Constructive spectrum
Plans a five-drop cycle toward a target board with spread-out heights, reachable covered discs, and shared triggers. It clearly beat the one-move-ahead reference.
completedrecordedBuild structures that pay off later and survive repeated row rises instead of taking only immediate points.
7 approaches, featured pages first. The label above each title is the technique the approach uses; the same pages appear under that technique on the approaches index.
Most policies answer one question: what is the best move right now? These policies answer a different one: what should the board look like in five moves, and which move gets it there?
The thing worth building is a reservoir: high-numbered discs stacked where they cannot go off yet, arranged so that one specific future event sets all of them off at once. Because a disc clears when the unbroken line through it — counting gray discs — is exactly its own number, a stack can be made to sit there inertly and then be triggered by something as ordinary as the board rising.
Here is that mechanism, played through the rules engine. Four 6s are stacked in one column above the covered row. Nothing happens when the fourth is dropped: the column's unbroken run is five, and five is not six. Then the rise arrives — a new covered row is pushed in underneath, everything shifts up, and the run becomes exactly six:
That is the whole family in one picture: a structure that is worthless on the move it is built, valuable several moves later, and specifically designed to survive, or exploit: the rise in between. The research question is whether a policy can find and maintain such structures reliably enough to beat a policy that simply searches four moves ahead.
The seven approaches here differ in mechanism, but they share a shape:
All of them read only public information: the visible board, the next disc, the rise clock and the terminal flag. Where an oracle appears, it is used to measure what the target motif looks like, never to choose a move.
Building deliberately across a whole rise cycle adds information that a one-move-ahead policy does not have. It still did not displace the four-move search, and adding its signal to that search made the combined policy worse.
Three results carry most of the weight, all on corrected 17,000-point scoring:
Planning further did not monotonically help either. A 12-move continuation beat a 7-move one on the fitting games, but 17 moves was much worse than both and 27 moves landed back in between, and the 12-move version still failed its robustness gate.
All figures below are from the experiment history §"Explicit reservoir and constructive-cycle policies (rejected)" and §"Tail-focused complete-game CEM", ledger-recorded, and all were checked as internally consistent corrected-17,000-point results by audit 03.
| Comparison | Games | Candidate | Comparator |
|---|---|---|---|
| Vertical reservoir tournament | 128 | 160,498.094 pts / 50.891 moves | fair D1 178,554.438 / 55.750 |
| Viability controller Stage A | 32 | 132,537.094 / 43.281 | fair D1 172,697.625 / 53.969 |
| Constructive spectrum Stage A | 32 | 266,695.500 / 79.500, 25 joint wins | fair D1 157,198.063 / 49.875 |
| Constructive shield on depth 4 | 4 | 283,286 / 83.750, 37.0% switches, 1 pair won | exact D4 372,870.500 / 106.250 |
| Horizon ablation | 32 | H12 299,730.563 / 88.344 (16 joint wins) | H7 258,223.938 / 77.219; H17 202,634 / 61.969; H27 261,633 / 77.938 |
| H12 Pareto risk gate | 32 | 302,114.906 / 89.281, 286 of 918 disagreements switched, 17 joint wins | H7 254,541.344 / 76.344; gate required 20 |
| Tail-survival CEM tournament | 256 | champion 214,968.934 / 65.590 | starting policy 208,940.695 / 64.004 |
"Fair D1" is the one-move-ahead fair search, a much weaker comparator than the depth-4 reference, whose broader 64-game recorded mean is 308,295.578 points. Beating fair D1 is a real result and is not close to qualification: the target is a mean above 1,000,000.
Two approaches in this family have no retained numbers at all: panel value and the structural terminal veto are recorded as rejected on a task record only, which audit 04 §B.3 lists among the rejections that "cannot be re-derived". One, rise-option QD, is deliberately seed-free infrastructure with no gameplay lane at all.