v1.6 PCS Trainability Audit Final Chapter — Full-Library Coverage + Honest Negative Finding
Companion to: v1.0 + v1.1 Korean-practice + v1.2 SIOP/AERA psychometric + v1.3 Cross-cultural + v1.4 Trainability + v1.5 AI-graded creative. Purpose: Document the full-library milestone (all 44 games audited) and the honest NEGATIVE methodological finding (an empirical replay-inflation measure was built, tested, and dropped as artifact-noisy; expert-rater tiers remain the sound basis). Consolidates the v1.4 + v1.5 trainability arc and frames the integration status. Audience: SIOP / AERA peer-review readers and v2 IRB-gated study scoping. Status: Self-published chapter; not peer-reviewed. Audit complete across the full library. Author: Talentopian Research. Version: 1.6.0 trainability final chapter
1. The full-library milestone (all 44 games audited)
The Talentopian trainability audit is now complete across the full 44-game library. This closes the audit thread that began with batch-1 (v1.4 chapter) and extended through batch-2 (v1.5 chapter).
1.1 — Final tier distribution
Across the 44 game builds audited (incl. 3 creative-canvas variants + writing-coach/picture-critic eval games + adventurers-realm prototype), the final tier distribution is:
| Tier | Count | % of library | Implication |
|---|---|---|---|
| REJECT | 5 games | 11% | Near-excluded from scoring; practice effects dominate performance |
| CAUTION | 27 games | 61% | Down-weighted; scored on first attempt where flagged |
| KEEP | 12 games | 27% | Full weight; least susceptible to practice effects |
| First-attempt-only scoring | 32 games | 73% | Multi-attempt sessions are reduced to the first attempt only |
1.2 — Cumulative batch-by-batch progression
| Batch | Games | REJECT | CAUTION | KEEP |
|---|---|---|---|---|
| Batch-1 | 15 | 5 | 6 | 4 |
| Batch-2 | 14 | 0 | 9 | 5 |
| Batch-3 | 15 (new) | 0 | 12 | 3 |
| Full library | 44 | 5 (11%) | 27 (61%) | 12 (27%) |
Honest observation about the distribution:
- REJECT is concentrated in batch-1 — all 5 REJECT games were classified in the first audited batch
- Batch-2 had the highest KEEP proportion (5/14 = 36%) because it included the AI-graded creative reward games (per v1.5)
- Batch-3 is mostly CAUTION (12/15 = 80%) — the remaining un-audited library was dominated by partially-trainable games that the audit ordering naturally deferred
- Full-library KEEP (27%) is the realistic ceiling — most well-designed assessment games show some practice effect
Catalog reconciliation: 44 game builds audited (v1.6, expert-rater face-validity); current canonical catalog = 40 registry games; 36 surfaced in the live menu; the audit additionally covered 4 eval/variant builds + 1 prototype since consolidated.
1.3 — Integration status
The single actionable output of the audit is first-attempt PCS. Applying it is an integration task on the scoring side: multi-attempt sessions reduced to their earliest attempt, per-game weighting applied by tier, and motor-dimension routing handled consistently. The audit produces the flag table; the scoring pipeline applies it.
Status: The methodology-side audit is complete; integration is queued. v1.6 does not claim integration is complete — first-attempt filtering and per-game tier weighting are not yet applied in production scoring.
2. The honest NEGATIVE finding — empirical replay-inflation measure dropped
This is the v1.6 substantive methodological contribution: what was attempted, why it failed, and what that means for future trainability research.
2.1 — What was attempted
The audit built an empirical measure of per-game trainability, defined as the percentage gain from first-attempt score to best-attempt score, averaged across all users who replayed the game.
Hypothesis: high replay-inflation% = empirically-trainable; the expert-rater H/M/L tiers should correlate with this empirical measure.
2.2 — Why it failed (artifact-noisy)
In summary: abandoned or low first attempts inflate the percentage gain uncontrollably; single-user outliers dominated category means; replays were too sparse for most REJECT games; and the ordering of attempts was ambiguous.
Four specific failure modes:
Abandoned-first artifact: users who abandon their first attempt (e.g., quit at 5% then return) generate massive percentage gains that reflect re-engagement, not learning. The ratio of best to first score explodes when the first score is near zero.
Extreme single-user outliers: a near-zero first attempt (likely an immediate quit) can produce an inflation figure in the thousands of percent, dominating the category mean. Robust statistics (median / trimmed mean) help but cannot fully correct the underlying selection bias.
Replay-sample sparsity: in an early pilot cohort, only a minority of REJECT-tier games had enough replays to compute a stable inflation measure; the remainder had too few replays to be usable. The empirical measure cannot validate tier predictions precisely where the data is sparsest.
Attempts-array ordering: the ordering of attempts by timestamp was ambiguous across candidate time fields, so "first attempt" was not unambiguously defined — and the entire measure inherits that ambiguity.
2.3 — What was done about it
The decision: the empirical replay-inflation measure was dropped. The expert H/M/L tiers are the sound basis, not a data-measured inflation weight. Naive replay-inflation should not be re-attempted in the same form.
The honest decision: when the empirical measure was found to be noisier than the expert-rater classifications, it was dropped — not retained with disclaimers, not silently kept. This reflects a broader practice of transparently reporting measures that do not hold up under scrutiny.
2.4 — What this means for the validity case
The trainability framework's validity does not now rest on the empirical replay-inflation measure (which was tried and failed); it rests on:
- Expert-rater classifications based on game mechanics + literature review + face validity
- The architectural reasoning of v1.5 (open AI-graded creative = inherently less trainable input format)
- Future v2 retest reliability on an adequately powered retest sub-sample — when the empirical measure can be computed without sparsity artifacts
v1.6 explicitly does not claim the empirical replay-inflation question is answered. It claims the naive empirical approach was tried, failed for documented reasons, and the framework correctly fell back on the more sound (expert-rater) basis pending v2 retest data collection.
2.5 — Why this is publishable (the meta-methodological contribution)
Negative findings and transparent abandonment of failed measurement approaches are publishable per SIOP / AERA standards (e.g., AERA Standards for Educational and Psychological Testing 2014 §7.3 — reporting of measurement-error sources). v1.6 documents:
- The hypothesis tested
- The four specific failure modes encountered
- The decision criteria for abandonment
- What replaces the failed measure (expert-rater + architectural reasoning + queued v2 retest)
- A "do not re-attempt naively" warning for future researchers
This brings disciplined, transparent reporting of a null/failed measure to the trainability framework.
3. Implications for v1.4 + v1.5 frameworks (consolidation)
3.1 — v1.4 mitigation framework UPDATE
v1.4 §4 documented a three-level weighting scheme (H / M / L). v1.6 updates this to the full 5-tier map, expressed as relative scoring weights:
| Tier | Relative weight |
|---|---|
| HIGH trainable | 0.30 (REJECT) |
| MED-HIGH | 0.50 |
| MED | 0.65 (CAUTION) |
| LOW-MED | 0.85 |
| LOW trainable | 1.00 (KEEP) |
The intermediate tiers (M-H 0.50, L-M 0.85) emerged in batch-2 because the binary H/M/L was too coarse for many partially-trainable games. The 5-tier map is the final framework.
3.2 — v1.5 AI-graded creative claim STRENGTHENED
v1.5 §3 reported four reward-gated AI-graded creative games (writing-coach / word-weaver / picture-critic / creative-canvas) as KEEP-tier. At full-library: KEEP tier = 12 games / 27% of library; the four AI-graded creative games plus the creative-canvas family account for a substantial share of those 12 (depending on how creative-canvas variants are counted). This confirms v1.5's architectural framing at full-library scale.
3.3 — v1.2 4-coefficient validation plan RE-PRIORITIZATION
Per v1.5 §5.3, v2 retest reliability should prioritize the AI-graded creative family. v1.6 adds: the REJECT-tier games should also be retested first — to empirically confirm the practice-effect prediction. Test-retest correlations:
- KEEP-tier: predicted HIGH retest reliability (low practice effect)
- REJECT-tier: predicted LOW retest reliability (high practice effect)
- CAUTION-tier: predicted MEDIUM retest reliability
This bipolar prediction is the strongest empirical test of the expert-rater tier framework when v2 data lands on an adequately powered retest sub-sample.
4. Cross-validation interactions with prior PCS Validation whitepaper chapters
- v1.0 §3.5 Coherence Triangulation: trainability-adjusted scores improve the coherence-triangulation interpretability (less practice noise)
- v1.1 Korean-practice companion: trainability + AI-graded creative + cultural-validity together = a stronger case for relevance to Korean career-counseling practice
- v1.2 SIOP/AERA psychometric: v1.6 §3.3 re-prioritization extends the v1.2 §5 validation plan
- v1.3 Cross-cultural: per-locale retest reliability should be reported alongside trainability tier per the v1.6 framework
- v1.4 Trainability: v1.4 sections are formally updated to the v1.6 5-tier map; v1.4's 3-tier framing is superseded at the methodology level
- v1.5 AI-graded creative: v1.5's architectural claim is confirmed at full-library scale per v1.6 §3.2
5. v1.6 honest scope
What v1.6 IS:
- A documentation of the full-library trainability audit milestone (all 44 games)
- A formal report of the HONEST NEGATIVE FINDING (empirical replay-inflation tried, dropped, and documented)
- A consolidation of the v1.4 + v1.5 frameworks at full-library scale
- A re-prioritization recommendation for the v1.2 v2 IRB-gated validation plan
- A meta-methodological contribution showing scientific abandonment of a failed measure (publishable per AERA Standards)
- An integration-status documentation
What v1.6 IS NOT:
- NOT a claim that integration is complete — the integration work is explicitly queued
- NOT a claim that the empirical replay-inflation question is permanently answered — sparsity artifacts may resolve with larger multi-replay-per-user samples
- NOT a claim the expert-rater tiers are empirically validated — they are face-valid and literature-grounded; empirical validation is queued for v2 retest data
- NOT a substitute for v1.2 4-coefficient validation — the trainability framework is a necessary input, not a substitute for the standard validity coefficients
- NOT a peer-reviewed analysis — self-published; a future peer-reviewed publication is the intended peer-review path
- NOT a final architecture frozen forever — a future batch (if new games are added to the library) would extend it; the weight map could shift if v2 retest data contradicts the expert tiers
6. Cross-references
- v1.4 Trainability — superseded at framework level (3-tier → 5-tier); v1.4's framing context remains canonical
- v1.5 AI-graded creative — architectural claim confirmed at full-library scale
- v1.2 SIOP/AERA psychometric — v2 collection plan re-prioritization per v1.6 §3.3
- AERA Standards 2014 §7.3 — reporting of measurement-error sources (cited by v1.6 §2.5)
— v1.6 PCS Trainability Audit Final Chapter — full-library audit complete + honest negative finding + framework consolidation.
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