911 / docs /reward_design.md
Abhinav31122006
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Reward Design — 911 Dispatch Supervisor

Philosophy

The reward function is designed around one principle: life before property, speed before coverage. Every component weight reflects real dispatch priority doctrine.

Components

Component Weight What it measures
Response Time 30% How fast the correct unit reaches the incident
Triage 25% Whether unit type matches incident type (MEDIC→medical, ENGINE→fire)
Survival 25% Whether P1 patients survive to resolution
Coverage 12% Whether city districts have available units nearby
Protocol 8% Whether dispatch notes use realistic radio phraseology

Safety Gate

If any Priority-1 incident results in zero survival (patient died, or unit never arrived), the total episode reward is hard-capped at 0.2 — regardless of how well the agent performed on all other incidents.

This is not a bug. It reflects real dispatch accountability: no amount of good coverage or fast response on secondary incidents excuses a preventable P1 death.

Partial Progress

Rewards are non-sparse. An agent receives signal every step for:

  • Units moving toward incidents (ETA decreasing)
  • Correct unit types being dispatched
  • Districts maintaining coverage

This means even a weak agent that dispatches randomly receives informative gradient signal, making the environment suitable for both RL training and LLM evaluation.

Difficulty Gradient

Task Random Score LLM Expected Design Intent
single_incident 0.20 0.55–0.75 One decision, one unit — tests basic triage
multi_incident 0.31 0.40–0.60 Competing P1s — tests priority ordering
mass_casualty ~0.28 0.30–0.50 Surprise waves — tests adaptability
shift_surge ~0.25 0.25–0.40 Resource scarcity — tests planning under constraint

The gap between random and LLM scores is the signal this benchmark measures. A model that scores 0.70 on single_incident but 0.25 on shift_surge is demonstrating exactly the capability boundary the environment is designed to expose.