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Pokémon TCG — Neural Engine and Tokenization

As-built tensor streams, set-based tokenization, scratch memory, action pointers, auxiliary heads and the explicit delta to the future RoPEND/MoE design.

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Pokémon TCG — Neural Engine and Tokenization

Role of the neural engine

The current policy is not a raw-observation rules learner. The deterministic engine, trackers and legal-action enumeration construct a typed belief state; the neural engine scores the resulting action surface. This boundary is central to interpreting both the model's strengths and its ceiling.

flowchart LR
    O[Replay or live observation] --> T[GameTracker and ability state]
    T --> C[Typed card and unit streams]
    T --> M[Meta context and time buckets]
    T --> Q[Legal option stream]
    C --> X[Shared Transformer]
    M --> X
    Q --> X
    X --> A[Pointer-style action scores]
    X --> H[Auxiliary and prospective heads]
    A --> G[Engine action]
    G --> O

The architecture therefore learns a structured policy over an externally constrained action set. It is not evidence that the model internally simulates every game rule, and it does not make the future world-model or MoE phases current by association.

As-built streams

The neural-engine specification describes a model width of D=128 with typed streams that are concatenated or gathered into a single Transformer sequence. The exact names vary slightly across the monograph, manuscript and live code, but the stable conceptual components are:

StreamInformation carriedWhy it exists
CLS / global tokenGlobal pooled contextShared readout for action and auxiliary heads
Scratch registersLearned recurrent workspace passed through TBPTT memoryA bounded place to retain temporal information not fully represented by the current row
Card streamCard identity, zone, type, status and numeric attributesEntity-level game state
Unit streamBoard positions, active/bench relationships and tracker stateSpatial and relational state
Meta streamTurn, phase, player/opponent context and bucketized timingCoarse temporal and strategic conditioning
Option streamLegal actions, targets and action-specific featuresPointer-style selection over the actual action surface

The current source path has a four-head Transformer with FFN width 512, scratch/memory inputs and outputs, and action plus auxiliary outputs. It does not contain an explicit RoPE or RoPE-ND module, a strategic MoE router, a vehicle-draft generator or an Apex runtime.

Tokenization is typed, not natural-language

The tokenization documents describe a set-based representation. Cards are embedded from structured identities and attributes, units are embedded from game-position roles, and options are represented as a finite legal-action alphabet. The representation is designed to keep illegal actions out of the policy surface and to make action selection a masked scoring problem.

This design has two consequences:

  • It reduces the learning problem: the policy need not infer the complete legal-action grammar from token sequences.
  • It creates a data and feature contract: any field used to construct an option or target must be available with the same semantics in replay compilation, training, validation and arena inference.

The would-KO signals are engine-derived prospective labels, not a claim that the neural network performed a full internal Monte Carlo simulation. The documented oracle uses engine state and bounded simulation to produce labels such as would_ko, prize impact and terminal-win implications. These labels can be powerful auxiliary supervision, but their provenance and denominator must remain separate from behavior-cloning loss.

Action encoder and pointer heads

The option stream is bucketed by action family and scored with a pointer-style mechanism. The documented action families include attacks, abilities, trainer/item/supporter actions, energy and retreat-like choices, with legality supplied by the engine. Multi-select decisions require autoregressive or split-submit handling rather than pretending that one categorical label describes the complete action.

The action architecture is therefore closer to:

shared state representation
        |
        +--> legal option keys and masks
        |
        +--> pointer logits over the current option set
        |
        +--> action-family / auxiliary readouts

This matters for evaluation. A model can have a reasonable token-level or option-level validation score while still choosing a poor deck-conditioned sequence in the engine. Tournament win rate is a downstream behavioral measurement, not a direct substitute for representation diagnostics.

Scratch registers and TBPTT

Scratch registers are intended as a learned workspace passed between sequential chunks. TBPTT truncates the gradient horizon while allowing a recurrent state or memory tensor to move through the trajectory. The training contract must account separately for decision chunks, row budgets, optimizer steps and memory isolation.

The documentation has a count discrepancy that must remain visible:

  • docs/neural_engine_and_tokenization_spec.md describes 16 learnable scratch tokens;
  • the integrated monograph and Antigravity state report describe 32 scratch positions/registers;
  • the live code/configuration for each run is the authority for the exact tensor count used by that checkpoint.

This is not a reason to erase one value. It is a provenance issue: a specification revision, an experiment configuration or a report may be describing different stages. Future pages should cite the run-specific config whenever comparing scratch capacity.

The Stage 3 incident also changes how scratch memory should be discussed. The Antigravity report says the scratch workspace absorbed a gradient shock; the direct evidence establishes the loss-scale mismatch, not that scratch tokens alone contained or repaired it. Scratch memory is a plausible adaptation mechanism, not a post hoc proof of resilience.

Auxiliary and prospective supervision

The current head family includes behavior-cloning action prediction and auxiliary targets associated with terminal state, return, prize delta and would-KO-like prospective information. These heads are architecturally useful because they expose future research hooks without requiring a full world model. They also create multi-task optimization risk.

The safe contract is:

  1. each target declares its validity mask and denominator;
  2. the trainer logs valid rows and reduced loss in the same units used for optimization;
  3. the shared trunk's gradient contribution is measured per head;
  4. validation separates behavior, auxiliary calibration and arena outcomes;
  5. a future target is not allowed to leak information unavailable at the decision timestamp.

The Stage 3 postmortem records what happens when that contract is missing: auxiliary heads can look numerically healthy while their sparse gradients alter the shared representation in a way that is not visible to in-pool validation.

As-built versus target architecture

DimensionAs-built boundaryTarget or later blueprint
Position encodingZone/type structure and explicit gathers; no verified RoPE module4D or N-dimensional RoPEND over turn, meta-epoch, time remaining and Elo
Transformer topologySingle shared TransformerRouted MoE specialists with a stable base and explicit routing diagnostics
Rating contextStatic/bucketized metadata where presentStochastic ephemeral Elo anchor and opponent proxy
Deck outputPolicy acts on a packaged deck/runtime action surfaceAutoregressive 60-card vehicle/deck draft as data augmentation and search
Long-horizon stateTBPTT scratch/memoryWorld-model or latent-rollout research after the baseline is stable
Runtime modeExisting local arena and packaged inference pathApex mode after the stated competition horizon; not implemented

The target column is deliberately not a TODO list disguised as current code. It is the design lineage that explains why the current streams were kept extensible.

Primary sources

  • docs/neural_engine_and_tokenization_spec.md — tensor shapes, streams, heads and as-built/target table.
  • docs/Pokemon_TCG_AI_Monograph.md — integrated chapters on tokenization, would-KO, pointer heads and scratch/TBPTT anomalies.
  • docs/manuscript/03_tokenizer_and_epistemology.md — tokenization boundary and epistemic framing.
  • docs/manuscript/05_action_encoder_and_pointer_heads.md — action stream and pointer design.
  • docs/manuscript/06_scratch_registers_and_anomalies.md — scratch/TBPTT incident lineage.
  • docs/dataset_compilation_and_oracle_pipeline.md — oracle and feature provenance.
  • docs/architecture/01_ropend_theory.md — future positional encoding.
  • docs/architecture/moe_pipeline_blueprint.md — future routing and vehicle draft.

Cross-references