Tactical Air / Research fieldbook

When should an enemy forget?

All qualified seeds

Memory ruleDamage gain vs retainedAlarmsChanges noticed

Opportunity lost while learning

Expected regret accounts for the changing A/B mixture and actual tactic probabilities. Lower is better. Four-fight averages; these curves are descriptive.

Locked advancement checks

Automatic ruleChange-history gainStable-history gainFalse alarms / 100Decision

99.583% paired seed-bootstrap intervals; six improvement and six stability checks. Requires ≥1 HP gain, positive lower bound, stable lower bound above −0.5 HP, and ≤1 false alarm per 100 stable fights.

Design and verification

Each enemy has two legal tactics. The task qualifies before any learner runs: the best tactic must change between A and B, with observable rewards and meaningful damage differences. The stable player uses A 90% of the time and B 10%; occasional B fights are not a change in that distribution. Gradual drift changes that mixture over 32 fights. Recurrence switches back after 32.

All branches share their initial memory and random state. Full automatic reset clears both tactic cells in the detected role/context. Selective forgetting clears just the action that triggered. Signaled reset uses the hidden distribution and offline action tables to reset before its best response changes; it is a privileged reference, not a deployable detector or guaranteed ceiling.

Detection windows begin at fight 1, and also 33 for recurrence. A first alarm inside a window counts as operational detection, even though random variation may have caused it. All misses and all later alarms remain in the data. Stable-history alarms are false relative to the stationary distribution.

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