File size: 8,551 Bytes
f1fc3a0
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
# Experiments and Published Results

This document describes the results published by
`registry/registry.json`. Aggregate numbers are recomputed from the referenced
artifacts by the full release gate.

## Common protocol

- Splits are fight-disjoint.
- L1 consumes five causal RGB frames at offsets `[-8,-4,-2,-1,0]`.
- L2 uses the compact belief interface and anonymous option IDs.
- The L2 model is Gemma-4-E2B-it revision `70af34e...`, temperature 0.
- balanced-v3 selects source states across boss, fight, and distance strata
  before any L2 response is read.
- The prompt conditions are full mechanics, no mechanics, and swapped
  mechanics. The word `full` in a run name refers to the full-description
  prompt, not the deprecated full belief view.

## L1 official evaluation

| Game | Test rows | Distance MAE | dp@2 | Angle MAE | angle@20° | Distance-bin acc. | Angle-bin acc. |
|---|---:|---:|---:|---:|---:|---:|---:|
| V Rising | 8,075 | 0.2620 | 0.9960 | 11.7599° | 0.8293 | 0.8320 | 0.7201 |
| Hollow Knight | 8,360 | 0.4680 | 0.9728 | 3.6527° | 0.9788 | 0.7261 | 0.9646 |
| Isaac | 1,784 | 9.0263 px | 0.1519 | 29.6388° | 0.6211 | 0.9036 | 0.8352 |

`dp@2` uses native distance units and is therefore not comparable between
Isaac and the other games.

## L1 matched-data visual comparison

| Game | Method | Train rows | Distance MAE | Angle MAE | Distance-bin acc. | Angle-bin acc. |
|---|---|---:|---:|---:|---:|---:|
| V Rising | PACT-L1 | 18,068 | **0.2620** | **11.7599°** | **0.8320** | **0.7201** |
|  | frozen DINOv2-S + probe | 18,068 | 0.6900 | 20.1532° | 0.6405 | 0.6041 |
|  | frozen VideoMAE-B + probe | 18,068 | 0.6672 | 17.6564° | 0.6821 | 0.5948 |
| Hollow Knight | PACT-L1 | 10,000 | **0.5671** | **4.0899°** | **0.6940** | **0.9560** |
|  | frozen DINOv2-S + probe | 10,000 | 0.8641 | 20.0433° | 0.5542 | 0.8276 |
|  | frozen VideoMAE-B + probe | 10,000 | 1.0017 | 27.5987° | 0.4544 | 0.7100 |
| Isaac | PACT-L1 | 9,484 | **15.0472** | **39.6855°** | **0.8358** | **0.7848** |
|  | frozen DINOv2-S + probe | 9,484 | 35.2852 | 77.7867° | 0.6015 | 0.6048 |
|  | frozen VideoMAE-B + probe | 9,484 | 47.5451 | 84.9615° | 0.4608 | 0.5067 |

Every three-way comparison uses the same ordered training rows, official test
rows, resolution, and five-frame history within a game. PACT-L1 is task-trained
end to end; the two foundation baselines freeze their pretrained backbone and
train task probes. These results compare complete training schemes rather than
isolating backbone architecture.

### V Rising end-to-end DINOv2-S L1 comparison experiment

This separate comparison makes the DINOv2-S backbone task-trainable and applies
the same published V Rising rows, five-frame history, task heads/losses, seed,
and two-stage 10+10 epoch schedule used by PACT-L1. Both methods are evaluated
on the same ordered 8,075 official test rows.

| Method | Parameters | Distance MAE | Angle MAE | Distance-bin acc. | Angle-bin acc. | A800 batch-1 latency |
|---|---:|---:|---:|---:|---:|---:|
| PACT-L1 | 13,040,742 | **0.2620** | **11.7599°** | **0.8320** | **0.7201** | **5.8497 ms** |
| DINOv2-S end to end | 23,443,622 | 0.8566 | 24.8192° | 0.5771 | 0.5845 | 8.7039 ms |

Under this matched recipe, DINOv2-S has 3.2695 times the distance error, 2.1105
times the angle error, and 48.79% higher model-forward latency. The latency
protocol uses AMP, 256 pre-decoded histories, 10 warm-up passes, and 20 measured
repeats; it includes CPU-to-GPU transfer and model-specific preprocessing but
excludes mp4 decoding. The measured 8.7039 ms is slower than PACT-L1 but does
not establish failure of a 60 Hz real-time budget on this A800.

The result does not mean that a larger pretrained model must be more accurate
after fine-tuning. In this implementation, the most likely explanation is a
training-recipe and spatial-interface mismatch:

- The PACT learning-rate schedule uses one shared learning rate for the
  pretrained DINO backbone and the newly initialized task heads. The frozen
  DINO probe obtains 0.6900 distance MAE and 20.1532° angle MAE, while the first
  end-to-end stage at learning rate 3e-4 degrades to 0.9128 and 24.7542°; the
  second stage recovers distance only to 0.8566. This is evidence that the
  copied schedule over-updates the current DINO adaptation, although it is not
  a one-factor causal ablation.
- The adapter retains one global CLS vector per frame and discards DINO patch
  tokens. That removes localized spatial evidence that is useful for distance
  and angle estimation.
- The native 192x336 frame is stretched to DINO's 224x224 square input, changing
  the geometry seen by the model.

Accordingly, this experiment supports the conclusion that the evaluated
end-to-end DINOv2-S configuration is worse than PACT-L1 under the matched PACT
recipe. It is not a general upper bound on a DINOv2 system with separately
validated backbone/head learning rates, patch-token readout, and
aspect-ratio-preserving preprocessing. The machine-readable record is
`results/vrising/eval_runs/L1-DINOV2-END-TO-END-MATCHED20/comparison.json`.

## L2 semantic intervention

Description-follow records whether the swapped-prompt decision follows the
mechanics moved to another anonymous option rather than retaining the original
option identity.

### Natural-ready menus

| Game | Valid pairs | Mean K | Chance | No-description change | Swap change | Description-follow |
|---|---:|---:|---:|---:|---:|---:|
| V Rising | 200 | 4.875 | 21.93% | 46.0% | 79.5% | **67.0%** |
| Hollow Knight | 200 | 5.370 | 18.78% | 90.0% | 95.0% | **79.5%** |
| Isaac | 122 | 2.238 | 46.04% | 56.6% | 85.2% | **83.6%** |

The natural-ready menu is a deterministic benchmark tracker rule based on
logged re-fire lower bounds and previous-action constraints. It is not an
engine legality oracle. Isaac has fewer skills and smaller natural menus than
the other games. Its 122 valid pairs are the predefined `menu>=2` subset of the
200 source states, not a selection based on model success.

### Fixed two-choice control

| Game | Pairs | Chance | No-description change | Swap change | Description-follow |
|---|---:|---:|---:|---:|---:|
| Hollow Knight | 200 | 50.0% | 31.5% | 60.5% | 60.5% |
| Isaac | 200 | 50.0% | 39.0% | 54.0% | 54.0% |

The two-choice experiment is a fixed high-chance stress control. Hollow Knight
is above its 50% reference; Isaac is close to it. The cross-game result is the
eligible natural-ready intervention, while the two-choice table shows that the
effect depends on candidate-space construction.

## Image-modality diagnostic

Text and text-plus-current-image conditions use the same states, prompt text,
and inference parameters.

| Game | Effective paired states | Text follow | Text + image follow | Original decision changed |
|---|---:|---:|---:|---:|
| V Rising | 60 | 60.0% | 65.0% | 21.7% |
| Hollow Knight | 60 | 78.3% | 80.0% | 3.3% |
| Isaac | 40 | 90.0% | 70.0% | 5.0% |

The observed direction is not uniform across games. This diagnostic measures
modality sensitivity and does not establish that adding an image always
improves semantic control.

## Prompt-visible rationale correspondence

The deterministic audit checks whether the visible reason and mechanics cards
support reconstruction of the model's selected option. It does not inspect a
hidden chain of thought.

| Game | Valid pairs | Normal support | No-description support | Shuffled-reason support |
|---|---:|---:|---:|---:|
| V Rising | 200 | 93.5% | 3.5% | 3.7% |
| Hollow Knight | 200 | 94.5% | 0.0% | 2.6% |
| Isaac | 122 | 74.6% | 31.1% | 48.2% |

## Game-specific completed analyses

- V Rising model ablation: description-follow is 67.0% for Gemma-4 E2B,
  64.5% for Gemma-3n E2B, and 56.0% for Gemma-4 E4B. Model size is not
  monotonic with this metric.
- V Rising batch-8 latency on pre-decoded histories: PACT-L1 1.1440 ms,
  frozen DINOv2-S + probe 4.3040 ms, and frozen VideoMAE-B + probe
  20.4469 ms per decision. This benchmark excludes video decoding.
- Hollow Knight current-frame ablation: on the fixed paired subset, distance
  MAE changes from 0.5160 with five frames to 0.5478 with the current frame
  only.

## Decision-quality judge

The semantic intervention measures whether decisions respond to visible skill
mechanics. Tactical decision quality is a different question and is evaluated
by the external menu-level judge described in
`pipelines/l2/llm_judge/README.md`. External judge artifacts are not part of
the local deterministic registry until explicitly reviewed and synchronized.