GPT-5.6 Soccer AI

Multi-Agent RL on 11v11 simulated matches

IDLE
Epoch 0
Team A
Team B

Controls

Modern Mode
Speed

Hyperparameters

Learning Rate0.0010
Exploration Rate0.10
Pass Reward Weight0.5
Shoot Reward Weight0.5

Training Console

0 entries

Offside Avoidance

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Passing Accuracy

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Win Rate vs Baseline

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6502 Assembly Efficiency

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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.