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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.
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