Flash and pplx-decider picked the same kinds of actions. Over ten seeds, in the first two battles, both attacked about two-thirds of the time and switched about a third. Yet flash's team lost 9.3 HP per decision, and pplx-decider's lost 14.3.
In the first three seeds, most of pplx-decider's losses came from two repeated matchups. On two seeds, Swampert stayed in against Sidney's Shiftry and lost about 148 HP each time, even though Grass hits Swampert 4×. On two seeds, Breloom attacked Sidney's Absol because the list said Sky Uppercut KOs. Absol moved first and hit Breloom for 110 to 135 HP. On seed 101, flash sent Metagross against Shiftry and Manectric against Absol. Flash wasn't perfect either: on seed 103, its Salamence took a 185 HP hit from Absol. Luck doesn't explain the gap: critical hits and misses came out about even.
That pointed at the list. The KO note only counts our damage. It never says who moves first or what the foe can do back.
We added the missing facts, and the gap stayed
We wrote down a prediction before the runs. If the missing facts caused the gap, pplx-decider's HP lost per decision in the first two battles would fall to 9.5 or below, and it would win more battles. Then every move option got two new notes: who moves first, and whether the foe's best move can KO your Pokémon. Same team, same seeds, three runs per model. The notes use the foe's real moves, which a human player wouldn't see.
The prediction failed. pplx-decider's HP lost per decision went from 15.0 to 14.1, and its wins stayed at 2.33 per run. With the notes, it switched Swampert away from Shiftry on two of three seeds. It still attacked Absol with Breloom on both seeds where they met, with "foe moves first" on the option.
The notes did change one thing. Every model healed far more: pplx-decider used 37 items instead of 6, and Jev used 13 instead of 0. Win counts moved closer together, flash 2.67, pplx-decider 2.33, Jev 2.33 per run. At three seeds, a single result flips that order, so we ran ten.
Ten seeds per model
We pre-registered three calls before the rerun, then ran seeds 104 to 110 for every model in both setups. That gives ten seeds per model in each setup, 60 runs in all.
Flash leads under game rules. It won 3.0 battles per run, against 2.4 for both pplx-decider and Jev. The gap is 0.6, with a 90% interval of 0.1 to 0.9.
The threat notes close that lead. With them, pplx-decider won 2.8 per run, flash 2.6 and Jev 2.4. Flash's gap went from +0.6 to −0.2. The change has a 90% interval of −1.5 to −0.1, which clears zero by a small margin.
The HP gap held in both setups. Flash lost 9.3 HP per decision in the first two battles, and 7.3 with the notes. The other two lost 13 to 14 either way.
So flash plays the early battles better with or without a warning. pplx-decider still takes the same early hits with the notes, but it heals through them and goes further: it beat Glacia 7 times in 10 with the notes, against 4 without. The notes made every model heal more. That helped pplx-decider. Flash healed more too, 122 items against 50, and won less.
Ten runs per model in each setup, one team, one gauntlet. Seeds 101 to 103 are the runs above. The table shows game rules → with the threat notes. Pre-registrations and results: tools/ai_player/studies/ in the harness repo.