Reproducible summaries for the public AscensionAI snapshot. Raw logs, checkpoints, and rollouts stay out of git; this page links to the publishable reports and registry.
011 Tempo-Targeted Smithing — mainline_v3
Diagnostics ruled out deeper search (88% of Act-2 deaths are "lost on arrival") and raw deck-power (losing decks aren't damage-deficient), leaving upgrade efficiency. The smith was upgrading a basic Strike 97% of the time; targeting the highest-tempo card instead yields 9 wins/150 (6.0%), floor 26.1 — the biggest single-lever floor gain so far, at no HP cost.
010 First Winning Agent — mainline_v2
Search-combat → first wins. A diagnose-first stack of macro levers (deck hygiene, varN Act-2/3 combat retrain, AoE/draw role scorer, conservative smith) yields mainline_v2: 7 wins/150 (4.7%), floor 24.9 — the project's first winning agent.
009 Simulator Era — Variants A–M & First Wins
Headless-sim variant series (Jun 10–14). Combat was the wall: 1-ply search nearly doubled run depth (floor 14.7→26.4, Act 3 reached), and deck hygiene on top produced the project's first 3 wins.
008 PPO 19k + HP-Urgency Heal
19,400+ games, network upgrade to (512,256,256) GELU, HP-urgency heal reward. 200-game eval: 38.1% boss WR, 20% Act 2 reach.
007 12k PPO + Boss Shaping
12,088 PPO games, 1,488 updates, boss reward shaping for all bosses, accelerated BC anchor decay, and the May 20 200-game evaluation.
006 5,146 PPO Eval
5,146 PPO games, 641 updates, and the May 18 200-game evaluation (peak pre-shaping).
005 4,136 PPO Eval
4,136 PPO games, 515 trainer updates, and the May 16 150-game evaluation.
004 Long PPO Eval
~2,500 PPO games, 311 trainer updates, and the May 14 fixed-seed comparison.
003 Fixed-Seed Eval
Heuristic, BC, and PPO checkpoint comparison on deterministic seeds.
002 Parallel PPO
Parallel rollout collection, offline trainer updates, and stale-rollout behavior.
001 BC Baseline
Behavior cloning collection and supervised warm-start training metrics.
Snapshot Summary
Run
Games
Average Floor
Avg Reward
Boss WR
Act 2+
Notes
Heuristic 150-game eval
150
15.78
8.44
39.0%
26.0%
Reference policy baseline.
BC checkpoint 150-game eval
150
12.81
-0.55
30.6%
12.0%
Playable warm start below heuristic.
PPO 5k (200-game eval)
200
15.44
4.03
31.1%
20.0%
Peak PPO pre-shaping. Within 0.34 floors of heuristic.
PPO 12k (200-game eval)
200
14.83
-0.95
21.7%
13.5%
Exploration valley post-BC-decay. 49.5% deaths on floor 16.