AKUNUR 3.1.0-alpha.7 VALIDATION REPORT

Scope
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Three-player Tactical Still Point route planning, sticky route commitment,
supported blocker clearance and qualification-passage execution. No game-rule
changes from alpha.4-alpha.6.

Automated validation
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PASS npm test
PASS core smoke/parity
PASS alpha.11 inherited rules regression
PASS 3.1 player foundation
PASS three-player manual rules tests
PASS three-player Tactical/Random AI tests
PASS multiplayer progress / local Echo anti-thrash test
PASS Still Point route-planner tests
PASS reserve lifecycle
PASS result and analysis regressions
PASS two-player Tactical and Strategic regressions
PASS symmetry, seeded determinism, replay/resume and browser module smoke

New alpha.7 checks
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- Before qualification, Tactical selects an explicit three-cell Still Point route.
- With two route cells held and an opponent blocking the third, Tactical builds
  the three-friendly-neighbour support needed to capture the blocker.
- Once that blocker is legally capturable, Tactical takes it rather than
  abandoning the prepared capture window.
- Tactical can value a reversible bait/sacrifice which pulls an opponent away
  from a critical route/support cell.
- A committed route survives ordinary score fluctuations caused by the other
  two players. It can change after sustained failure and a materially better
  alternative, or immediately when another route genuinely opens a passage.
- Once a supported Still Point transit is legal, Tactical actually takes the
  passage and earns the qualification marker instead of preserving the support
  formation indefinitely.
- Qualification exits are cheaply pre-ranked before detailed evaluation, and
  committed-route evaluation uses lightweight opponent centre pressure. This
  removed the multi-second decision spike seen in congested route positions.
- Objective stagnation is tracked separately from ordinary captures and local
  positional activity.

Observation runs
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Seed alpha7-sticky-observation, 120 decisions:
- White, Black and Wood all qualified through the Still Point.
- 3 Still Point passages and 3 corner claims were recorded.
- At cut-off: Black 2 corners, Wood 1, White 0, 3 unclaimed.
- Route switches: White 0, Black 1, Wood 0.
- No consistency issues.

Seed alpha7-sticky-long, 300 decisions:
- White, Black and Wood all qualified through the Still Point.
- 3 corners had been claimed at cut-off.
- Route switches totalled 1 across all three players.
- No consistency issues.
- The game was unfinished at the 300-decision observation cut-off; alpha.7 is
  therefore still an observation AI rather than a balance-proof agent.

Interpretation
--------------
Alpha.7 addresses the alpha.6 pathology in which a 400-move game produced zero
Still Point passages and zero corner claims. The next evidence should come from
several complete browser autoplays, especially whether the agents now finish
congested games and whether corner play after qualification develops sensibly.
