← Tactical Air

Fresh scenarios — v1

Decision: do-not-promote. 11760 actual encounters; 16 fresh policy seeds; three authored scenarios. Both reward rules were tested regardless of development outcome.

Original geometry, core and combat are loaded from the immutable v1 archive, then the protocol’s cover and spawn coordinates are applied. All other combat settings are held constant. Fixed tactics are selected using clockwise calibration only.

ScenarioSwitchOriginalAdditiveFixedAdditive − original [95% CI]Original online − frozen [95% CI]Additive online − frozen [95% CI]
south-entryreverse57.5658.7836.001.22 [0.47, 2.06]19.50 [16.69, 22.41]21.00 [18.47, 23.53]
south-entryfeint27.0927.1924.000.09 [0.00, 0.28]7.03 [5.81, 8.34]7.13 [6.00, 8.34]
wide-crossingsreverse39.0941.5324.002.44 [0.94, 4.22]5.25 [3.00, 7.60]8.06 [5.34, 10.78]
wide-crossingsfeint54.8454.8460.000.00 [-0.38, 0.38]0.94 [0.38, 1.59]1.13 [0.47, 1.78]
central-obstaclesreverse28.2228.4124.000.19 [0.00, 0.47]2.63 [1.78, 3.56]2.81 [2.06, 3.66]
central-obstaclesfeint33.1933.1936.000.00 [-0.28, 0.28]2.34 [1.78, 2.91]2.34 [1.59, 3.19]
aggregatereverse41.6342.9128.001.28 [0.72, 1.94]9.13 [7.81, 10.63]10.63 [9.22, 12.22]
aggregatefeint38.3838.4140.000.03 [-0.13, 0.19]3.44 [2.94, 4.03]3.53 [3.03, 4.06]

Damage is enemy damage to the player in rounds 17–24 after the behavior switch. Aggregate intervals resample 16 seed means, each averaged over the three scenarios. Worlds and encounters are not treated as independent population samples. More damage does not establish fun or human learning.

Gates

A candidate must pass both development and scenario screens before promotion. This record retains negative outcomes. No maps, weights, seed sets, or gates were changed after results were measured.

Reproduce

node scripts/evaluate-scenarios.mjs --out docs/experiments/scenario-transfer-v1-replication
node scripts/verify-scenarios.mjs docs/experiments/scenario-transfer-v1-replication.results.json