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OpenRA-Bench โ Scenario Backlog (toward 200 packs)
This file is the canonical brainstorm catalog for the path from
29 packs today (22 active + 17 designed in the plan + 2 harvest
rebuilds) โ ~200 packs total. It complements
SCENARIO_REVIEW_CHECKLIST.md (methodology) and SCENARIO_QUALITY.md
(whole-suite recap) by giving the next-buildable seed any coding agent
can pull off.
How to use this file
- Pick a seed whose engineering tag matches what's available
today (
YAML= build now;BOT:x/PRED:x/ENG:x= blocked on that engine PR landing). - Author the pack to the no defect, no cheat bar (see
SCENARIO_REVIEW_CHECKLIST.mdandCLAUDE.md). - Populate the new schema field
meta.benchmark_anchor: list[str]with the seed's anchor (real-world capability and/or named benchmark). - Scripted-policy validate (stall / brute / wrong-path / intended) across seeds 1โ4 โ every lazy policy must LOSS, intended must WIN, never a DRAW.
- Move the seed from this file to a section of
SCENARIO_QUALITY.md(the whole-suite catalog) once committed.
Engineering tags
YAMLโ buildable today, pure YAML.MAP:xโ needs a new map generator or static.oramap.BOT:xโ needs new scripted-bot variant inopenra-sim/src/scripted_bot.rs. Currently supported:hunt,rusher,patrol,turtle,guard. Proposed:raider,pincer,feinter,prober,tower-rusher,boomer,tech-switcher.PRED:xโ needs new predicate inopenra_bench/scenarios/win_conditions.py(+_PHRASESentry ingame_knowledge.py).ENG:xโ needs deeper engine work (new order, signal, mid-episode hook). Examples:deploy,capture_actor,apc-transport-complete,air-units,power-signals(today inert),scheduled-event,dynamic-deadline,RL-adversary(P3-1).
Engineering shopping list (PRs that unblock the most seeds)
Order from cheapest to most expensive; numbers in parentheses are how many seeds each PR unblocks.
forbidden_tools+tool_violationsignal (P2-1) โ unblocks ~6 seeds (Group I + B3).raiderbot โ unblocks ~4 (B1 + Group F defenses + C2).then:[A,B]happened-before composite (P2-3) โ unblocks ~5 (B2 + Group G/I/N).own_building_lost_gte+building_destroyed_gte(P2-2) โ unblocks ~3 (C3 + C2 + C5).region_held_for_ticksโ strengthens B4 + several defense seeds.pincer/feinterbots โ unblocks C3, C4, several adv-*.- Mid-episode scripted-event hook โ unblocks C5 + 4 robustness seeds + surprise-flank.
- Power-signals fix โ unblocks 7+ seeds in Groups A/M.
- MCV
deployorder โ unblocks ALL Group Amcv-*(7+ seeds). capture_actororder โ unblocks Group K spec-engineer-*.- Engineer-rebuild order โ unblocks several robustness seeds.
apctransport completeness โ unblocks Group L.- Water mapgen +
lstโ unblocks Group L amphibious + island. - Air units (
yak/mig/heli) โ unblocks anti-air, paradrop, air-ground coord. - Stealth/
spy/thiefmechanics โ unblocks spec-spy / spec-thief. - Superweapons (nuke / iron-curtain / chronosphere) โ Group K.
- Live RL adversary slot (P3-1) โ unblocks C1, C4, all adv-*-race seeds.
Backlog seeds organized by family
Each seed has: id โ cell โ real-world anchor // benchmark anchor โ
one-line predicate sketch โ engineering tag(s).
Group A โ Base building & MCV (25)
Largely engine-gated on deploy; pre-deploy proxies via pre-placed
fact markers + build-radius creep.
mcv-deploy-and-buildโ Opening MCVโfact site choice // critical-infra siting; SC2LE BO โhas_building:factAND deploy-tick โค T ANDbuilding_total_gte:3โ ENG:deploy + YAMLmcv-deploy-defensible-siteโ Opening site under threat // resilience-first siting; MicroRTS terrain-aware โbuilding_in_region:{good_terrain,fact,1}AND survival โ ENG:deploy + YAMLmcv-deploy-near-resourceโ Opening site near ore // econ-first siting; SC2LE econ โbuilding_in_region:{near_ore,fact,1}ANDeconomy_value_gte:Nโ ENG:deploy + YAMLmcv-deploy-relocate-under-pressureโ Mid conyard pack + relocate // BCP relocation; PlanBench replanning โbuilding_in_region:{new_site,fact,1}afterafter_ticks:T_lossโ ENG:deploy+undeploy + YAMLmcv-deploy-second-baseโ Mid 2nd MCV โ 2nd base // multi-site ramp; MicroRTS expansion โ 2 facts in 2 regions โ ENG:deploy + YAMLmcv-deploy-third-baseโ Mid-Late 3rd MCV โ 3rd base // tri-base macro; SC2 3-base โ 3 facts in 3 regions โ ENG:deploy + YAMLmcv-deploy-evac-and-resiteโ Mid evacuate failing base // disaster recovery; ScienceWorld โ fact razed THEN new fact built โ ENG:deploy + YAMLbuild-radius-creep-to-objectiveโ Mid walk base toward enemy // FOB; SC2 forward pylon โbuilding_in_region:{near_enemy,pbox,1}โ YAMLbuild-radius-creep-bridge-islandโ Mid-Late creep over bridge // staging expansion; MicroRTS terrain โbuilding_in_region:{island,fact,1}โ ENG:bridge-aware-mapgen + YAMLbuild-power-online-firstโ Openinghas_building:powrbefore all else // grid bring-up sequencing; PlanBench ordering โthen:[powr, _]โ PRED:then + YAMLbuild-defensive-tower-lineโ Mid 4 pbox in line covering choke // perimeter design; ERQA spatial โbuilding_count_gte:{type:pbox,n:4}+building_in_region:{choke,pbox,4}โ YAMLbuild-defensive-tower-clusterโ Mid pbox cluster at bottleneck // concentrated defense; ERQA โbuilding_in_region:{bottleneck,pbox,4}โ YAMLbuild-defensive-skirt-cornersโ Mid corner-mounted defenses // distributed defense; MicroRTS โbuilding_in_region4x corner regions โ YAMLbuild-spacing-anti-splashโ Mid space buildings to survive splash // resilience design; robustness โmin_separation_gte:Nโ PRED:min_separation + YAMLbuild-anti-air-positioningโ Mid SAM coverage // anti-air planning; SC2 antiair โbuilding_in_regionofsamโ ENG:air-units + YAMLbuild-engineer-rebuild-after-lossโ Mid engineer rebuilds razed building // resilience drill; PlanBench replanning โ building re-presence after loss โ ENG:engineer-rebuild-order + YAMLbuild-sequence-tech-fastestโ Opening BO hitsweapin min turns // BOM-optimal; PlanBench cost-optimal โthen:[tent, weap]ANDwithin_ticks:T_tightโ PRED:then + YAMLbuild-sequence-tech-cheapestโ Opening BO hitsweapcheapest // BOM-cost; PlanBench cost-optimal โ cash-bound โ YAMLbuild-sequence-tech-most-resilientโ Mid tech via redundant prereqs // resilience; PlanBench robust โ 2x prereq buildings โ PRED:then + YAMLbuild-power-budget-onlineโ Opening keeppower_surplus_gte:0// grid bring-up; SC2 power โ ENG:power-signals + YAMLbuild-power-down-defensiveโ Midpower_downnon-essentials under attack // load-shedding; ops runbook โ YAMLbuild-repair-priority-under-fireโ Mid repair structures in correct order // repair triage; DR โ YAMLbuild-sell-and-rebuild-elsewhereโ Midsellweakened, rebuild defended // capital reallocation; finance โ YAMLbuild-rally-point-managementโ Opening set rally forward // production logistics; warehouse SLA โ YAMLbuild-production-throughput-multibuildingโ Mid 2xweapparallel queue // throughput; queueing theory โ YAML
Group B โ Multi-front base building (12)
mfb-two-base-simultaneousโ Mid build base-2 while base-1 builds // multi-site ramp; SC2 sim-base โ 2 facts within tight window โ YAMLmfb-base-1-defend-base-2-buildโ Mid defend live + build forward // ops continuity during expansion; DR siting โ YAMLmfb-third-base-against-clockโ Mid-Late 3rd base before deadline // greedy expansion; SC2 3-base timing โ YAMLmfb-relocate-conyard-under-pressureโ Mid pack + move conyard // BCP; PlanBench replanning โ ENG:deploy/undeploy + YAMLmfb-evacuate-base-deploy-elsewhereโ Mid abandon base, redeploy MCV // disaster recovery; ScienceWorld โ ENG:deploy + YAMLmfb-tech-base-vs-economy-baseโ Mid-Late role-specialized bases // specialization; industrial โ YAMLmfb-island-base-amphibiousโ Late build base across water // amphibious staging; RoboMaster ship-to-shore โ ENG:transport+amphib-mapgen + YAMLmfb-forward-base-near-enemy-cornerโ Mid-Late FOB // SC2 forward production โ YAMLmfb-redundant-tech-buildingsโ Mid 2xweapfor resilience // redundancy; robust planning โ YAMLmfb-mirror-base-east-westโ Mid symmetric multi-base // distributed-systems mirror; raft replicas โ YAMLmfb-rotating-production-pressureโ Mid-Late alternate production under raid // load balancing; queueing โ PRED:then + YAMLmfb-supply-line-link-between-basesโ Mid-Late connect 2 bases via patrol // logistics route; supply-chain โ YAML
Group C โ Defense positioning & surprise reaction (16)
def-position-expected-directionโ Mid fortify N (intel says N) // pre-positioned defense; ERQA spatial commit โ YAMLdef-position-revealed-directionโ Mid fortify after scout reveals // adaptive defense; PlanBench replanning โ YAMLdef-surprise-flank-reactโ Mid intel said N, enemy comes S // surprise reaction; adversarial robustness โ ENG:enemy-spawn-misdirection + YAMLdef-pre-position-mobile-reserveโ Mid mobile reserve in center // reserve doctrine; military โ YAMLdef-tower-line-vs-clusterโ Mid choose spread vs concentration // defense topology; graph min-cut โ YAMLdef-walls-vs-towersโ Mid passive vs active mitigation // security architecture โ ENG:walls + YAMLdef-engineer-repair-under-fireโ Mid which tower to repair under fire // triage; DR โ YAMLdef-stance-mgmt-hold-then-attackโ Mid hold-fireโreturn-fire timing // ROE drill โ YAMLdef-while-buildingโ Mid defend with workforce while building defenses // ops continuity โ YAMLdef-multi-directionโ Mid defend 3 lanes // distributed defense; graph min-cut โ YAMLdef-in-depthโ Mid-Late front + 2nd line vs single thick // defense-in-depth; security doctrine โ YAMLdef-with-ambushโ Mid fog ambush vs static // active deception; SC2 hidden โ YAMLdef-evacuationโ Mid-Late evacuate overwhelmed position // BCP; emergency mgmt โ YAMLdef-retreat-and-rebuildโ Mid-Late concede + rebuild deeper // strategic withdrawal; CICERO retreat โ YAMLdef-anti-air-positioningโ Late SAM placement // anti-air; SC2 โ ENG:air-units + YAMLdef-tower-rush-counterโ Opening enemy tower-rushes you // tower-rush defense; SC2 cannon-rush counter โ BOT:tower-rusher + YAML
Group D โ Combat micro & tactics (20)
combat-focus-fire-priorityโ Mid which enemy to kill first // target prioritization; SC2 focus-fire โ YAMLcombat-kite-jeep-vs-tankโ Mid kite ranged // micro; SC2 kiting โ YAMLcombat-stance-mgmt-attackโ Mid switch to attack-anything // ROE; SC2 stance โ YAMLcombat-formation-tank-wedgeโ Mid tank wedge // formation; military โ YAMLcombat-formation-infantry-screen-tanksโ Mid infantry screens armor // combined-arms; military โ YAMLcombat-retreat-after-engagementโ Mid disengage timing // tactical withdrawal; SC2 โ YAMLcombat-flanking-attackโ Mid flank vs head-on // flank maneuver; military โ YAMLcombat-pincer-coordinationโ Mid two-prong // pincer; SC2 multi-prong โ YAMLcombat-bait-counter-attackโ Mid lure + flank-counter // bait; SC2 bait โ BOT:guard + YAML (idiom proven)combat-divide-and-conquerโ Mid split enemy via feint // CICERO โ YAMLcombat-protect-vip-escortโ Mid escort VIP // diplomatic escort โ PRED:unit_type_count_gte:{vip,1}-survival + YAMLcombat-suicide-charge-missionโ Mid sacrifice everything for X // forlorn hope; military โ YAMLcombat-prevent-retreatโ Mid cut off enemy retreat // encirclement; military โ YAMLcombat-defensive-perimeter-around-vipโ Mid perimeter // VIP cordon โ YAMLcombat-skirmish-then-disengageโ Mid bleed and pull back // skirmisher; SC2 โ YAMLcombat-vehicle-vs-infantry-counterโ Mid tank vs inf // RPS counter; SC2 hard counter โ YAMLcombat-rocket-soldier-anti-vehicleโ Mid e3 vs tank // RPS; SC2 โ YAMLcombat-tank-vs-tank-engagementโ Mid mirror combat // SC2 mirror micro โ YAMLcombat-amphibious-landingโ Mid-Late APC across water // amphibious assault; D-Day โ ENG:transport+water-mapgen + YAMLcombat-attack-from-behind-fogโ Mid emerge from fog // surprise attack; SC2 hidden โ YAML
Group E โ Scouting / Perception (15)
scout-far-frontierโ Early long-distance scout // recon; ERQA โ YAMLscout-and-surviveโ Early scout returns alive // scout-preserve; SC2 worker scout โ YAMLscout-multiple-fog-areasโ Early parallel scout // Watch-And-Help โ YAMLscout-detect-enemy-techโ Early-Mid identify enemy via buildings // tech-read; PlanBench obs โ YAMLscout-detect-base-directionโ Early which corner has enemy // direction-read; ERQA โ YAMLscout-count-defendersโ Early-Mid exact defender count // census; POMDP โ YAMLscout-discover-hidden-baseโ Mid off-axis hidden base // deep recon; CICERO โ YAMLscout-detect-incoming-armyโ Mid early-warn // intrusion detection โ YAMLscout-detect-air-threatโ Late air detection // anti-air recon โ ENG:air-units + YAMLscout-detect-stealth-unitsโ Late stealth detection // SC2 detector โ ENG:stealth-units + YAMLscout-map-reveal-percent-targetโ Early reveal N% // coverage; ERQA โ YAMLscout-and-reportโ Early-Mid reveal then return // recon-report cycle; mil intel โ YAMLscout-jeep-vs-infantry-cost-effectiveโ Early cheap fast scout // econ scout; SC2 worker-vs-Reaper โ YAMLscout-cycle-keep-info-freshโ Mid continuous cadence // info staleness; intel ops โ PRED:then-repeated + YAMLscout-info-blackout-reactโ Mid fog blanket then enemy revealed // dynamic perception; adversarial โ ENG:fog-shift-hook + YAML
Group F โ Economy / Resources (16)
Mostly unblocked by S0/S1 (task #14).
econ-startup-from-scratchโ Opening first proc + harv // greenfield econ; SC2 first base โ YAMLecon-harvester-pathing-optimizationโ Opening harv route choice // logistics; queueing โ PRED:econ_rate_gte+ YAMLecon-multi-patch-allocationโ Mid which ore patches // resource allocation; OR โ YAMLecon-far-patch-vs-near-patchโ Mid travel vs throughput // econ tradeoff; OR โ YAMLecon-silo-vs-spendโ Mid store or spend // capital allocation; PlanBench โ YAMLecon-replace-dead-harvesterโ Mid rebuild dead harv // resilience; PlanBench replanning โ YAMLecon-protect-harvester-routeโ Mid defend harv path // econ defense; SC2 harass defense โ YAMLecon-cash-reserve-managementโ Mid never zero cash // financial reserve โ PRED:cash_gte+ YAMLecon-target-cash-amount-by-deadlineโ Mid cash bar by deadline // budget by date; finance โ YAMLecon-contention-with-enemyโ Mid shared ore patch // contested resource; game theory โ YAMLecon-recover-from-zero-cashโ Mid start from 0 cash // bankruptcy comeback โ YAMLecon-quantitative-vs-qualitative-spendโ Mid many cheap vs few expensive // unit composition; OR โ YAMLecon-burn-rate-managementโ Mid spend at target rate // runway mgmt; startup finance โ PRED:spend_rate_lte+ YAMLecon-buy-vs-build-decisionโ Mid cash now or save for tech // PlanBench โ YAMLecon-resource-trade-with-selfโ Mid-Late balance ore vs cash // commodity hedging; finance โ YAMLecon-overflow-to-silosโ Mid silo-required throughput // capacity planning; backpressure โ YAML
Group G โ Long-horizon / Multi-phase (12)
lh-opening-to-tech-to-armyโ Late 4-phase chain // long-horizon; SC2 macro โ YAMLlh-opening-to-defense-to-counterโ Late defense โ counter // counter-attack timing; SC2 timing โ YAMLlh-tech-pivot-attackโ Late tech โ pivot โ attack // adaptive macro; PlanBench โ YAMLlh-econ-army-victoryโ Late econ โ army โ victory // SC2 macro โ YAMLlh-defense-tech-second-baseโ Late defend โ tech โ expand // SC2 secure-expand โ YAMLlh-scout-react-counterโ Late scout โ react โ counter // CICERO โ YAMLlh-100-turn-marathon-survivalโ Very-Late survive 100 turns // lmgame-Bench multi-hour โ YAML (max_turns:100+)lh-build-army-coordinate-multifront-attackโ Late assemble + coordinate // operational planning; military โ YAMLlh-progression-stage-lockedโ Late each stage gates next // PERT; PlanBench โ PRED:then + YAMLlh-credit-only-final-phaseโ Late sparse reward // long-horizon RL โ YAMLlh-multi-checkpoint-5-plusโ Late 5+ checkpoints // sequenced ops; PlanBench โ PRED:waypoint_sequence-extended + YAMLlh-recovery-after-mid-game-lossโ Late comeback // SC2 comeback โ ENG:scheduled-event + YAML
Group H โ Adversarial / Game-theoretic (12)
adv-counter-strategy-read(= C1 from plan)adv-feint-handling(= C4 from plan)adv-bluff-detectionโ Mid commit vs hesitate // poker-bench โ ENG:RL-adversary + YAMLadv-rps-counter-pickโ Mid unit-counter selection // RPS; game theory โ YAMLadv-tempo-vs-adversaryโ Mid-Late out-tempo // TextStarCraft II โ ENG:RL-adversary + YAMLadv-economy-raceโ Late out-econ // SC2 econ race โ ENG:RL-adversary + YAMLadv-army-raceโ Late out-army // SC2 army race โ ENG:RL-adversary + YAMLadv-tech-raceโ Late out-tech // SC2 tech race โ ENG:RL-adversary + YAMLadv-base-trade-race(= C3 from plan)adv-asymmetric-weaker-must-winโ Mid outnumbered must-win // underdog; RTS asymmetric โ YAMLadv-asymmetric-stronger-no-lossโ Mid dominate without loss // overdog discipline; CICERO โ YAMLadv-mirror-match-best-strategyโ Late mirror best-of // SC2 mirror โ ENG:RL-adversary + YAML
Group I โ Procedural / Tool-use compliance (10)
proc-strict-toolban-fidelityโ Cross BFCL relevance // BFCL V4 โ PRED:forbidden_tools + YAMLproc-strict-toolban-under-pressure(= B3 from plan)proc-checklist-no-deviationโ Cross exact ordered checklist // SOP compliance; IFBench โ PRED:waypoint_sequence strict + YAMLproc-ordered-action-strictโ Cross exact action sequence // PlanBench strict ordering โ PRED:then + YAMLproc-no-attack-passive-onlyโ Cross only move+stop // ROE; mil โ PRED:forbidden_tools + YAMLproc-only-build-no-combatโ Cross only build/place // role-based access โ PRED:forbidden_tools + YAMLproc-only-defend-no-attackโ Cross only defensive moves // ROE; mil โ PRED:forbidden_tools + YAMLproc-tool-use-with-distractorโ Cross ignore distracting tool // ฯยฒ-bench โ YAMLproc-tool-use-multi-distractorโ Cross ignore multiple distractors // ฯยฒ-bench โ YAMLproc-instruction-following-edge-caseโ Cross instruction-edge // IFBench โ YAML
Group J โ Robustness / Edge cases (8)
rob-unit-loss-recoveryโ Mid recover from N losses // resilience; PlanBench replanning โ YAMLrob-building-loss-rebuild(= C5 from plan)rob-cash-depletion-recoveryโ Mid recover from 0 cash // bankruptcy โ YAMLrob-power-failure-recoveryโ Mid recover from brownout // grid restoration; DR โ ENG:power-signals + YAMLrob-multiple-simultaneous-pressuresโ Mid econ + def + tech under pressure // overwhelmed ops; triage โ YAMLrob-unexpected-enemy-spawnโ Mid spawn mid-episode // surprise; adversarial robustness โ ENG:scheduled-spawn + YAMLrob-objective-change-midwayโ Mid win-condition shifts at T // goal-conditional RL โ ENG:objective-swap-hook + YAMLrob-deadline-shortened-midwayโ Mid deadline brought forward // schedule compression; project mgmt โ ENG:dynamic-deadline-hook + YAML
Group K โ Special abilities (engine-gated, 10)
spec-engineer-captureโ Mid capture enemyproc// industrial espionage; SC2 spy steal โ ENG:capture_actor + YAMLspec-engineer-mass-captureโ Mid capture all of enemy tech // takeover; CICERO โ ENG:capture_actor + YAMLspec-spy-infiltrateโ Mid reveal enemy tech via spy // intel infiltration; SC2 scan โ ENG:spy + YAMLspec-thief-steal-resourcesโ Mid steal enemy cash // econ sabotage; SC2 worker raid โ ENG:thief + YAMLspec-medic-heal-coordinationโ Mid medic heals infantry // SC2 medivac โ ENG:medic + YAMLspec-airborne-paradropโ Late drop reinforcements // SC2 paradrop โ ENG:airborne + YAMLspec-nuke-strikeโ Very-late superweapon // SC2 nuke โ ENG:superweapon + YAMLspec-iron-curtain-buffโ Late invuln buff // SC2 cloak โ ENG:iron-curtain + YAMLspec-chronosphere-teleportโ Late unit teleport // SC2 warpgate โ ENG:chronosphere + YAMLspec-spy-detect-techโ Mid spy + tech reveal // counterintel; CICERO โ ENG:spy + YAML
Group L โ Transport / Amphibious (6)
transport-apc-deliver-infantryโ Mid APC delivers infantry // last-mile delivery; logistics โ ENG:apc-transport + YAMLtransport-amphibious-landingโ Mid-Late LST water cross // amphibious; D-Day โ ENG:water-mapgen+lst + YAMLtransport-evacuate-by-transportโ Mid evac units // BCP evacuation; emergency โ ENG:apc-transport + YAMLtransport-multiple-tripsโ Mid ferry multiple loads // queueing โ ENG:apc-transport + YAMLtransport-protect-en-routeโ Mid escort transport // convoy escort; mil โ ENG:apc-transport + YAMLtransport-amphibious-island-baseโ Mid-Late build on island // amphibious base; strategic geography โ ENG:water-mapgen+lst + YAML
Group M โ Power / Maintenance (7)
Most are gated on the engine power-signals fix (power_surplus_gte
is currently inert โ see CLAUDE.md footguns).
power-budget-onlineโ Opening keeppower_surplus_gte:0// grid bring-up; SC2 power โ ENG:power-signals + YAMLpower-down-non-essential-under-attackโ Mid load-shed // ops runbook โ ENG:power-signals + YAMLpower-restoration-order-after-lossโ Mid restore in correct order // utility restoration; DR โ ENG:power-signals + YAMLpower-tech-vs-defense-conflictโ Mid limited power: tech vs def // capacity allocation; OR โ ENG:power-signals + YAMLmaint-repair-priority-orderโ Mid repair triage // DR โ YAMLmaint-sell-and-recoup-cashโ Mid sell + recoup // capital reallocation; finance โ YAMLmaint-rebuild-from-power-failureโ Mid restore after brownout // DR; utility โ ENG:power-signals + YAML
Group N โ Coordination & Multi-agent (8)
coord-squad-handoffโ Mid squad A to squad B handoff // multi-agent handoff; Watch-And-Help โ YAMLcoord-relay-attackโ Mid A attacks, B follows up // relay; SMAC โ YAMLcoord-mutual-supportโ Mid stay in mutual support range // mil doctrine โ PRED:max_inter_unit_distance_lte + YAMLcoord-converge-on-targetโ Mid 3 squads converge // SMAC โ YAMLcoord-cover-and-moveโ Mid A covers while B moves // fire-and-maneuver; mil โ YAMLcoord-diversionary-attackโ Mid A diverts, B attacks real target // CICERO โ YAMLcoord-air-ground-combinedโ Late (air) combined-arms // mil โ ENG:air-units + YAMLcoord-naval-ground-combinedโ Late (naval) combined naval-ground // D-Day โ ENG:naval + YAML
Group O โ Time-pressure variants (8)
(Each is a "+ tight clock" variant of an existing scenario family.)
tp-rush-objective-very-fastโ Mid speedrun objective // speedrun; human speedrun โ YAMLtp-rush-objective-tighterโ Mid tighter speedrun โ YAMLtp-rush-multi-objectiveโ Mid speedrun 2 objectives // speedrun parallel โ YAMLtp-survive-N-turnsโ Mid survive until clock // survival; SC2 survival โ YAMLtp-survive-and-growโ Mid survive + grow // ops continuity; SRE โ YAMLtp-survive-and-strike-at-windowโ Mid survive then strike // SC2 timing window โ PRED:then + YAMLtp-decision-under-clockโ Mid quick correct choice // tense decision; poker โ YAMLtp-pressure-proceduralโ Cross procedural under tight clock // procedure under stress; IFBench โ PRED:forbidden_tools + YAML