Perslis Defense
PERSLIS DEFENSE · THE LADDER

One contract, harder rungs.

The same admission contract, run up a ladder of environments from single-player Atari to real-time 3D against an engine's own AI. Only the fact extractor changes from rung to rung.

Every rung is reported with its sample size and with the result that went against us, because a ladder that only ever climbs is less trustworthy, not more.

The rungs

Every rung measured in-house, in simulation or games. None of it is a range test.
rungwhat it stressesresultwhat went against uswritten up in
Atari Space Invaders and Freewayraw pixels; terminal vs recoverable failure+32% on Space Invaders−12% on Freeway, the same codeFail-First Models
Atari BattleZonea tank from the screen: search, engage27,000 vs 3,000 random, 0 never-fire (10 seeds)a dodge rule was rejected at verification (24,800 vs 28,000)Rules at the Wheel
BZFlagreal-time 3D tank arena; language models as driversrules beat every language-model driver (38 counted matches)BZFlag's own AI beat our rules in every equal head-to-head; replays show whyRules at the Wheel
DOOM and Wolfenstein 3Dorders that only narrow; an eye taught by the enginerules 17.9 vs random 3.2 (32 seeds); E1M1 clearedmemory on top is parity (t = 0.78); E1M2 not clearedVDSG · Fail-First Models
Fallout (1997)long horizon, dialogue, credit assignmenta pilot that died 49 times at one guard dies once, then takes the peaceful lineshown in a scripted scene; the open game is still hardFail-First Models
Drone course3D flight; relearning from a wiped memoryheld-out starts 10 of 10, 0 contacts, vs 1 of 10 baselineseeds vary only the start poseFail-First Models
CARLAphotoreal driving; a hostile controller; models at the wheel64,952 hostile commands overridden, 0 collisions over 40 kmlanguage models crawl at ~8–10 km/h on stale glancesCARLA admission control
Quake III Arena enginefast projectiles and splash in continuous 3D; the game's own bot AI as the planner, against skill-5 (“Nightmare!”) botsin progress——

How to read it

A rung is a stress, not a trophy. BattleZone and BZFlag test decision tempo and engagement; DOOM and Wolfenstein test orders and perception; Fallout tests blame over a long horizon; the drone tests relearning; CARLA tests the floor against a controller built to crash. The losses are the most useful rows: they are where the next piece of work is.