Generating Semantic Game Mutants

Injects controlled, game-specific semantic defects — timing/order, identity and lifecycle, scoring and economy, persistence/save, RNG/determinism, input buffering, animation-gameplay sync, content/configuration — into a game or its trace reducer, and records a withheld manifest of intended defect mechanism, precondition, expected symptom, violated invariant, hidden oracle, equivalent-mutant risk, and a clean-control counterpart, so the detection power of a test suite or of an agent repair workflow can be measured against known-planted defects. Use when measuring whether tests or an agent workflow actually catch gameplay defects, when building known-bad fixtures for a with-skill / without-skill comparison, or when checking that a workflow does not "fix" a healthy build. Not for finding unknown defects in a real build, not for repairing defects, and not for balance tuning.

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