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mechinterp-glossary-and-constraints

参考技能,用于《喷射战士》能力家族、AP梯级、代币限制以及mechinterp实验的领域规则

person作者: jakexiaohubgithub

MechInterp Glossary and Constraints

A read-only reference skill providing domain knowledge for mechanistic interpretability research on SplatNLP's SAE features.

Purpose

This skill provides the domain-specific knowledge needed to design valid experiments:

  • Ability token families and their AP rungs
  • Main-only vs stackable abilities
  • Constraints that experiments must respect
  • Common pitfalls to avoid

When to Use

Invoke this skill when you need to:

  • Look up ability family codes (SCU, ISS, SSU, etc.)
  • Understand AP rung meanings
  • Check constraint definitions
  • Verify valid token combinations

Quick Reference

Ability Family Short Codes

| Code | Full Name | Stackable | |------|-----------|-----------| | SCU | special_charge_up | Yes | | SPU | special_power_up | Yes | | SS | special_saver | Yes | | ISS | ink_saver_sub | Yes | | ISM | ink_saver_main | Yes | | SSU | swim_speed_up | Yes | | RSU | run_speed_up | Yes | | IRU | ink_recovery_up | Yes | | QR | quick_respawn | Yes | | QSJ | quick_super_jump | Yes | | IA | intensify_action | Yes | | SubPU | sub_power_up | Yes | | SRU | sub_resistance_up | Yes | | INKR | ink_resistance_up | Yes |

Main-Only Abilities (Fixed 10 AP) — BINARY

| Ability | Gear Slot | |---------|-----------| | comeback | head | | last_ditch_effort | head | | opening_gambit | head | | tenacity | head | | ability_doubler | clothes | | haunt | clothes | | ninja_squid | clothes | | respawn_punisher | clothes | | thermal_ink | clothes | | drop_roller | shoes | | object_shredder | shoes | | stealth_jump | shoes |

⚠️ IMPORTANT FOR EXPERIMENTS: These abilities are binary (present or absent, no scaling). In 1D sweeps, they will always show delta = 0 because there's no AP variation to test. This does NOT mean they don't affect the feature.

⚠️ TOKEN FORMAT: Binary abilities appear as just the ability name (e.g., comeback, stealth_jump) WITHOUT an AP suffix. They do NOT appear as comeback_10 or stealth_jump_10. The parse_token() function returns (name, None) for these tokens, not (name, 10).

To evaluate binary abilities:

  1. Check their PageRank score (correlation with high activation)
  2. Check presence rate enrichment in high-activation examples (>1.5x = characteristic)
  3. Check mean activation WITH vs WITHOUT the token (delta > 0.03 = meaningful)
  4. Run manual 2D analysis at each scaling ability level to see conditional effects
  5. Test combinations of binary abilities together (they may have stronger effects as a group)

Standard AP Rungs

| AP | Typical Source | |----|----------------| | 3 | 1 sub slot | | 6 | 2 sub slots | | 12 | 4 subs OR 1 main | | 21 | 1 main + 3-4 subs | | 29 | 1 main + 6 subs | | 35 | 2 mains + 5 subs | | 41 | 2 mains + 7 subs | | 45 | 3 mains + 5 subs | | 48 | 3 mains + 6 subs | | 51 | 3 mains + 7 subs | | 54 | 3 mains + 8 subs | | 57 | 3 mains + 9 subs (MAX) |

Constraints

one_rung_per_family (HARD)

Only one AP rung per ability family can appear in a build.

Invalid: [swim_speed_up_21, swim_speed_up_12] - same family, different rungs Valid: [swim_speed_up_21, special_charge_up_12] - different families

Rationale: AP rungs represent cumulative investment. You can't have both 21 AP and 12 AP in the same ability simultaneously.

no_weapon_gating_if_relu_floor (SOFT)

Skip weapon-specific experiments when base activation is near zero.

When base activation is at the ReLU floor (~0), activation changes become quantized and unreliable. Check diagnostics.relu_floor_detected before trusting weapon gating results.

valid_gear_combinations (HARD)

Main-only abilities can only appear on their designated gear slot.

Invalid: ninja_squid on headgear (it's clothes-only) Valid: ninja_squid on clothes

max_ap_budget (SOFT)

Total AP should not exceed 57 (3 mains + 9 subs).

Builds exceeding this are physically impossible in-game.

Common Pitfalls

  1. Multi-rung conflicts: When sweeping family levels, ensure base contexts don't already contain the family being swept.

  2. ReLU floor quantization: Low base activations cause delta measurements to be unreliable. Check for relu_floor_detected: true in diagnostics.

  3. OOD token combinations: Very rare ability combinations may produce unreliable activations. Prefer combinations that appear in training data.

  4. Weapon bias: Some features respond to weapon kit properties (sub/special type) rather than abilities. Control for this in experiments.

Programmatic Access

from splatnlp.mechinterp.schemas.glossary import (
    TOKEN_FAMILIES,
    DOMAIN_CONSTRAINTS,
    STANDARD_RUNGS,
    get_family_for_token,
    parse_token,
    validate_build_tokens,
    get_glossary_text,
)

# Get family for a token
family = get_family_for_token("swim_speed_up_21")
print(family.short_code)  # "SSU"

# Parse token into family and AP
name, ap = parse_token("special_charge_up_57")
# ("special_charge_up", 57)

# Validate a build
violations = validate_build_tokens(["ssu_21", "ssu_12"])
# ["Constraint 'one_rung_per_family' violated: ..."]

# Get full glossary text
text = get_glossary_text()

See Also

  • mechinterp-state: Manage research hypotheses and evidence
  • mechinterp-next-step-planner: Propose experiments respecting constraints
  • mechinterp-runner: Execute experiments with constraint enforcement