GPT-5.6 Soccer AI
Multi-Agent RL on 11v11 simulated matches
Controls
Hyperparameters
Training Console
0 entriesOffside Avoidance
Passing Accuracy
Win Rate vs Baseline
6502 Assembly Efficiency
How It Works - Three Concepts, One Simulation
Faizan Ahmed's 11v11 Engine
The pitch simulation is built on Faizan Ahmed's browser-based 11v11 physics and mechanics engine. Each of the 22 players is an autonomous agent with position, velocity, and action state. The engine models realistic ball trajectories, player stamina drain, offside traps, and formation-based positioning - providing a grounded soccer environment where learned policies are tested against real dynamics rather than abstract grid-world mechanics.
Pietro "Sully" Schirano's Fable AI
Inspired by Schirano's Fable AI NES project, the training loop generates simulated 6502 Assembly code alongside RL policy updates - treating the game logic as a low-level NES ROM compilation target. The "Assembly Compiler" feed outputs opcodes (LDA, STA, JSR, CMP) and hardware constraint messages (2KB RAM limit, PRG-ROM bank swapping) that mirror how Fable AI translates high-level game concepts into byte-optimized NES instructions. The assembly efficiency metric tracks how well the policy compresses into the 8-bit constraint envelope.
GPT-5.6 RL Orchestrator
GPT-5.6 sits at the top of the stack, orchestrating a shared policy network across all 22 agents via centralized training with decentralized execution (CTDE). It injects LLM-generated "strategy tokens" into the latent space - biasing exploration toward structurally plausible soccer tactics (counterattack, high press, possession hold) rather than random noise. The result is a three-layer pipeline: Faizan's engine provides the arena, Schirano's NES-inspired compiler enforces hardware realism, and GPT-5.6's RL loop learns the tactics.