# mechinterp-glossary-and-constraints > Reference skill for Splatoon ability families, AP rungs, token constraints, and domain rules for mechinterp experiments - Author: Cesar E Garza - Repository: cesaregarza/SplatNLP - Version: 20260109032403 - Stars: 1 - Forks: 0 - Last Updated: 2026-02-06 - Source: https://github.com/cesaregarza/SplatNLP - Web: https://mule.run/skillshub/@@cesaregarza/SplatNLP~mechinterp-glossary-and-constraints:20260109032403 --- --- 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:** 1. Check their PageRank score (correlation with high activation) 2. Check presence rate enrichment in high-activation examples (>1.5x = characteristic) 3. Check mean activation WITH vs WITHOUT the token (delta > 0.03 = meaningful) 4. Run **manual 2D analysis** at each scaling ability level to see conditional effects 5. 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 1. **Multi-rung conflicts**: When sweeping family levels, ensure base contexts don't already contain the family being swept. 2. **ReLU floor quantization**: Low base activations cause delta measurements to be unreliable. Check for `relu_floor_detected: true` in diagnostics. 3. **OOD token combinations**: Very rare ability combinations may produce unreliable activations. Prefer combinations that appear in training data. 4. **Weapon bias**: Some features respond to weapon kit properties (sub/special type) rather than abilities. Control for this in experiments. ## Programmatic Access ```python 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