# Fleetmind Iteration Plan This document captures the next disciplined improvement loop for Fleetmind. ## Iteration Principles 1. Change one thing at a time. 2. Evaluate on fixed train seeds and held-out eval seeds. 3. Judge progress by both score and behavior. 4. Keep the environment black-box from the agent's perspective. ## Seed Discipline Use small repeated seed sets instead of one-off runs. Suggested split: - train seeds: `1, 2, 3` - eval seeds: `101, 102, 103` Use the same seeds before and after each change. ## Curriculum Run experiments in this order: - `low_demand` for API and policy sanity - `high_demand` for strategy formation - `hotspot_congestion` for dynamic robustness The goal is not to learn only on the hardest task. ## Iteration 1: Better End-of-Run Learning Signal Hypothesis: - Agents need a clearer terminal summary to improve across repeated episodes. Success criteria: - agents can explain what caused score loss - policy revisions become more targeted Candidate additions: - average lateness - reward lost to expiry - reward lost to rejection - cumulative idle penalty incurred ## Iteration 2: Reduce Waiting / No-Op Exploits Hypothesis: - repeated empty steps with worthwhile visible work are still too attractive. Success criteria: - agents stop gaining from passive waiting loops - short strategic holding remains viable Candidate changes: - track repeated no-op steps - increase penalty only when worthwhile serviceable work exists - reset the counter after meaningful assignments or rejections ## Iteration 3: Make Medium/Hard More Distinct Strategically Hypothesis: - `high_demand` and `hotspot_congestion` should differ not only in pressure, but in the kind of planning they demand. Success criteria: - medium rewards stable prioritization - hard rewards adaptation to evolving demand and congestion Candidate changes: - keep `high_demand` steady but capacity-constrained - make `hotspot_congestion` reward anticipation of shifting hotspot phases more strongly ## Evaluation Protocol For each iteration: 1. Run baseline and target on train/eval seeds. 2. Run one black-box agent with the prompt in `docs/agent_eval_prompt.md`. 3. Compare: - cumulative reward - on-time rate - expiries - rejections - qualitative strategy Keep the change only if both behavior and metrics improve.