Choosing the signal
Optimise for the outcome you actually want, observed within a window you can wait for. Reward presets cover the common cases, such as first-time-user-experience completion; custom configurations combine your own valued events.Pitfalls
- Sparse signals: an event that fires for one player in a thousand gives the model little to learn from. Prefer outcomes most players reach.
- Misaligned values: the model optimises exactly what the values say. If
level_completesends 1.0 for a win and 0.0 for a loss, wins are the objective, nothing subtler. - Dropped values: negative, NaN, and infinite event values never enter the queue, so a signal encoded as negative numbers silently vanishes.