← Tactical Air

Synthetic player population — v1

Decision: do-not-promote. 9920 actual encounters, including 128 fixed-policy calibration encounters. No production learner or reward change.

Two training arms receive 48 encounters: existing clockwise demonstration on the original map, or four configurable player families on two generated map families. Each is then copied into online and frozen branches, tested on two reserved player families crossed with two reserved map families. Histories repeat a direction for 12 encounters, switch for 12, then return for 12. The fixed profile is selected using training families only.

Selected fixed tactics: rush/flank_right/lead.

Test casePhaseDiverse − narrow [95% CI]Diverse online − frozen [95% CI]Diverse − fixed [95% CI]
bait-switch/staggered-lanesrepeat-2.75 [-5.00, -0.50]2.00 [-0.50, 4.75]-3.50 [-8.50, 1.75]
bait-switch/staggered-lanesswitch1.67 [-1.25, 6.25]8.33 [3.75, 13.25]10.33 [3.08, 17.50]
bait-switch/staggered-lanesreturn0.00 [0.00, 0.00]1.75 [-1.00, 4.50]-5.50 [-13.25, 2.00]
bait-switch/offset-islandsrepeat1.50 [-0.50, 4.00]5.50 [1.50, 10.25]3.25 [-3.50, 10.51]
bait-switch/offset-islandsswitch-0.25 [-0.75, 0.00]3.75 [-0.25, 8.50]1.50 [-6.00, 8.25]
bait-switch/offset-islandsreturn0.50 [0.00, 1.50]4.50 [0.00, 8.50]3.00 [-1.75, 8.25]
reactive/staggered-lanesrepeat2.75 [0.00, 6.25]4.50 [-1.00, 11.50]-0.50 [-12.50, 11.00]
reactive/staggered-lanesswitch1.00 [0.00, 3.00]2.00 [-0.25, 5.00]-1.25 [-10.50, 7.00]
reactive/staggered-lanesreturn-0.75 [-2.00, 0.00]5.50 [-1.00, 14.75]0.25 [-10.75, 11.50]
reactive/offset-islandsrepeat-3.25 [-5.75, -1.00]1.50 [-1.00, 4.50]-6.50 [-15.25, 2.50]
reactive/offset-islandsswitch-1.00 [-2.75, 0.00]0.75 [-2.25, 4.00]-2.75 [-10.50, 4.25]
reactive/offset-islandsreturn0.00 [0.00, 0.00]5.00 [1.75, 8.25]-4.25 [-10.75, 2.50]
aggregaterepeat-0.44 [-2.13, 1.19]3.38 [1.69, 5.25]-1.81 [-5.94, 2.94]
aggregateswitch0.35 [-0.42, 1.50]3.71 [2.15, 5.63]1.96 [-1.63, 5.56]
aggregatereturn-0.06 [-0.44, 0.31]4.19 [1.75, 6.75]-1.63 [-6.13, 2.94]

Values are enemy damage to the player, averaged over the last four encounters of each phase. Intervals resample independent replicate seeds after averaging the four reserved case families. They do not treat individual rounds or the four authored families as independent population draws. Secondary comparisons are exploratory and unadjusted.

Predefined gates

Budget and limits

Matched training encounters; simulation steps and CPU cost are reported, not assumed equal. This is not a fixed-compute curriculum comparison. Training simulation steps: narrow 658827; diverse 581635.

Reproduce

npm run evaluate:synthetic -- --out target/synthetic-replication
npm run verify:synthetic -- target/synthetic-replication.results.json