docs: record the bit-level attempts and that run attrition is the real cost now

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
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Sylpheed RE agent
2026-08-24 00:20:35 +00:00
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@@ -273,7 +273,18 @@ is what the autopilot needs in order to CHOOSE a target. One run in:
single **bit** ORed into a word that also varies (the test needs an exact
shared value), anything outside that window, and anything on entities
`entities2` cannot see — it types by position *changing*, so stationary
objectives are invisible. A bit-level differential is the follow-on.
objectives are invisible. A bit-level differential is the follow-on. 🔎 **Built**
(`ob_bitflag.py`, 2026-08-24) and run three times with **no verification
yet**: one window was spent on a mission that had already ended in GAME OVER,
one hit the same dead mission, and the third had the counter at a different
address and then froze after a single filter. Sample A alone gives ~187
set-polarity + 33 clear-polarity candidates at counter 4, so the second
transition is the whole test.
* ⚠️ **Attrition is now the dominant cost of every in-mission item.** Roughly
half the runs that reach flight end early — a freeze, or a GAME OVER when the
ACROPOLIS or the craft is lost — and a scan needs the run to survive **two**
counter transitions. `frozen.in_flight()` at least makes a dead run say so
immediately instead of waiting out its window.
* 🔴 **The counter is not "hostiles left" either.** It held at `012` for fifteen
minutes of live flight while the ADAN population fell 132 → 93.
***But it decrements when the player kills**: `12 → 11` with 411 `fire=1`