Problem
Soft-state evolution over large discrete inventories is expensive when only 1–2 skills are live. Buyers either pay full dense multi-step cost, or drop to non-evolving heuristics and lose the multi-step path.
Sparse Horizon Sense Inference — multi-step soft-state over large discrete inventories when only a few skills are live.
Live demo · one client at a time
You play Blue against a locally trained AlphaGo-lite opponent. Each move still fires a sparse skill from an N≥8192 bank — OSH keeps inference ms-class (k ≪ N).
Low N: dense wins (OSH overhead). High N: dense grows steeply; OSH stays near-flat — the tool to scale soft-state.
Measured · realtime + context-scale · log-y · OSH / CSR / dense
Measured · footprint bench · log-y · dense / CSR / OSH
Soft-state evolution over large discrete inventories is expensive when only 1–2 skills are live. Buyers either pay full dense multi-step cost, or drop to non-evolving heuristics and lose the multi-step path.
OSH-Sense keeps a low-density live register and runs expand → evolve → unique support. Same family as multi-step soft-state — sparse when support is small.
OSHoracle + SparseSimulationDensityCrossover: when live support density is low, sparse expand→evolve matches dense amplitudes (error bound in the digital model) and is the cheaper representation.Train offline (local self-play). Live is you vs AI — you pick doctrine + hex; the checkpoint answers as Red. OSH-Sense still names the live skill from the 8k inventory and reports measured evolve_ms.
Speed is measured only in the live session — not claimed on this page.
Live HUD shows measured evolve_ms vs dense wall each move — not marketing copy.
Design-partner pilot, NDA evidence pack, or exclusive license / IP. Leave a note — or email directly.