| name | mechinterp-glossary-and-constraints |
| description | Reference skill for Splatoon ability families, AP rungs, token constraints, and domain rules for mechinterp experiments |
MechInterp Glossary and Constraints
A read-only reference skill providing domain knowledge for mechanistic interpretability research on SplatNLP's SAE features.
Purpose
This skill provides the domain-specific knowledge needed to design valid experiments:
- Ability token families and their AP rungs
- Main-only vs stackable abilities
- Constraints that experiments must respect
- Common pitfalls to avoid
When to Use
Invoke this skill when you need to:
- Look up ability family codes (SCU, ISS, SSU, etc.)
- Understand AP rung meanings
- Check constraint definitions
- Verify valid token combinations
Quick Reference
Ability Family Short Codes
| Code | Full Name | Stackable |
|---|---|---|
| SCU | special_charge_up | Yes |
| SPU | special_power_up | Yes |
| SS | special_saver | Yes |
| ISS | ink_saver_sub | Yes |
| ISM | ink_saver_main | Yes |
| SSU | swim_speed_up | Yes |
| RSU | run_speed_up | Yes |
| IRU | ink_recovery_up | Yes |
| QR | quick_respawn | Yes |
| QSJ | quick_super_jump | Yes |
| IA | intensify_action | Yes |
| SubPU | sub_power_up | Yes |
| SRU | sub_resistance_up | Yes |
| INKR | ink_resistance_up | Yes |
Main-Only Abilities (Fixed 10 AP) — BINARY
| Ability | Gear Slot |
|---|---|
| comeback | head |
| last_ditch_effort | head |
| opening_gambit | head |
| tenacity | head |
| ability_doubler | clothes |
| haunt | clothes |
| ninja_squid | clothes |
| respawn_punisher | clothes |
| thermal_ink | clothes |
| drop_roller | shoes |
| object_shredder | shoes |
| stealth_jump | shoes |
⚠️ IMPORTANT FOR EXPERIMENTS: These abilities are binary (present or absent, no scaling). In 1D sweeps, they will always show delta = 0 because there's no AP variation to test. This does NOT mean they don't affect the feature.
⚠️ TOKEN FORMAT: Binary abilities appear as just the ability name (e.g., comeback, stealth_jump) WITHOUT an AP suffix. They do NOT appear as comeback_10 or stealth_jump_10. The parse_token() function returns (name, None) for these tokens, not (name, 10).
To evaluate binary abilities:
- Check their PageRank score (correlation with high activation)
- Check presence rate enrichment in high-activation examples (>1.5x = characteristic)
- Check mean activation WITH vs WITHOUT the token (delta > 0.03 = meaningful)
- Run manual 2D analysis at each scaling ability level to see conditional effects
- Test combinations of binary abilities together (they may have stronger effects as a group)
Standard AP Rungs
| AP | Typical Source |
|---|---|
| 3 | 1 sub slot |
| 6 | 2 sub slots |
| 12 | 4 subs OR 1 main |
| 21 | 1 main + 3-4 subs |
| 29 | 1 main + 6 subs |
| 35 | 2 mains + 5 subs |
| 41 | 2 mains + 7 subs |
| 45 | 3 mains + 5 subs |
| 48 | 3 mains + 6 subs |
| 51 | 3 mains + 7 subs |
| 54 | 3 mains + 8 subs |
| 57 | 3 mains + 9 subs (MAX) |
Constraints
one_rung_per_family (HARD)
Only one AP rung per ability family can appear in a build.
Invalid: [swim_speed_up_21, swim_speed_up_12] - same family, different rungs
Valid: [swim_speed_up_21, special_charge_up_12] - different families
Rationale: AP rungs represent cumulative investment. You can't have both 21 AP and 12 AP in the same ability simultaneously.
no_weapon_gating_if_relu_floor (SOFT)
Skip weapon-specific experiments when base activation is near zero.
When base activation is at the ReLU floor (~0), activation changes become quantized and unreliable. Check diagnostics.relu_floor_detected before trusting weapon gating results.
valid_gear_combinations (HARD)
Main-only abilities can only appear on their designated gear slot.
Invalid: ninja_squid on headgear (it's clothes-only) Valid: ninja_squid on clothes
max_ap_budget (SOFT)
Total AP should not exceed 57 (3 mains + 9 subs).
Builds exceeding this are physically impossible in-game.
Common Pitfalls
Multi-rung conflicts: When sweeping family levels, ensure base contexts don't already contain the family being swept.
ReLU floor quantization: Low base activations cause delta measurements to be unreliable. Check for
relu_floor_detected: truein diagnostics.OOD token combinations: Very rare ability combinations may produce unreliable activations. Prefer combinations that appear in training data.
Weapon bias: Some features respond to weapon kit properties (sub/special type) rather than abilities. Control for this in experiments.
Programmatic Access
from splatnlp.mechinterp.schemas.glossary import (
TOKEN_FAMILIES,
DOMAIN_CONSTRAINTS,
STANDARD_RUNGS,
get_family_for_token,
parse_token,
validate_build_tokens,
get_glossary_text,
)
# Get family for a token
family = get_family_for_token("swim_speed_up_21")
print(family.short_code) # "SSU"
# Parse token into family and AP
name, ap = parse_token("special_charge_up_57")
# ("special_charge_up", 57)
# Validate a build
violations = validate_build_tokens(["ssu_21", "ssu_12"])
# ["Constraint 'one_rung_per_family' violated: ..."]
# Get full glossary text
text = get_glossary_text()
See Also
- mechinterp-state: Manage research hypotheses and evidence
- mechinterp-next-step-planner: Propose experiments respecting constraints
- mechinterp-runner: Execute experiments with constraint enforcement