# 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.