Shrikumar et al. 2017
Grad times Input, in the DeepLIFT family, sharpens plain saliency by multiplying the gradient at each input by the input's own value. The product answers a slightly different question than the bare gradient: not just how sensitive the output is to an input, but how much that input, at its actual value, contributes to the output. DeepLIFT frames this as a difference from a reference, and the multiplication gives the method a completeness-like property, so the attributions sum to the change in the output. For images this tends to produce cleaner, less diffuse maps than raw saliency. We apply it to the VCS by multiplying each cause's gradient by its recorded value and correlating the result with the true causal map. On outputs that flow smoothly into the picture, the input factor concentrates the attribution onto the genuine causal byte and improves on plain saliency. On a sprite's position it inherits the same wall as every gradient method: the position is a discrete step set by strobe timing, so the underlying gradient is zero and multiplying by the input cannot create signal where there is none. The method is popular because it keeps the speed of a gradient while adding a contribution interpretation, so it is a fair, stronger member of the gradient family to test.
Top row (image domain, as in Paper 1): the game frame, then the oracle's true causal region and this method's attributed region — each painted onto the frame through the screen footprint of the RAM cells it implicates (brighter = more important). A faithful method's heat matches the oracle's. Bottom: per-cell importance — oracle (green) vs method (blue) — and the deletion/insertion faithfulness curves (perturb the ranked causes and watch the output move). Note: the image-domain overlay footprints are illustrative, computed on the pre-redesign boot frame; the bars, curves and all reported numbers come from the re-run records on the shared gameplay states. deeplift_pearson_corr_with_oracle = 0.822 — this example only (pong, state f90+15); the audit aggregate is below.
This example explains the score (score@RAM $31). Its strongest true-cause is: RAM $31 (17% of its footprint sits in the score band, the rest in the play area). Because it explains the score, its only true-cause is RAM $31, so the region covers the score and the ball but not the paddle: the paddle cell (RAM $36) is not causal for the score, so it is legitimately absent.
The score is the Pearson correlation of the Grad-times-Input, DeepLIFT-style attribution with the oracle's exact causal map, reported raw. Faithfulness for this method is that correlation, and the grading is always against the intervention oracle rather than another method. Multiplying the gradient by the input concentrates the attribution onto the genuine causal byte, so on smooth content outputs it improves on plain saliency and scores well. The hard case is the same as for the whole gradient family. A sprite's position is a discrete step set by strobe timing, so the naive gradient there is provably zero, and multiplying a zero gradient by the input is still zero. The audit turns on the differentiable sampler to give the method a fair chance on position, but the restored gradient is faithful on only a minority of games, so the position score stays low while the content score stays high. The completeness property, that attributions sum to the output change, does not rescue the position regime. The audit box reports the all-regime faithfulness, which averages the strong content result and the weak position result across the 42 scored games, so the single number sits between the two.
The score is measured against the §1 intervention oracle — never against another interpretability method. F (faithful) is always vs the oracle; see the execution stack. How each of F / S / M is actually computed for this method (and whether it matches the paper) is in the box just below; the numbers are in the In the audit box under it.
The exact formula this method uses for each score, read from its runner, and
whether it matches the paper's §3 (F ∧ S ∧ M triad) definition.
From the committed audit
fsm_math_phaseB.json.
| Axis | Formula (as computed) | What it measures | Matches §3? |
|---|---|---|---|
| F faithfulness | \(F = \rho_{\mathrm{Pearson}}\!\left(\mathrm{attr},\ |\Delta y(u)|\right)\) | Raw Pearson correlation between the method's per-cause attribution magnitudes and the oracle's true absolute causal effects |Delta_y(u)|, scored separately for the content and position output regimes. | ✓ matches gradxinput.jl: pr = pearson(attr, cmap.abs_delta); metric_name=deeplift_pearson_corr_with_oracle. Record: out/gradxinput_deeplift_air_raid_content.json (value=0.90). Scorer pilot_ig_vs_oracle.jl pearson() (raw Statistics.cor, zero-variance->0); F = pearson(attr, oracle_abs_delta) where oracle_abs_delta = abs.(cmap.delta) (true |Delta_y| per cause). Also reports spearman, precision@k, deletion/insertion AUC (paper's auxiliary F metrics). Per-regime split: separate *_content.json and *_position.json records, each carrying its own extra.triad.{F,S,M}. how it's measured — call stack:
|
| S sufficiency | \(S = \dfrac{\#\{\,u_{\mathrm{held}}:\ |\hat{y}-y|\le\varepsilon\,\}}{|\mathrm{held\text{-}out}|}\in[0,1]\) | Fit Delta_y = a*attr + b on a calibration half of the do(u) causes, predict the disjoint held-out half, and report the fraction of held-out causes whose predicted output lands within an epsilon band of the oracle's bit-exact re-run. | ✓ matches common/triad_sm.jl sufficiency_score() (interleaved calib/held split by seed, least-squares 1-D fit Delta_y~a*attr+b on calib, epsilon = max(0.5, 0.10*heldout_spread)); assembled in triad_extra_dict(). The new §3 (sec:triad) admits the fraction-within-tolerance [0,1] special case of the held-out predictive test, which this held-out do(u) fit-then-predict estimator satisfies, so it matches. (Detail: epsilon is a self-scaled band 0.10*spread; the [-1,1] correlation form is available but this method reports the [0,1] hit fraction.) how it's measured — call stack:
|
| M minimality | \(M = |U^{\star}| / |\hat{U}| \in (0,1]\quad U^{\star}=\{u:\Delta y(u)>0\},\ \hat{U}=\{u:|\mathrm{attr}(u)|>\tau\}\) | Ratio of the number of oracle causal movers (causes with nonzero true Delta_y) to the number of cells the method names above 1e-6 of its own max attribution; null when the oracle finds no mover or the method names nothing. | ✓ matches common/triad_sm.jl minimality_score() with name_frac=1e-6, mover_floor=0.0; the above-threshold named set is used (topk kept but not passed), see triad_extra_dict(). This is the paper's M = |U*|/|U_hat| in (0,1] (standardized everywhere), so it matches the new §3. (Detail: |U*| is taken as all oracle movers with Delta_y>0, an upper bound on the strictly-smallest reproducing subset, so M can be optimistic.) how it's measured — call stack:
|
✓ matches = the same quantity as §3; ◐ partial = the same kind of estimator but a differing detail; ✗ does not match = a different quantity (see the note). Definitions: F = agreement with the oracle's true causal effects Δy(u); S = held-out predictive score in [−1, 1]; M = |U*|/|Û| (true-minimal-set size / named-set size).
This is the method's entry in the actual cross-method audit — scored on the paper's correctness triad, each axis a mean over all 42 scored games (84 committed §R records), not the single example shown above. Tradition: gradient. The example figure (Pong) is one of those records.
F faithfulness (scored vs the oracle for every method) · S sufficiency (held-out predictive score in [−1, 1]; a negative value means the explanation predicts held-out interventions worse than the unperturbed baseline; reported for the predictive methods across all three phases where the calibration/held-out split is defined) · M minimality (true-minimal-set / named-set; where the method names a cause set) — n/a otherwise, per the paper's F ∧ S ∧ M triad.
Source: leaderboard.json · the whole leaderboard is on the
methods page and the
Paper 2 audit.
This method's faithfulness on each of the 42 scored games (all-regime F, and the content vs position split). Click a header to
sort. Every number is read from site_data.json
(methods.gradxinput.per_game).
| Game | F (all) | content-F | position-F | S | M | Note |
|---|---|---|---|---|---|---|
| Beam Rider | 0.881 | 0.766 | 0.997 | 0.833 | 1.000 | recovers the true causes |
| Krull | 0.804 | 1.000 | 0.608 | 0.538 | 1.000 | |
| Seaquest | 0.762 | 0.813 | 0.710 | 0.958 | 1.000 | |
| Gopher | 0.761 | 0.776 | 0.746 | 0.929 | 1.000 | |
| Pacman | 0.642 | 0.803 | 0.481 | 0.611 | 1.000 | |
| Bowling | 0.628 | 0.908 | 0.348 | 0.905 | 1.000 | |
| Ice Hockey | 0.576 | 0.964 | 0.188 | 0.545 | 1.000 | |
| Pong | 0.550 | 0.822 | 0.278 | 0.500 | 1.000 | |
| Video Pinball | 0.542 | 0.923 | 0.160 | 0.500 | 1.000 | |
| Centipede | 0.500 | 1.000 | 0.000 | 0.550 | 1.000 | position gradient vanishes |
| Space Invaders | 0.500 | 1.000 | 0.000 | 0.528 | 1.000 | position gradient vanishes |
| Tennis | 0.500 | 1.000 | 0.000 | 0.531 | 1.000 | position gradient vanishes |
| Kangaroo | 0.500 | 0.999 | 0.000 | 0.500 | 1.000 | position gradient vanishes |
| Q*bert | 0.500 | 0.999 | 0.000 | 0.500 | 1.000 | position gradient vanishes |
| Chopper Command | 0.499 | 0.998 | 0.000 | 0.952 | 1.000 | position gradient vanishes |
| Double Dunk | 0.497 | 0.994 | 0.000 | 0.808 | 1.000 | position gradient vanishes |
| Pitfall | 0.492 | 0.985 | 0.000 | 0.912 | 1.000 | position gradient vanishes |
| Road Runner | 0.491 | 0.982 | 0.000 | 0.526 | 1.000 | position gradient vanishes |
| Private Eye | 0.487 | 0.970 | 0.003 | 0.960 | 1.000 | position gradient vanishes |
| Boxing | 0.487 | 0.817 | 0.156 | 0.542 | 1.000 | |
| Demon Attack | 0.477 | 0.955 | 0.000 | 0.875 | 1.000 | position gradient vanishes |
| Assault | 0.475 | 0.950 | 0.000 | 0.952 | 1.000 | position gradient vanishes |
| Hero | 0.474 | 0.947 | 0.000 | 0.889 | 1.000 | position gradient vanishes |
| Carnival | 0.469 | 0.938 | 0.000 | 0.526 | 1.000 | position gradient vanishes |
| Bank Heist | 0.455 | 0.911 | 0.000 | 0.833 | 1.000 | position gradient vanishes |
| Phoenix | 0.455 | 0.909 | 0.000 | 0.577 | 1.000 | position gradient vanishes |
| Air Raid | 0.448 | 0.896 | 0.000 | 0.464 | 1.000 | position gradient vanishes |
| Jamesbond | 0.447 | 0.865 | 0.028 | 0.893 | 1.000 | |
| Alien | 0.430 | 0.860 | 0.000 | 0.500 | 1.000 | position gradient vanishes |
| Riverraid | 0.411 | 0.823 | 0.000 | 0.478 | 1.000 | position gradient vanishes |
| Ms. Pac-Man | 0.411 | 0.822 | 0.000 | 0.500 | 1.000 | position gradient vanishes |
| Name This Game | 0.407 | 0.815 | 0.000 | 0.417 | 1.000 | position gradient vanishes |
| Kung-Fu Master | 0.402 | 0.805 | 0.000 | 0.800 | 1.000 | position gradient vanishes |
| Freeway | 0.398 | 0.747 | 0.049 | 0.500 | 1.000 | |
| Fishing Derby | 0.384 | 0.769 | 0.000 | 0.450 | 1.000 | position gradient vanishes |
| Breakout | 0.375 | 0.750 | 0.000 | 0.600 | 1.000 | position gradient vanishes |
| Atlantis | 0.365 | 0.730 | 0.000 | 0.450 | 1.000 | position gradient vanishes |
| Montezuma's Revenge | 0.362 | 0.724 | 0.000 | 0.438 | 1.000 | position gradient vanishes |
| Venture | 0.349 | 0.698 | 0.000 | 0.474 | 0.750 | position gradient vanishes |
| Berzerk | 0.287 | 0.555 | 0.020 | 0.444 | 1.000 | position gradient vanishes |
| Frostbite | 0.272 | 0.484 | 0.059 | 0.150 | 1.000 | |
| Yars' Revenge | 0.247 | 0.493 | 0.000 | 0.429 | 1.000 | position gradient vanishes |
The path from this method's runner (main) into the bit-exact VCS substrate, and the
computation it involves. Every step links to the exact source on main. From
callstack_phaseB.json.
env_reset! / env_step! jutaribuild_shared_testbed jutaricontent_output -> soft_ram_peek jutari-diff call site tools/xai_study/phaseB_attribution/gradxinput.jl:268content_grad_over_ram runnerZygote.gradient(r -> content_output(r, score_idx), ...) Zygoteattributions_over_ram runnerposition_grad_over_ram runner_st_sampler_position_read runner-diffScored against the exact intervention oracle Δy(u): run_intervention.
On jaxtari (JAX / GPU): the same differentiable path has a bit-exact JAX sibling (Theorem 1, forward-exact) for batched GPU runs — JAX-equivalent differentiable path (bit-exact per Theorem 1, for GPU batching): jaxtari/jaxtari/diff/soft_step.py, soft_mem.py, straight_through.py
The figure is generated from the committed record by
docs/gen_method_figures.py; the game frame
and each RAM cell's screen footprint are produced by
render_scenes.jl /
cell_footprints.jl.