Separating Decision Time from Decision Quality in the Real-Time Gap of Distilled Deciders: Evidence from a Game and a Conveyor Simulator
Real-time agents are often evaluated with the world paused, or with decision time rounded to whole ticks (tick conversion). Tick conversion predicts almost no loss for a learned decider whose hit accuracy falls by 14.8 percentage points (pp) on the same games in asynchronous play. We instead split the decider's gap to a zero-latency teacher into time and quality components. In ViZDoom, we train a small decider by imitating a scripted teacher, run the game on wall-clock time, and add a control in which the teacher waits for a call to the decider's server before deciding. On a Windows host, three preregistered studies put the time component at 6.5-8.7 pp and the quality component at 6.3-8.6...
| Authors | Chihoon Shin, Junyeong Lee, Kihyeok Jeong et al. |
|---|---|
| Primary category | cs.LG |
| Published | 3 October 2026 |
| Last updated at source | 3 October 2026 |
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