Perslis Arcade
PERSLIS ARCADE · FAIL-FIRST MODELS

Fail-first models: failure becomes structure.

A fail-first model learns only from failures it has actually had. The environment, not the model, decides whether an action worked. Each verified failure becomes an explicit constraint, kept in symbolic memory with its evidence, so the next attempt starts from a smaller search space. No weight update. Never pay for the same lesson twice.

On 25 September 2026 a symbolic floor with a memory of its own failures played two real Atari 2600 ROMs: +32% on Space Invaders, −12% on Freeway, the same mechanism. That pair became Peel, to our knowledge the first fail-safe model. The same loop now plays DOOM, Wolfenstein 3D and Fallout as VDSG, and flies a drone course it can relearn from nothing, always inside a floor its learning cannot widen. The frozen Atari result is further down this page, exactly as it was published.

The white paper and the deck: Fail-First Models: Failure Becomes Structure (PDF) · the 18-slide deck (PDF)

Fail-First Models: failure becomes structure, structure changes the next attempt. The loop: state, attempt, verify, success or failure, construct rule, symbolic memory, next attempt with known-bad transitions eliminated.
The fail-first loop. The environment, not the model, decides whether the action worked. What is a fail-first model? →

The fail-first loop, step by step

Every step of the loop is something the systems on this site actually do. The middle column is the Atari floor this page began with; the right column is what the same step became in VDSG and the drone.

Attempt → Verify → Fail → Constrain → Remember → Retry.
stepin the arcade floorin VDSG and the drone
1 · State
what is true now?
A situation bucketed from raw 210×160 pixels, with zero emulator RAM.Facts read from the engine or simulator state: health, who is present, free space by sector.
2 · Attempt
take an action
The pilot proposes from the admissible set.The rules choose a goal inside the admissible set; a model may propose, never admit.
3 · Verify
what actually happened?
The ROM decides: a life lost, read at the true impact frame (we got this wrong first).The game or simulator decides: a death, a contact, a lap time.
4 · Failure
keep the evidence
A card: the situation and the action taken.Charged to the decision that opened the episode: the line that started the fight, not the heal inside it.
5 · Construct rule
evidence into constraint
A pattern becomes a rule only when its Wilson lower bound clears the base rate.The same bar; one unlucky death does not become a rule.
6 · Symbolic memory
no weight update
Rules are counts that cite experience IDs, traced into 203 Peel tiles.An evidence table the learner writes; the licensing cards are read-only to it.
7 · Next attempt
known-bad transitions eliminated
The admissible set shrinks, bounded by rule retirement.The learner can only narrow and reorder; human orders outrank it.
Success
preserve it
V2 keeps both sides of every outcome, so good actions are remembered too.The drone keeps a change only if every lap comes back cleaner and faster.

Never pay for the same lesson twice, unless the lesson is wrong. Freeway shows a lesson that is correct and still costly: the chicken learns that moving up is dangerous, and stops scoring. That is why a fail-first model needs rule retirement and, eventually, a price on recoverable failure, and why the learning is fenced by a floor it cannot widen (fail-safe).

What it became

The mechanism on this page, a memory of failures that can only remove options, is now the learning half of a larger model. Both clips below play by themselves; both are recordings of the real consoles.

VDSG playing DOOM E1M1 from the commanded console
VDSG playing DOOM (1993), E1M1: rules decide, evidence learns, your orders only narrow. The full recorded console →
The drone relearning the course from a wiped memory
The drone relearning a course from a wiped memory, one change per round. The flight demo →

The line from Atari to the Fail-Safe Model

Every step since the frozen result, with its number. Negatives kept.
stepresultwhat it taught
Arcade floor v1
Space Invaders · Freeway
+32% · −12%Failure memory helps where failure is terminal and hurts where the risky action is the only useful one. The frozen result below.
Rule retirement
the 54-rule collapse
30 rules → 6 dead ends · 50 → 12 · retirement → 0Every rule individually justified, collectively paralysing. Retiring rules by coverage takes the dead ends back to zero. Squads →
Evidence tiles
every veto traced
4,280 cards → 30 rules → 203 Peel tilesA refusal walks back to the individual deaths that earned it. Evolution →
VDSG · DOOM
rule-based, no neural network
random 3.2 · rules 17.9 · +memory 20.3 (t = 0.78)The rules win decisively; the memory layer on top is parity, not a win, and is reported as such. Evidence →
VDSG · orders
DOOM and Wolfenstein 3D
orders only narrow · the learner is boundedStated as propositions in the VDSG paper: no order and no amount of experience can add an action.
VDSG · Fallout (1997)
scripted scene, real decision loop
49 deaths at one guard → dies onceCredit assignment again: blame had to reach the line that started the fight, not the heal inside it. Then it chose the peaceful line.
Drone course
simulation, held-out starts
10 / 10 laps, 0 contacts · baseline 1 / 10The learned plan sets the speed; the stop-distance limit and reflexes act after it and can only slow it down. Flight demo →
Peel, the Fail-Safe Model
the name for all of it
learns from failure · cannot widen its floorFail-first is how it learns; fail-safe is what that learning may not change. The science and the math →

What carried over, and what did not

THE FROZEN RESULT · 25 SEPTEMBER 2026 · EXACTLY AS PUBLISHED

The cost of a failure is not a property of the action.

We gave a symbolic floor a memory of its own failures and pointed it at two real Atari 2600 ROMs. Raw pixels, no emulator RAM, no weights and no gradients. On Space Invaders it is worth +32%. On Freeway the identical mechanism loses 12%. The pair is the finding, and the reason is not that one game is harder.

Two frozen experiment cards · three arms measured · nothing tuned away · watch a refusal happen →

What the mechanism is

A death writes a card: the bucketed situation it happened in, and the action taken. When a situation accumulates enough evidence, the card becomes a rule that removes that action from the admissible set at decision time. The pilot proposes; the floor decides what the pilot is allowed to propose from.

Every rule cites the experience IDs that produced it. A refusal reads died 13 of 19 times in this situation — 3.6× the base rate, not a number between zero and one. There is no neural network in the loop and nothing latent: the rules are the entire learned state, and deleting a row changes the behaviour.

This is the part a confidence score cannot do. A classifier can tell you it is 0.94 sure. It cannot tell you which nineteen experiences made it sure, and you cannot delete one of them.

The numbers

Three arms, two games. V1 learns only from failure — a bad action is excluded. V2 keeps both sides of every (situation, action) pair and ranks by utility, so nothing is permanently excluded and later evidence can un-rank a bad option. V2.1 adds a hard floor for catastrophic outcomes on top of V2’s utility.

Mean score per episode. Higher is better.
armSpace InvadersFreeway
pilot only (no learning)139.410.3
V1 — avoidance only200.6 +32% vs its own 152.2 baseline9.2 −12%
V2 — utility only128.8 −8%10.2 parity
V2.1 — catastrophic floor + utility121.9 −13%5.0 −51%

Read within a row, not across cards. The Invaders pilot baselines differ between the two experiment cards — V1’s A/B ran to natural game-over (cap=20000), V2’s used cap=3000. Comparing 200.6 to 139.4 across cards would be wrong.

V2 fixed the regression and lost the win. V2.1 lost both. That is written down here rather than tuned away.

The finding: what a failure destroys

The difference between the two games is not whether risk can be traded off. It is what a failure takes away from you.

Space Invaders — terminal

A death removes every remaining reward in the episode. Its true cost is therefore the expected remaining return, not the local setback. V1’s absolute veto priced this correctly, by accident — an infinite penalty is right when the loss really is everything.

Freeway — recoverable

A collision knocks the chicken back and play continues. The real cost is the lost ground and nothing more. V2’s utility ranking priced this correctly; V1’s veto did not, and removed the only scoring action.

One mechanism gets each regime right for the right reason, and cannot get both at once. A fixed failure penalty — any fixed penalty, including a confidence threshold — is wrong in one of the two regimes by construction.

On Freeway, adding a catastrophic floor (V2.1) simply reconstructs V1: several up signatures sit above 80% observed fatality, the floor vetoes them, and the chicken stops playing. There is no catastrophic tail to exclude when the fatal action is the only scoring action.

The result we did not expect

V1 on Invaders peaks at 276.2 around 50 episodes, then declines to 246.7 by 100 — with a bounded working set of 30 rules. Remove the bound and 100 episodes collapse to 167.1 with 54 rules.

Every one of those 54 rules was individually justified by real deaths. Individually lethal, collectively paralysing. The admissible set only ever shrinks, so a floor that never retires a rule eventually refuses everything.

This is the practical failure mode of every safety layer we know of, and it is the reason safety systems get switched off in the field. It is also the argument against our own approach, so here is the number: 30 rules helps, 54 rules is worse than not learning at all. Bounding the working set is not a tuning detail — it is load-bearing.

Five defects, each of which produced a plausible wrong answer

The experiment cards record every defect found, because each one silently returned a believable result before it was caught. The largest:

ALE drops the lives counter at the end of a 127-frame death animation. Every failure card was therefore written from frames in which the ship had already been destroyed. Of 374 blamed frames, 0 had a bomb visible. At the true impact frame, 17 of 17 did. The floor was learning from the wrong moment entirely, and still produced a curve that looked like learning.

We report this because a result that only ever went up would be less trustworthy, not more.

Where this sits

Removing unsafe actions from an agent’s choice set at runtime is an established idea. The closest modern line is shielding (Alshiekh et al., 2018, Safe Reinforcement Learning via Shielding) and the constrained-MDP and safe-RL work around it. Learning rules from failure is older still — explanation-based learning and control-rule learning in PRODIGY (Minton, 1988), case-based failure-driven memory in CHEF (Hammond, 1986), and Ripple-Down Rules (Compton & Jansen, 1990), where each rule is added in the context of the case that broke the previous one.

We are not claiming the category. What is ours is narrower and, we think, more useful:

Status, honestly

PROTOTYPE — research result. This is a frozen two-experiment finding on Atari ROMs. It is not a product, it is not deployed, and nothing here has been validated for a safety-critical path. The mechanism transferred between games; the learning did not. Anyone citing the +32% without the −12% is misreading it.

V1 is frozen at freeze/arcade-floor-2026-09-25; V2 cites V1 and does not replace it. Neither card is edited to make a later metric look better — a v3 gets its own card and cites both.

Open problem. A floor that prices recoverability rather than death rate — one that refuses what cannot be undone and permits everything else right up to that edge. Freeway is the benchmark: a mechanism that understands recoverable failure should beat the 10.3 pilot outright, not merely reach parity.

Since this result: the mechanism is now the learning half of Peel, the Fail-Safe Model, and runs in VDSG. Still a research prototype, simulation and games only.