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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Sylpheed RE agent
2026-08-24 08:32:06 +00:00
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@@ -371,8 +371,17 @@ is what the autopilot needs in order to CHOOSE a target. One run in:
resets, so they are invisible), or waits that **succeed** rather than time out
(nothing for a timeout counter to count — which fits the self-suspending worker
seen cycling successfully in the kernel log).
**Next:** a v2 counting calls per thread per second regardless of object or
result. Control measured three times before this (27/24/36 lines, same pair). **Three** runs in a
**v2 built and its baseline is itself a result** (canary `597740046`): it
counts every call per thread per second with the distinct-object count and the
return value. On a healthy 22-minute run the **main thread cleared 500 calls/s
in 224 windows, peaking at 1 235/s over up to 13 distinct objects**, and the
result was `X_STATUS_SUCCESS` in **all 314** windows — not one timeout. So the
game's normal mode is hundreds of *successful* waits a second across many
objects, which is exactly what v1 could not see.
🟡 **Consequence:** 500/s is not self-selecting, so the freeze signal must be a
*different shape* — far above 1 235/s, a new thread, or a non-SUCCESS result.
**Next:** a frozen sample to compare against; runs 5 and 6 did not freeze
(GAME OVER at ~22 min, and still healthy at 10 min). **Three** runs in a
row have now failed to freeze (the third ended in GAME OVER), and the probe's
healthy control is measured three times — 27, 24 and 36 lines, always the same
single pair. `frozen.py` detects the state in one call; `ob_hunt.py` /