Skip to content

Commit 96842b9

Browse files
authored
Merge pull request #75 from mataeil/docs/v1.9.0-evolution
docs(v1.9.0): radical-jumps diagnosis + Ambition method
2 parents 9a25560 + 0f6d7fa commit 96842b9

1 file changed

Lines changed: 60 additions & 0 deletions

File tree

.claude/ooda-evolution-v1.9.0.md

Lines changed: 60 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,60 @@
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.

0 commit comments

Comments
 (0)