← Tactical Air

situational-memory-v1

Does public terrain context improve an isolated ranger compared with one pooled memory?

Decision: not-supported-by-this-screen. No production change.

Primary: 0.00 [0.00, 0.00] HP, nominal 99.167% paired seed-bootstrap interval. Terrain-conditioned online minus pooled online damage in the last four reserved switch fights.

Pooled, terrain-conditioned and shuffled-context controls; same 48 diverse training fights. Both training and reserved maps contain sparse/dense geometry. Four reserved histories: 12 repeat then 12 switch online/frozen. Shuffled labels use independent deterministic noise, matching cell capacity without meaningful terrain conditioning.

Gates

Results

ScopeComparisonMean damage difference [interval]
freshpooled-learning0.98 [0.38, 1.69] (95%)
freshterrain-learning0.98 [0.33, 1.73] (95%)
freshshuffled-learning0.47 [0.14, 0.84] (95%)
freshterrain-minus-pooled0.00 [0.00, 0.00] (99.167%)
freshterrain-minus-shuffled0.28 [0.00, 0.56] (95%)
zigzag-advance/long-spinespooled-learning0.00 [0.00, 0.00] (95%)
zigzag-advance/long-spinesterrain-learning0.00 [0.00, 0.00] (95%)
zigzag-advance/long-spinesshuffled-learning0.00 [0.00, 0.00] (95%)
zigzag-advance/long-spinesterrain-minus-pooled0.00 [0.00, 0.00] (95%)
zigzag-advance/long-spinesterrain-minus-shuffled0.00 [0.00, 0.00] (95%)
zigzag-advance/courtyardpooled-learning1.31 [0.00, 3.00] (95%)
zigzag-advance/courtyardterrain-learning1.50 [0.00, 3.38] (95%)
zigzag-advance/courtyardshuffled-learning0.19 [0.00, 0.56] (95%)
zigzag-advance/courtyardterrain-minus-pooled0.00 [0.00, 0.00] (95%)
zigzag-advance/courtyardterrain-minus-shuffled0.75 [0.00, 1.88] (95%)
cover-peek/long-spinespooled-learning0.56 [0.00, 1.13] (95%)
cover-peek/long-spinesterrain-learning0.38 [0.00, 0.94] (95%)
cover-peek/long-spinesshuffled-learning0.38 [0.00, 0.94] (95%)
cover-peek/long-spinesterrain-minus-pooled0.00 [0.00, 0.00] (95%)
cover-peek/long-spinesterrain-minus-shuffled0.00 [0.00, 0.00] (95%)
cover-peek/courtyardpooled-learning2.06 [0.56, 3.94] (95%)
cover-peek/courtyardterrain-learning2.06 [0.56, 3.94] (95%)
cover-peek/courtyardshuffled-learning1.31 [0.19, 2.44] (95%)
cover-peek/courtyardterrain-minus-pooled0.00 [0.00, 0.00] (95%)
cover-peek/courtyardterrain-minus-shuffled0.38 [0.00, 1.13] (95%)

Full four-fight curves, individual seed pairs, clear/death rates and duration are in the summary JSON. These measures concern enemy effectiveness.

Budget

9216 scored encounters; 3514879 simulation steps; 9216 real core choices.

ArmEncountersStepsCore choices
pooled307211716803072
terrain307211717003072
shuffled307211714993072

Equal declared encounter histories within each comparison, with actual simulation steps, decision counts, elapsed time and CPU recorded. This is not an equal-CPU or equal-step claim. Replays and unit-test fights are not additional scored evidence.

Scope

Paired percentile bootstrap of 16 seed means, averaging cases and roles within seed. Primary intervals use nominal Bonferroni 99.167% coverage for six predeclared primary comparisons; bootstrap coverage is approximate. All secondary intervals are 95%, exploratory and unadjusted. Neither authored cases nor rounds are independent map-population draws.