re: turret control CONFIRMED, arrival timing n=3, decrement still unproven

Third Stage 02 run, pilot with SYLPH_PREFER=e010 (312 fire=1 samples), per-class
live counts logged every 11s beside the HUD (new tools/re-capture/class_count.py).

CONTROL CONFIRMED: the live turret population fell 108 -> 101 -- seven e007 deaths
-- and REMAINING OB never decremented, only rose.  Previously this was inferred
from a run whose kill log happened to be turrets; it is now measured with the
classes counted directly.

ARRIVAL TIMING n=3: 004 -> 008 in (108.7s, 125.5s] and 008 -> 012 in (204.2s,
221.7s], both brackets containing the predicted 120 and 210.

The live e010 count sat at exactly 16 in 20 of 26 samples -- precisely phase 1's
e010 roster (ADT102/ADT107/ADT113/ADS151, each n=4) -- an independent runtime
corroboration of the static roster.

DECREMENT STILL UNPROVEN: the e010 floor never fell, so no marked attacker died
and the counter had no chance to move.  Three runs have failed to kill one.  The
blocker is combat effectiveness, not instrumentation.

Artifact recorded: six of 26 class samples read 17-28.  Spikes are always upward
and transient -- the tool dedups on a position triple read just after the pattern
scan, so an entity written between the two reads is counted twice.
This commit is contained in:
Sylpheed RE agent
2026-08-27 02:42:46 +00:00
parent ad87f6e47d
commit 4a78b1bc86
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@@ -341,3 +341,62 @@ distinct positions carry the player definition. Not investigated.
A run in which a **marked** attacker demonstrably dies — which means logging the
per-class roster before and after each kill, not just the ADAN total. The pilot
already prefers `e010`; what is missing is the bookkeeping to prove it hit one.
---
# 2026-08-27 (third run) — ✅ the turret CONTROL passes, arrival timing at n=3
`pilot.py` with `SYLPH_PREFER=e010` for 320 s (312 `fire=1` samples), with a
per-class live count logged every 11 s beside the HUD
([`class_count.py`](../../tools/re-capture/class_count.py)) and the mission clock
sampled throughout ([capture](captures/ob-turret-control-timeline.png)).
## ✅ Killing turrets does NOT move the counter — control confirmed
The live turret population fell monotonically while the counter only ever rose:
```
sample 0: e007=108 e010=16 OB 004
sample 9: e007=105 e010=16 OB 008
sample 21: e007=102 e010=16 OB 012
sample 25: e007=101 e010=16 OB 012
```
**Seven `e007` turrets died and `REMAINING OB` never decremented once.** This was
previously only *weakly* supported — inferred from a run whose kill log happened
to be turrets. It is now a measured control with the classes counted directly.
## ✅ Arrival timing reproduces a third time
| mission `TIME` | `OB` | |
|---|---|---|
| 01:48.73 → **02:05.54** | `004`**`008`** | step in (108.7 s, 125.5 s] ∋ **120** |
| 03:24.16 → **03:41.70** | `008`**`012`** | step in (204.2 s, 221.7 s] ∋ **210** |
**n = 3.** Both predicted times are inside their brackets on every run so far.
## ✅ The live `e010` baseline is exactly phase 1's roster
The count sat at **16** in 20 of 26 samples — precisely the phase-1 `e010`
roster (`ADT102`, `ADT107`, `ADT113`, `ADS151`, each n=4). That is an independent
runtime corroboration of the static roster, and it locates the counter's 12 as
the three `A`-route squadrons within that 16.
⚠️ **Measurement artifact, stated:** six samples read 1728. The spikes are always
*upward* and never persist, and the counter dedups by a position triple read a
moment after the pattern scan, so an entity written between the two reads can be
counted twice. The stable floor of 16 is the signal; the spikes are noise in my
tool, not arrivals.
## 🟡 The decrement is STILL unproven
No marked attacker died in this run either: the `e010` floor never dropped below
16 despite 312 `fire=1` samples. So the counter had no opportunity to decrement,
and its stillness says nothing about the claim.
Three runs have now failed to kill one `e010`. The blocker is combat
effectiveness, not instrumentation — `pilot-never-fires.md` and the
`SYLPH_PREFER` notes already record that this pilot lands few attacker kills
because turrets are nearer and far more numerous. ❔ Options not yet tried:
pick a lone attacker while the squadron is still inbound, or wait for the
wingmen/ACROPOLIS guns to kill one (which counts just as well).