Perslis Defense
PERSLIS DEFENSE · DEFENSE

Stay alive. Stay inside the lines.

Defense is the half of the fight nobody films: not dying, not walking into the same kill zone twice, and never doing what it was told not to do. Here is how the brain does it, and how much it helps, game by game.

Nothing here has been in the field. It has been tested in games and simulation. Here is what that proves and what it does not.

Tanks fighting in the 3D arena: our brain driving, dodging, backing out when pinned, and holding fire when the eye cannot confirm.

Five things that keep it alive

  1. The floor. Before it picks a move it works out what its orders allow. Orders can narrow that list; nothing it learns can widen it. In simulated driving, a controller built to crash sent 64,952 bad commands over 40 km: every one overridden, 0 collisions. Pull the floor and the same commands crashed within seconds.
  2. Failure memory. One bad break is not a lesson. When a spot keeps getting it hurt, it becomes a rule. A rule reads: died 13 of 19 times here, 3.6× the base rate.
  3. The map of kill zones. It draws its own map from what its eye has seen, marks where it died, and routes around it.
  4. The unstick rule. Pinned against a wall, it pivots to the open side, then backs out the other way. In the 3D tank arena, time spent pinned went from 15% to 0%.
  5. An eye that won’t guess. A sensor claim is checked against the pixels, or the eye says can’t confirm. Gate passed on 7,863 frames: recall 98.4%, false confirmations 0.48%.

Cross-compare: does it survive better?

gamewith the brainwhat went against us
Fallout (1997) — learning off vs on, same save15 deaths per hour vs 80stalled on one quest for hours
Drone course — starts it had never seen10 of 10 clean laps, 0 contacts; a fresh brain: 0 of 10, 18 contactsat chase speeds of 2–3 m/s it still crashes
Simulated driving — hostile controller64,952 of 64,952 bad commands overridden, 0 collisionsthis is a boundary; nothing here learns
3D tank arena — pinned against walls15% of the time → 0%still loses to the game’s own AI
Quake III engine — hazard floor v1fixed in v2v1 of the floor caused lava deaths: 38 vs 19
Freeway (Atari) — same mechanism as Space InvadersSpace Invaders +32%Freeway −12%: caution costs points when danger and the goal are the same road

Every row comes from a recorded run. The red column is not hidden: a defense that only shows wins is a sales sheet.

When it doesn’t know, it says so

A confident wrong answer gets people hurt. The eye abstains instead. That has a cost and we show it: in the tank arena it held 12 shots at point blank because it will not confirm a target closer than 12 m. A fix is a candidate, not done.

Why a floor, not a bigger neural network

Same situation in, same decision out, every time. That means you can replay any decision at the after-action review and get the same answer. It runs on the machine with no network, so there is no link to jam and no server to take down.