Asterix self-improved 03: measured average-return improvement

This is a 20,486-parameter greedy Asterix policy improved through failure-conditioned gradient updates and recursive regression memory. It continues from run 02's research checkpoint. Original weights were authored by Astra in Rikiya Takehi and collaborators' RikiyaT/lm_understand-logs; this is not an original PPO policy.

What improved, and what did not

Evaluation Starting run 02 mean This model mean Wins / losses / ties
Development, 160 games 57.76875 59.0875 27 / 0 / 133
Selection, 32 games 62.03125 62.0625 1 / 0 / 31
Fresh audit, 128 games 56.0078125 56.4375 14 / 10 / 104

The audit gain is +0.4296875 mean return, approximately 0.77%. There are 10 lower-scoring games and five lost survivors versus run 02. A lost survivor is a game that previously reached the 1,000-step limit but now ends in a collision. These categories overlap. The paired bootstrap 95% interval for mean gain is [-0.2500, 1.2188], using 10,000 resamples of these 128 seed pairs. This descriptive interval does not correct for retrospective rule selection or establish superiority on all games.

Against the original policy on the same audit, mean return is 55.8671875 β†’ 56.4375, with 32 wins, 26 losses, 70 ties, and nine lost survivors. On reused training games, the previous original-reference losses fell from 26 to 9 and lost survivors from 11 to 6. Reused games are development evidence, not independent transfer evidence.

Explicit release-rule change

This checkpoint failed the original zero-regression publication gate. After reviewing the results, the user explicitly chose an average-return objective and authorized this release. The original summary.json is preserved and still says publishable: false under that original rule. release-decision.json records the separate retrospective release decision. The model name denotes measured average improvement, not universal preservation or statistically established superiority.

How the weights changed

Run 03 made 67 bounded gradient-training proposals across six cycles and accepted one checkpoint under its original strict development checks. Training combined verified legal corrective trajectories, preservation probes, and a regression memory that grew to 618 states. All four inherited repairs remained valid in final replay. The accepted network changes actions through its weights alone: no runtime planner, external repair system, or changed game physics is needed for inference.

The network is 600 β†’ 32 β†’ 32 β†’ 6 with tanh hidden layers. policy_weights.npz contains W1/b1, W2/b2, W3/b3 in input-by-output matrix orientation; model.safetensors contains equivalent fc1/fc2/fc3 tensors with transposed linear weight matrices. The observation adapter and native runtime are required; this is not a Transformers text model. initial_baseline.npz is run 02, not the original.

Reproduce and inspect

Use the pinned source's crossgame.asterix.Policy.load and play(policy, seed, 1000). The game is official MinAtar 1.0.15 with native 0.1 sticky actions and difficulty ramping. Policy actions are greedy. Results are not comparable to an upstream 10,000-step sampled-action score without matching that evaluation protocol.

Policy fingerprint: 70c1c9ae42992840ef20fc9352decd9a28f8eab48363e48f14d54f1d88645979. The release includes independent exact replays of one improved and one regressed audit game. The next experiment starts from these weights, moves the former audit into training, and reserves a new 512-game audit.

Original policy weights and upstream material: Rikiya Takehi and collaborators, CC BY 4.0. MinAtar game: Kenny Young and Tian Tian, GPL-3.0. See the pinned source's licenses and provenance; the game engine is not bundled into these weight tensors.

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20.5k params
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