Teach when to heal. Keep the move-selection skill. Watch the same encounter run again with fresh local decisions—and compare the result with a single model and a handwritten policy.
REAL CARTRIDGE · CONTROLLED BATTLE STARTS
The same save. One changed skill.
Both players start from identical machine state. Teach healing below, then replay: only the right-hand healing skill changes. Every turn makes fresh local decisions and presses the real game’s buttons.
Checking ROM availability…
Fixtures edit starting HP, inventory, and enemy attack/speed in the starter battle. Those stress stats are artificial; the cartridge handles all later effects. This uses RAM observations, not visual reasoning or campaign play. “starter” keeps the original encounter.
18 fixtures = six conditions × three starting timings. Wins: 6 → 7; strict wins: 2 → 6. Potions: 5 → 20. Two improvements and one regression; threat_slow-37 is an illustrative improvement selected after the full run. Known updated rules match the win count and are faster.
Inspect all real-engine results and limitations ↗