docs: the trap hunt and the bench run the service's frame since FND-01, and hunts across the change do not compare
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2 changed files with 11 additions and 1 deletions
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@ -20,7 +20,8 @@ FLY_ROM=".../Pokemon Red (U) [S][BF].gb" FLY_MACRO_BRAIN=data/fafb-v783 \
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cargo run --release -p flysim --example palette_bench
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```
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Both arms are the sim loop's own frame order over the real connectome (`data/fafb-v783`), the real
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Both arms are the sim loop's own frame order (`flysim::frame::LegacyFrame` since 2026-09-23;
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before that `NeuralAgent::tick`'s, one frame behind the stream) over the real connectome (`data/fafb-v783`), the real
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Game Boy readout preset with nothing overridden, the real Pokémon adapter paying the real reward
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catalog, and the real ratchet on the adapter's own recovery policy. The only difference between
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them is `flysim::macros::MacroLayer`, built from the configuration the way `Sim::boot` builds it,
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@ -151,6 +151,15 @@ window every 15 brain seconds, so a loop is caught wherever it starts) in which
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A window with no macro in it is not flagged: silence waits, and that is the doctrine working.
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**2026-09-23, FND-01.** The hunt now runs `flysim::frame::LegacyFrame`, the frame the service
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runs, restored the way the service restores (no held channel, no location, the blocked window at
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brain time 0). Before that it ticked the brain through `NeuralAgent::tick`, one frame behind the
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stream: each frame and its rewards reached the brain after the next ticks, the ratchet was
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observed without the objective signal, and a rollback did not re-observe the scene. Hunts from
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before and after the change are not comparable number for number; compare two arms built from
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the same side of it. `FLY_TRACE=<path>` writes the run in the service's own per-frame trace
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format (`flysim::trace`), so a hunt can be diffed against the service from the same checkpoint.
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```sh
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FLY_ROM=".../Pokemon Red (U) [S][BF].gb" FLY_MACRO_BRAIN=data/fafb-v783 \
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FLY_TRAP_CHECKPOINT=.local/checkpoints/release-viridian-loop.checkpoint \
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