01:00.233788Z",
      "updated_at": "2026-09-22T05:02:42.789573Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":85,\"files\":[\"tetris.js\",\"test.js\",\"README.md\"]}"
    },
    {
      "id": 342,
      "change_id": "c32c5726-136f-4afb-ba1a-03840ed2c6df",
      "node_type": "observation",
      "title": "Round 2 peek: took seeded replayable bag (agent-1), best score in localStorage (agent-1/10), hard-drop trail (agent-4/7), DAS-through-flash cap (agent-10 via agent-5)",
      "description": "agent-1: mulberry32 seeded from the URL hash, R restarts on a new seed, Shift+R replays the same one; also makes node tests deterministic. Taken; changed: Game takes the seed in its constructor/reset so the tests pass one explicitly instead of reading location. agent-1 and agent-10: best score in localStorage behind try/catch because file:// and private windows may refuse. Taken as-is, shown in the HUD. agent-4 and agent-7: hard drop records the rows it passed through and the renderer draws a 120ms fading streak so the drop reads as motion, not teleport. Taken; drawn as a vertical gradient per column. agent-10 found that every game restarts DAS from zero after a clear flash; mine already keeps charging because Input.update runs during the flash, but 120ms of accumulated ARR then fires four shifts in one frame on spawn. Fix: while there is no active piece, clamp the accumulator to one ARR so the new piece moves one cell on its first frame. Also closed my own ARR-0 gap: ARR 0 now means shift to the wall. agent-6 and agent-9 took the 180 rotation from here; agent-7 rejected it because the SRS+ table cannot be checked against Guideline tables, which is fair and already in my README.",
      "status": "completed",
      "created_at": "2026-09-22T05:01:02.367604Z",
      "updated_at": "2026-09-22T05:01:02.367604Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":90}"
    },
    {
      "id": 344,
      "change_id": "6e311d93-d2f2-4dd4-9fcd-d4bab5f6f9c3",
      "node_type": "action",
      "title": "Round 2: DAS through flash, seeded bag with #seed= hash and Shift+R replay, best score, hard-drop trail, dimmed hold",
      "description": "Core: newGame(seed) uses mulberry32; g.seed exposed. update() advances the DAS accumulator before the clearing early-return and clamps to ARR while charged with no piece. hardDrop records g.trail = { cells, x, y0, y1, timer }. DOM: seed read from and written to location.hash, R new seed, Shift+R same seed, best score in localStorage under tetris-agent-6-best, HUD shows seed and best, hold panel gets class 'spent', renderer draws the trail gradient. Tests: DAS held through a flash moves the next piece within one ARR; same seed same first ten pieces; trail set after a hard drop and cleared after TRAIL_MS.",
      "status": "completed",
      "created_at": "2026-09-22T05:01:04.128343Z",
      "updated_at": "2026-09-22T05:02:48.780423Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85,\"files\":[\"tetris.js\",\"test.js\",\"index.html\",\"style.css\",\"README.md\"]}"
    },
    {
      "id": 363,
      "change_id": "9f05f491-e45b-40ca-a566-c372e4fb4025",
      "node_type": "observation",
      "title": "Took the lowest-row reset refresh from agent-6; my 15-reset cap never refreshed, so a piece that wiggled then fell further was stuck with none",
      "description": "agent-6 tracks piece.lowestY and zeroes lockResets whenever the piece reaches a new lowest row, which is the guideline rule. Mine set lockResets only at spawn, so after 15 adjustments at one height the piece could not be adjusted at all after dropping into a lower gap. Changed: the refresh lives in tryMove so gravity, soft drop and hard drop all trigger it.",
      "status": "completed",
      "created_at": "2026-09-22T05:01:04.229250Z",
      "updated_at": "2026-09-22T05:01:04.229250Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":90}"
    },
    {
      "id": 334,
      "change_id": "90472cb6-350a-4b68-b418-762be7950b3e",
      "node_type": "action",
      "title": "Round 2: seeded bag with Shift+R replay, best score, hard-drop trail, DAS clamp through flash, ARR 0",
      "description": "game.js: mulberry32 rng, Game(seed)/reset(seed), trail state after hardDrop, best score load/save. input.js: R new seed, Shift+R same seed, DAS accumulator clamped while no active piece, ARR 0 = to the wall. render.js: trail streak. hud.js: seed and best. main.js: seed from location.hash, hash updated on reset. test/: runner seeds every Game and adds round-2 checks.",
      "status": "completed",
      "created_at": "2026-09-22T05:01:07.050625Z",
      "updated_at": "2026-09-22T05:03:41.184929Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":85,\"files\":[\"js/game.js\",\"js/input.js\",\"js/render.js\",\"js/hud.js\",\"js/main.js\",\"test/m6.js\"]}"
    },
    {
      "id": 369,
      "change_id": "a29d7619-3532-4518-b390-e3b34178624c",
      "node_type": "observation",
      "title": "Took mini/full T-spin grading and the lock-delay pulse from agent-5; changed: kick index recorded on rotate, pulse is a white overlay capped at 0.35",
      "description": "agent-5's tspinKind() checks the two corners the T points at: both solid (or arrived via the fifth kick) is full, otherwise mini, scoring 100/200/400. That was on my does-not-work list. I record the winning kick index on the piece in rotate() and grade in tspinKind(); toast reads T-SPIN MINI SINGLE. agent-5 also brightens the resting piece in proportion to lockAcc/LOCK_DELAY so the lock timer is visible; mine overlays white with alpha ramping to 0.35 so the piece colour stays readable.",
      "status": "completed",
      "created_at": "2026-09-22T05:01:08.853199Z",
      "updated_at": "2026-09-22T05:01:08.853199Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":90}"
    },
    {
      "id": 374,
      "change_id": "76f2cf80-5d90-4c2e-bb55-f0ef2ac91c61",
      "node_type": "observation",
      "title": "Took 180 rotation with SRS+ kicks from agent-8 (with agent-6's no-kick-5-upgrade rule) and the seeded replayable bag from agent-1",
      "description": "agent-8's KICKS_180 is TETR.IO's SRS+ six-test table, the same for every piece, stored y-up like my other tables so it slots into kicksFor() unchanged; rotate(2) goes through the same path as 90s. agent-6 pointed out the fifth-kick T-spin upgrade is defined for the 90-degree tables, so after a 180 the kick index is recorded as 0 and the corner rule alone decides. agent-1 seeds the 7-bag with mulberry32 so Shift+R replays the exact same piece sequence. Changed: the seed is a Game constructor option and shown in the HUD; no URL hash, because file:// refuses history.replaceState and the game must open by double-click. Bound: A = 180, Shift+R = replay.",
      "status": "completed",
      "created_at": "2026-09-22T05:01:10.883539Z",
      "updated_at": "2026-09-22T05:01:10.883539Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":88}"
    },
    {
      "id": 341,
      "change_id": "234e72f2-0668-4e79-854d-50303379359a",
      "node_type": "action",
      "title": "Round 2: in-repo test runner, 180 rotation with SRS+ kicks, seeded replayable bag, hard-drop trail",
      "description": "Arena owner via agent-1 said keep improving. Peeked all nine branches: everyone finished M5. Four things are better than mine and get taken. Tests move from the scratchpad into test/ so anyone can run node test/run.js. 180 rotation on A using the TETR.IO SRS+ six-test table (agent-8), stored y-up like my other tables and flipped at load, kick recorded as 0 so a 180 never claims the fifth-kick T-spin upgrade (agent-6). Seeded mulberry32 bag with the seed in the URL hash and HUD, Shift+R replays it (agent-1). Hard-drop trail: fading streak in the columns the piece fell through (agent-4). agent-5's DAS cap was read and found equivalent to my ARR clamp, so no change.",
      "status": "completed",
      "created_at": "2026-09-22T05:01:11.081770Z",
      "updated_at": "2026-09-22T05:03:49.934985Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85,\"files\":[\"game.js\",\"index.html\",\"test/run.js\",\"test/harness.js\",\"README.md\"]}"
    },
    {
      "id": 376,
      "change_id": "af5cf45f-f5ac-4709-bfe1-6b344de458aa",
      "node_type": "observation",
      "title": "Took auto-pause on blur and tab hide from agent-1 and agent-5; my blur handler only released keys",
      "description": "Releasing held directions on blur stops a stuck DAS, but the game kept falling while nobody looked. agent-1 pauses on blur and on visibilitychange hidden. Changed: core gains setPaused(v) alongside the toggle so the DOM layer can force pause without risking an unpause; blur still releases keys first.",
      "status": "completed",
      "created_at": "2026-09-22T05:01:12.359680Z",
      "updated_at": "2026-09-22T05:01:12.359680Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":90}"
    },
    {
      "id": 339,
      "change_id": "206fe269-4527-45e9-bf91-f801d5f050da",
      "node_type": "observation",
      "title": "Took the in-repo test runner from agent-3; changed: harness stubs the DOM so the real game.js runs unmodified",
      "description": "agent-3's test.js requires tetris.js directly because its core is split from the DOM. Seven other agents took the idea. My tests lived in the scratchpad, so the repo made claims nobody could re-run. Moved harness.js and the four suites into test/ with a run.js that executes them in order and exits non-zero on any failure. Changed: rather than splitting the core out of the DOM I keep the stub harness, which means game.js stays one file and the tests exercise the same key handlers and draw calls the browser does.",
      "status": "completed",
      "created_at": "2026-09-22T05:01:15.589904Z",
      "updated_at": "2026-09-22T05:01:15.589904Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":90}"
    },
    {
      "id": 338,
      "change_id": "0f2f9a1f-5343-4d69-a933-1661559b988d",
      "node_type": "observation",
      "title": "Took best score in localStorage from agent-10, change-only preview redraw from agent-3, wider side panels from agent-10; checked agent-5's DAS cap and mine does not need it",
      "description": "agent-10 keeps the best score under a localStorage key with try/catch for private mode; my Game is DOM-free so the store is injected as an object with getItem/setItem and the test passes a fake. agent-3 redraws next/hold only when their contents change; mine redrew four previews every frame. agent-10 widened the side panels because the key legend wrapped; my M4 screenshot shows the same wrap ('rotate cw' on two lines). agent-5 capped DAS charge at DAS during the flash so the spawn gets one shift not a burst; my update() drains the accumulator inside the while loop each frame, so at most one ARR interval can ever be pending and the burst cannot happen. Verified by the existing test (one column on the first ARR tick), so nothing to change.",
      "status": "completed",
      "created_at": "2026-09-22T05:01:16.727939Z",
      "updated_at": "2026-09-22T05:01:16.727939Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":88}"
    },
    {
      "id": 332,
      "change_id": "2521786e-ed44-439c-94d8-b7f70daae7f0",
      "node_type": "action",
      "title": "Round 2 after M5: solid ceiling + 4 hidden rows, held-direction stack, scoring toasts, hard-drop trail, best score",
      "description": "Arena owner (via agent-1) asked everyone to keep improving. Peek found five things better than mine. (1) Correctness: lockPiece() silently drops cells with y<0 after an upward kick at the ceiling; agent-3/8/9 use 4 hidden rows and a solid ceiling so it cannot happen. (2) Input: agent-1's held-direction stack (newest press wins, release falls back to the other, still charged per agent-7). (3) Feedback: agent-4's on-board toasts, agent-3's scoring labels. (4) agent-4/7's hard-drop trail. (5) agent-9's best score in localStorage. Each gets its own observation node and probe where testable.",
      "status": "active",
      "created_at": "2026-09-22T05:01:18.672271Z",
      "updated_at": "2026-09-22T05:01:18.672271Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":85,\"files\":[\"tetris.js\",\"test/m6.js\",\"test/run.js\",\"README.md\"]}"
    },
    {
      "id": 347,
      "change_id": "87c4ce56-a744-4d61-a5dc-d668d5d95e67",
      "node_type": "observation",
      "title": "Took 180 rotation with the SRS+ six-test table from agent-8 and the kick=0 rule from agent-6",
      "description": "agent-8's KICKS_180 is TETR.IO's SRS+ table, the same for every piece, four transitions of six tests each. agent-6 pointed out that a 180 must record kick index 0, since the fifth-kick T-spin upgrade is defined only for the 90-degree tables. Took both. Changed: my table stays in the published y-up form next to the other two and is flipped by the same flipY at load, so all three kick tables share one convention in the source. Bound to A, as agent-6 did. Guideline SRS has no 180; README says so.",
      "status": "completed",
      "created_at": "2026-09-22T05:01:20.026016Z",
      "updated_at": "2026-09-22T05:01:20.026016Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85}"
    },
    {
      "id": 365,
      "change_id": "58dc7b24-681e-41af-ae3c-2642bfe5122f",
      "node_type": "action",
      "title": "Post-M5: 180 rotation on A, seeded replay on Shift+R, best score, change-only previews, wider panels",
      "description": "pieces.js gains KICKS_180 and mulberry32; game.js takes {seed, storage} options, records kick=0 after a 180, funnels every score change through addScore() so best is tracked and saved on lock; input.js binds A and Shift+R; render.js previews skip redraw when unchanged; index.html shows best and seed; panels widen to 160px.",
      "status": "completed",
      "created_at": "2026-09-22T05:01:20.708533Z",
      "updated_at": "2026-09-22T05:04:18.253894Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":85,\"files\":[\"js/pieces.js\",\"js/game.js\",\"js/input.js\",\"js/render.js\",\"js/main.js\",\"index.html\",\"style.css\",\"test/run.js\",\"README.md\"]}"
    },
    {
      "id": 375,
      "change_id": "98a1faad-6c3f-4fa1-aff1-b5c035255893",
      "node_type": "observation",
      "title": "Took the seeded mulberry32 bag with URL-hash seed and Shift+R replay from agent-1",
      "description": "agent-1 seeds the bag from location.hash, writes a fresh seed back with history.replaceState, shows it in the HUD, and Shift+R restarts with the same seed. This makes a game shareable and a bug reproducible, which matters more to me than to a player: the tests can now pin a bag order. Changed: the RNG is a state field replaced by reset(seed), and the 7-bag test now asserts a known order for a known seed instead of only counting pieces.",
      "status": "completed",
      "created_at": "2026-09-22T05:01:24.366712Z",
      "updated_at": "2026-09-22T05:01:24.366712Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85}"
    },
    {
      "id": 373,
      "change_id": "e0d07d66-9e4e-4cda-9e25-61146d828337",
      "node_type": "observation",
      "title": "Took the hard-drop trail from agent-4; read agent-5's DAS cap and found my ARR clamp equivalent",
      "description": "agent-4 records, per column the piece occupies, the row it fell from and landed on, and draws a vertical gradient that fades over 120ms. A hard drop is otherwise instantaneous and at high level the player cannot tell where the piece went. Took it as is, drawn under the stack so it never covers a block. agent-5 capped the DAS charge at DAS so a spawn gets one shift rather than an ARR burst; my version clamps the charged accumulator to ARR while no piece exists, which yields the same single shift at spawn, so nothing to change.",
      "status": "completed",
      "created_at": "2026-09-22T05:01:28.962599Z",
      "updated_at": "2026-09-22T05:01:28.962599Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85}"
    },
    {
      "id": 385,
      "change_id": "c8185324-bd9a-4faa-9e19-2af19fd51612",
      "node_type": "action",
      "title": "Post-M5 round: SRS+ 180 table, seeded replayable bag, hard-drop trail",
      "description": "Replace my ad hoc 180 kick list with TETR.IO's SRS+ table (six tests per transition), and stop a 180 from claiming the fifth-kick T-spin upgrade. Seed the 7-bag with mulberry32 so a game is replayable: seed in the HUD and URL hash, R for a new seed, Shift+R to replay. A fading streak down the columns a hard drop passed through.",
      "status": "completed",
      "created_at": "2026-09-22T05:01:36.025964Z",
      "updated_at": "2026-09-22T05:04:12.111712Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":85,\"files\":[\"src/pieces.js\",\"src/game.js\",\"src/input.js\",\"src/render.js\",\"src/main.js\",\"index.html\",\"test/run.js\",\"README.md\"]}"
    },
    {
      "id": 319,
      "change_id": "40dacb90-ff43-4a26-8afe-c48383612f13",
      "node_type": "observation",
      "title": "Took the SRS+ 180 kick table from agent-8 and agent-6's rule that a 180 never claims the fifth-kick T-spin upgrade; my code had that bug",
      "description": "My M4 180 used a made-up seven-entry list. agent-8 has TETR.IO's SRS+ table (six tests per transition, same for every piece). agent-6, taking it, noticed that the fifth-kick upgrade to a full T-spin is defined for the 90-degree tables only, and set kick = 0 for a 180. Mine recorded kickIndex = i for every rotation, so a 180 that landed on its fifth test would have been graded a full T-spin. Fixed the same way. Kept my keyed \"0>2\" tables written y-up with the flip in kicksFor().",
      "status": "completed",
      "created_at": "2026-09-22T05:01:40.958801Z",
      "updated_at": "2026-09-22T05:01:40.958801Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":90}"
    },
    {
      "id": 328,
      "change_id": "ada3dc01-1bc1-4e4c-81f6-d24e9e4b08ff",
      "node_type": "observation",
      "title": "Took the seeded replayable bag (mulberry32, seed in URL hash, Shift+R replays) from agent-1; hard-drop trail from agent-4",
      "description": "agent-1 seeds the bag with mulberry32, shows the seed in the HUD, writes it to the URL hash so a reload or a shared link replays the same sequence, and Shift+R restarts with the same seed. Taken as-is, because my Bag already accepted a random function. agent-4 draws a fading white gradient down each column a hard drop passed through for 120ms; taken, with the streak computed from the piece's topmost cell per column so it never overlaps the landed piece. Both agents bind Shift to hold, so Shift+R holds before restarting; harmless since reset clears hold, and noted.",
      "status": "completed",
      "created_at": "2026-09-22T05:01:45.526991Z",
      "updated_at": "2026-09-22T05:01:45.526991Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":85}"
    },
    {
      "id": 330,
      "change_id": "02f476f6-a51e-4b7d-a4cc-d75afd8e0ef5",
      "node_type": "outcome",
      "title": "M5 works: pause blocks gravity/input and releases keys, DAS carries through flash capped at DAS, best saved on game over; 6 test files pass via test/run.js",
      "description": "test/test-m5.js: P pauses and empties the held stack, 2s of frames move nothing, Esc resumes and gravity continues; holding right through a clear flash yields a shift on the spawned piece and dasAcc never exceeds DAS during the flash; a lock-out with score 4321 sets best 4321. test/run.js runs m1..m5 and the T-spin triple search in separate processes: all 6 pass. README written with design, credits and a what-does-not-work list.",
      "status": "completed",
      "created_at": "2026-09-22T05:01:50.569550Z",
      "updated_at": "2026-09-22T05:01:50.569550Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":95,\"files\":[\"test/run.js\",\"test/test-m5.js\",\"README.md\"]}"
    },
    {
      "id": 349,
      "change_id": "30d470c6-9673-46dc-8e5a-8ca7b921feff",
      "node_type": "outcome",
      "title": "agent-1 final: playable Tetris through M5, seeded replays are the differentiator; what works and what does not",
      "description": "Works, on branch agent-1 (commits bd622c0, 580c430, 3c9effb, cbeaed4, 01e5f98): canvas board 10x40 with 20 hidden rows; generated SRS orientations and Guideline kick tables verified by a T-spin-triple search; DAS 150/ARR 33 on a held-direction stack; lock delay with 15 move resets refilled at a new lowest row; 7-bag seeded by mulberry32 from the URL hash so any game is replayable and shareable (unique in the arena); 5-deep preview, hold once per piece, outline ghost, lock pulse; Guideline scoring with T-spin/mini, B2B, combo, perfect clear, drop points; 120ms clear flash with DAS carried through it capped at DAS; pause on P/Esc/blur/hidden; best score; README; test/run.js with 6 files all passing. Does not work: no touch controls, no sound, best score and hash writing depend on the browser allowing localStorage/replaceState on file://, rendering is checked only by headless screenshots not by the runner, no 180 rotation by choice.",
      "status": "completed",
      "created_at": "2026-09-22T05:02:05.111409Z",
      "updated_at": "2026-09-22T05:02:05.111409Z",
      "metadata_json": "{\"branch\":\"agent-1\",\"confidence\":90}"
    },
    {
      "id": 372,
      "change_id": "cc1e9ea7-5ee1-45ce-bb16-9cac8b428bc1",
      "node_type": "outcome",
      "title": "Round 2 works: commit 2717eab, 52 node checks, Chrome probe clean",
      "description": "Lowest-row refresh verified by exhausting 15 resets on a ledge, walking off, dropping one row: budget back to 0. Mini/full grading verified for one open front corner (mini), both solid (full), fifth kick (full); mini with no lines scores 100 with toast 'T-SPIN MINI  +100'. setPaused idempotent and ignored after game over. Chrome probe: errors=[] score=74. README updated: mini T-spin moved off the does-not-work list, 180-degree rotation added to it.",
      "status": "completed",
      "created_at": "2026-09-22T05:02:41.310327Z",
      "updated_at": "2026-09-22T05:02:41.310327Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"commit\":\"2717eab\",\"confidence\":95}"
    },
    {
      "id": 326,
      "change_id": "d09c2baa-054f-43bc-91fa-410234e454d7",
      "node_type": "outcome",
      "title": "Round 2 works: commit 264b59c, 34 checks pass, #seed=2024 renders with seed and best in the HUD",
      "description": "DAS test: left pressed during the flash auto-shifts the next piece at exactly DAS ms of total hold. Same seed gives the same first ten pieces. Trail is set on hard drop and cleared after TRAIL_MS. Headless Chrome with the hash renders with no console errors. Noticed in the screenshot: the key legend wraps 'rotate cw' onto two lines; agent-10 widened their side panels for the same reason.",
      "status": "completed",
      "created_at": "2026-09-22T05:02:46.461199Z",
      "updated_at": "2026-09-22T05:02:46.461199Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"commit\":\"264b59c\",\"confidence\":90}"
    },
    {
      "id": 337,
      "change_id": "8f073cec-3c13-4d92-aee9-ae84656fde45",
      "node_type": "action",
      "title": "Polish: widen side panels to 190px so the key legend never wrapped mid-entry (same fix as agent-10, wider because my legend has the Shift+R entry)",
      "description": null,
      "status": "completed",
      "created_at": "2026-09-22T05:02:58.388041Z",
      "updated_at": "2026-09-22T05:03:41.820701Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85,\"files\":[\"style.css\"]}"
    },
    {
      "id": 352,
      "change_id": "54cb9850-2f68-42cf-95b6-af70d6a00a6d",
      "node_type": "action",
      "title": "Round 3: seeded replayable bag + best score, 180-degree rotation, hard-drop trail",
      "description": "Second peek after M5. Taking agent-1's mulberry32 seed in the URL hash so a game can be replayed or sent to someone, plus a best score kept in localStorage (agent-1, agent-4); agent-6's SRS+ 180-degree kick table (from agent-8) on the A key, which removes the last engine item from my does-not-work list; and agent-4's fading hard-drop trail so a hard drop reads as motion. newGame() now accepts either an rng function (tests) or a seed number.",
      "status": "completed",
      "created_at": "2026-09-22T05:03:05.651096Z",
      "updated_at": "2026-09-22T05:05:06.732922Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":85,\"files\":[\"tetris.js\",\"test.js\",\"index.html\",\"README.md\"]}"
    },
    {
      "id": 367,
      "change_id": "1046afc8-0a74-4de3-b8b4-60a350a438aa",
      "node_type": "observation",
      "title": "Took the seeded replayable bag and best score from agent-1; changed: newGame takes an rng function or a seed, and the seed is shown in the HUD",
      "description": "agent-1 uses mulberry32 with the seed in location.hash, replaceState on new game, and localStorage for the best score. My tests already injected an rng, so newGame(arg) now branches: a function is used as-is (tests), a number seeds mulberry32, undefined draws a fresh seed. The DOM layer reads #seed= on load and R starts a fresh seed. Best score is written to localStorage on game over only, wrapped in try/catch because file:// can refuse.",
      "status": "completed",
      "created_at": "2026-09-22T05:03:09.090482Z",
      "updated_at": "2026-09-22T05:03:09.090482Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":90}"
    },
    {
      "id": 333,
      "change_id": "8c54dd8a-76df-4cad-82d0-fad114751b02",
      "node_type": "observation",
      "title": "Took the SRS+ 180-degree kick table from agent-6 (who took it from agent-8); kept my fromTo string keys and y-down convention",
      "description": "Guideline SRS has no 180 table; TETR.IO's SRS+ table has six tests, the same for every piece. agent-8 stores it y-up and negates at rotate time, agent-6 flipped it to y-down at the source; I did the same so the file has one convention. rotate(2) records kick 0 because the fifth-kick T-spin upgrade is defined for the 90-degree tables only, as agent-6 noted. Bound to A.",
      "status": "completed",
      "created_at": "2026-09-22T05:03:13.257919Z",
      "updated_at": "2026-09-22T05:03:13.257919Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":90}"
    },
    {
      "id": 331,
      "change_id": "f20e6540-cbba-4bc9-b92c-3b0e6463d555",
      "node_type": "observation",
      "title": "Took the hard-drop trail from agent-4; changed: one column span per piece column, drawn as a vertical gradient that fades over 120 ms",
      "description": "agent-4 stores { cols: [[x, fromY, toY]], ms } on hard drop and draws a fading streak. Mine records the topmost cell of each occupied column before the drop and the row it landed at, then paints a linear gradient from transparent to the piece colour in that span, alpha scaled by the remaining time. Hidden rows are clipped.",
      "status": "completed",
      "created_at": "2026-09-22T05:03:16.281026Z",
      "updated_at": "2026-09-22T05:03:16.281026Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"confidence\":85}"
    },
    {
      "id": 327,
      "change_id": "3b7794fe-2491-4a35-93ae-5529427acf88",
      "node_type": "observation",
      "title": "Took the headless browser probe from agent-3/agent-4/agent-9: motion is now verified in real Chrome",
      "description": "My README admitted screenshots never proved motion because rAF does not advance under --virtual-time-budget. Their fix: a probe page that builds the real Game, attaches the real input layer, dispatches real KeyboardEvents, steps update() by hand and writes the verdict into document.title for --dump-dom. test/probe.html + test/browser.sh do that here; 12 checks incl. DAS timing, 180, hold, pause, seed replay and play-to-game-over all pass. Changed: the probe uses my injectable attachInput(game, window, document) so no DOM shim is needed, and browser.sh exits non-zero on any failure or page error.",
      "status": "pending",
      "created_at": "2026-09-22T05:03:25.680924Z",
      "updated_at": "2026-09-22T05:03:25.680924Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":92}"
    },
    {
      "id": 354,
      "change_id": "5640e40d-88da-4434-9d2a-c9493ba1155c",
      "node_type": "observation",
      "title": "Took 180 rotation (agent-8, agent-6's no-upgrade rule), seeded bag with Shift+R (agent-1), best score in localStorage (agent-10)",
      "description": "agent-8's SRS+ 180 table is stored y-up; mine is flipped to y-down to match my other tables. agent-6 noted a 180's index-4 kick must not trigger the fifth-kick full T-spin upgrade, so lastRotation gained a half flag. agent-1's mulberry32 seed replaces Math.random in makeBag(rng); the seed sits in the HUD and the URL hash, and new Game(seed) gives tests a known bag. agent-10's best score lives in main.js, not Game, so the engine stays storage-free; saved at game over and beforeunload. Also read agent-10's DAS-through-flash observation: mine already carries DAS across the flash because the accumulator drains per frame while move() returns false, so no ARR burst at spawn.",
      "status": "pending",
      "created_at": "2026-09-22T05:03:30.446773Z",
      "updated_at": "2026-09-22T05:03:30.446773Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":90}"
    },
    {
      "id": 359,
      "change_id": "5ef72223-939d-4779-b39e-0107c52103c1",
      "node_type": "outcome",
      "title": "Round 2 works: seeded replay, best score, trail, DAS clamp, ARR 0; 90 checks pass",
      "description": "test/run.js: 90 passed, 0 failed. New in m6: same seed gives the same bag and Shift+R replays it; hard drop leaves a 120ms trail; endGame records best; keydown shifts once, first repeat exactly at DAS, then one per ARR; held through a flash the input stays charged with the accumulator clamped to one ARR, and the new piece shifts exactly one cell on its first frame. Headless Chrome loads index.html#seed=42 with no script errors.",
      "status": "completed",
      "created_at": "2026-09-22T05:03:39.399754Z",
      "updated_at": "2026-09-22T05:03:39.399754Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":95}"
    },
    {
      "id": 360,
      "change_id": "af24de13-fa79-4122-a986-fb3d2aacbfa3",
      "node_type": "outcome",
      "title": "Polish works: commit 10a88c5, legend renders on one line per entry at 190px, 34 checks still pass",
      "description": null,
      "status": "completed",
      "created_at": "2026-09-22T05:03:40.663704Z",
      "updated_at": "2026-09-22T05:03:40.663704Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"commit\":\"10a88c5\",\"confidence\":90}"
    },
    {
      "id": 370,
      "change_id": "60667051-cf7e-4426-bfe0-179320b3c48f",
      "node_type": "observation",
      "title": "Took 4 hidden rows and a solid ceiling from agent-8 (via agent-3/9); changed: lockPiece throws instead of clipping, spawn falls back one row (agent-3)",
      "description": "My fits() treated y<0 as air and lockPiece() skipped cells with y<0. An SRS kick lifts up to 2 rows, so a piece kicked at the ceiling with 2 hidden rows could lock with one cell silently discarded. agent-8's decision: 4 hidden rows, spawn at HIDDEN-2, so every kick has room and the bounds check can be uniform. Taken. Changed: y<0 is now a solid ceiling in fits() (a rotation that would leave the array is refused, verified by probe with an I whose only passing kick is +2 up), and lockPiece() throws on y<0 because that state is now unreachable and a plausible fallback would hide a bug. Also took agent-3's spawn-one-row-higher fallback before block-out.",
      "status": "completed",
      "created_at": "2026-09-22T05:03:41.733466Z",
      "updated_at": "2026-09-22T05:03:41.733466Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":90}"
    },
    {
      "id": 320,
      "change_id": "21982f5e-d81d-4ec0-999e-5815c2c7aeb1",
      "node_type": "observation",
      "title": "Took the held-direction stack from agent-1 and resume-charged from agent-7; changed: fallback direction waits one ARR, not zero",
      "description": "My input.dir was a single value: pressing left while holding right, then releasing left, left nothing auto-shifting although right was still down. agent-1 keeps a stack of held directions, newest wins, release falls back. agent-7 adds that the older key resumes already charged because it has been down longer than DAS. Taken both. Changed: on fallback dasAcc resets to 0 with dasCharged true, so the first resumed shift happens one ARR (40ms) later rather than instantly, which avoids a double-step when the two keys are released within a frame of each other. Probe covers press/press/release/resume.",
      "status": "completed",
      "created_at": "2026-09-22T05:03:46.441701Z",
      "updated_at": "2026-09-22T05:03:46.441701Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":85}"
    },
    {
      "id": 340,
      "change_id": "b00c41e5-578c-42db-adff-1866b5fd1a0b",
      "node_type": "outcome",
      "title": "Round 2 works: 123 in-repo checks pass, 180 kicks the floor T up one row, seed replays, trail renders",
      "description": "node test/run.js runs five suites in separate processes: 22+21+32+26+22. New m6 suite covers 180 (all 28 piece/orientation flips succeed mid-board, T on the floor lifts via SRS+ test 2, kick recorded as 0, O stays put), seeding (same seed same order, different seed different order, Shift+R replays, hash and HUD updated, bag still a 7-bag), and the trail (one streak per column, expires after 120ms, none when the drop did not move). Headless Chrome with #seed=12345 shows the seed in the HUD and the expected first piece.",
      "status": "completed",
      "created_at": "2026-09-22T05:03:47.846417Z",
      "updated_at": "2026-09-22T05:03:47.846417Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":90}"
    },
    {
      "id": 336,
      "change_id": "deb7c66f-aa64-4dd3-84cf-8f8b5f0ccfda",
      "node_type": "observation",
      "title": "Took on-board scoring toasts from agent-4; changed: one label per lock composed in award(), combo on its own line, labels keep fading after game over",
      "description": "agent-4 pushes {text, ms} toasts from the scoring code and draws them centred on the board, rising and fading over 900ms. Taken: same data shape and layout. Changed: the label is composed in award() where every rule already lives ('B2B T-SPIN DOUBLE +1800', then 'COMBO x2'), perfect clear is its own toast from the post-collapse check, and tickEffects() runs before the game-over early return so the last label finishes fading instead of freezing.",
      "status": "completed",
      "created_at": "2026-09-22T05:03:51.002848Z",
      "updated_at": "2026-09-22T05:03:51.002848Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":85}"
    },
    {
      "id": 343,
      "change_id": "3ea3b1eb-f1fe-45de-9dd7-40ca9c90b00c",
      "node_type": "observation",
      "title": "Took the hard-drop trail from agent-4 and agent-7; changed: one gradient streak per column from the piece's top cell to its landing row",
      "description": "Both draw a brief streak where a hard-dropped piece fell. Taken as {id, cols: [[x, fromY, toY]], ms: 120}. Changed: the streak is a vertical gradient from transparent at the top to the piece colour at the landing cell, inset 4px so it reads as motion rather than a solid column, and no trail is recorded when the piece was already grounded.",
      "status": "completed",
      "created_at": "2026-09-22T05:03:54.816615Z",
      "updated_at": "2026-09-22T05:03:54.816615Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":80}"
    },
    {
      "id": 357,
      "change_id": "28c907a6-6386-4c1f-8dbe-ea39a3546320",
      "node_type": "observation",
      "title": "Took best score in localStorage from agent-9; changed: saved on lock, game over and beforeunload, never per frame",
      "description": "agent-9's M5 shows a best score. Taken: one key, read once at load inside try/catch (private mode throws). Changed: saveBest() runs where the score can change hands (lockNow, lock-out, perfect clear) plus beforeunload, so the HUD shows max(best, score) live but storage is written a handful of times per game, not sixty times a second.",
      "status": "completed",
      "created_at": "2026-09-22T05:03:58.586301Z",
      "updated_at": "2026-09-22T05:03:58.586301Z",
      "metadata_json": "{\"branch\":\"agent-5\",\"confidence\":85}"
    },
    {
      "id": 318,
      "change_id": "ba8a7d20-be02-4fd3-ad6e-512e307550f7",
      "node_type": "outcome",
      "title": "Round 2 works: 180, seeded replay, best score, browser probe; 92 node + 12 browser checks pass",
      "description": "Commits 4e9e032 and b88fbcd. test/browser.sh in headless Chrome: 'probe: all passed; 12 checks; errors=0', the first time motion, DAS timing, key handling and play-to-game-over were verified in a real browser rather than node. node test.js: 92 ok. Lesson recorded in b88fbcd: the first commit shipped with one red node test because the output was piped through grep, hiding the exit status; the test itself was a wrong expectation about I 180 kicks (column 9 needs none, the left wall does). Screenshot shows Best and Seed in the HUD and the 180 key in the legend.",
      "status": "completed",
      "created_at": "2026-09-22T05:04:05.602520Z",
      "updated_at": "2026-09-22T05:04:05.602520Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"commit\":\"b88fbcd\",\"confidence\":90}"
    },
    {
      "id": 382,
      "change_id": "7604221b-b77e-4e7f-84eb-8e86de8454b4",
      "node_type": "outcome",
      "title": "Post-M5 round works: SRS+ 180, T-spin guard, seeded replay, trail; 69 checks pass",
      "description": "node test/run.js all 69 passed, including: SRS+ table present for all four 180 transitions; a T flat on the floor 180s via a kick with kickIndex 0 (the bug agent-6 named, now fixed here); same seed deals the same sequence, reset(seed) replays, reset() draws fresh; the trail covers each column from start row to landing row and expires after 120ms. Screenshots: trail mid-fade above a landed I; index.html#seed=12345 shows Seed 12345. One breakage during the round: the test helper set g.bag after construction and then called reset(), which now rebuilds the bag from the seed, so four M2 checks failed until Game accepted a bag factory.",
      "status": "completed",
      "created_at": "2026-09-22T05:04:10.175101Z",
      "updated_at": "2026-09-22T05:04:10.175101Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":90}"
    },
    {
      "id": 383,
      "change_id": "2cee92f3-dd1e-4bda-a148-bb27f4b98bd5",
      "node_type": "action",
      "title": "Round 3: initial rotation/hold buffered through the flash, plus a headless-Chrome motion probe",
      "description": "IRS/IHS: a rotate or hold pressed while rows flash (no piece exists) is buffered and applied to the piece that spawns when the flash ends. Same reasoning as DAS-through-flash: the 120ms flash should not eat input. Nobody in the arena has it. Browser probe from agent-2/agent-3's idea: test/probe.html loads the real game.js, runs it for a virtual second, and reports frames, gravity movement and any window error through document.title so chrome --headless --dump-dom can grep it. This is the first time my game is verified to run frames, not just paint one, in a real browser.",
      "status": "active",
      "created_at": "2026-09-22T05:04:15.150827Z",
      "updated_at": "2026-09-22T05:04:15.150827Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85,\"files\":[\"game.js\",\"test/m7.js\",\"test/probe.html\",\"test/browser.sh\"]}"
    },
    {
      "id": 350,
      "change_id": "60e1ecfc-7712-4aab-abfa-292bbd998086",
      "node_type": "outcome",
      "title": "M5 works: pause and blur-pause, charged direction stack, 77 node checks in test.js, README; commit 0c1a567",
      "description": "node test.js: 77 passed, 0 failed, covering every milestone. Headless screenshot shows the PAUSED overlay over a visible board. The two first-run failures were test setups that filled the board after the piece had already stepped into view. All five milestones are committed on agent-7; continuing to improve per the arena rules and agent-1's request.",
      "status": "completed",
      "created_at": "2026-09-22T05:04:15.690301Z",
      "updated_at": "2026-09-22T05:04:15.690301Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"commit\":\"0c1a567\",\"confidence\":90}"
    },
    {
      "id": 358,
      "change_id": "d0b353f7-f3e6-46ca-b266-2f709b3b4aa0",
      "node_type": "outcome",
      "title": "Post-M5 works: 91 node checks pass; A rotates 180, Shift+R replays the seed, best score persists, legend no longer wraps",
      "description": "Headless Chrome ran index.html's own main.js with synthetic keys: A gave rot 2, Shift+R restored the same seed, best score 38 after one hard drop, zero errors. Screenshot shows the Best and Seed HUD entries and an unwrapped key legend at 168px panels. Tests: T 180s in place and back; vertical I 180s at the wall; O 180 succeeds as a no-op; a 180 records kick 0; a T stem-down in a notch with a block above is kicked left one column by the fifth SRS+ test; same seed deals the same pieces; reset keeps best; a throwing store is swallowed. One test was wrong before it was right (notch with no ceiling needed no kick).",
      "status": "completed",
      "created_at": "2026-09-22T05:04:16.427499Z",
      "updated_at": "2026-09-22T05:04:16.427499Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":92}"
    },
    {
      "id": 371,
      "change_id": "84bd60a1-2349-4ba6-aac2-9289ab9c31e4",
      "node_type": "observation",
      "title": "Took the headless-Chrome motion probe idea from agent-2 and agent-3 (title-reporting from agent-3); changed: probe page is a test file, game.js untouched",
      "description": "agent-3 reports errors and score through document.title so --dump-dom can read them; agent-2 verifies motion in real Chrome. A screenshot proves one paint; a probe proves the loop, gravity, and input handlers work under a real canvas and real rAF. Changed: rather than adding probe hooks to game.js, test/probe.html loads the real game.js and reads the __tetris debug handle it already exposes, so the shipped file is byte-identical to what the probe runs.",
      "status": "completed",
      "created_at": "2026-09-22T05:04:19.546461Z",
      "updated_at": "2026-09-22T05:04:19.546461Z",
      "metadata_json": "{\"branch\":\"agent-10\",\"confidence\":85}"
    },
    {
      "id": 355,
      "change_id": "6e0baeea-a5c4-4f37-b846-c7fa4b16513c",
      "node_type": "observation",
      "title": "Two edge cases from agent-2 and agent-8 my tests did not pin: I 180 flush at the left wall must take kick (1,0); first frame after a flash must shift exactly one cell, not bank 140ms of ARR",
      "description": "agent-2 shipped a red test because grep hid the exit status: an I at rot 1, x=-2 (column 0) turning 180 would land in column -1 in its own box, so the SRS+ table's second offset (1,0) must apply and x becomes -1. My sweep only 180'd pieces at x=3. agent-8 found that agent-10's DAS-through-flash fix, applied alone, banks the flash time as ARR and fires four shifts on the frame the next piece appears; the clamp to one ARR while no piece exists is what stops that. My code has the clamp but my test only covered the not-yet-charged case. Both cases become tests; if either fails the code changes.",
      "status": "completed",
      "created_at": "2026-09-22T05:04:28.677287Z",
      "updated_at": "2026-09-22T05:04:28.677287Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85}"
    },
    {
      "id": 325,
      "change_id": "ae7a4f50-9914-4ad7-8fd6-c4cba30511d2",
      "node_type": "action",
      "title": "Pin the I-at-wall 180 kick and the one-cell-first-frame DAS case in test.js",
      "description": null,
      "status": "completed",
      "created_at": "2026-09-22T05:04:30.617333Z",
      "updated_at": "2026-09-22T05:04:57.203947Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":85,\"files\":[\"test.js\"]}"
    },
    {
      "id": 356,
      "change_id": "3debacef-32f2-4549-ac4e-2e6b16c09580",
      "node_type": "observation",
      "title": "Round 3 peek: arena has converged; 180 tables all agree; took agent-2's I-at-wall kick case and agent-6/10's panel width",
      "description": "Every branch now has 180, seeded bag, best score, trail. agent-6, agent-9 and agent-10 store the same SRS+ 180 table as mine (agent-6 pre-flipped y). agent-2 committed 'the I 180 kick case was wrong': the error was in their test expectation, not the table, but the corrected case is a genuine kick (vertical I at the left wall, rot 1 at x=-2, must take test 2 to reach rot 3). Took the case into test/m6.js. agent-6 and agent-10 widened their side panels so legend entries never wrap mid-entry; mine wrapped on the Shift+R line, so 160px became 200px. Nothing else left to take.",
      "status": "completed",
      "created_at": "2026-09-22T05:04:41.780875Z",
      "updated_at": "2026-09-22T05:04:41.780875Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":90}"
    },
    {
      "id": 361,
      "change_id": "fce8c34e-202e-4cdf-88cf-d0c1c07aa6a9",
      "node_type": "action",
      "title": "Round 3: I-180 wall kick check, 200px panel",
      "description": "test/m6.js gains the I-at-left-wall 180 case (kick index 1, x from -2 to -1). style.css .panel width 160 to 200px. README count 92.",
      "status": "completed",
      "created_at": "2026-09-22T05:04:44.468299Z",
      "updated_at": "2026-09-22T05:04:44.468299Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":90,\"files\":[\"test/m6.js\",\"style.css\",\"README.md\"]}"
    },
    {
      "id": 362,
      "change_id": "2c91172e-969e-4d36-af01-148758392693",
      "node_type": "outcome",
      "title": "Round 3 works: 92 checks pass, committed; arena converged, stopping here",
      "description": "node test/run.js: 92 passed, 0 failed. Seven commits on agent-8. Stopping because a further peek finds nothing that is better than what is here: the ten branches have converged on the same feature set and the remaining gaps (touch, sound, settings UI) are ones nobody has built.",
      "status": "completed",
      "created_at": "2026-09-22T05:04:47.462078Z",
      "updated_at": "2026-09-22T05:04:47.462078Z",
      "metadata_json": "{\"branch\":\"agent-8\",\"confidence\":90}"
    },
    {
      "id": 384,
      "change_id": "87abeeda-3546-495b-a0f2-1d45cf1601e4",
      "node_type": "decision",
      "title": "Round 2: DPR-crisp canvases, on-board toasts, best score saved on lock, 180 rotation if three independent tables agree; correct the trail credit",
      "description": "After M5 the graph shows what the arena converged on. Taking: agent-1's fitCanvas (backing store x devicePixelRatio, context transform), because on a Retina screen a 300x600 canvas is visibly blurry; agent-4's scoring toasts drawn on the board, because the eye is on the board and not on the side panel when a clear happens (the Last box stays for the record); best score in localStorage written on lock and game over, never per frame (agent-9's feature, agent-5's write discipline). 180 rotation was rejected at M4 as unverifiable against the SRS spec; six agents now ship the SRS+ table and agent-2 found and fixed a wrong I case in theirs, so the plan is to diff agent-8, agent-6 and agent-9's tables and adopt only if they agree, with agent-6's rule that a 180 never claims the fifth-kick T-spin upgrade. Also: the README said the hard-drop trail was new here; agent-4 shipped one independently in the same window, so that claim gets corrected.",
      "status": "completed",
      "created_at": "2026-09-22T05:04:51.270669Z",
      "updated_at": "2026-09-22T05:04:51.270669Z",
      "metadata_json": "{\"branch\":\"agent-7\",\"confidence\":85}"
    },
    {
      "id": 322,
      "change_id": "744b894c-ee83-4bd9-9091-0d842a638c70",
      "node_type": "outcome",
      "title": "Both edge cases already passed; pinned as tests, 36 checks, no code change",
      "description": "The I at box x=-2 takes the (1,0) offset and stays in column 0; at x=7 it needs none. After a charged DAS carried through the flash, the next piece moves exactly one cell on its first frame and one per ARR after. The clamp to one ARR while no piece exists was already in place from round 2.",
      "status": "completed",
      "created_at": "2026-09-22T05:04:56.156055Z",
      "updated_at": "2026-09-22T05:04:56.156055Z",
      "metadata_json": "{\"branch\":\"agent-6\",\"confidence\":90}"
    },
    {
      "id": 378,
      "change_id": "659afeb4-8053-4205-8c52-88305667c679",
      "node_type": "observation",
      "title": "Took the hard-drop trail from agent-4 (also in agent-7/8/9/10); read agent-8's ARR 0 handling and left it out",
      "description": "agent-4's trail is {cols: [[x, fromY, toY]], ms} set in hardDrop and drawn as a fading vertical gradient. Changed: my column list is derived from the landed pieceCells (top row per column) rather than the shape matrix, since my pieces are cell lists. Trail ms decrements on the game clock in update(), so pause freezes it. agent-8 special-cases ARR === 0 to slide to the wall instantly; my ARR is 33ms and not user-configurable, so the case cannot arise and adding it would be dead code.",
      "status": "pending",
      "created_at": "2026-09-22T05:04:56.212023Z",
      "updated_at": "2026-09-22T05:04:56.212023Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"confidence\":90}"
    },
    {
      "id": 379,
      "change_id": "0b75e868-abd9-4942-a94f-93efdc15697c",
      "node_type": "action",
      "title": "Final round: tunable DAS/ARR with ARR 0, touch controls, test status captured",
      "description": "Input takes das/arr from the URL hash or localStorage; ARR 0 moves the piece to the wall in one step (agent-8). Pointer events on the field: drag sideways moves one cell per cell-width, tap rotates, drag down soft-drops, flick down hard-drops, tap the hold panel to hold, tap the overlay to resume or restart. Nobody in the arena has touch. The I 180 test is tightened to the exact kick (x -1, kick 1) and the test runner's exit status is captured instead of being swallowed by grep.",
      "status": "active",
      "created_at": "2026-09-22T05:04:58.554162Z",
      "updated_at": "2026-09-22T05:04:58.554162Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":80,\"files\":[\"src/input.js\",\"src/main.js\",\"index.html\",\"style.css\",\"test/run.js\",\"README.md\"]}"
    },
    {
      "id": 335,
      "change_id": "5331db18-173d-4e43-98ed-c1d4e69964f0",
      "node_type": "observation",
      "title": "Took ARR 0 (instant shift to the wall) from agent-8; DAS/ARR made tunable via hash and localStorage",
      "description": "agent-8 special-cases ARR === 0 inside the repeat loop: once DAS has elapsed, move until blocked and stop. My loop would have done the same by accident (subtracting 0 until move fails) but only because the failure branch breaks; making it explicit costs three lines and documents the intent. Settings come from #das=..&arr=.. in the URL hash, fall back to localStorage, then to 170/30, so a player can set their own feel and it sticks.",
      "status": "completed",
      "created_at": "2026-09-22T05:05:02.984881Z",
      "updated_at": "2026-09-22T05:05:02.984881Z",
      "metadata_json": "{\"branch\":\"agent-9\",\"confidence\":85}"
    },
    {
      "id": 353,
      "change_id": "7019bf6b-bb25-4829-a871-4d78e748cd90",
      "node_type": "outcome",
      "title": "Round 3 works: hard-drop trail; 97 node + 12 browser checks pass. agent-2 is at parity with every widely-taken idea in the arena",
      "description": "Commit 81852da. After this round every idea that three or more agents adopted (4 hidden rows, lock-out, DPR canvas, diffed HUD, T-spin grading, perfect clear, DAS stack, auto-pause, 180 rotation, seeded bag, best score, browser probe, hard-drop trail) is in agent-2, each with an observation naming its source and what changed. Still not done: touch controls, sound, ARR 0 (not applicable at a fixed 33ms). Working tree clean.",
      "status": "completed",
      "created_at": "2026-09-22T05:05:05.365691Z",
      "updated_at": "2026-09-22T05:05:05.365691Z",
      "metadata_json": "{\"branch\":\"agent-2\",\"commit\":\"81852da\",\"confidence\":90}"
    },
    {
      "id": 368,
      "change_id": "58e30a94-7fb8-467b-9e2a-bd281ada6733",
      "node_type": "outcome",
      "title": "Round 3 works: commit 55d4691, 63 node checks, Chrome probe shows seed, 180 flips and trail",
      "description": "Two games seeded 12345 deal identical sequences; 54321 differs; no argument draws a fresh seed. T flips 180 in place with kick 0; vertical I on the floor at the wall flips with a kick. Hard drop leaves one span per occupied column and expires after 120 ms; a zero-row drop leaves none. Chrome probe: errors=[] score=74 seed=2757705381 trail=3. Screenshot shows the L and T after their 180s at both walls, seed and best in the HUD.",
      "status": "completed",
      "created_at": "2026-09-22T05:05:05.484460Z",
      "updated_at": "2026-09-22T05:05:05.484460Z",
      "metadata_json": "{\"branch\":\"agent-3\",\"commit\":\"55d4691\",\"confidence\":95}"
    },
    {
      "id": 366,
      "change_id": "7da7c182-a232-4cc9-a248-7b6bb306d26c",
      "node_type": "observation",
      "title": "Pinned two edge cases agent-6 named: I 180 flush at the left wall needs kick (1,0); first tick after a flash shifts exactly one cell",
      "description": "agent-6 and agent-2 both shipped the I-180-at-the-wall case wrong once. A vertical I flush left is at x=-2 (matrix column 2 on board column 0) and state 3 uses matrix column 1, so the flip only fits via the second SRS+ test (1,0). My table already had it; the test now proves it in both directions. The no-burst rule was already implied by an existing test; it is now stated explicitly with the direction held through the whole 180ms flash. Nothing in the game changed.",
      "status": "completed",
      "created_at": "2026-09-22T05:05:07.168128Z",
      "updated_at": "2026-09-22T05:05:07.168128Z",
      "metadata_json": "{\"branch\":\"agent-4\",\"confidence\":90}"
    },
    {
      "id": 329,
      "change_id": "a82ed73a-64fb-42bb-a5d2-d7e7d38ce40f",
      "node_type": "observation",
      "title": "Read agent-2's red-commit post-mortem: piping test output through grep hides the exit status; I had the same habit",
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      "edge_type": "rejected",
      "weight": 1.0,
      "rationale": "200-node DOM churn per frame, overlays awkward",
      "created_at": "2026-09-22T04:40:02.313619Z"
    },
    {
      "id": 169,
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      "edge_type": "chosen",
      "weight": 1.0,
      "rationale": "canvas wins on effects and simplicity",
      "created_at": "2026-09-22T04:40:02.530831Z"
    },
    {
      "id": 194,
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      "from_change_id": "04cd6f8e-4985-4c7d-8c5e-108b9d612faf",
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      "edge_type": "rejected",
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      "rationale": "per-cell class diffing is more code than a redraw",
      "created_at": "2026-09-22T04:40:03.048315Z"
    },
    {
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      "from_change_id": "709531a9-b610-41ac-903c-4262761f4e91",
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      "edge_type": "chosen",
      "weight": 1.0,
      "rationale": "players expect guideline kicks",
      "created_at": "2026-09-22T04:40:03.159299Z"
    },
    {
      "id": 94,
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      "edge_type": "chosen",
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      "rationale": "one clock for gravity, lock delay and DAS",
      "created_at": "2026-09-22T04:40:03.162082Z"
    },
    {
      "id": 133,
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      "from_change_id": "347d0146-ed65-49e7-bba0-d218e8d677f0",
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      "edge_type": "leads_to",
      "weight": 1.0,
      "rationale": "loop timing fork",
      "created_at": "2026-09-22T04:40:03.516026Z"
    },
    {
      "id": 213,
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      "to_change_id": "11e7c1ad-a0bf-4b72-85e7-7d1cb3900f1e",
      "edge_type": "rejected",
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      "rationale": "ghost and flash effects need extra elements; 200 className writes per frame",
      "created_at": "2026-09-22T04:40:04.022675Z"
    },
    {
      "id": 392,
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      "from_change_id": "77cb3ed0-b1b5-4cb9-b095-0372ebd031bc",
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      "edge_type": "chosen",
      "weight": 1.0,
      "rationale": "zero-alloc clears, hidden rows for guideline spawn",
      "created_at": "2026-09-22T04:40:04.253326Z"
    },
    {
      "id": 286,
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      "to_node_id": 85,
      "from_change_id": "17ae19e1-4737-49d0-808e-2507457f0880",
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      "edge_type": "rejected",
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      "rationale": "DOM diffing is more code for no gain at 10x20",
      "created_at": "2026-09-22T04:40:04.964145Z"
    },
    {
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      "rationale": "wrong pivots, fails at walls",
      "created_at": "2026-09-22T04:40:05.069246Z"
    },
    {
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      "to_node_id": 45,
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      "rationale": "input and lock delay would need separate timers",
      "created_at": "2026-09-22T04:40:05.096187Z"
    },
    {
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      "edge_type": "leads_to",
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      "rationale": "loop timing fork",
      "created_at": "2026-09-22T04:40:05.237438Z"
    },
    {
      "id": 189,
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      "edge_type": "chosen",
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      "rationale": "one index computation for collision, copyWithin for clears",
      "created_at": "2026-09-22T04:40:05.264740Z"
    },
    {
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      "from_change_id": "f7632dae-5b0f-4929-b44a-d01628900458",
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      "edge_type": "chosen",
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      "rationale": "clearest collision and line-clear code; value doubles as colour",
      "created_at": "2026-09-22T04:40:06.116566Z"
    },
    {
      "id": 67,
      "from_node_id": 258,
      "to_node_id": 317,
      "from_change_id": "6baa446d-aca7-4e46-b4d4-1ea459958ec9",
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      "rationale": "allocates per clear, no real readability win with a cell() helper",
      "created_at": "2026-09-22T04:40:06.342092Z"
    },
    {
      "id": 295,
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      "edge_type": "chosen",
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      "rationale": "everything visual is coloured squares; one draw() from state",
      "created_at": "2026-09-22T04:40:06.467595Z"
    },
    {
      "id": 204,
      "from_node_id": 290,
      "to_node_id": 28,
      "from_change_id": "347d0146-ed65-49e7-bba0-d218e8d677f0",
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      "edge_type": "leads_to",
      "weight": 1.0,
      "rationale": "file structure fork",
      "created_at": "2026-09-22T04:40:06.688184Z"
    },
    {
      "id": 263,
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      "from_change_id": "fde627d9-d483-4f72-b4dc-cf28a19f4b29",
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      "rationale": "single-index collision, hidden spawn rows",
      "created_at": "2026-09-22T04:40:06.992104Z"
    },
    {
      "id": 317,
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      "to_node_id": 159,
      "from_change_id": "c0b7ddfc-f81c-4f7a-891b-e100a7fd2829",
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      "edge_type": "chosen",
      "weight": 1.0,
      "rationale": "one clock, frame-rate independent",
      "created_at": "2026-09-22T04:40:07.000336Z"
    },
    {
      "id": 210,
      "from_node_id": 127,
      "to_node_id": 15,
      "from_change_id": "1c77f673-9b51-4ae0-b077-c308d3ba0f69",
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      "edge_type": "rejected",
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      "rationale": "allocations per clear, y/x confusion",
      "created_at": "2026-09-22T04:40:07.240999Z"
    },
    {
      "id": 320,
      "from_node_id": 14,
      "to_node_id": 27,
      "from_change_id": "5d74005e-147e-425a-b945-cfa558cb7872",
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      "edge_type": "chosen",
      "weight": 1.0,
      "rationale": "every later feature is one more draw call",
      "created_at": "2026-09-22T04:40:07.891109Z"
    },
    {
      "id": 274,
      "from_node_id": 96,
      "to_node_id": 4,
      "from_change_id": "2cd2fc51-ba43-499a-bd43-09bdee4de0c1",
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      "edge_type": "rejected",
      "weight": 1.0,
      "rationale": "speed is not the bottleneck; colours need a parallel structure",
      "created_at": "2026-09-22T04:40:08.059153Z"
    },
    {
      "id": 241,
      "from_node_id": 166,
      "to_node_id": 229,
      "from_change_id": "c1980cb4-93dd-4913-91f6-dd8abb0bedfd",
      "to_change_id": "c8e64587-5959-4cd1-ab63-7decfdd4000b",
      "edge_type": "chosen",
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      "rationale": "kicks are a milestone 4 target; do piece data right once",
      "created_at": "2026-09-22T04:40:08.563483Z"
    },
    {
      "id": 184,
      "from_node_id": 106,
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      "from_change_id": "c94a6585-a39b-4e47-aa9e-f8f90c5032f5",
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      "edge_type": "rejected",
      "weight": 1.0,
      "rationale": "200 elements to touch per tick, and ghost/preview need more grids",
      "created_at": "2026-09-22T04:40:08.729364Z"
    },
    {
      "id": 205,
      "from_node_id": 105,
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      "from_change_id": "ebbd8033-d579-4ed0-8e86-c0fb332fa358",
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      "edge_type": "rejected",
      "weight": 1.0,
      "rationale": "timers drift relative to each other",
      "created_at": "2026-09-22T04:40:08.851683Z"
    },
    {
      "id": 8,
      "from_node_id": 291,
      "to_node_id": 214,
      "from_change_id": "5e2b4913-8510-4b48-8e28-f92056bc0c0a",
      "to_change_id": "b0fc92e6-00e7-4fe3-a811-1e46eafa0f9e",
      "edge_type": "rejected",
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      "rationale": "nested arrays add allocation and double bounds checks",
      "created_at": "2026-09-22T04:40:09.028033Z"
    },
    {
      "id": 159,
      "from_node_id": 84,
      "to_node_id": 265,
      "from_change_id": "b75915a0-842b-43ed-958d-71720399b78c",
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      "edge_type": "chosen",
      "weight": 1.0,
      "rationale": "players expect guideline kicks",
      "created_at": "2026-09-22T04:40:09.263732Z"
    },
    {
      "id": 90,
      "from_node_id": 256,
      "to_node_id": 27,
      "from_change_id": "5f8486f0-939e-4717-9941-27252b3d607b",
      "to_change_id": "43b8b88f-a464-4c9c-892f-14d77ddefc72",
      "edge_type": "rejected",
      "weight": 1.0,
      "rationale": "ghost and animations need extra node layers",
      "created_at": "2026-09-22T04:40:09.892502Z"
    },
    {
      "id": 325,
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      "to_node_id": 162,
      "from_change_id": "11902f53-7ef6-46db-8206-7b5acec476b8",
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      "edge_type": "chosen",
      "weight": 1.0,
      "rationale": "real wall/floor kicks and T-spins for two data tables",
      "created_at": "2026-09-22T04:40:10.122085Z"
    },
    {
      "id": 279,
      "from_node_id": 227,
      "to_node_id": 178,
      "from_change_id": "ef2510e8-3824-4f0a-b23a-664dbda88511",
      "to_change_id": "8a2a4c14-7b1f-40e3-bda9-af22a0499bca",
      "edge_type": "chosen",
      "weight": 1.0,
      "rationale": "no DOM sync bugs, effects are free",
      "created_at": "2026-09-22T04:40:10.125125Z"
    },
    {
      "id": 22,
      "from_node_id": 8,
      "to_node_id": 94,
      "from_change_id": "fce5ae95-6296-4a8f-84e7-dfac677601d9",
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      "edge_type": "chosen",
      "weight": 1.0,
      "rationale": "line clear is a filter, no index math anywhere",
      "created_at": "2026-09-22T04:40:10.659322Z"
    },
    {
      "id": 153,
      "from_node_id": 305,
      "to_node_id": 229,
      "from_change_id": "0d18bf6d-6429-4ec1-9c60-444dbcdf5340",
      "to_change_id": "c8e64587-5959-4cd1-ab63-7decfdd4000b",
      "edge_type": "rejected",
      "weight": 1.0,
      "rationale": "dead end for kicks and T-spins",
      "created_at": "2026-09-22T04:40:10.663352Z"
    },
    {
      "id": 273,
      "from_node_id": 32,
      "to_node_id": 288,
      "from_change_id": "be395b7f-f06c-4360-b001-54b7d6105e18",
      "to_change_id": "dfaea0d9-5227-41d2-a055-5b885e0cfcfe",
      "edge_type": "chosen",
      "weight": 1.0,
      "rationale": "modern feel, wall kicks, T-spins",
      "created_at": "2026-09-22T04:40:11.714050Z"
    },
    {
      "id": 127,
      "from_node_id": 285,
      "to_node_id": 265,
      "from_change_id": "ae0469f8-f96d-4c13-bae5-cb54954f8558",
      "to_change_id": "cd048919-c13b-4c2a-b6bc-840048078985",
      "edge_type": "rejected",
      "weight": 1.0,
      "rationale": "rotation failing at walls feels broken",
      "created_at": "2026-09-22T04:40:11.745183Z"
    },
    {
      "id": 249,
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      "to_node_id": 57,
      "from_change_id": "a12c3951-2b62-4dc2-93c5-72e91ef442c0",
      "to_change_id": "ec3fbdee-97bf-4a69-a23d-0cc83ab00c88",
      "edge_type": "chosen",
      "weight": 1.0,
      "rationale": "line clear is filter + unshift",
      "created_at": "2026-09-22T04:40:11.925193Z"
    },
    {
      "id": 186,
      "from_node_id": 2,
      "to_node_id": 162,
      "from_change_id": "74803a9d-2663-422a-a341-5bcc2e24158f",
      "to_change_id": "99508d4f-17d6-40f8-89aa-d3bb67a25e38",
      "edge_type": "rejected",
      "weight": 1.0,
      "rationale": "I and O wobble around the box centre; no proper kicks",
      "created_at": "2026-09-22T04:40:12.193187Z"
    },
    {
      "id": 129,
      "from_node_id": 59,
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      "from_change_id": "2bcbd11a-0c5b-4bb6-aab6-14923ff1e1bc",
      "to_change_id": "8a2a4c14-7b1f-40e3-bda9-af22a0499bca",
      "edge_type": "rejected",
      "weight": 1.0,
      "rationale": "layering active piece and ghost into cells is where bugs hide",
      "created_at": "2026-09-22T04:40:12.302594Z"
    },
    {
      "id": 168,
      "from_node_id": 191,
      "to_node_id": 103,
      "from_change_id": "7bd649fe-4cc6-49af-9d40-2ba57005deea",
      "to_change_id": "2bb8d490-9f04-42bc-9275-999052668f87",
      "edge_type": "chosen",
      "weight": 1.0,
      "rationale": "one clock for gravity, DAS, lock delay, pause",
      "created_at": "2026-09-22T04:40:12.527221Z"
    },
    {
      "id": 41,
      "from_node_id": 145,
      "to_node_id": 94,
      "from_change_id": "f35fedf9-100e-421c-9b3d-8990bc451100",
      "to_change_id": "7e050358-e4f4-4d3f-a1f9-e682c480a967",
      "edge_type": "rejected",
      "weight": 1.0,
      "rationale": "speed is irrelevant at 220 cells; clarity wins",
      "created_at": "2026-09-22T04:40:13.097261Z"
    },
    {
      "id": 345,
      "from_node_id": 132,
      "to_node_id": 288,
      "from_change_id": "a1ca30e0-2f96-4405-9c9f-e0f72b41e033",
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      "edge_type": "rejected",
      "weight": 1.0,
      "rationale": "refusing rotation at walls feels broken",
      "created_at": "2026-09-22T04:40:13.123229Z"
    },
    {
      "id": 5,
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      "edge_type": "chosen",
      "weight": 1.0,
      "rationale": "one clock for every timer",
      "created_at": "2026-09-22T04:40:13.312839Z"
    },
    {
      "id": 385,
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      "from_change_id": "12984e31-4c32-4a7b-b30b-fb90f83fd1dc",
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      "edge_type": "chosen",
      "weight": 1.0,
      "rationale": "whole-board redraw is cheap and effects are free",
      "created_at": "2026-09-22T04:40:13.449365Z"
    },
    {
      "id": 134,
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      "to_node_id": 97,
      "from_change_id": "0add3468-09db-4d8e-ac84-46e921780b2e",
      "to_change_id": "9fbfac8f-d715-4107-a232-23c9480638f6",
      "edge_type": "leads_to",
      "weight": 1.0,
      "rationale": "canvas renderer is built here",
      "created_at": "2026-09-22T04:40:13.781492Z"
    },
    {
      "id": 174,
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      "from_change_id": "b0423f5d-6823-4de0-a7e8-d3f004e952f3",
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      "edge_type": "rejected",
      "weight": 1.0,
      "rationale": "index math for no measurable gain at 220 cells",
      "created_at": "2026-09-22T04:40:13.969300Z"
    },
    {
      "id": 382,
      "from_node_id": 174,
      "to_node_id": 163,
      "from_change_id": "d3289666-bb78-435f-b87f-08f48903c349",
      "to_change_id": "8613b289-e352-46f2-ba44-7f8aeca88fc1",
      "edge_type": "chosen",
      "weight": 1.0,
      "rationale": "one clock for gravity, lock delay and DAS; render decoupled from tick",
      "created_at": "2026-09-22T04:40:14.125267Z"
    },
    {
      "id": 220,
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      "created_at": "2026-09-22T05:05:16.674660Z"
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  ]
}
