A13Heroes of Crypto · AI field guide
Research
Explore this guide · 16 sections
Source-audited · 21 July 2026

A13 Inside the Heroes of Crypto v0.8 AI

A visual guide to what a13 is, how one move travels through it, how it was selected, where the intelligence actually lives, why it is expensive, and how its ideas apply to mountains, ranged armies, waiting, Luck Shield, level-4 units, and finishing before Armageddon.

Hybrid rules + search + learned value 12 future unit turns 60 value features 175 ms decision budget Self-contained inline guide visuals

Version note: v0.8 is the AI policy version, not the game release number. This guide is a source snapshot audited on July 21, 2026.

A13 explores branching future actions on a tactical grid A grid contains blue and red army pieces. Three colored branches lead from the current state to future evaluated positions. M R S E E WAIT / POSTUREP(win) .61 ATTACK SHOOTERP(win) .66 ADVANCEP(win) .60 a13 COMPARE FUTURES
One real boardseveral simulated futures
01 · The short answer

A13 is a candidate, not a mysterious new kind of AI

The name means adaptive candidate number 13—the fourteenth zero-based child in a tournament campaign. It is not “Algorithm 13,” not a neural-network architecture, and not an acronym.

A13 is model-based rollout search with a learned linear value function, wrapped around a hand-authored tactical policy and protected by hard gameplay rails.

What it is

  • v0.7’s mature heuristic policy plus v0.8 fixes
  • Legal action enumeration through the real engine
  • Short, deterministic “what happens next?” simulations
  • A 60-feature logistic model estimating win probability
  • Tournament-selected settings and explicit safety rules
×

What it is not

  • Not an LLM or ChatGPT-like model
  • Not a deep neural network
  • Not AlphaZero or a full Monte Carlo tree search
  • Not PPO, Q-learning, or a policy-gradient agent
  • Not learning from the human while a live fight runs
The useful mental picture: v0.8 is the experienced player who proposes a move. A13 is the small imagination engine that tries a few credible alternatives, plays each future forward briefly, asks a learned critic which future looks healthier, and changes the move only when the evidence is strong enough—or a hard safety rule says the original move is unacceptable.
Hard rail Hand heuristic Searched Learned estimate Engine mechanic

These labels appear throughout the guide. They matter: an automatic engine effect is not proof that the AI planned it, and a learned correlation is not a hard tactical rule.

02 · Anatomy

Four layers make one agent

Calling the whole thing “the model” hides the most interesting part. Most of a13’s competence comes from how four different systems cooperate.

01
Pilot

Native v0.8 policy

Inherits years of v0.7/v0.6 behavior and proposes the incumbent move. It also contains the new ranged-posture, productivity, target-pressure, and finish logic.

02
Referee

Action generator

Enumerates moves, melee stand cells, shots, area throws, and spells that obey current board and unit mechanics. Candidate zero is always the pilot’s choice.

03
Imagination

SearchDriver

Snapshots the fight, applies a candidate through the real engine, lets both sides play forward, scores the result, and restores the exact original state.

04
Critic

Value leaf

Turns 60 measurements of a future board into an estimated P(win). It is a logistic linear model: cheap, inspectable, and much smaller than a neural net.

Architecture of the v0.8 plus a13 composite The live state feeds the v0.8 pilot and legal candidate generator. Three candidates enter paired future rollouts. A learned critic scores them, and rules select the executed action or fallback. LIVE BOARD units · lap · queues one exact engine state PILOT StrategyV0_8 proposes candidate 0 REFEREE legal candidates real engine contracts IMAGINATION paired rollouts incumbent × seed 1, 2 challenger A × 1, 2 challenger B × 1, 2 CRITIC 60 features → P(win) sigmoid(b + w · x) average two futures GATE + SAFETY RAILS execute · or validated fallback
The system is deliberately asymmetric: a learned critic judges future positions, but legality and high-risk tactical invariants stay in explicit code.
Deployment nuance: the baked v0.8 policy rails work wherever StrategyV0_8 runs. The full rollout search lives in the Node/simulation runtime. A browser-only caller can therefore use the v0.8 behavior improvements without necessarily performing a13’s expensive future simulations.
03 · One real decision

Follow a move through the machine

Imagine a melee screen whose inherited v0.7 logic wants to strike a mountain while an enemy can be attacked or approached. Here is the complete path, simplified without changing its essence.

1 · Incumbentv0.8 proposes one action sequence
2 · Enumerateengine-legal attacks, shots, throws, spells, move
3 · Filterdo not introduce new mountain, shield, or passive challengers
4 · Censusquickly score every candidate after its immediate action
5 · Shortlistretain incumbent plus best two challengers
6 · Imaginetwo paired futures, twelve unit turns each
7 · Decidegate, finish rules, fallback, execute

The pilot anchors the comparison

The inherited policy’s exact action array becomes candidate zero. Search is an editor, not a replacement policy conjuring every decision from nothing.

The referee creates alternatives

For production a13 this can include one move destination, up to six melee target/stand-cell pairs, four shot aims, two area-throw cells, and every currently legal spell. Caps keep the branching factor finite.

A cheap preview shrinks the field

Every candidate is applied to a snapshot and evaluated immediately. Candidate zero is retained, then the two strongest legal challengers survive. This is fast relative to rolling every option twelve turns into the future.

Each survivor gets the same luck

Rollout one for every candidate uses the same private deterministic seed; rollout two also shares a different seed. This “common random numbers” design reduces the chance that one move wins only because it rolled luckier dice.

Both armies play the next twelve unit turns

The real engine resolves mechanics. Each side follows its actual non-recursive native policy during the imagined future. Search does not call itself again inside search, avoiding an exponential hall of mirrors.

The critic evaluates the future leaf

At the horizon, 60 board measurements become a probability-like value. The mean of the two futures is the candidate score.

The gate prevents nervous flip-flopping

Normally, a challenger must improve the estimated win probability by at least 0.03—three probability points—to replace a legal incumbent. Hard passive/endgame cases have stricter productivity priorities.

Posture wait.61incumbent; stronger ranged formation
Advance.61tie does not clear the +.03 posture gate
Attack shooter.66+.05 clears the gate → execute

Illustrative scores, not a replay. An ordinary non-posture wait is treated more aggressively: a productive action can replace it on a tie. The special stronger-ranged wait retains the normal +.03 gate.

05 · The learned critic

Sixty numbers answer one question: “Does this future look winnable?”

The critic is logistic regression. It receives a vector x, multiplies each feature by a learned coefficient, adds a bias, and compresses the result into a value between zero and one.

z = bias + w₁x₁ + w₂x₂ + … + w₆₀x₆₀ P(win | future board) = 1 / (1 + e−z)
Material

Who is alive and dangerous?

HP advantage, stack-count advantage, attack/firepower advantage, ranged advantage, and wounded fractions.

Tempo

Who still gets to act?

Lap progress, seat advantage, exposed units, hourglass queue share, and remaining up-next queue.

Space

Who owns useful geometry?

Advancement, nearest-enemy distance, army spread, and distance from the narrowing-safe center.

Composition

What kind of army is this?

Ranged, flyer, and caster fractions for both armies, plus the fraction of HP invested in ranged stacks.

Ammunition

Can the shooters keep shooting?

Remaining shot advantage and an interaction between allied ranged fraction and distance to the enemy.

Context

Does rangedness change meaning?

The raw 30 features are copied and multiplied by average board rangedness, yielding 30 shared terms + 30 ranged-board interaction terms.

Largest coefficients in the shipped profile

Magnitude is shown for orientation. Logistic coefficients are correlated predictive signals, not independent rewards or causal truths.

HP advantage+4.081
Stack-count adv.+2.888
Seat advantage−1.693
Attack advantage+1.573
Enemy wounded+0.942
Our wounded−0.934
Enemy exposed−0.930
Ranged × HP adv.+0.892
Our exposure+0.833
Do not read tactics directly from one coefficient. For example, the negative seat coefficient does not prove that “acting later is bad.” Features overlap, the model was fitted jointly, and the states seen in simulation are selected by existing policies. The critic predicts outcomes in that data distribution; it does not explain causation.
All 30 raw feature names
hpAdv, cntAdv, atkAdv, rangedAdv, woundedOurs, woundedEnemy, advOurs, advEnemy, lapNorm, seatAdv, enemyExposed, ourExposed, hourglassFrac, upNextFrac, nearEnemyDistOurs, nearEnemyDistEnemy, spreadOurs, spreadEnemy, centerDistOurs, centerDistEnemy, ownRangedFrac, enemyRangedFrac, ownFlyerFrac, enemyFlyerFrac, ownCasterFrac, enemyCasterFrac, rangedHpFracOurs, rangedHpFracEnemy, shotsAdv, xRangedDist. The deployed basis adds xRg_ copies of all 30.
06 · Applying it to the game

Mountains, waiting, shields, and ranged posture

The complaints that motivated v0.8 are handled mostly by policy rails around search. That is intentional: obvious bad actions should not depend on a noisy approximate value estimate noticing them every time.

Productivity rail

Mountain versus enemy progress

If a damaging enemy attack is legal, take one. Otherwise, if a legal advance exists, advance. A mountain action can survive only when no enumerated productive alternative survives.

Goal zero avoidable rock hits
AI
E

Attack now

Preferred when it can reduce enemy HP.

Advance

Preferred when no attack lands yet.

Hit mountain

Fallback only when no productive candidate exists.

Honest limitation: this is “no avoidable mountain attack,” not a theorem that the AI never hits a mountain. It can also be too aggressive: tactically valuable mining may be rejected whenever any move is available.

Ranged postureRollout checked

A stronger ranged army may intentionally wait

The screen should not charge merely because “aggressive” sounds good. If allied shooters have the stronger remaining ranged output, an idle movable pure-melee screen can spend the hourglass to let them fire and force the enemy to close.

Wait ≠ skip acts later this lap
team ranged output = Σ (remaining shots × maximum damage per creature × living stack amount)
R
M
E
R
E
R
M
E
  • An existing attack or spell is protected; the posture rule is for otherwise-idle melee screens.
  • Depleted shooters contribute zero shots. A stolen real ranged capability also counts at runtime.
  • If allied ranged output is weaker, the old historical hold is neutralized and the advance survives.
  • Dominant and urgent finish windows disable passive ranged posture so a winning army closes.

What the formula misses: accuracy, armor, line of sight, area damage, two-shot costs, matchup access, and the positional value of one particular screen. Search can correct some mistakes inside twelve future turns, but not every long-term misclassification.

Luck Shield

Never introduced as a challenger

Direct v0.8 replaces an avoidable defend/Luck Shield with attack, spell, or move. If truly immobilized, hourglass is preferred when legal. Shield remains a last resort, so the correct promise is “zero avoidable shields,” not “mathematically zero shields.”

Raw no-op

Made explicit, then repaired

An empty or end-only decision becomes an explicit engine-valid fallback. The productivity layer then searches for damage or movement. Forced locks and truly actionless states can still fall back safely.

Tactical wait

Preserved when it has value

Blindly banning wait previously damaged decisive strength. Ordinary waits can be replaced by a productive action on a rollout tie; the explicit stronger-ranged posture wait keeps the normal +.03 protection.

07 · Endgame pressure

Patience has an expiry date

The first Armageddon wave begins at lap 12. A short search horizon cannot reason all the way there from an early fight, so v0.8 adds explicit deadline-aware behavior.

1
2
3
4
5
6
7
8
9
10
11
12
Laps 1–5
Normal tactical policy and search.
Lap 6
Target-work pressure is armed in relevant search comparisons.
Lap 7
A ≥2:1 original-army HP lead forces immediate finish behavior.
Lap 9
Universal sprint: positive-damage attack, otherwise nearest advance.
Dominant finish

Convert a commanding lead

From lap 7, if living non-summoned original-stack HP is at least twice the enemy’s, direct combat becomes lexicographically stronger. Prefer a kill, then maximum immediate damage, then an attack without movement; if no attack exists, advance.

Universal urgency

Stop coasting before the wave

From lap 9, every surviving v0.8 army must deal positive enemy damage when possible, otherwise move toward the enemy. Stronger-ranged patience ends here.

How the target scheduler thinks

Take an immediate stack kill

Removing an activation is stronger than merely spreading damage.

Finish reachable wounded work

Do not spend several laps cutting one tank and then open a fresh target.

If all are fresh, begin the hardest deadline

Estimate remaining attack-work from HP and current delivery damage, then focus the stack most likely to become impossible to finish later.

Price regeneration and Dulling Defense

Reserve future Wild Regeneration HP and add a melee tax for permanent Dulling Defense attack loss. Avoid unsafe fresh Dulling melee when another positive target exists.

Prefer stationary delivery on ties

Equal damage without spending movement is more stable and preserves positioning.

This lowers Armageddon risk; it does not guarantee zero Armageddon. The formal campaign ceiling was 0.1%, and exact a13 did not pass it. Broad artifact, synergy, and roster distributions remain an active measurement problem.

08 · Level-4 support

Four level-4 units were included in the coverage matrix

The engine handles automatic effects during every real and simulated action. The AI must separately choose targets, stand cells, shots, and spells well enough to exploit those effects. Coverage proves the paths run safely; it does not prove optimal mastery.

C
Automatic effectsDamage searched

Champion

A 2×2 melee unit with Tie up the Horses Aura, Crusade, and Rapid Charge. Candidate damage estimation prices charge distance; real rollouts resolve the full engine effects.

  • Search can compare target and stand-cell charge deliveries.
  • Reveal placement recognizes enemy Rapid Charge lanes.
  • A13’s direct rapid-charge preference weight is 0, so optimization depends more on expected damage/search than a bespoke rule.
AQ
Steal mechanicLegality guarded

Arachna Queen

A 2×2 melee unit with Web Aura, Infest, and Predatory Assimilation. It can steal an active ability and become a genuine runtime caster or shooter.

  • An AI bridge uses stolen spells and legal shots.
  • Candidate generation respects new capabilities after assimilation.
  • A large Queen is explicitly barred from stolen Castling, whose contract requires small units—a real corruption path found and fixed during coverage.
A
BodyguardNear-term effects

Abomination

A 2×2 melee protector. Dense Flesh makes aimed ranged attacks consume extra shots; Flesh Shield Aura absorbs most direct damage to protected allies and recalculates defense.

  • Automatic mitigation appears inside real rollouts.
  • Generic aura and position features provide some signal.
  • No dedicated “protect the most valuable ally” long-horizon module exists; shortlist and horizon can miss bodyguard setups.
FB
AutonomousAggregate value

Frenzied Boar

A 2×2 melee unit with AI Driven, Magic Shield, and Boar Saliva. Magical resistance and physical miss effects resolve through the engine and candidate damage estimates.

  • Search sees near-term misses and resistance outcomes.
  • There is no Boar-specific tactical policy beyond generic melee/search.
  • Two rollouts can still be noisy around stochastic effects.

The forced L4 panel checks operational coverage: all four units as candidate-owned and opponent-owned, both physical seats, across the live map rotation; acting turns; no candidate rejections; no raw candidate end-turns; no candidate-owned L4 mountain attacks; no stuck fights. It uses Black Dragon as a fixed control. This is a behavior/safety census, not a balanced L4 win-rate ranking.

09 · “Training” decoded

A tournament searched over policies; the live AI does not keep learning

The word training is useful shorthand, but it can imply the wrong mechanism. A13 emerged from offline simulation, value-model fitting history, finite candidate mutation, and tournament selection—not from gradient-updating a deep policy during play.

The research harness explicitly did not auto-edit, auto-bake, or auto-deploy a winner. Promotion remained a reviewed human decision.
Mutation

What changed

A13’s campaign label was adaptive-a13-from-c43-gate-search-gate. It changed its parent c43’s ordinary challenger threshold from 0.025 to 0.03.

Value history

Where weights came from

The fixed leaf belongs to a line of offline outcome predictors and evolutionary/CEM research. Candidate campaigns could blend value vectors by 15% or 25% as well as flip discrete controls.

Selection

How arms ranked

Research ranking was lexicographic: candidate win rate, then draw rate, then non-loss Armageddon rate. Fresh validation seeds checked screen overfitting.

Terminology for the a13 training and decision system
TermAccurate for a13?Why
Deep reinforcement learningNoNo deep policy/value network or policy-gradient loop.
Online learningNoWeights and rules are fixed during a match.
Supervised value learningYesThe logistic critic maps simulated board features to eventual win outcomes.
Evolutionary / black-box optimizationYesFinite genomes were mutated, screened, and selected by tournament outcomes.
Model-based planningYesThe real game engine is the transition model used to imagine consequences.
RL-adjacent self-play optimizationWith explanationReasonable umbrella language, but it must not be confused with PPO/Q-learning.
10 · Evidence

What the recorded a13 results actually say

A13 ranked first for strength on both independent hosts in the campaign evidence. It did not pass the formal Armageddon promotion rule. Both statements are important.

Frozen dual-host campaign validation against v0.7
HostValidation gamesWinsLossesDrawsRaw win rateDecisive win rate
M461,44036,00625,07835658.60%58.95%
Ryzen 7 9800X3D27,64816,24911,23216758.77%59.13%
Combined89,08852,25536,31052358.66%59.00%

Campaign validation was versus v0.7 under the frozen training alias and campaign binding. It is strong evidence, but not a located post-promotion production-rebound tournament artifact. The raw dual-host output bundle is not currently included in the public source repository, so these figures are an audited snapshot rather than a downloadable public dataset.

Strength result

Both hosts agreed

A13 ranked first for strength on the M4 and the 9800X3D. On each host it improved the stable c48 anchor by roughly +0.76 percentage points raw. Cross-host agreement is valuable because it is harder to explain as a single-machine accident.

Promotion discrepancy

Armageddon gate failed

M4 Armageddon reached: 502 / 61,952 = 0.81%. 9800X3D: 233 / 28,160 = 0.83%. Required ceiling: 0.1%. New-L4 panels were higher still. Final campaign leaderboards therefore recorded no formally eligible promotion candidate.

Honest conclusion: a13 was later promoted manually after ranking first for strength on both hosts. It would be inaccurate to say it passed the campaign’s formal near-zero-Armageddon gate.

The remembered “62%” was not exact production a13

Distinguishing exact a13 from earlier candidate families
Evidence familyApprox. raw result vs v0.7Interpretation
Earlier d174… stable candidate≈62.4%Earlier candidate family; not exact a13.
Later r3 qualification of that family≈61.34%Still not exact a13’s frozen genome.
Exact a13 dual-host validation≈58.66%The directly attributable campaign number.

AI meta cohorts answer a different question: which units, artifacts, augments, synergies, maps, and roster types perform under v0.8+a13. A non-mirrored balance study does not establish an AI-version win rate against v0.7.

11 · Performance

Why a v0.8 meta report is dramatically slower than the old one

The report renderer is not the bottleneck. The difference is that plain v0.7 makes one native decision, while v0.8+a13 may execute dozens of hidden engine turns to decide one visible action.

v0.7

One policy pass

Evaluate heuristics, emit an action, resolve it. Historical 1.05-million-fight report throughput was on the order of hundreds of fights per second with 12 M4 workers distributed across cohorts.

v0.8+a13

Policy + snapshots + many futures

Enumerate candidates, run an immediate census, snapshot and restore state, simulate up to about 72 future unit turns, extract value features, and repeat for many real decisions in every fight.

meta-study work ≈ fights × real decisions per fight × (candidate census + paired rollout turns + snapshot/restore overhead)

Why hardware can change more than elapsed time

  • 175 ms is per decision, not per game. A long fight may encounter that budget repeatedly.
  • 275 ms is a per-match search circuit threshold. Once opened, later ordinary decisions fall back to baked policy; forced productivity/endgame cases still use a bounded valid-action probe.
  • Wall-clock limits make host and load part of the experiment. A slower or oversubscribed machine can hit fallback at different decision points.
  • More workers can be worse. If simultaneous games fight for the same cores, each decision gets less CPU before its deadline and behavior can drift.
  • Pinning one host matters. Timing-sensitive comparisons should use the same CPU, worker count, runtime, source commit, and background load.
Relative work behind one visible AI action A short bar represents a v0.7 policy pass. A much longer segmented bar represents v0.8 plus candidate census, rollouts, value scoring and restoration. ILLUSTRATIVE RELATIVE WORK PER VISIBLE DECISION v0.7 native policy → action v0.8+a13 pilot candidatecensus six paired futures × up to 12 turnsreal engine · both policies · snapshots 60-featurevalue + gate → action deadline can cut the comparison and use a validated fallback
Not to exact CPU scale; it shows why enabling search changes the order of magnitude while HTML generation itself remains cheap.
12 · Failure modes

Where a13 can still be confidently wrong

Hybrid systems are powerful because rules cover known hazards and learning covers fuzzy trade-offs. They also inherit the blind spots of every layer.

Short horizon

Twelve unit turns is roughly local tactics, not a lap-12 plan from the opening. Fortresses, long bodyguard setups, ammunition wars, and delayed regeneration can sit beyond the leaf.

Candidate omission

Caps can omit the best stand cell, aim, throw, or move. Only two challengers survive the immediate shortlist, so a setup move with weak instant value may disappear.

Value approximation

The critic sees aggregates, not explicit unit, ability, artifact, augment, or synergy identities. Novel combinations can be out of distribution.

Rare randomness

Two paired rollouts reduce noise but do not reliably sample low-frequency steals, misses, resistances, or high-impact luck tails.

Hard-rule conflict

“Advance instead of mine” stops obvious waste but may suppress a genuinely useful obstacle plan. Every invariant trades tactical freedom for reliability.

Timing sensitivity

Deadline fallback depends on hardware and load. If a difficult decision repeatedly exceeds the budget, the shipped AI effectively becomes more of its baked pilot.

Non-recursive opponent model

Rollout policies do not invoke another full a13 search. This is necessary for speed but means the imagined opponent can be weaker or stylistically different from deployed search.

Correlation traps

A coefficient or meta-report lift can reflect which armies create a state, not what changing that feature would cause. Prediction and balance causality are different problems.

Coverage ≠ mastery

A unit acting without rejection proves integration. It does not prove target selection, positioning, or synergy use is near-optimal.

A practical diagnostic rule: first ask whether the desired action was absent from the candidate set, removed by the shortlist, scored badly by the critic, rejected by a hard rule, or lost to a deadline. “The AI made a bad move” can originate at five very different layers, and each needs a different fix.

13 · Improvement roadmap

Make it stronger without making every fight slower

The best next step is unlikely to be “turn every knob up.” More rollouts can improve decisions and simultaneously destroy tournament throughput or trigger more deadline fallbacks.

Instrument decision provenance

For every bad replay, record incumbent, candidate set, shortlist, rollout means, override reason, deadline/circuit state, and executed fallback. This turns anecdotes into labeled failure classes.

Distill search into the fast policy

Collect a13 recommendations offline, then train a compact action-ranking model or bake stable rules. Let cheap decisions bypass rollout; reserve search for uncertain states.

Use adaptive compute

Spend little when the incumbent is obviously legal and strong. Expand rollouts when top candidates are close, the state is stochastic, an L4 mechanic is active, or the endgame is near.

Improve shortlist recall

Preserve diversity by action class and target, not only immediate value: one movement setup, one kill line, one control spell, one target-coverage delivery. Measure whether the eventual winner was pruned.

Add ability-aware value features

Represent protection, control, regeneration debt, Dulling exposure, remaining high-impact casts, shielded HP, current lanes, and Armageddon finish slack—carefully, with out-of-sample validation.

Separate tactical and strategic critics

Use one model for the next-lap fight and another for long-horizon terminal risk. Blend by lap, board openness, rangedness, and ability state instead of forcing one linear leaf to express everything.

Cache and optimize snapshots

Profile battle snapshot/restore, pathfinding, repeated legal queries, and invariant feature blocks. A faster engine buys stronger search without changing the live deadline.

Promote only on multidimensional gates

Require strength confidence, avoidable passive rate, mountain/shield rate, action rejection, Armageddon reach/decision, L4 coverage, cross-host reproducibility, and timing-fallback rate—not one headline win rate.

A useful experiment matrix

Suggested measurements for future a13 iterations
QuestionMetricBest testFailure interpretation
Does search find better tactics?Paired score-rate deltaSame seeds, seats, armies, hostCritic/candidate/search issue
Does AI stop wasting turns?Avoidable passive per 1k decisionsAction audit with legal-alternative replayProductivity rail gap
Does it finish cleanly?Armageddon reached and decidedLong balanced + dominant-state panelsHorizon or endgame policy gap
Are new units safe?Rejections, raw no-ops, acting coverageForced L4 ownership/seat/map matrixEngine/candidate integration gap
Is it deployable?p50/p95/p99 decision time and fallback rateProduction-like fixed host loadCompute budget mismatch
Did it generalize?Fresh-seed cross-cohort lower boundsUnopened seed banks and diverse draftsPanel overfitting
14 · Learning path

What to learn to understand and improve systems like this

You do not need to begin with advanced neural RL. A13 sits at the intersection of game AI, simulation, statistics, optimization, and systems performance.

01 · FOUNDATIONS

State, actions, transition, objective

Model the board as state; legal moves as actions; the engine as transition dynamics; elimination/score as objective. Learn Markov decision processes as a vocabulary, even when the practical agent is not pure RL.

02 · CLASSIC GAME AI

Minimax, expectimax, rollout search

Understand branching factor, depth, opponent models, stochastic outcomes, evaluation leaves, alpha-beta intuition, Monte Carlo estimates, and why bounded search must prune.

03 · VALUE LEARNING

Logistic regression and calibration

Learn logits, sigmoid, cross-entropy, regularization, feature scaling, interactions, calibration curves, leakage, and distribution shift. You can understand a13’s critic completely with these tools.

04 · EXPERIMENT DESIGN

Paired seeds and confidence

Study common random numbers, paired seat swaps, confidence intervals, multiple comparisons, holdout seeds, preregistered gates, and why sub-1% deltas demand many games.

05 · BLACK-BOX OPTIMIZATION

Evolution, CEM, bandits

Explore finite candidate arms, mutation, crossover/blending, cross-entropy method, successive halving, multi-armed bandits, and tournament selection when gradients are unavailable.

06 · SAFETY ARCHITECTURE

Action masks and invariants

Learn why a learned scorer should not own legality. Study constrained optimization, action masking, lexicographic objectives, fail-closed fallbacks, and regression/property tests.

07 · SYSTEMS

Profiling and deterministic simulation

Measure snapshots, memory churn, pathfinding, worker oversubscription, cache behavior, deadlines, deterministic RNG, replayability, and host-bound performance.

08 · ADVANCED NEXT

Imitation, distillation, learned policies

Once search logs are trustworthy, learn behavior cloning, ranking losses, uncertainty estimation, ensembles, policy/value networks, and selective search. Deep RL becomes relevant later—not automatically better.

Best practical exercise: take ten visibly bad fights. For each decision, reconstruct the five checkpoints—candidate availability, shortlist survival, rollout score, rule arbitration, timing fallback. Then propose the smallest change that fixes the correct layer and test it on fresh paired seeds.

15 · Glossary

The vocabulary in plain language

Action / candidate
A legal sequence the active unit could execute: move, attack, shot, throw, spell, wait, or fallback.
Incumbent
The native policy’s original choice. It is candidate zero and the fail-closed anchor.
Rollout
A temporary simulated future: apply one candidate, play both armies forward, evaluate, restore.
Horizon
How far the simulation looks ahead. A13 uses twelve future unit turns.
Leaf
The future position where search stops and an evaluator estimates how good the state is.
Value function
A mapping from a board state to expected success, here an estimated acting-team win probability.
Logit
The unbounded linear score before sigmoid converts it to a 0–1 value.
Feature
A numerical board measurement such as HP advantage, spread, ammo advantage, or queue exposure.
Gate
The minimum value improvement normally needed to replace the incumbent. A13 uses +0.03.
Shortlist
The small set receiving expensive full-horizon rollouts: incumbent plus two challengers.
Paired seeds
Giving each candidate identical random streams so outcome differences reflect actions more than luck.
Action mask
A rule excluding impossible or forbidden candidate classes before learned ranking.
Hard rail
An explicit priority or invariant, such as avoiding an unnecessary mountain turn.
Fallback
The safe action used when search cannot finish, an action is rejected, or no better legal option exists.
Circuit breaker
A per-match fuse that prevents repeated expensive search after a decision exceeds the timing threshold.
Distillation
Teaching a faster policy to imitate costly search recommendations offline.
Distribution shift
When live boards differ from the critic’s training examples, making predictions less reliable.
Armageddon reached
A fight surviving to the first wave; distinct from Armageddon actually deciding the winner.
16 · Technical appendix

The exact shipped profile

These values are pinned in the published a13 profile as of July 21, 2026. The hash makes “a13” an exact reproducible genome identity rather than a loose nickname.

identity candidate a13 meaning adaptive child index 13 campaign date 2026-07-21 training alias v0.8s production version v0.8 campaign opponent v0.7 campaign source identity 80059c9f34d918285eeb996589c9e3335efc240a profile publication 473373c2c4910fa8879c490273ab9a92e36ffe2c genome sha256 a46ac7ef0c18da1f3fb3b82a3fc1cd53e5565747d4d1673ac5340af5bf92ba49 search leaf mode model (60-feature logistic) gate 0.03 horizon 12 future unit turns rollouts 2 paired seeds include moves true max moves 1 max melee pairs 6 max shot aims 4 max area throws 2 active challengers true shortlist 3 total, including incumbent decision deadline 175 ms circuit breaker 275 ms late ranged overlay 0 pure ranged overlay 0 native policy melee rapid-charge weight 0 melee ranged-target weight 2 reveal placement enabled dense melee-magic isolate disabled aura caster router off aggressive policy enabled finish target-pressure marker lap 6 dominant threshold lap 7 and own HP >= 2 × enemy HP universal sprint lap 9 first Armageddon lap 12
Source map used to audit this guide
What is hard-guaranteed, conditional, and still only measured?
Confidence classification for the guide's central claims
BehaviorConfidence typePrecise claim
Generated mountain/shield challengersHard filterSearch does not introduce them for v0.8.
Inherited passive repairHard policy railReplace with legal damage first, otherwise nearest advance, when found.
Stronger-ranged waitHeuristic + searchUses ammo × damage × living amount; retains +.03 rollout protection.
Target choiceScheduler + searchKills, wound focus, remaining work, regeneration and Dulling tax guide selection.
New-L4 mechanicsReal engineAutomatic effects resolve in live actions and rollouts; tactical mastery is not guaranteed.
Near-zero ArmageddonNot achieved by campaign gateExact a13 strength passed; formal ≤0.1% promotion ceiling did not.
≈58.66% vs v0.7Frozen campaign evidenceDual-host validation under the training binding; not a universal matchup constant.