docs: record the v2 probe's baseline in the freeze item, and what it rules out
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
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@@ -371,8 +371,17 @@ is what the autopilot needs in order to CHOOSE a target. One run in:
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resets, so they are invisible), or waits that **succeed** rather than time out
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(nothing for a timeout counter to count — which fits the self-suspending worker
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seen cycling successfully in the kernel log).
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**Next:** a v2 counting calls per thread per second regardless of object or
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result. Control measured three times before this (27/24/36 lines, same pair). **Three** runs in a
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✅ **v2 built and its baseline is itself a result** (canary `597740046`): it
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counts every call per thread per second with the distinct-object count and the
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return value. On a healthy 22-minute run the **main thread cleared 500 calls/s
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in 224 windows, peaking at 1 235/s over up to 13 distinct objects**, and the
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result was `X_STATUS_SUCCESS` in **all 314** windows — not one timeout. So the
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game's normal mode is hundreds of *successful* waits a second across many
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objects, which is exactly what v1 could not see.
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🟡 **Consequence:** 500/s is not self-selecting, so the freeze signal must be a
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*different shape* — far above 1 235/s, a new thread, or a non-SUCCESS result.
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**Next:** a frozen sample to compare against; runs 5 and 6 did not freeze
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(GAME OVER at ~22 min, and still healthy at 10 min). **Three** runs in a
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row have now failed to freeze (the third ended in GAME OVER), and the probe's
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healthy control is measured three times — 27, 24 and 36 lines, always the same
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single pair. `frozen.py` detects the state in one call; `ob_hunt.py` /
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