The game UI repeatedly represents characters and abilities with small square images. Given one full screenshot and a requested category—hero or Arena main skill—the detector must return every visible target as both a bounding box and an exact catalog ID. A prediction is correct only when the ID and the box are both right.

full screenshot + requested type → [bounding box, catalog ID] × 0–3
Complete task contractThis is task-conditioned icon detection and identification—not generic game understanding. The catalog has 354 identity classes represented by 390 image files; 390 is not the class count. A fixed multi-scale grid generates every candidate box. The neural network never proposes coordinates; it identifies and scores the pixels inside each grid box.

Training used the 390 clean catalog-image files, procedural augmentations, and ImageNet-pretrained ConvNeXt-Tiny weights. It used zero gameplay screenshot pixels or boxes for weight updates. On a small, development-inspected real-screen engineering test—18 labeled hero/skill objects across 12 task-screens from three test recordings—the best icon-only system produced 13 TP / 3 FP / 5 FN, or 0.765 object-level F1. A TP already requires the correct ID and IoU≥0.50. This is evidence about this implementation, not an unbiased estimate of gameplay-wide accuracy.

A · Generic embedding (G0)Use ImageNet features as-is.
B · ID-classification embedding (G1)A plus 354-way catalog-ID training.
C · Multi-task identity embedding (H1)B plus type classification and same-ID grouping.
D · Crop-aware reranker (H2)C plus synthetic crop-quality scoring; optional box adjustment is D+.
Known identities354represented by 390 files
Gameplay training0pixels and boxes
Seed-held-out synthetic MAP@R0.995Algorithm B
Engineering-test F10.76513 TP / 3 FP / 5 FN

1. The short answer

The experiment asks a deliberately narrow question: if we do not collect additional gameplay crops for training, how far can the existing labeled icon library take us? The answer has two parts. First, the ID-trained and multi-task embeddings group matching identities extremely well on a seed-held-out synthetic-view test: the identities are known during training, but the exact generated backgrounds, color changes, shifts, and blur are new. Their MAP@R is near 0.995. Second, full screenshots are much harder. The crop-aware reranker raises end-to-end F1 to 0.765, but five of eighteen objects are still missed and three false detections remain.

ResultIcon labels are sufficient to learn a strong closed-set representation and a materially better proposal-ranking rule. They are not sufficient, in this small benchmark, to produce a near-perfect full-screen detector.

This is still a useful result. It separates two problems that are often blurred together: recognizing what an icon is and finding the exact rectangle that contains it. The first problem is almost solved for synthetic held-out views. The second remains the bottleneck.

2. What is the system trying to do?

You do not need to know the game. A screenshot can contain three selectable heroes or three main skills. The program must return a list of rectangles, and each rectangle must have the correct identity. A prediction counts as correct only when both conditions hold: the predicted ID matches the label, and the rectangle overlaps the labeled rectangle by at least IoU 0.50.

One real Arena main-skill screenshot with three accepted green output boxes, plus a panel defining the screenshot-and-type input, bounding-box-and-ID output, fixed-grid box source, and correct-ID-plus-IoU success rule
One concrete input and its three accepted outputs. Green rectangles are model outputs, not training labels. The requested type is supplied to the system; it is not trying to understand every visible UI object.

Identity question

“Which known icon does this crop depict?” This is solved by an embedding and cosine retrieval.

Localization question

“Is this the complete, well-aligned crop?” This is solved by window generation, quality scoring, duplicate removal, and a threshold.

NoteA crop can have the correct identity and still be a bad detection. For example, a shifted crop may contain enough of a hero face to recognize the hero while its box overlaps the true box by only 0.30. Identity training alone is allowed to be invariant to that shift; localization needs the opposite behavior.

Vocabulary used below

Icon IDOne catalog identity: one particular hero, skill, creature, or artifact.
Icon typeA broad family. Real screens test hero and main-skill types only.
Catalog imageA clean reference image associated with an ID; some IDs have multiple valid images.
Proposal → cropA proposal is a candidate rectangle; the crop is the pixels cut from it.
TargetOne annotated icon instance that should be found in a real screenshot.
ScreenshotOne still game frame taken from a recording.
TaskThe requested search category, here hero or Arena main skill.
Task-screenOne (task, screenshot) evaluation pair; the same screenshot may count twice for two tasks.
End-to-end inference pipeline from one full screenshot through sliding windows, crops, identity and quality scoring, thresholding, NMS, and final bounding-box plus catalog-ID outputs
The complete inference path. The neural network scores candidate rectangles generated by the grid; it does not invent their coordinates.

3. Exactly what does “icon-only training” mean?

The catalog contains 354 semantic identity classes represented by 390 clean image files. Some Arena skills have several valid visual variants, so the number of files is larger than the number of IDs; the extra files are not extra classes. The experiment catalog excludes the four scroll-shaped basic-magic references; the valid magic skill images are book-like or their legitimate level variants.

TypeGlobal IDsWhat it means
Hero77Selectable character portraits
Skill20Arena main-skill icons; 56 valid visual variants
Creature141Unit icons, using icon-sized catalog art
Artifact116Equipment or treasure icons
Total354 identity classes390 clean image files
Important boundary“No extra training data” here means no additional game-specific screenshots, crops, or bounding boxes. The backbone does start from public ImageNet-pretrained weights, so this is not a from-random-initialization experiment. All experiment-specific weight updates, however, come from the icon library and procedural images derived from it.

Audit count: Gameplay screenshot pixels used to update the ID-trained, multi-task, or crop-aware model weights = 0; gameplay bounding boxes used to update those weights = 0. Real validation and test screenshots are evaluation evidence, not training examples.

Procedural backgrounds are generated by code: smooth colors, faint rectangles, and lines. They are not copied from gameplay screenshots. Color jitter, resizing, blur, rotation, and synthetic cropping also create new pixels, but they do not introduce a new photographed or game-recorded object.

Training-data boundary showing catalog images and procedural augmentation updating model weights while real gameplay screenshots are reserved for selection and evaluation
Training-data boundary. The upper path constructs learned models from the icon catalog; the real-screen block does not send gradients into them.

4. Train, validation, and test: what is actually held out?

Every known label appears during training because the product requirement is to recognize all known game icons. What is held out is the random view, not the identity. Training, validation, and test use disjoint deterministic seed namespaces, so the exact background, scale, shift, rotation, color, and blur combination in a test image was never used for training.

Two-column diagram separating catalog-derived train validation and synthetic tests from real-screen validation and engineering test data
Two evaluation universes. Synthetic views ask whether known IDs survive new generated appearances; real screens ask whether the complete detector works.
Four rows of hero, skill, creature, and artifact icons showing canonical art and separate augmented train validation and test views
Ordinary identity augmentation. The entire icon remains visible, and its ID/type label stays unchanged.
Note: closed setThis is a closed-set experiment. It proves robustness to generated appearance changes for the 354 known identities. It does not prove that an unseen 355th identity would automatically form a useful new cluster.

The ID-trained and multi-task models train for twelve epochs. In every epoch, each identity contributes four independently generated view-pairs; each pair contains two views, and a batch covers 32 identities. Catalog validation uses four fixed views per ID to retain a checkpoint; the catalog synthetic-view test uses six fixed views per ID, for 2,124 test queries. Neither set updates weights. When an ID has several image files, each generated view may start from a different legitimate visual, encouraging cross-variant grouping.

Reproducibility snapshotSeed 20260824; 224×224 input; all ConvNeXt layers fine-tuned; AdamW for 12 epochs; cosine learning-rate schedule; backbone/head learning rates 1.2×10−5/4×10−4; weight decay 0.02; gradient clipping at 1.0; label smoothing 0.05. Augmentation places an alpha-cropped icon at 62–88% of a 256-pixel canvas, adds ±3.5% position jitter, optional ±6° rotation, brightness 0.78–1.20, contrast 0.82–1.18, color 0.78–1.22, and optional Gaussian blur radius 0.2–1.1. The best validation checkpoint is retained.

What augmentation is trying to teach

Identity augmentation says, “these visual changes should not change who this is.” It therefore encourages the backbone to ignore modest changes in background, brightness, scale, and position. That is good for recognition, but it creates a localization tension: if the model becomes too shift-invariant, a poorly aligned crop can still receive a high identity score.

5. The four algorithms, in logical order

The reader-facing sequence is A → B → C → D. G0/G1/H1/H2 are internal experiment codes retained only so the report can be matched to checkpoints and metrics. All stages use the same fixed candidate grid; each row below adds exactly one training idea.

Reader nameExperiment codeIdentity representationNew idea added at this stageCrop-quality model?
A · Generic embeddingG0Unmodified ImageNet featureNone; starting baselineNo
B · ID-classification embeddingG1A fine-tuned for 354 IDs354-way identity cross-entropyNo
C · Multi-task identity embeddingH1B further shaped by two objectives4-way type + same-ID contrastive groupingNo
D · Crop-aware rerankerH2Frozen C identity featureSynthetic IoU, completeness and objectnessYes
Four white cards explaining the generic baseline, ID-trained embedding, multi-task embedding, and crop-aware reranker
Read the descriptive names first. G0, G1, H1, and H2 are only short experiment codes retained for reproducibility.

Algorithm A — Generic embedding (experiment code G0)

G0 is the starting point. It uses torchvision 0.28.0 convnext_tiny(weights=ConvNeXt_Tiny_Weights.IMAGENET1K_V1) and removes the final 1,000-class linear layer. Inputs use ImageNet mean (0.485, 0.456, 0.406) and standard deviation (0.229, 0.224, 0.225). For any 224×224 crop, features → AdaptiveAvgPool2d(1) → classifier LayerNorm produces the 768-D pre-linear vector, which is L2-normalized.

For a query crop q and a reference icon vector r, the score is cosine similarity:

score(q, r) = q · r    because ||q|| = ||r|| = 1

G0 receives no game-icon fine-tuning. It tells us how much the generic ImageNet representation already knows. This is essential: without G0, a strong-looking result might merely restate what the pretrained network could already do.

Why this control existsG0 fixes the architecture and reference-search procedure. Later improvements can be attributed to icon-domain learning or crop-quality learning rather than to silently replacing the entire pipeline.

Algorithm B — ID-classification embedding (experiment code G1)

G1 starts from the same weights but adds one 354-way classification head and fine-tunes on the labeled icons. The training target is ordinary cross-entropy: raise the logit of the correct ID and lower the others. After training, the ID head is discarded and retrieval again uses the normalized 768-D penultimate representation.

LG1 = CE(global ID)

G1 is the cleanest answer to “does training over icons and labels help?” It does. Augmentation MAP@R rises from 0.8995 to 0.9954, and real-screen F1 rises from 0.5161 to 0.6111. G1 is also scientifically important because it prevents us from crediting every H1 gain to the more elaborate losses.

Algorithm C — Multi-task identity embedding (experiment code H1)

H1 attaches three training outputs to the same backbone representation:

768-D shared representation r
 ├─ 4-way type head: hero / skill / creature / artifact
 ├─ 354-way global-ID head
 └─ 128-D projection head used only by supervised contrastive loss

The total objective is:

LH1 = 1.00 · CE(ID) + 0.35 · CE(type) + 0.20 · SupCon(ID, temperature 0.07)

Cross-entropy answers “which label?” The type head supplies a coarse semantic signal. Supervised contrastive loss directly shapes the geometry of the representation. Its temperature 0.07 controls how sharply the loss emphasizes the closest competing samples; it is a scale parameter, not an accuracy threshold.

The type and ID predictions are counted jointly correct only if both match. The multi-task model achieves 1.000 type accuracy, 1.000 ID accuracy, and 1.000 joint accuracy on 2,124 seed-held-out synthetic views. The projection head is discarded after training; the production embedding is still the full backbone's normalized 768-D representation.

Do not overread 100%The perfect classification number is on generated views of known icon identities. It is not 100% accuracy on full gameplay screenshots. The full-screen detector must first find a good crop, reject background, and choose a threshold.

H1's MAP@R is 0.9945, slightly below G1's 0.9954. That tiny ordering means the extra losses did not improve this already-saturated synthetic retrieval metric. Yet H1's screen F1 is 0.6486, above G1's 0.6111. Different downstream behavior can improve even when a nearly saturated proxy metric moves sideways.

6. Algorithm D — Crop-aware reranking (experiment H2)

The first three algorithms primarily learn identity. To teach localization while respecting the icon-only boundary, the crop-aware stage creates a 320×320 procedural canvas, places one canonical icon on it, and samples a proposed square. Because the icon placement and proposal are generated by code, the exact ground-truth box and IoU are known for free.

Eight augmented crops of the same magic skill icon ranging from tight and complete to background only, each with an IoU target
This is the requested golden-score rule made explicit. Shifted, partial, and background crops are no longer positive identity augmentations; they receive lower quality targets.

For each of 390 catalog image files, this stage uses 16 weight-updating training crops, 8 catalog-derived validation crops, and 8 synthetic-test crops. Because there are eight families, validation and test contain each family exactly once per image file: tight complete, loose complete, two shift directions, small partial, oversized with background, barely overlapping, and background only. Split-specific seeds keep the exact pixels disjoint.

It freezes the multi-task embedding model. The localization head reads model.features(x), the final 768×7×7 spatial map, pools it to 768×3×3, and flattens that into 6,912 values. A LayerNorm → Linear(6912,256) → GELU → Dropout(0.10) → Linear(256,96) → GELU trunk feeds four output layers:

  • continuous IoU between proposal and synthetic truth;
  • whether the crop is “full” at IoU ≥ 0.50;
  • whether any object is present;
  • class-agnostic center and size offsets from the proposal to the truth.
White diagram of a candidate crop flowing through frozen multi-task spatial features to IoU completeness objectness and box-offset predictions
The crop-aware head does not replace identity retrieval. It supplies a separate localization-oriented score.

The synthetic-test results show that this head learned its generated task: IoU MAE 0.0485, IoU rank correlation 0.9547, full-crop AUROC 0.9622, and objectness AUROC 0.9963. AUROC is threshold-free. Spearman correlation measures ordering rather than exact calibration.

quality = (IoU_hat × p_full × p_object)1/3
final score = identity cosine similarity × qualityα

IoU_hat is passed through a sigmoid, so all three quality inputs lie in [0,1]. The cube root is their geometric mean; α controls how strongly this combined quality modifies identity similarity. Real-screen validation tried α ∈ {0.25, 0.5, 0.75, 1.0, 1.5, 2.0} and selected 2.0.

Quality near 1

The icon is present, complete, and tightly aligned. Identity evidence is preserved.

Intermediate quality

The correct icon is recognizable but shifted, partial, or surrounded by excess background.

Quality near 0

The window contains mostly background or almost none of the icon, so even a lucky identity match is strongly reduced.

Crop-head training recipeThe frozen descriptors train only this head for 30 epochs with AdamW (learning rate 7×10−4, weight decay 0.02), batch size 128, cosine decay to 10−5, and gradient clipping at 1.0. The loss is 2.0×Smooth-L1(sigmoid IoU) + 1.0×weighted BCE(full at IoU≥0.50) + 0.5×weighted BCE(object at IoU>0.02) + 0.75×Smooth-L1(box offsets for IoU≥0.10). Catalog-derived crop validation selects the checkpoint by full-crop AUROC, then IoU rank correlation, then IoU MAE.
Why two variants?Crop-aware reranker (H2-rank) only reorders the original grid boxes. Reranker + box adjustment (H2-offset) also moves each box using 50% of the predicted offset selected on validation. This separates “choose a better existing window” from “regress a more accurate rectangle.”

8. Complete results

8.1 Seed-held-out synthetic-view retrieval

ModelMAP@RR-PrecisionPrecision@1Same–different cosine gap
A · Generic embedding (G0)0.89950.90350.99390.4794
B · ID-classification embedding (G1)0.99540.99551.00000.8621
C · Multi-task identity embedding (H1)0.99450.99451.00000.8524

Metric key and protocol. This is a closed-set augmentation-robustness test, not category-level generalization. Each of the 2,124 test views is a query; its own vector is removed, the other 2,123 test views form the gallery, and R=5 because each ID has five other test views. Precision@1 checks only the nearest neighbor. R-Precision measures the fraction of same-ID views in the first R results. MAP@R also rewards putting those relevant views earlier. The cosine gap is mean same-ID similarity minus mean different-ID similarity.

Precision@1 reaches 1.000 for the ID-trained and multi-task embeddings. The ID-trained model wins MAP@R by 0.0009; this is too small and too close to saturation to justify a general superiority claim.

8.2 Multi-task classification on seed-held-out synthetic views

MetricAccuracy
Type head1.0000
Global-ID head1.0000
Both type and ID correct1.0000
Head hierarchy consistency1.0000

“Both correct” requires the four-way type and the 354-way ID to match simultaneously. “Hierarchy consistency” means the predicted coarse type agrees with the catalog type implied by the predicted ID.

8.3 Seed-held-out synthetic crop-quality test

SamplesIoU MAE ↓IoU Spearman ↑Full-crop AUROC ↑Objectness AUROC ↑
Crop-aware synthetic-view test0.04850.95470.96220.9963

IoU MAE is the mean absolute error between predicted and true overlap; lower is better. Spearman measures whether crop-quality ordering is correct. AUROC measures threshold-free separation of positive and negative crops.

8.4 Real-screen-validation-frozen engineering benchmark

Catalog train/validationTrain weights on generated train views; retain validation-selected checkpoints.
Real-screen validationNever update weights; choose score fusion, threshold and box scale.
Real-screen engineering testFreeze every setting; report TP / FP / FN / F1 only.
White bar chart showing precision recall and F1 for the four algorithm families and the box-adjustment variant
Main icon-only result. Rank-only and rank-plus-offset tie on this engineering test.
ModelPrecisionRecallF1TP / FP / FNAccepted negative task-screens
A · Generic embedding (G0)0.61540.44440.51618 / 5 / 101 / 6 (0.1667)
B · ID-classification embedding (G1)0.61110.61110.611111 / 7 / 73 / 6 (0.5000)
C · Multi-task identity embedding (H1)0.63160.66670.648612 / 7 / 63 / 6 (0.5000)
D · Crop-aware reranker (H2-rank)0.81250.72220.764713 / 3 / 53 / 6 (0.5000)
D+ · Reranker + box adjustment (H2-offset)0.81250.72220.764713 / 3 / 53 / 6 (0.5000)
Exact detection protocolTP = correct catalog ID + IoU≥0.50 with an unmatched ground-truth target. Accepted predictions are sorted by score and capped at three. Each greedily matches the highest-IoU unmatched truth of the same ID. Every other accepted prediction—including one on a negative task-screen—is FP; every unmatched truth is FN. F1 = 2TP / (2TP + FP + FN); there is no true-negative term. For each model, validation sweeps candidate scores and chooses the best-F1 threshold; ties prefer precision, then recall, then the higher threshold. Test uses that frozen value.

Do not read the ladder as uniform domination. From Algorithm A to C, TP rises from 8 to 12 and FN falls from 10 to 6, but FP also rises from 5 to 7. Algorithm C's improvement is primarily a recall gain; it does not solve false-positive rejection. Algorithm D is the stage that later reduces FP to 3.

Main finding, with its denominatorAt the operating point selected only on real-screen validation, Algorithm D improves engineering-test F1 from Algorithm C's 0.6486 to 0.7647. In counts, that is 13 TP / 3 FP / 5 FN across 18 labeled objects and 12 task-screens: one more TP, four fewer FP and one fewer FN than C. A TP already requires both the correct catalog ID and one-to-one IoU≥0.50. This small, development-inspected engineering test is not a game-wide accuracy estimate.

Why does box regression tie instead of improve? On validation, the selected 0.50 scale raises F1 from 0.7222 to 0.7778 and mean correct-ID IoU from 0.5341 to 0.5517. On the development-inspected test, however, it leaves TP/FP/FN unchanged at 13/3/5 and mean correct-ID IoU changes from 0.5270 to 0.5261. Synthetic box geometry did not improve this test reliably.

Test recordingHero TP / FNSkill TP / FNFP on negative tasksTotal TP / FP / FN
Recording A1 / 23 / 024 / 2 / 2
Recording B3 / 03 / 016 / 1 / 0
Recording C0 / 33 / 003 / 0 / 3

Per-recording counts reveal failure clustering that the aggregate F1 hides: Recording C misses its entire hero screen, while all three skill screens succeed.

Reading F1Precision penalizes false alarms. Recall penalizes misses. F1 summarizes the balance. It does not mean “76.5% of every possible screenshot is correct”; this benchmark has only 18 positive test objects.

9. Inspecting successes and failures

Four real screenshots with truth and prediction IDs, scores, IoUs, threshold decisions, misses, and a negative-screen false alarm
The final H2-offset threshold is applied. Each panel shows the evidence needed to diagnose acceptance, rejection, identity, and geometry.

The final result is asymmetric. Main skills transfer well: the test contains nine skill objects and all nine are found. Heroes are the weak point: only four of nine are found. One entire hero screen from the final recording falls below the frozen threshold, while three false alarms occur on negative task-screens.

This pattern suggests that the remaining limitation is not global identity confusion. Among the 13 accepted predictions that first overlap a ground-truth object at IoU≥0.50, all 13 have the correct global ID: conditional identity accuracy is 13/13. The larger problem is the domain gap between procedural icon canvases and the real hero-selection UI: decorative frames, text, portraits whose effective visual region is not square, and background elements can make synthetic completeness look different from real completeness.

Small benchmarkThe test has three recordings, 12 task-screens, and 18 positive objects. The result is exact for this benchmark but has wide uncertainty as an estimate of future gameplay. Repeated design inspection has also made the benchmark an engineering test rather than a pristine, never-seen scientific holdout.

10. Why the old 0.857 H2 result is not the main answer

An earlier H2 prototype trained a similar quality head on 3,970 proposals cut directly from gameplay recordings and their real bounding boxes. It reached test F1 0.8571 with TP/FP/FN 15/2/3. This earlier result is useful as a diagnostic comparison: matched real-proposal supervision appears to reduce the remaining domain gap.

Out of scope for this questionThe earlier prototype used extra gameplay pixels and boxes to update the localization head, so it violates the current “icon-only experiment-specific training” boundary. It is therefore reported here as X2-real-proposal, an appendix comparison—not as H2 in the main ladder.

The gap between icon-only H2 (0.765) and X2-real-proposal (0.857) is consistent with a domain-mismatch explanation. It does not prove that 0.857 will generalize to a larger untouched set, but it shows where additional labeled data would likely buy improvement if the project later relaxes the data constraint.

11. What we can conclude—and what comes next

  1. Icon fine-tuning clearly helps. The ID-trained embedding raises closed-set MAP@R from 0.8995 to 0.9954 and screen F1 from 0.5161 to 0.6111.
  2. The richer multi-task objective helps the screen task, not the saturated icon metric. Screen F1 rises to 0.6486 while MAP@R is essentially tied with the ID-trained model.
  3. Synthetic crop-quality supervision shows evidence of transfer on this engineering benchmark. Crop-aware ranking reaches 0.7647 F1 without any gameplay image or box updating its weights; because the test recordings were inspected during development, this is not an unbiased estimate for new recordings.
  4. Synthetic box adjustment does not improve this test reliably. It improves validation but not the frozen engineering test.
  5. The system is not close to 100%. Hero recall and negative-screen rejection remain the dominant failures.
Practical interpretationWithin the imposed data boundary, the best-supported recipe is the multi-task identity embedding plus icon-only synthetic crop-quality reranking, while retaining the original grid boxes. Box adjustment adds complexity without a measured test gain.

If the next experiment must keep the same icon-only boundary, the most defensible improvements are stronger procedural UI simulation, multi-scale feature fusion, an explicit background/open-set rejection objective with more varied generated negatives, and a detector architecture trained entirely on synthetic icon placements. The next evaluation should add more untouched recordings before any more tuning. If the boundary is later relaxed, a small reviewed real-crop set is the most direct route to higher stability.

Within the stated data boundary, the experiment answers the narrow question it set out to test. The icon library is enough to learn identity extremely well and to improve task-conditioned hero/skill search substantially on this engineering benchmark. It is not enough, by itself and with this synthetic generator, to guarantee exact boxes and near-zero false alarms across all gameplay.

12. Glossary for a returning perception reader

Key terms above can be hovered with a mouse or focused with the keyboard. This always-visible glossary contains the same ideas.

Backbone
The shared visual network that converts pixels into feature maps and embeddings.
Embedding
A numeric vector used for similarity search rather than a final class probability.
Classification head
A training-time layer that maps the shared representation to class logits.
Cosine similarity
Similarity between normalized vector directions; higher means more alike.
Proposal / sliding window
One candidate rectangle cut from a full screenshot.
IoU
Intersection area divided by union area for two rectangles.
NMS
A rule that keeps the highest-scoring box and suppresses overlapping duplicates.
Threshold
The score cutoff above which a prediction is accepted.
AUROC
Threshold-free ranking quality for a binary target.
MAP@R
Retrieval metric that evaluates whether all relevant same-ID views rank early.
Precision / recall / F1
False-alarm control, miss control, and their harmonic-mean balance.
Box regression
Predicting how to move and resize a proposal toward a target box.

Internal reproducibility artifacts retained with the experiment: metrics.json, g1-embedding-metrics.json, h2-icon-only-metrics.json, training histories, sliding-window records, configuration files, checkpoints, and source scripts. They are not currently linked from this public page.