Files
SirRoboGarage/docs
SirStone bfdcdf8919 The three unmeasured features, A/B'd - and a methodology correction I had wrong
Five arms x 7 runs x 7 rounds (35 real-DrusGT battles, 8 concurrent), one frozen
binary from git archive HEAD at 185a32e (includes the shipped Pattern-only rack),
env knobs only, server-side event sidecar, exact two-sided permutation tests.

  arm                   real %   dmg/run   survival(rounds won)   p vs base
  base (shipped)         10.61    284.1     16/49 (32.7%)          --
  nopower (policy off)    7.88    247.1      9/49 (18.4%)          0.0012
  oldram (old gates)     10.78    279.4     17/49 (34.7%)          0.6888
  ring (tfil_ring)       20.28    267.4      6/49 (12.2%)          0.0006
  ringhot (orig heat)    11.73    285.3     15/49 (30.6%)          0.0303
Every round ends with exactly one death (0 timeouts), so survival = round win.

1. POWER POLICY HELPS - KEEP. Turning it off drops real hit rate 10.61 -> 7.88
   (p=0.0012), damage/run 284 -> 247, and wins FEWER rounds (16 -> 9). The cap
   trades per-shot damage for many more shots and a higher per-shot rate; that
   trade is a clear win. This was shipped on unit tests alone until now.

2. PROACTIVE RAMMING - INDISTINGUISHABLE. oldram vs base p=0.69, damage 279 vs
   284, survival 17/49 vs 16/49 (p=1.0), ram contacts 1 vs 2. The lever IS live
   (6 `opportunity` ON events vs 0 under the old 50px/+30 gates; base reached
   <40px on 10 ticks vs 0) but converts to essentially no extra collisions and no
   measurable outcome change. Safe to keep, but it is not earning its keep and
   reverting it is equally defensible.

3. RING MOVER HURTS THE OBJECTIVE - DO NOT SHIP. And this is the important one.

*** METHODOLOGY CORRECTION - I HAD THIS WRONG ALL NIGHT ***
The ring arm has the BEST hit rate of anything measured tonight: 20.28% vs 10.61%
(+9.67pp, p=0.0006, non-overlapping). Read alone it says "ship it immediately".
It is a CONFOUND. The ring halves engagement range (median 460 -> 240px), which
halves round length (1542 -> 636 ticks) and shots (4466 -> 1834). So damage/run is
FLAT (284 -> 267) while survival/round-win MORE THAN HALVES (16/49 -> 6/49,
p=0.0122). It is a GLASS CANNON: same damage dealt, twice as many deaths. The
hit-rate gain is a geometric artefact of fighting closer, not an improvement.
** For MOVEMENT arms, hit rate alone INVERTS the verdict. ** A movement change
alters range, shots fired and round length simultaneously, so the objective
metrics are DAMAGE/RUN and ROUND-WIN RATE (survival) - report all three. For
gun/selection arms, where range and round length are held fixed, real hit rate
remains the right ground truth. I had been enforcing the hit-rate-only rule
without qualification; it is now qualified.

HEAT TAMING is the knob that moves the tradeoff: tamed (corridor 5 / wall 10)
lets the range weighting pull to ~240px (20.28% / 6 wins); original (20/30) keeps
it at ~400px (11.73% / 15 wins). So heat taming buys hit rate at the cost of
survival - a knob to keep conservative, and the reason the ring is not the default.

Nothing to revert: the shipped movement is already `tfil` and the ring is opt-in.
Caveats recorded: only adversary is the real DrussGT jar (the shim hosts only
jk.mega.DrussGT), so the ring-vs-winning result needs re-checking elsewhere; and
base (10.61%) is consistent with the committed onlyPattern result (9.99%),
validating the frozen binary and pipeline.

Adds docs/feature_ab_results.md. No source files changed by this job.
2026-09-22 02:34:05 +02:00
..