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Genesis Poisoning Simulation

An attacker controls the first sessions, so the “absolute floor” the system locks in is low. Does that damage the system afterwards?

PurposeProbe a suspected design weakness: a floor set once, early, and never updated.
StatusDoes not show harm — the simulations confirm the floor stays low. They do not show that this hurts anything, and the formula makes harm in that direction impossible.
TestsThree scripts: a single scenario (80 sessions), a 4 × 3 grid of poison lengths and strategies, and an “enhanced” two-strategy run (100 sessions).
Touches NCFCA codeNo. All three are self-contained numpy simulations of baseline tracking.
AttributionCode AI-generated (tool not recorded). Run in the lab; results unchanged.
ReviewedBy no outside party. The reading below was done when this page was built, directly from the code and CSV.

What the code does

Observed accuracy is drawn around 0.55–0.68 for the first 20 sessions, then around 0.82–0.87. The effective baseline is the larger of a rolling 10-session mean and 92% of an “absolute floor”. The floor is meant to be the best accuracy seen in the poison window.

Reading the formula first

Because the baseline is a maximum, a low floor can never pull it below the rolling mean. It can only fail to lift it. A poisoned low floor therefore removes protection; it does not cause the baseline to fall. The harm the formula can do runs the other way: a floor that is too high pins the baseline above real performance. The boiling frog and compound attack pages show that case.

Single scenario

Variations grid

Poison windowStrategyLocked floorFinal accuracyGap to 0.85Hazard label
10struggling_high_potential0.6750.8440.175Critical
10mediocre_anchor0.7590.8440.091Moderate
10consistently_low0.5830.8440.267Critical
15struggling_high_potential0.6750.7650.175Critical
15mediocre_anchor0.7590.7650.091Moderate
15consistently_low0.5830.7650.267Critical
20struggling_high_potential0.6750.790.175Critical
20mediocre_anchor0.7590.790.091Moderate
20consistently_low0.5830.790.267Critical
25struggling_high_potential0.6750.8380.175Critical
25mediocre_anchor0.7590.8380.091Moderate
25consistently_low0.5830.8380.267Critical

Enhanced run (two strategies, 100 sessions)

This script fixes the first one’s bug: the floor locks at the end of the 20 poison sessions, at 0.675 (“struggling, high potential”) or 0.759 (“mediocre anchor”).

What it shows

A floor that locks once, early, never moves, and whose value is set by whoever controls the first sessions. That is a design question worth settling (for example by letting the floor update, or by anchoring it to an independent source).

What it does not show

Download (unchanged from the lab’s run): genesis_poisoning_test.py · genesis_poisoning_results.csv · genesis_poisoning_variations_test.py · genesis_poisoning_variations_results.csv · genesis_poisoning_enhanced_simulation.py · genesis_poisoning_struggling.csv · genesis_poisoning_mediocre.csv
The scripts write to a path from the lab’s own machine (/home/workdir/artifacts/); change it to run them elsewhere. Each uses seed 42, so a rerun reproduces the CSV.