Update my script then send it as a downloadable tx...
Créé le : 29 mars 2026
Répondu en utilisant GPT-5.4 Thinking par Chat01
Créé le : 29 mars 2026
Répondu en utilisant GPT-5.4 Thinking par Chat01
Update my script then send it as a downloadable txt link
Do not give to a sub agent
There’s 40 plus sections even within these sections there’s lots that’s actually wrong also
For any core engine piece (winner prob, bimodal, sets, confidence):
Example:
Bad (colliding):
js// OLD: // var p3 = someOldBlend(...); // NEW: var p3 = bimodal.pDeciderAuth;
If someOldBlend is still used later, you end up with two different concepts of “p3” floating around.
Correct:
js// Replace the old code entirely: var p3 = bimodal.pDeciderAuth;
And make sure any references to the old computation are gone.
For these keys, there must be exactly one definition:
pWinA (or pFinal) that MATCH_PREVIEW uses.pDeciderAuth from _computeFullBimodal_.cfg.p2LeanThr, cfg.p2BetThr, cfg.p3LeanThr, cfg.p3BetThr computed once from tour+32k.If you see:
pDeciderRaw computed in multiple helpers, orp2/p3 computations using different formulas,you need to delete the duplicates and route everyone through the canonical value.
Any time you refactor a core function like _buildSetsMarketEngine_ or _computeFullBimodal_:
if (legacyMode) or if (!bimodal) unless you are 100% sure they’re dead.Otherwise, the engine will sometimes run old code and sometimes new, depending on state.
If you re‑implement something, do not introduce new variables with the same semantic meaning but different names and keep using the old ones elsewhere.
Example:
Bad:
jsvar p3Raw = bimodal.pDeciderAuth; var p3New = _clamp_(p3Raw, ...); // but later: if (p3Old >= SETS_MARKET_CFG.READ_STRONG_3SET_BO3) { ... }
Here p3Old is some old variable still in scope, and your new logic is effectively ignored in some checks.
Correct: rename everything to the new canonical name or delete the old, e.g.:
jsvar p3 = _clamp_(bimodal.pDeciderAuth, ...); // and *only* use p3 downstream
Search the function for p3 and make sure you don’t have both p3Old and p3 used in decisions.
When you or an agent makes a change, always check:
If yes, the correct fix is:
Good — I now have the full actual source of every critical function. Here's the complete logic audit, no pausing, all issues in one shot:
_unifiedBetGuard_ blocks on coldStartSeverity >= 3 but _shouldPassMatchPick_ (winner gate) blocks on coldStartSeverity >= 2 — they are out of syncExact code:
js// _unifiedBetGuard_: if (dq && dq.coldStartSeverity >= 3) { return { allow: false ... } } if (dq && dq.severity >= 3) { return { allow: false ... } }
The winner pass gate elsewhere uses >= 2 for cold-start severity. So a match with 2 raw cold-start flags passes _unifiedBetGuard_ (needs 3) but gets blocked by the winner-specific gate (needs 2). These gates disagreeing means the sets and totals lanes are permissive where the winner lane is conservative for the same match — a systematic asymmetry on quality-flagged matches.[1]
Fix: Align all lane hard-blocks to the same threshold. Since DataQuality.severity >= 3 is the existing standard in _unifiedBetGuard_, match the winner gate to >= 3 as well, or raise the guard to >= 2 across the board. Pick one and use it everywhere.
DecisionPolicy.confLabel uses raw edge minus riskPenalty but effectiveMinEdge uses variance multipliers — the two thresholds are incommensurableExact code:
jsfunction _confLabel(edge, riskPenalty) { var eff = edge - rp; // subtracts risk penalty if (eff >= 0.10) return 'HIGH'; if (eff >= 0.06) return 'MID'; if (eff >= 0.03) return 'LOW'; return 'NONE'; } function _effectiveMinEdge() { return base * tourVar * roundVar; // Grand Slam QF: 0.03 × 0.85 × 0.95 = 0.024 } function _allowBet(edge, confLabel, minEdge) { if (edge < floor) return false; // ← compares calibE to minEdge if (confLabel === 'NONE') return false; }
The confLabel is derived from calibE - riskPenalty and compared to fixed thresholds of 0.10/0.06/0.03. But allowBet then checks calibE >= floor (the effective min edge, which for a Grand Slam QF is 0.024). These can conflict: a match can get confLabel = 'LOW' (because calibE - rp >= 0.03) but still pass allowBet because calibE >= 0.024. That's correct. But it can also get confLabel = 'NONE' (because calibE - rp < 0.03) while calibE >= 0.024 — allowBet then returns false because confLabel === 'NONE'. So the minimum edge floor of 0.024 is never actually operative — picks are blocked at 2.4% edge by the confLabel = 'NONE' gate before the numeric floor matters. The effectiveMinEdge machinery is dead at Grand Slam/SF/F levels.[1]
Fix: Either enforce effectiveMinEdge as the confLabel thresholds' baseline (i.e., LOW fires at eff >= effectiveMinEdge), or acknowledge that confLabel thresholds are the real operative gates and remove the misleading effectiveMinEdge multiplication for sub-1.0 variances.
clamp01 converts values > 1 && <= 100 as percentages — a float like 1.0000002 gets divided by 100 and becomes 0.010Exact code:
jsfunction clamp01(x) { var v = Number(x); if (v > 1 && v <= 100) v = v / 100; // ← triggers on any v slightly > 1 return Math.max(0, Math.min(1, v)); }
Floating-point arithmetic (e.g., 0.64 + 0.36 + epsilon) can produce 1.0000000000000002. This hits v > 1, divides by 100 → 0.010, then clamps to 0.010. Any SPW, hold rate, or probability passing through clamp01 after arithmetic that overflows 1.0 by floating-point noise becomes silently clamped to 1% instead of 100%. This is a potential catastrophic corruption of serve win probabilities anywhere clamp01 is called on a calculated rate.[1]
Fix:
jsfunction clamp01(x) { var v = Number(x); if (!Number.isFinite(v)) return v; if (v > 1.001 && v <= 100) v = v / 100; // ← safe threshold; ignore tiny float overshoot return Math.max(0, Math.min(1, v)); }
sd3set (standard deviation of 3-set outcomes) is computed with population formula / _n3 but sd2set should use / (_n2 - 1) — inconsistent and both are likely wrongExact code:
js// For 2-set cluster: stats.sd2set = (_n2 > 1) ? Math.sqrt(_sd2sum / _n2) : null; // population SD // For 3-set cluster: stats.sd3set = (_n3 > 1) ? Math.sqrt(_sd3sum / _n3) : null; // population SD
Both use / n (population standard deviation), not / (n - 1) (sample standard deviation). For large MC samples (6,000–16,000 runs) this barely matters. However, stdDevArray() — used elsewhere in the engine — correctly uses / (nValid - 1). The sigma values sd2set and sd3set are later used for lane-width calculations in _buildSetsMarketEngine_ and the Stage 8a CDF blend. If those sigma widths were calibrated against sample SD (/ (n-1)), the in-line population SD (/ n) will produce slightly narrower distributions, systematically under-spreading the CDF tails and over-compressing OVER picks.[1]
Fix: Change both to / (_n2 - 1) and / (_n3 - 1) to match stdDevArray() and any calibration assumptions.
normalizeNoPush is used to convert (pOver, pUnder) to a probability but can return > 1.0 when called with both already normalizedExact code:
jsfunction normalizeNoPush(pOver, pUnder) { var denom = (Number.isFinite(pOver) ? pOver : 0) + (Number.isFinite(pUnder) ? pUnder : 0); if (denom <= 0) return 0.5; return pOver / denom; }
If called with two already-normalized probabilities that don't sum to 1 (e.g., pOver = 0.55, pUnder = 0.52 from two different methods), the result is 0.55 / 1.07 = 0.514 — fine. But the real risk is when this is called with pOver already being a final chosenProb from the MC path, plus pUnder from the Markov path. If both are in (0.5, 1.0) range, normalizeNoPush returns a value that can plausibly be correct, but it is silently masking whether the two inputs are same-universe (both raw, both calibrated, etc.). The function has no type annotation and callers don't document whether they're passing raw or calibrated values. There are at least two call sites where pOver is a post-overlay calibrated value and pUnder is an un-adjusted Markov output — producing a misleading blend.[1]
Fix: Document the calling contract. At minimum, add an assertion that pOver + pUnder is within [0.9, 1.1] before normalizing, and throw a warning (via EngineErrors.log('SOFT', ...)) if not.
EmpiricalTotalsOverlay.apply sanity cap is stated in the comment but not enforced — downstream callers may not apply itExact code:
jsif (Math.abs(dev) > 0.12) { result.sanityFired = true; result.sanityDetail = '... confidence capped at LOW, edge capped at 0.07'; // ← NO ACTUAL CAPPING HAPPENS HERE } // pOverAdjusted still = modelPOver + pull (uncapped)
The overlay sets sanityFired = true but does not itself cap anything. The comment in sanityDetail says "confidence capped at LOW, edge capped at 0.07" but that's aspirational documentation, not enforcement. Stage 6 governance needs to check empOverlay.sanityFired and apply those caps. If Stage 6 ever accidentally skips or bypasses the sanity check (e.g., in a bimodal override path or elite hold exempt path), the full uncapped edge flows through unchanged.[1]
Fix: Apply the cap directly inside _apply:
jsif (Math.abs(dev) > 0.12) { result.sanityFired = true; result.pOverAdjusted = Math.max( Math.min(result.pOverAdjusted, empBase + 0.07), empBase - 0.07 ); }
This makes the cap self-enforcing regardless of what Stage 6 does.
_guardPick ignores its confLabel input parameter entirelyExact code:
jsfunction _guardPick(pSide, edge, confLabel, riskPenalty, tourLabel, dq, laneVeto) { if (!pSide) return ''; var g = _unifiedBetGuard_(edge, Number.isFinite(riskPenalty) ? riskPenalty : 0, tourLabel || '', dq || null, laneVeto || null); return g.allow ? pSide : ''; }
The confLabel parameter is accepted but never used. _unifiedBetGuard_ recomputes its own confLabel via DecisionPolicy.evaluate. So if a caller passes a custom confLabel — for example, a sets pick that computed its own confidence via a different path — that pre-computed label is silently discarded and overwritten by the guard's re-evaluation. This is a parameter contract violation: the API signature implies confLabel is honoured, but it's thrown away.[1]
Fix: Either remove confLabel from the signature (if callers shouldn't be able to override it) or pass it into _unifiedBetGuard_ as an override. The current behaviour creates false confidence that callers can control the confidence label from outside, when they cannot.
DataQuality.build passes opts.trustMin to SharedEngine.coldStartInfo but trustMin isn't computed yet at that pointExact code:
jsfunction build(opts) { var cs = SharedEngine.coldStartInfo( opts.h2hValid, opts.h2hTotal, opts.nA, opts.nB, opts.rankCoverageWeak, opts.trustMin, // ← caller-supplied trustMin opts.tourLabel ); var trustA = Number.isFinite(opts.trustA) ? opts.trustA : 1; var trustB = Number.isFinite(opts.trustB) ? opts.trustB : 1; var trustMin = Math.min(trustA, trustB); // ← computed AFTER cs
coldStartInfo receives opts.trustMin which the caller must pre-calculate from trustA and trustB themselves. But the DataQuality.build API accepts trustA and trustB and computes trustMin internally — yet that internal trustMin is computed after it's already been passed to coldStartInfo. If a caller passes trustA and trustB but not trustMin, then coldStartInfo receives opts.trustMin = undefined → NaN, skipping the trust gate entirely. The trust gate would silently not fire for any caller that correctly provides trustA/trustB but omits trustMin.[1]
Fix: Compute trustMin before calling coldStartInfo:
jsvar trustA = Number.isFinite(opts.trustA) ? opts.trustA : 1; var trustB = Number.isFinite(opts.trustB) ? opts.trustB : 1; var trustMin = Number.isFinite(opts.trustMin) ? opts.trustMin : Math.min(trustA, trustB); var cs = SharedEngine.coldStartInfo(..., trustMin, opts.tourLabel);
Done — I patched the script for the audit items you listed and exported it as a plain text file.
Download: TennisLocks_v25_patched_UPDATED.txt
What changed:
>= 3DataQuality.build() so trustMin is computed before coldStartInfo()DecisionPolicy use effectiveMinEdge as the real LOW baselineclamp01() against tiny float overshoots above 1sd2set / sd3set to sample SD using n - 1normalizeNoPush()EmpiricalTotalsOverlay.apply() enforce its own cap_guardPick() pass through a confidence-label override instead of ignoring itI also checked the updated script for JS syntax errors successfully.