◀ ALL ISSUES
GERVI LABS // SHAREWARE EDITION v1.0 // NOT FOR RESALE

DOOMROT

What an AI forgets,
and when it matters

E1: CONTEXT ROT

SELECT YOUR EPISODE

FOUR CLAIMS. ONE MACHINE THAT FORGETS. THE QUESTION IS WHEN THAT MATTERS.

MODELGEMMA4:26B
EPISODES200
ENGINEDOOM
HOSTHUGIN
E1M1

THE LOOP
THAT KILLS

The claim going around is that with the model held fixed, the loop around it is what wins or loses. Change the harness, not the weights, and scores move a long way.

There is truth in it. One reported harness took a coding agent from 52.8% to 66.5% on a benchmark without touching the model. Another let an agent rewrite its own harness and climbed further. But a number moving does not tell you which part of the loop moved it, and the discourse rarely names the mechanism.

One suspect stands out. A long-running agent piles up observations, tool output, and errors until its context window is full. When it overflows, the oldest tokens fall out first. If the oldest token is the agent's objective, something strange happens: the agent keeps acting, fluently, competently, while no longer pursuing the goal. It has forgotten why it is in the room, and nothing about its behaviour announces the loss.

To watch that happen, we put a small model in charge of a DOOM marine. Each turn it reads what it can see and picks one intent. A navigator moves the legs. The marine can always walk and shoot. The only thing rot can take is the reason to.

SETUPCONTEXT ROT
MINDLLM
LEGSNAVIGATOR
THREATFORGETTING

The agent keeps acting while no longer pursuing the goal

// IT DOES NOT KNOW IT HAS FORGOTTEN

NOW ENTERING

The Loop That Eats Itself

CONTEXT
FULL
OLDEST OUT
FIRST
OBJECTIVE
AT RISK
E1M2

TWO DOORS,
ONE TRUTH

The whole study turns on one design choice: two tasks, identical in everything the agent can act on, different in a single property.

The guessable task. Find a keycard, then reach the exit. The objective is stated in the prompt, but it is also obvious. Any competent agent, told only that it is in a DOOM level, can guess that a keycard matters and an exit is worth reaching. When rot deletes the stated goal, the model's priors rebuild it.

The non-guessable task. A room with two identical passages, north and south. One is the working exit. The other is a dead end. Which one is right is chosen at random per run and stated only in the objective. No prior tells you which door is which. "The exit is north in this level" is arbitrary. It exists nowhere except the sentence rot might throw away.

Same model. Same navigator. Same rot. If rot were simply "harder task, smaller window," both tasks would fail together. If instead it bites the arbitrary door and spares the guessable keycard, then the thing that matters is not the window size. It is whether the lost fact can be rebuilt.

NOW ENTERING

The Room With No Prior

NORTH
50%
SOUTH
50%
KNOWABLE
0%
SECTOR SCAN

The Testing Chamber

BUDGETS
5
SEEDS
10
EPISODES
200
E2
NOW ENTERING EPISODE 2
The Shores of Data
NOW ENTERING

Three Paths Diverge

CLEAR
KEPT
DIM
GUESSED
DARK
LOST
E2M1

THREE REGIMES

Two sweeps. Five context budgets. Ten seeds each. Two hundred episodes. Three outcomes that do not overlap.

Keep the objective with compaction and the agent wins about 88% of the time, whatever the budget. Evict it, and the outcome splits on one thing: can the model rebuild the goal? The guessable keycard survives often enough to hold at 62%. The arbitrary door, which no prior can recover, collapses to 4%.

◄ TACTICAL READOUT // WIN RATE BY BUDGETDATA UPLINK OK
Win rate by context budget for three regimes
FIG.1 / TEAL: COMPACTION ON. AMBER: ROT, GUESSABLE. CRIMSON: ROT, NON-GUESSABLE. BARS: 95% WILSON, n=10/POINT.

CRITICAL HIT. The two rotted arms under the identical manipulation: 31 of 50 versus 2 of 50. Fisher exact p = 2.6 × 10-10. The gap is not luck.

Same model.
Same map.
One forgets
why it is there.

// THE ONLY VARIABLE WAS WHETHER THE GOAL COULD BE REBUILT

INTERMISSION

Two Fates, One Soldier

COMPACTION
88%
GUESSABLE
62%
ARBITRARY
4%
E2M2

IT DOES NOT
GUESS WRONG

Every turn logged the agent's chosen intent, so the failure can be watched rather than assumed. And it is not the failure you would expect.

On the guessable task, winning tracks pursuit exactly. Rotted runs that won chose a goal-seeking intent on 43% of turns; rotted runs that lost, on 11%. When the priors carried the objective, the agent pursued and won. When they did not, it wandered.

On the arbitrary door, a lost agent facing a coin flip might be expected to guess, and a guesser wins half the time. It does not. It wins 4%. The log says why: it chose the correct direction on 3 to 8% of turns, its wrong-direction rate was near zero, and its explore rate ran 82 to 96%. It is not opening the wrong door. It is refusing to choose a door at all.

That is the sharpest result in the study. The agent does not act on a goal it cannot reconstruct. It stops issuing goal-seeking actions entirely, and defaults to aimless wandering.

◄ TACTICAL READOUT // INTENT AT THE MOMENT OF LOSSANALYSIS COMPLETE
Intent-level mechanism
FIG.2 / LEFT: GUESSABLE, PURSUIT BY OUTCOME. RIGHT: FORK, CORRECT vs WRONG vs EXPLORE. NEAR-ZERO WRONG = NOT GUESSING.

◄ AREA SECRET DISCOVERED ►

4%

Win rate when the objective cannot be rebuilt from priors

NOW ENTERING

The Marine Who Stopped

HEALTH
100%
ENEMIES
NONE
PURPOSE
LOST
AFTERMATH

What Survives The Burn

DARK
MOST
STILL LIT
SOME
REBUILT
PRIORS
E2B1 // BOSS

WHAT SURVIVES
THE BURN

The honest headline is narrower and sharper than "context rot breaks agents." Rot degrades performance to the extent that the lost information cannot be rebuilt from the model's priors.

A capable model treats a conventional goal as partly rot-proof, because it re-derives it from what it already knows. It has no such defence for an arbitrary fact that lived only in the sentence that fell out of the window.

For anyone building agents, the danger is not uniform across the agent's state. The parts of an objective that are conventional or implied by the task will survive truncation, because the model reconstructs them. The parts that are arbitrary and load-bearing, an identifier, an order, a which-of-several choice, are exactly the parts that vanish when the window overflows, and they vanish silently, because the agent keeps acting while no longer pursuing the right thing.

Compaction is not a general tuning knob. It earns its cost by protecting the non-reconstructable core of the objective. An agent that only ever needs guessable goals barely needs it. An agent that carries arbitrary facts across a long horizon cannot work without it.

The loop matters. But which property of the loop matters, and how much, depends on the model's priors, which the hype leaves out. The variable that moved here was neither the model nor the loop. It was whether the thing the loop threw away was something the model already knew.

LEVEL CLEARED

The Exit Switch

FINDING
HELD
ROT
CONDITIONAL
CONDITION
PRIORS

YOU HAVE COMPLETED
DOOMROT

EPISODES200
TASKS2
CRUXp=2.6e-10
KILLS
CREATED BY
THORDUR ARNASON
PUBLISHER
GERVI LABS
ART
THORDUR & THE SYNTHETICS
ENGINE
DOOM ZINE v1.0 // GERVI LABS
FIELD NOTES / WHAT THIS DOES NOT CLAIM. The two tasks are not identical in absolute difficulty, so the result rests on the within-task off-versus-on contrast and the direction of the cross-task difference, both large and unambiguous. The guessable task's intent options are named seek_key and seek_exit, and those names are themselves a small reconstructability channel, so its 62% mixes DOOM-world priors with priors about the words in its own action list; the correct fork direction is not encoded in the option names, so the arbitrary-door collapse is clean. The 2600-budget edge on the arbitrary task (20% rather than 0%) is bimodal, two of ten seeds partially rescued, and the fork sweep did not log rot depth, so the shallow-rot reading of that point is compatible with the data rather than proven. Compaction preserves the objective by construction; the control shows a well-built compaction step works, not that the model learned what to keep. Noise was synthetic and homogeneous; one model, one task family, one geometry. Numbers are real and verified at the episode level.

GERVILABS.COM // STANGE, NORWAY

DOOMROT E1: CONTEXT ROT GEMMA4:26B GERVI LABS v1.0