c2 — equivalence holds: glm-5.3 vs the heuristic on honest damage
day-2 research · glm-5.3 as Player vs Aggressive-v1, 50 seeds · b14 engine (18f0032, both arms same binary) · vs the b14 Defensive arm (n=500) · generated 2026-08-18 03:14Z
Day 1's finding was LLM ≈ heuristic on a broken-damage engine. Day 2 re-ran the
comparison on honest damage with dying rules and death saves in (#36): the language model
plays 50 full encounters against the same enemy the heuristic faces. The equivalence
survives its strongest test — deaths at parity, damage within ~0.2σ, win rates
indistinguishable at n=50.
The correction this page is part of: an earlier version of this
research claimed the LLM died ~4× less often than the heuristic, from heuristic death rates
of "~0.5–0.7" quoted from memory of a pre-#36 run. A pre-publication audit against the raw
same-engine results found the real heuristic rates are 0.144/0.158/0.048 — the 4× was an
artifact of comparing engines, and was withdrawn within the hour (README corrected,
9bd687d). We print this here because a withdrawal done in the open is why the other numbers
on this portal can be trusted.
Share of encounters in which each party member dies. Same engine, same enemy
policy. Every pair overlaps or sits within noise — the withdrawn claim lived in the gap
between engines, not between players.
unit
glm-5.3 (c2)
Defensive (b14)
Fighter
0.18
0.144
Rogue
0.16
0.158
Cleric
0.02
0.048
Damage & outcomes — same fight, same results
glm-5.3 (c2)Defensive heuristic (b14 arm)
Player-side damage per encounter (mean ± sd). The intervals almost entirely
overlap — a ~7-point deficit, ~0.2σ.
player winsenemy winsturn-capped
Outcome shares. Win rates are statistically indistinguishable at these n
(1/50 vs an expected ~2.5, p≈0.29) — the direction is down, not conclusive. Both arms
mostly hit the 50-turn cap: termination is a property of the encounter design, not the
player (d1's mirror result).
The bill
8,297
tokens / encounter — down from c1's 10.6k (honest fights end sooner)
930/933
clean decisions; 3 transient API errors → 3 honest declines, no silent fallbacks
0.2σ
damage gap (103.9 vs 111.7) — the residual the equivalence leaves behind
What this settles, and what it opens
Settled: model play and heuristic play do not diverge in kind on honest damage —
the day-1 equivalence is the robust result. Opened: the win-rate question needs n
(c3 candidate: n=200), and the tempo question needs a lever (a one-line prompt nudge, or
objective-based maps where not-losing stops being enough). The full run record:
first live match ·
death analytics ·
watch the models think on the Thinking Tale.