From 2303442d8f5f7c9de7e25a9387b5f853d2be633d Mon Sep 17 00:00:00 2001 From: Fr0zka Date: Mon, 17 Aug 2026 01:23:41 +0200 Subject: [PATCH] docs: T1.d fires in production -- 39% of tiles skipped, measured in game Classified 1.88 / Meshed 1.15 / SkippedAllAir 0.73 (1.15 + 0.73 = 1.88, exact). Was Classified 1.90 / Meshed 1.90 / nothing skipped. Cave Bail No Layout went 1.58 -> gone. 39% of classified tiles now skipped against 0% this morning, each avoiding ~43000 density evaluations plus marching cubes. First observation of tile-skipping in the running game rather than an automation harness. Not yet firing, stated plainly: TilesSkippedAllSolid and the two op-stack counters remain absent, so the cave branch still produces no verdicts in game -- its attempts land in Cave Bail Mixed Content (0.77) and Stack Verdict (0.32). The win here is the open-air class proved by the classifier's own Z categories, not by ClassifyBox. That is the next thread and the counters now name it. Co-Authored-By: Claude Opus 5 --- OPSTACK-PROGRESS.md | 38 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 38 insertions(+) diff --git a/OPSTACK-PROGRESS.md b/OPSTACK-PROGRESS.md index 90892a7..d4b3c8b 100644 --- a/OPSTACK-PROGRESS.md +++ b/OPSTACK-PROGRESS.md @@ -4417,3 +4417,41 @@ the test fixture, in the same shape. for precisely the no-slot case, and this same function already calls it three times for the same question. A small `VF_ChunkZHasSlot` lambda wraps it so the `else if` reads as the predicate it is. No accessor promoted, no new surface. + +## 2026-08-16 (u) — ✅✅ T1.d FIRES IN PRODUCTION. 39% of tiles skipped, measured in game. + +``` + BEFORE (a2c5e02^) AFTER +Tiles Classified 1.90 1.88 +Tiles Meshed 1.90 1.15 +Tiles Skipped All Air (absent) 0.73 +Cave Bail Not Op Stack NoLayout 1.58 (GONE) +Cave Bail Mixed Content (absent) 0.77 +``` + +`1.15 + 0.73 = 1.88` — the accounting closes exactly. + +**39 % of classified tiles are now skipped, against 0 % this morning.** Each skipped tile avoids +~43 000 density evaluations plus marching cubes. This is the first time in the project's history +that tile-skipping has been observed in the running game rather than in an automation harness. + +`Cave Bail Not Op Stack No Layout` is gone: those tiles now either resolve `AllAir` or attribute to +`Cave Bail Mixed Content` (0.77) — genuinely straddling open air and something else, a correct +conservative `Mixed` rather than a misrouting. + +### What is NOT yet firing, stated plainly + +`Tiles Skipped All Solid`, `TilesOpStackSolid` and `TilesOpStackAir` are still absent. **The cave +branch still produces no verdicts in game** — its attempts now land in `Cave Bail Mixed Content` +(0.77) and `Cave Bail Stack Verdict` (0.32). So the win measured here is the **open-air** class, +proved by the classifier's own Z categories; the operator stack's `ClassifyBox` has still never +returned a verdict in production. That remains the open item, and the counters now name where to +look: tiles straddling content boundaries, and boxes the stack legitimately cannot prove. + +### How this was found, worth keeping + +Every earlier attempt reasoned from a number that could mean four things. It broke open when Sol's +four-way split of `Cave Bail Not Op Stack` showed `SoleSlot` and `BoundaryTile` at **zero** — which +proved the assets were correctly ticked (Jahni said so twice; I doubted it twice) and pointed at +`NoLayout`, a cause nobody had considered. *A counter that can fire for two reasons is not a +measurement.*