Worst-case online classification is governed by sequential complexity, such as Littlestone dimension, and can be impossible even for statistically simple classes, such as thresholds of VC dimension one. We study a preview model in which an oblivious adversary fixes an entire labeled sequence of length $T$, a uniformly random subset of size $pT$ is revealed before prediction begins, and the remaining $(1-p)T$ examples are then presented in their original adversarial order. Against the best full-sequence hypothesis evaluated on the unrevealed examples, we characterize the dependence on the preview rate $p$: for binary classes of VC dimension $d$, the optimal excess loss is $Θ(d/p+\sqrt{dT})$, up to the trivial cap at $T$; for multiclass classes we obtain the corresponding $\widetilde O(d_{\rm DS}/p+\sqrt{d_{\rm Nat}T})$ bound with no dependence on the number of labels. Thus a random preview can replace worst-case sequential complexity by classical statistical dimensions without randomizing the online order. To achieve the sharp binary bound, our ChainedPrediction algorithm uses an online analogue of chaining, implemented as a multiscale aggregation algorithm rather than only as an analytic argument.
Conventional CAPTCHAs pose puzzles that modern AI systems increasingly solve, while behavioral and cryptographic-attestation defenses carry privacy or enrollment costs. We investigate an orthogonal signal: the physical timing behavior of a client's GPU under a controlled WebGL rendering workload. Unlike WebGL fingerprinting, which hashes pixel output into a static device identifier, we measure render-timing dynamics to classify rather than identify, leaking no persistent identifier. We characterize the in-the-wild adversary with a 12-hour passive deployment (207 unsolicited requests; 86% automated; 85% of browser-claiming clients failed HTTP header-consistency checks). We then collect labeled GPU-timing samples through a single public endpoint exercised by real browsers (positive class, 13 distinct GPUs) and by keyed headless automation across a render-backend matrix (negative class). Software-rendered automation -- empirically the dominant real-world adversary -- separates from genuine GPUs by roughly 5x in mean render time. On a confound-controlled comparison (identical GPU family and browser engine, differing only in headless vs. interactive execution), headless automation on real hardware still exhibits a distinct timing signature, separating from human samples by 75-106% on frame jitter, timer-quantization ratio, and coefficient of variation. We report these as pilot-scale findings on a single GPU architecture and outline the cross-architecture collection required to establish generalization.