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| 1 | +# OODA-loop v1.9.0 — "Ambition": why the loop couldn't make radical jumps |
| 2 | + |
| 3 | +**Date:** 2026-06-19 |
| 4 | +**Probe:** the f1 game still looked like a 1980s title after v1.7/v1.8 — the |
| 5 | +artifact axis worked, the loop climbed honestly to a 0.687 "A"… and an independent |
| 6 | +re-grade **against real racing games scored it 0.09 (F+)**. |
| 7 | + |
| 8 | +## Why the loop plateaus at "prototype" (the radical-jump question) |
| 9 | + |
| 10 | +A loop's output quality ceiling is `min(standard, medium, leap-scope)`. All three |
| 11 | +were pinned to prototype level: |
| 12 | + |
| 13 | +1. **The standard.** `bar` was 0.65 = "shippable prototype", and the critic graded |
| 14 | + *relative to the artifact's own past* ("better than last cycle"), not against |
| 15 | + best-in-class. So the loop genuinely believed a flat-shaded box-car had |
| 16 | + "cleared the bar" and coasted. **The bar number and the critic's scale were both |
| 17 | + anchored to prototype expectations.** (Re-grade vs real games: 0.09, not 0.69.) |
| 18 | +2. **The medium.** Everything was hand-coded Three.js primitives + canvas |
| 19 | + textures. The loop never reached for the techniques that actually make a game |
| 20 | + look modern — post-processing (bloom/tone-map/SSAO/motion-blur), PBR + IBL, |
| 21 | + particle systems, a real sky, shaders, audio design — because the rubric never |
| 22 | + demanded them and the leap prompt only said "overhaul the dimension", so the |
| 23 | + agent took the cheapest path: *more BoxGeometry*. |
| 24 | +3. **The leap scope.** Even leaps were single-dimension, additive, ≤1500 lines. |
| 25 | + No cycle ever *re-platformed* (replace the whole rendering pipeline). Radical |
| 26 | + jumps require foundational rewrites the loop structurally avoided. And the |
| 27 | + per-cycle revert gate (`min_dimension_delta`) would kill a cross-cutting rewrite |
| 28 | + that regresses mid-transformation before it pays off. |
| 29 | + |
| 30 | +Net: the loop optimized a coarse proxy that **saturated at "competent prototype"**; |
| 31 | ++0.05 felt like progress while the absolute level vs real games was ~0.1. |
| 32 | + |
| 33 | +## The method (v1.9.0) |
| 34 | + |
| 35 | +1. **Dual thresholds** `bar_leap` / `bar_coast`. Below `bar_leap` → always leap; |
| 36 | + coast only above `bar_coast` (set high, ~0.85, anchored to a real product); the |
| 37 | + forcing zone between keeps leaping on stagnation. The loop can no longer declare |
| 38 | + victory at prototype quality. (Back-compat: a lone `bar` sets both equal.) |
| 39 | +2. **Benchmark anchors.** Each rubric dimension names what `score_0.10..0.90` look |
| 40 | + like in REAL products; the 5-G critic scores against those, not the artifact's |
| 41 | + past — a flat prototype reads ~0.10, not 0.6. `prototype_ceiling` raises an |
| 42 | + ANCHOR WARNING when the critic is grading on a curve. |
| 43 | +3. **Technique menu.** Each dimension lists modern `techniques` + pre-approved |
| 44 | + `technique_cdns`; the leap is told to pick ONE and implement it completely — so |
| 45 | + it reaches for EffectComposer/PMREM/particles instead of more primitives. |
| 46 | +4. **Mega-leap.** A human-approved, multi-cycle RE-PLATFORM (bigger budget, atomic |
| 47 | + final-gate rollback) for radical rewrites a bounded leap can't make. |
| 48 | +5. **Asset ceilings.** `ceiling_without_assets` per dimension → a `human_required` |
| 49 | + skill_gap instead of thrashing when code-only work tops out. |
| 50 | + |
| 51 | +## Honest limit (the ceiling the loop must respect) |
| 52 | + |
| 53 | +Code + CDN Three.js (no authored 3D models / textures / audio samples) tops out |
| 54 | +around **visual ~0.35, audio ~0.20**. Post-processing + PBR/IBL + particles + a |
| 55 | +real sky + procedural normal maps + synth engine audio take the game from a |
| 56 | +1980s look to a *good stylized web racer* — a 3–4× jump — but **not** to Gran |
| 57 | +Turismo. The gap from there is authored art, which the loop cannot manufacture; |
| 58 | +v1.9.0 makes the loop surface that as a human hand-off instead of grinding |
| 59 | +fruitlessly. The f1 campaign (post-processing+IBL, sky, particles, normal maps, |
| 60 | +PBR car + wheel animation, engine audio, camera grade) is the demonstration. |
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