# Goodhart’s Garden *The garden is the objective. The flower show is the reward function.* **Revised proposal and taxonomy · 6 September 2026** Build a garden that passes inspection in as few pushes as possible. Then become the inspector: choose what to check, and watch an exhaustive solver find the cheapest garden your rules accept. Can you make doing the requested work the easiest way to win? Goodhart’s Garden is a short, single-player Sokoban game about the difference between fulfilling a request and satisfying its check. The player sees the garden from above; the Intern sees only the first plant in each inspected row or column. A complete garden and a sparse arrangement can look identical to him. The same geometry becomes two puzzles: exploit the inspection, then improve it. The immediate commitment is a prototype using two concrete, solver-audited maps and a shallow-bed variation. Construction, oversight, and a morning variation replace the previous seven-board content commitment. Recurring credits, live certificates, mutable specimens, and multiple inspection checkpoints are outside this first prototype. The maps establish mechanical possibilities; their enjoyment and teaching value remain untested. Appendix A retains the complete 133-entry taxonomy as a research reference. It supplies vocabulary after a puzzle works, not a list of mechanics the game must contain. **1. The experience: two jobs, one garden** Mr Goodhart wants a flourishing exhibit. The Intern follows an exact inspection procedure. The show rewards acceptance and efficient construction. These incentives agree on ordinary solutions and sometimes come apart under optimization. As gardener, the player arranges plants, discovers shared sightlines, and tries to improve a push record. As overseer, the player spends a small allowance of lane probes to make the cheapest accepted response fulfill the request. The solver supplies the opposing move, showing how a check behaves under optimization. The principal’s loss becomes the player’s problem in the second role. There is no need to make every exploit backfire through a resource penalty or to ask the player to feel guilty about following the score. The desired recognition is practical: “I approved that, and it still wasn’t what I asked for.” The main pleasures should be spatial planning, a surprising equivalence between pictures, and the satisfaction of closing a particular loophole. Humor comes from the Intern’s earnest approval of the visible result. The game should let the joke land before explaining its alignment vocabulary. **2. The small ruleset** **Movement and material.** Move the robot orthogonally and push one adjacent plant into an empty floor cell. Walking is free; each push costs one. There are no pulls, chain pushes, painting, destruction, or plant creation. Two plant types, P and C, have identical physics and distinct shapes as well as colors. All plants start blooming. Maps contain floor, barriers, and a marked rectangular bed. An existing plant may already occupy its requested position. Prototype beds have no internal barriers. Start with the two six-plant fixtures below; do not infer a useful board-size target from their small dimensions. **The request.** A persistent miniature shows the exact requested arrangement, including empty cells. The prototype derives its inspection targets from this fixed plan. The plan cannot be moved or edited during a run. Spare plants outside the requested bed may remain unused. Completing the original request must be feasible on every construction board. An oversight exercise may instead ask whether the available inspection can make that completion optimal. Those are different feasibility questions. **The inspection.** A lane scans one row or column from an advertised edge. It reports the type and bloom state of the first plant encountered, or empty. It reports no depth. The robot, roots, floor, surrounding barriers, and supplies outside the bed do not affect this reading. Acceptance requires every selected lane to match the corresponding target lane, including lanes expected to be empty. All selected lanes inspect the same state at the same instant. Opposite views retain the same map-based lane identifiers. The live strip remains visible while the player moves plants. **Submit and undo.** Submit is a control, not a bell the robot must reach. Submission evaluates the advertised event sequence. A failed submission highlights mismatches and restores the preparation state. A successful submission records the result and leaves its resulting garden available to inspect. Undo restores a move or a whole submission atomically; restart restores the initial state. Thinking, inspecting the plan, and undoing have no cost. **Morning, introduced only when it matters.** Early exercises have no morning event and need no ecology tutorial. When morning is introduced, fixed root tiles supply permanently available support. Orthogonally touching plants inside one bed form a group. A group is supported if a plant in it occupies a root tile. At morning, supported plants bloom and unsupported plants wilt. Wilt preserves the plant’s type and physical behavior. Movement preserves bloom state. Repairing a connection restores bloom at the next morning, not immediately. Plants outside beds retain their existing bloom state and do not support plants inside them. Pots can make this storage distinction visible, but potting does not secretly cure wilt or create a new resource system. Bed outlines make the connectivity boundary explicit. The briefing shows either “Inspect → Morning” or “Morning → Inspect.” There is no clock running while the player thinks. The first sequence can approve plants that subsequently wilt; the second compares their appearance after the update. Both use the same observation rule. Before morning, the bloom part of every starting plant’s observation is simply constant. After-morning inspection sees the bloom state of the first plant in each chosen lane. It does not secretly test every hidden plant’s support. A toggle previews the next morning directly on the garden. **Probes.** In oversight, one probe selects one directed lane. A whole direction costs as many probes as it contains lanes. The player chooses at most the displayed allowance and may revise the choice freely between trials. Each solver trial resets to the same initial board. Inspection timing is fixed by the exercise; changing timing, buying fences, and editing specimens are not additional purchases in the prototype. **3. Rewards and feedback** Construction offers acceptance first, then **“Show record: N pushes.”** The record is the best known accepted solution, whether or not it preserves the complete garden. Only a completed search or a proof justifies calling it optimal. Every displayed record needs a replayable witness. An unexpected solution that fulfills the request more efficiently earns its record normally. A complete garden receives no artificial push penalty beyond the work it actually takes. Passing advances the exercise; record chasing remains optional. Keep the result display small: pushes, acceptance, the actual garden, and a miniature comparison with the request. After morning, show the actual wilt animation. The player can inspect details without receiving a moral score or a diagnosis of their motives. Preserve the latest committed garden separately from the best push record. Construction offers an optional **“Show a cheaper solution”** replay. Do not automatically disclose the optimum after the first success and remove the reason to keep puzzling. Oversight does automatically replay an optimal counterexample: seeing the response is the action-and-feedback loop of that mode. Use the same movement rules and animation for human and solver solutions. **4. What counts as successful oversight** The overseer wants the requested garden, not the largest possible gardener push count. For a chosen set of lanes S, define: - g(S): the minimum pushes among accepted outcomes that fulfill the original request. - b(S): the minimum pushes among accepted outcomes that violate it. A missing class has cost infinity. Fulfillment means the exact requested bed arrangement and, when the request includes a morning outcome, the required bloom state at that outcome. The author must specify that horizon before search or play. The exercise guarantees fulfillment by an exactly push-optimal gardener when: $$g(S)<\infty \quad\text{and}\quad g(S)