Environment Objective And Atom Conventions¶
Temporal-game environments should define one SpecPair for every exposed
env.possible_agents entry. Cooperative tasks may still use related formulas,
but each learning agent should have an explicit monitor so NashConv,
AlphaRank, counterfactual replay, and plots all operate on the same agent set.
Nash equilibrium is an experiment-level property of the learned policy profile,
not a trajectory atom. Environment labels and SpecPair.formula_str values
must not contain NashConv, AlphaRank, equilibrium, verifier, or policy-profile
signals. Those checks happen after training: NashConv estimates whether a
unilateral deviation improves objective satisfaction under the existing
success-threshold path.
Preferred atom style:
- use domain events, not generic implementation signals
- prefer
apple_collectedoverreward - prefer
food_metabolizedoverfood_reward - prefer
resource_claimedoverresource_reward - use
player_i_*atoms when a formula is meant to credit only one learner - keep aggregate atoms only when the formula intentionally reasons about team state
The current per-environment intent is:
- Coins uses the agent-specific own-coin-first formula
(!player_i_mismatched_coin_collected) U player_i_matched_coin_collected. Partner harm is an event label and shaped-reward signal, not an equilibrium atom. - Pursuit Evasion keeps asymmetric guard/intruder objectives and now uses
semantic collision atoms such as
guard_intruder_collision. - Chemistry gives every learner an individual food-then-XY objective over
player_i_food_metabolized_everandplayer_i_xy_metabolized; the easier chemistry sanity objective is the individual food-only formulaF player_i_food_metabolized. Treat food-only as a rational-synthesis smoke test rather than a strong temporal/strategic benchmark. The intermediate chemistry objective isF (player_i_food_metabolized_ever & xy_metabolized), which requires individual food setup plus a shared XY milestone. - Harvest gives every learner an individual harvest or safe-harvest
objective over
player_i_apple_collectedandplayer_i_zapped. - Territory gives every learner an individual claim objective over
player_i_resource_claimed, withall_zappers_readyretained as a shared peacefulness condition. - Gift Refinements gives every learner an individual refined-then-consume
objective over
player_i_refined_gift_received_everandplayer_i_tokens_consumed; the easier Gift Refinements smoke objective isF player_i_tokens_consumed. Do not replace it with aggregateF tokens_consumedunless the experiment is explicitly team-level.