OpenRA-Bench / SCENARIO_BACKLOG.md
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A newer version of the Gradio SDK is available: 6.19.0

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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

  1. 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).
  2. Author the pack to the no defect, no cheat bar (see SCENARIO_REVIEW_CHECKLIST.md and CLAUDE.md).
  3. Populate the new schema field meta.benchmark_anchor: list[str] with the seed's anchor (real-world capability and/or named benchmark).
  4. Scripted-policy validate (stall / brute / wrong-path / intended) across seeds 1โ€“4 โ€” every lazy policy must LOSS, intended must WIN, never a DRAW.
  5. Move the seed from this file to a section of SCENARIO_QUALITY.md (the whole-suite catalog) once committed.

Engineering tags

  • YAML โ€” buildable today, pure YAML.
  • MAP:x โ€” needs a new map generator or static .oramap.
  • BOT:x โ€” needs new scripted-bot variant in openra-sim/src/scripted_bot.rs. Currently supported: hunt, rusher, patrol, turtle, guard. Proposed: raider, pincer, feinter, prober, tower-rusher, boomer, tech-switcher.
  • PRED:x โ€” needs new predicate in openra_bench/scenarios/win_conditions.py (+ _PHRASES entry in game_knowledge.py).
  • ENG:x โ€” 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.

  1. forbidden_tools + tool_violation signal (P2-1) โ€” unblocks ~6 seeds (Group I + B3).
  2. raider bot โ€” unblocks ~4 (B1 + Group F defenses + C2).
  3. then:[A,B] happened-before composite (P2-3) โ€” unblocks ~5 (B2 + Group G/I/N).
  4. own_building_lost_gte + building_destroyed_gte (P2-2) โ€” unblocks ~3 (C3 + C2 + C5).
  5. region_held_for_ticks โ€” strengthens B4 + several defense seeds.
  6. pincer / feinter bots โ€” unblocks C3, C4, several adv-*.
  7. Mid-episode scripted-event hook โ€” unblocks C5 + 4 robustness seeds + surprise-flank.
  8. Power-signals fix โ€” unblocks 7+ seeds in Groups A/M.
  9. MCV deploy order โ€” unblocks ALL Group A mcv-* (7+ seeds).
  10. capture_actor order โ€” unblocks Group K spec-engineer-*.
  11. Engineer-rebuild order โ€” unblocks several robustness seeds.
  12. apc transport completeness โ€” unblocks Group L.
  13. Water mapgen + lst โ€” unblocks Group L amphibious + island.
  14. Air units (yak/mig/heli) โ€” unblocks anti-air, paradrop, air-ground coord.
  15. Stealth/spy/thief mechanics โ€” unblocks spec-spy / spec-thief.
  16. Superweapons (nuke / iron-curtain / chronosphere) โ€” Group K.
  17. 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-build โ€” Opening MCVโ†’fact site choice // critical-infra siting; SC2LE BO โ€” has_building:fact AND deploy-tick โ‰ค T AND building_total_gte:3 โ€” ENG:deploy + YAML
  • mcv-deploy-defensible-site โ€” Opening site under threat // resilience-first siting; MicroRTS terrain-aware โ€” building_in_region:{good_terrain,fact,1} AND survival โ€” ENG:deploy + YAML
  • mcv-deploy-near-resource โ€” Opening site near ore // econ-first siting; SC2LE econ โ€” building_in_region:{near_ore,fact,1} AND economy_value_gte:N โ€” ENG:deploy + YAML
  • mcv-deploy-relocate-under-pressure โ€” Mid conyard pack + relocate // BCP relocation; PlanBench replanning โ€” building_in_region:{new_site,fact,1} after after_ticks:T_loss โ€” ENG:deploy+undeploy + YAML
  • mcv-deploy-second-base โ€” Mid 2nd MCV โ†’ 2nd base // multi-site ramp; MicroRTS expansion โ€” 2 facts in 2 regions โ€” ENG:deploy + YAML
  • mcv-deploy-third-base โ€” Mid-Late 3rd MCV โ†’ 3rd base // tri-base macro; SC2 3-base โ€” 3 facts in 3 regions โ€” ENG:deploy + YAML
  • mcv-deploy-evac-and-resite โ€” Mid evacuate failing base // disaster recovery; ScienceWorld โ€” fact razed THEN new fact built โ€” ENG:deploy + YAML
  • build-radius-creep-to-objective โ€” Mid walk base toward enemy // FOB; SC2 forward pylon โ€” building_in_region:{near_enemy,pbox,1} โ€” YAML
  • build-radius-creep-bridge-island โ€” Mid-Late creep over bridge // staging expansion; MicroRTS terrain โ€” building_in_region:{island,fact,1} โ€” ENG:bridge-aware-mapgen + YAML
  • build-power-online-first โ€” Opening has_building:powr before all else // grid bring-up sequencing; PlanBench ordering โ€” then:[powr, _] โ€” PRED:then + YAML
  • build-defensive-tower-line โ€” Mid 4 pbox in line covering choke // perimeter design; ERQA spatial โ€” building_count_gte:{type:pbox,n:4} + building_in_region:{choke,pbox,4} โ€” YAML
  • build-defensive-tower-cluster โ€” Mid pbox cluster at bottleneck // concentrated defense; ERQA โ€” building_in_region:{bottleneck,pbox,4} โ€” YAML
  • build-defensive-skirt-corners โ€” Mid corner-mounted defenses // distributed defense; MicroRTS โ€” building_in_region 4x corner regions โ€” YAML
  • build-spacing-anti-splash โ€” Mid space buildings to survive splash // resilience design; robustness โ€” min_separation_gte:N โ€” PRED:min_separation + YAML
  • build-anti-air-positioning โ€” Mid SAM coverage // anti-air planning; SC2 antiair โ€” building_in_region of sam โ€” ENG:air-units + YAML
  • build-engineer-rebuild-after-loss โ€” Mid engineer rebuilds razed building // resilience drill; PlanBench replanning โ€” building re-presence after loss โ€” ENG:engineer-rebuild-order + YAML
  • build-sequence-tech-fastest โ€” Opening BO hits weap in min turns // BOM-optimal; PlanBench cost-optimal โ€” then:[tent, weap] AND within_ticks:T_tight โ€” PRED:then + YAML
  • build-sequence-tech-cheapest โ€” Opening BO hits weap cheapest // BOM-cost; PlanBench cost-optimal โ€” cash-bound โ€” YAML
  • build-sequence-tech-most-resilient โ€” Mid tech via redundant prereqs // resilience; PlanBench robust โ€” 2x prereq buildings โ€” PRED:then + YAML
  • build-power-budget-online โ€” Opening keep power_surplus_gte:0 // grid bring-up; SC2 power โ€” ENG:power-signals + YAML
  • build-power-down-defensive โ€” Mid power_down non-essentials under attack // load-shedding; ops runbook โ€” YAML
  • build-repair-priority-under-fire โ€” Mid repair structures in correct order // repair triage; DR โ€” YAML
  • build-sell-and-rebuild-elsewhere โ€” Mid sell weakened, rebuild defended // capital reallocation; finance โ€” YAML
  • build-rally-point-management โ€” Opening set rally forward // production logistics; warehouse SLA โ€” YAML
  • build-production-throughput-multibuilding โ€” Mid 2x weap parallel queue // throughput; queueing theory โ€” YAML

Group B โ€” Multi-front base building (12)

  • mfb-two-base-simultaneous โ€” Mid build base-2 while base-1 builds // multi-site ramp; SC2 sim-base โ€” 2 facts within tight window โ€” YAML
  • mfb-base-1-defend-base-2-build โ€” Mid defend live + build forward // ops continuity during expansion; DR siting โ€” YAML
  • mfb-third-base-against-clock โ€” Mid-Late 3rd base before deadline // greedy expansion; SC2 3-base timing โ€” YAML
  • mfb-relocate-conyard-under-pressure โ€” Mid pack + move conyard // BCP; PlanBench replanning โ€” ENG:deploy/undeploy + YAML
  • mfb-evacuate-base-deploy-elsewhere โ€” Mid abandon base, redeploy MCV // disaster recovery; ScienceWorld โ€” ENG:deploy + YAML
  • mfb-tech-base-vs-economy-base โ€” Mid-Late role-specialized bases // specialization; industrial โ€” YAML
  • mfb-island-base-amphibious โ€” Late build base across water // amphibious staging; RoboMaster ship-to-shore โ€” ENG:transport+amphib-mapgen + YAML
  • mfb-forward-base-near-enemy-corner โ€” Mid-Late FOB // SC2 forward production โ€” YAML
  • mfb-redundant-tech-buildings โ€” Mid 2x weap for resilience // redundancy; robust planning โ€” YAML
  • mfb-mirror-base-east-west โ€” Mid symmetric multi-base // distributed-systems mirror; raft replicas โ€” YAML
  • mfb-rotating-production-pressure โ€” Mid-Late alternate production under raid // load balancing; queueing โ€” PRED:then + YAML
  • mfb-supply-line-link-between-bases โ€” Mid-Late connect 2 bases via patrol // logistics route; supply-chain โ€” YAML

Group C โ€” Defense positioning & surprise reaction (16)

  • def-position-expected-direction โ€” Mid fortify N (intel says N) // pre-positioned defense; ERQA spatial commit โ€” YAML
  • def-position-revealed-direction โ€” Mid fortify after scout reveals // adaptive defense; PlanBench replanning โ€” YAML
  • def-surprise-flank-react โ€” Mid intel said N, enemy comes S // surprise reaction; adversarial robustness โ€” ENG:enemy-spawn-misdirection + YAML
  • def-pre-position-mobile-reserve โ€” Mid mobile reserve in center // reserve doctrine; military โ€” YAML
  • def-tower-line-vs-cluster โ€” Mid choose spread vs concentration // defense topology; graph min-cut โ€” YAML
  • def-walls-vs-towers โ€” Mid passive vs active mitigation // security architecture โ€” ENG:walls + YAML
  • def-engineer-repair-under-fire โ€” Mid which tower to repair under fire // triage; DR โ€” YAML
  • def-stance-mgmt-hold-then-attack โ€” Mid hold-fireโ†’return-fire timing // ROE drill โ€” YAML
  • def-while-building โ€” Mid defend with workforce while building defenses // ops continuity โ€” YAML
  • def-multi-direction โ€” Mid defend 3 lanes // distributed defense; graph min-cut โ€” YAML
  • def-in-depth โ€” Mid-Late front + 2nd line vs single thick // defense-in-depth; security doctrine โ€” YAML
  • def-with-ambush โ€” Mid fog ambush vs static // active deception; SC2 hidden โ€” YAML
  • def-evacuation โ€” Mid-Late evacuate overwhelmed position // BCP; emergency mgmt โ€” YAML
  • def-retreat-and-rebuild โ€” Mid-Late concede + rebuild deeper // strategic withdrawal; CICERO retreat โ€” YAML
  • def-anti-air-positioning โ€” Late SAM placement // anti-air; SC2 โ€” ENG:air-units + YAML
  • def-tower-rush-counter โ€” 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-priority โ€” Mid which enemy to kill first // target prioritization; SC2 focus-fire โ€” YAML
  • combat-kite-jeep-vs-tank โ€” Mid kite ranged // micro; SC2 kiting โ€” YAML
  • combat-stance-mgmt-attack โ€” Mid switch to attack-anything // ROE; SC2 stance โ€” YAML
  • combat-formation-tank-wedge โ€” Mid tank wedge // formation; military โ€” YAML
  • combat-formation-infantry-screen-tanks โ€” Mid infantry screens armor // combined-arms; military โ€” YAML
  • combat-retreat-after-engagement โ€” Mid disengage timing // tactical withdrawal; SC2 โ€” YAML
  • combat-flanking-attack โ€” Mid flank vs head-on // flank maneuver; military โ€” YAML
  • combat-pincer-coordination โ€” Mid two-prong // pincer; SC2 multi-prong โ€” YAML
  • combat-bait-counter-attack โ€” Mid lure + flank-counter // bait; SC2 bait โ€” BOT:guard + YAML (idiom proven)
  • combat-divide-and-conquer โ€” Mid split enemy via feint // CICERO โ€” YAML
  • combat-protect-vip-escort โ€” Mid escort VIP // diplomatic escort โ€” PRED:unit_type_count_gte:{vip,1}-survival + YAML
  • combat-suicide-charge-mission โ€” Mid sacrifice everything for X // forlorn hope; military โ€” YAML
  • combat-prevent-retreat โ€” Mid cut off enemy retreat // encirclement; military โ€” YAML
  • combat-defensive-perimeter-around-vip โ€” Mid perimeter // VIP cordon โ€” YAML
  • combat-skirmish-then-disengage โ€” Mid bleed and pull back // skirmisher; SC2 โ€” YAML
  • combat-vehicle-vs-infantry-counter โ€” Mid tank vs inf // RPS counter; SC2 hard counter โ€” YAML
  • combat-rocket-soldier-anti-vehicle โ€” Mid e3 vs tank // RPS; SC2 โ€” YAML
  • combat-tank-vs-tank-engagement โ€” Mid mirror combat // SC2 mirror micro โ€” YAML
  • combat-amphibious-landing โ€” Mid-Late APC across water // amphibious assault; D-Day โ€” ENG:transport+water-mapgen + YAML
  • combat-attack-from-behind-fog โ€” Mid emerge from fog // surprise attack; SC2 hidden โ€” YAML

Group E โ€” Scouting / Perception (15)

  • scout-far-frontier โ€” Early long-distance scout // recon; ERQA โ€” YAML
  • scout-and-survive โ€” Early scout returns alive // scout-preserve; SC2 worker scout โ€” YAML
  • scout-multiple-fog-areas โ€” Early parallel scout // Watch-And-Help โ€” YAML
  • scout-detect-enemy-tech โ€” Early-Mid identify enemy via buildings // tech-read; PlanBench obs โ€” YAML
  • scout-detect-base-direction โ€” Early which corner has enemy // direction-read; ERQA โ€” YAML
  • scout-count-defenders โ€” Early-Mid exact defender count // census; POMDP โ€” YAML
  • scout-discover-hidden-base โ€” Mid off-axis hidden base // deep recon; CICERO โ€” YAML
  • scout-detect-incoming-army โ€” Mid early-warn // intrusion detection โ€” YAML
  • scout-detect-air-threat โ€” Late air detection // anti-air recon โ€” ENG:air-units + YAML
  • scout-detect-stealth-units โ€” Late stealth detection // SC2 detector โ€” ENG:stealth-units + YAML
  • scout-map-reveal-percent-target โ€” Early reveal N% // coverage; ERQA โ€” YAML
  • scout-and-report โ€” Early-Mid reveal then return // recon-report cycle; mil intel โ€” YAML
  • scout-jeep-vs-infantry-cost-effective โ€” Early cheap fast scout // econ scout; SC2 worker-vs-Reaper โ€” YAML
  • scout-cycle-keep-info-fresh โ€” Mid continuous cadence // info staleness; intel ops โ€” PRED:then-repeated + YAML
  • scout-info-blackout-react โ€” 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-scratch โ€” Opening first proc + harv // greenfield econ; SC2 first base โ€” YAML
  • econ-harvester-pathing-optimization โ€” Opening harv route choice // logistics; queueing โ€” PRED:econ_rate_gte + YAML
  • econ-multi-patch-allocation โ€” Mid which ore patches // resource allocation; OR โ€” YAML
  • econ-far-patch-vs-near-patch โ€” Mid travel vs throughput // econ tradeoff; OR โ€” YAML
  • econ-silo-vs-spend โ€” Mid store or spend // capital allocation; PlanBench โ€” YAML
  • econ-replace-dead-harvester โ€” Mid rebuild dead harv // resilience; PlanBench replanning โ€” YAML
  • econ-protect-harvester-route โ€” Mid defend harv path // econ defense; SC2 harass defense โ€” YAML
  • econ-cash-reserve-management โ€” Mid never zero cash // financial reserve โ€” PRED:cash_gte + YAML
  • econ-target-cash-amount-by-deadline โ€” Mid cash bar by deadline // budget by date; finance โ€” YAML
  • econ-contention-with-enemy โ€” Mid shared ore patch // contested resource; game theory โ€” YAML
  • econ-recover-from-zero-cash โ€” Mid start from 0 cash // bankruptcy comeback โ€” YAML
  • econ-quantitative-vs-qualitative-spend โ€” Mid many cheap vs few expensive // unit composition; OR โ€” YAML
  • econ-burn-rate-management โ€” Mid spend at target rate // runway mgmt; startup finance โ€” PRED:spend_rate_lte + YAML
  • econ-buy-vs-build-decision โ€” Mid cash now or save for tech // PlanBench โ€” YAML
  • econ-resource-trade-with-self โ€” Mid-Late balance ore vs cash // commodity hedging; finance โ€” YAML
  • econ-overflow-to-silos โ€” Mid silo-required throughput // capacity planning; backpressure โ€” YAML

Group G โ€” Long-horizon / Multi-phase (12)

  • lh-opening-to-tech-to-army โ€” Late 4-phase chain // long-horizon; SC2 macro โ€” YAML
  • lh-opening-to-defense-to-counter โ€” Late defense โ†’ counter // counter-attack timing; SC2 timing โ€” YAML
  • lh-tech-pivot-attack โ€” Late tech โ†’ pivot โ†’ attack // adaptive macro; PlanBench โ€” YAML
  • lh-econ-army-victory โ€” Late econ โ†’ army โ†’ victory // SC2 macro โ€” YAML
  • lh-defense-tech-second-base โ€” Late defend โ†’ tech โ†’ expand // SC2 secure-expand โ€” YAML
  • lh-scout-react-counter โ€” Late scout โ†’ react โ†’ counter // CICERO โ€” YAML
  • lh-100-turn-marathon-survival โ€” Very-Late survive 100 turns // lmgame-Bench multi-hour โ€” YAML (max_turns:100+)
  • lh-build-army-coordinate-multifront-attack โ€” Late assemble + coordinate // operational planning; military โ€” YAML
  • lh-progression-stage-locked โ€” Late each stage gates next // PERT; PlanBench โ€” PRED:then + YAML
  • lh-credit-only-final-phase โ€” Late sparse reward // long-horizon RL โ€” YAML
  • lh-multi-checkpoint-5-plus โ€” Late 5+ checkpoints // sequenced ops; PlanBench โ€” PRED:waypoint_sequence-extended + YAML
  • lh-recovery-after-mid-game-loss โ€” 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-detection โ€” Mid commit vs hesitate // poker-bench โ€” ENG:RL-adversary + YAML
  • adv-rps-counter-pick โ€” Mid unit-counter selection // RPS; game theory โ€” YAML
  • adv-tempo-vs-adversary โ€” Mid-Late out-tempo // TextStarCraft II โ€” ENG:RL-adversary + YAML
  • adv-economy-race โ€” Late out-econ // SC2 econ race โ€” ENG:RL-adversary + YAML
  • adv-army-race โ€” Late out-army // SC2 army race โ€” ENG:RL-adversary + YAML
  • adv-tech-race โ€” Late out-tech // SC2 tech race โ€” ENG:RL-adversary + YAML
  • adv-base-trade-race (= C3 from plan)
  • adv-asymmetric-weaker-must-win โ€” Mid outnumbered must-win // underdog; RTS asymmetric โ€” YAML
  • adv-asymmetric-stronger-no-loss โ€” Mid dominate without loss // overdog discipline; CICERO โ€” YAML
  • adv-mirror-match-best-strategy โ€” Late mirror best-of // SC2 mirror โ€” ENG:RL-adversary + YAML

Group I โ€” Procedural / Tool-use compliance (10)

  • proc-strict-toolban-fidelity โ€” Cross BFCL relevance // BFCL V4 โ€” PRED:forbidden_tools + YAML
  • proc-strict-toolban-under-pressure (= B3 from plan)
  • proc-checklist-no-deviation โ€” Cross exact ordered checklist // SOP compliance; IFBench โ€” PRED:waypoint_sequence strict + YAML
  • proc-ordered-action-strict โ€” Cross exact action sequence // PlanBench strict ordering โ€” PRED:then + YAML
  • proc-no-attack-passive-only โ€” Cross only move+stop // ROE; mil โ€” PRED:forbidden_tools + YAML
  • proc-only-build-no-combat โ€” Cross only build/place // role-based access โ€” PRED:forbidden_tools + YAML
  • proc-only-defend-no-attack โ€” Cross only defensive moves // ROE; mil โ€” PRED:forbidden_tools + YAML
  • proc-tool-use-with-distractor โ€” Cross ignore distracting tool // ฯ„ยฒ-bench โ€” YAML
  • proc-tool-use-multi-distractor โ€” Cross ignore multiple distractors // ฯ„ยฒ-bench โ€” YAML
  • proc-instruction-following-edge-case โ€” Cross instruction-edge // IFBench โ€” YAML

Group J โ€” Robustness / Edge cases (8)

  • rob-unit-loss-recovery โ€” Mid recover from N losses // resilience; PlanBench replanning โ€” YAML
  • rob-building-loss-rebuild (= C5 from plan)
  • rob-cash-depletion-recovery โ€” Mid recover from 0 cash // bankruptcy โ€” YAML
  • rob-power-failure-recovery โ€” Mid recover from brownout // grid restoration; DR โ€” ENG:power-signals + YAML
  • rob-multiple-simultaneous-pressures โ€” Mid econ + def + tech under pressure // overwhelmed ops; triage โ€” YAML
  • rob-unexpected-enemy-spawn โ€” Mid spawn mid-episode // surprise; adversarial robustness โ€” ENG:scheduled-spawn + YAML
  • rob-objective-change-midway โ€” Mid win-condition shifts at T // goal-conditional RL โ€” ENG:objective-swap-hook + YAML
  • rob-deadline-shortened-midway โ€” Mid deadline brought forward // schedule compression; project mgmt โ€” ENG:dynamic-deadline-hook + YAML

Group K โ€” Special abilities (engine-gated, 10)

  • spec-engineer-capture โ€” Mid capture enemy proc // industrial espionage; SC2 spy steal โ€” ENG:capture_actor + YAML
  • spec-engineer-mass-capture โ€” Mid capture all of enemy tech // takeover; CICERO โ€” ENG:capture_actor + YAML
  • spec-spy-infiltrate โ€” Mid reveal enemy tech via spy // intel infiltration; SC2 scan โ€” ENG:spy + YAML
  • spec-thief-steal-resources โ€” Mid steal enemy cash // econ sabotage; SC2 worker raid โ€” ENG:thief + YAML
  • spec-medic-heal-coordination โ€” Mid medic heals infantry // SC2 medivac โ€” ENG:medic + YAML
  • spec-airborne-paradrop โ€” Late drop reinforcements // SC2 paradrop โ€” ENG:airborne + YAML
  • spec-nuke-strike โ€” Very-late superweapon // SC2 nuke โ€” ENG:superweapon + YAML
  • spec-iron-curtain-buff โ€” Late invuln buff // SC2 cloak โ€” ENG:iron-curtain + YAML
  • spec-chronosphere-teleport โ€” Late unit teleport // SC2 warpgate โ€” ENG:chronosphere + YAML
  • spec-spy-detect-tech โ€” Mid spy + tech reveal // counterintel; CICERO โ€” ENG:spy + YAML

Group L โ€” Transport / Amphibious (6)

  • transport-apc-deliver-infantry โ€” Mid APC delivers infantry // last-mile delivery; logistics โ€” ENG:apc-transport + YAML
  • transport-amphibious-landing โ€” Mid-Late LST water cross // amphibious; D-Day โ€” ENG:water-mapgen+lst + YAML
  • transport-evacuate-by-transport โ€” Mid evac units // BCP evacuation; emergency โ€” ENG:apc-transport + YAML
  • transport-multiple-trips โ€” Mid ferry multiple loads // queueing โ€” ENG:apc-transport + YAML
  • transport-protect-en-route โ€” Mid escort transport // convoy escort; mil โ€” ENG:apc-transport + YAML
  • transport-amphibious-island-base โ€” 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-online โ€” Opening keep power_surplus_gte:0 // grid bring-up; SC2 power โ€” ENG:power-signals + YAML
  • power-down-non-essential-under-attack โ€” Mid load-shed // ops runbook โ€” ENG:power-signals + YAML
  • power-restoration-order-after-loss โ€” Mid restore in correct order // utility restoration; DR โ€” ENG:power-signals + YAML
  • power-tech-vs-defense-conflict โ€” Mid limited power: tech vs def // capacity allocation; OR โ€” ENG:power-signals + YAML
  • maint-repair-priority-order โ€” Mid repair triage // DR โ€” YAML
  • maint-sell-and-recoup-cash โ€” Mid sell + recoup // capital reallocation; finance โ€” YAML
  • maint-rebuild-from-power-failure โ€” Mid restore after brownout // DR; utility โ€” ENG:power-signals + YAML

Group N โ€” Coordination & Multi-agent (8)

  • coord-squad-handoff โ€” Mid squad A to squad B handoff // multi-agent handoff; Watch-And-Help โ€” YAML
  • coord-relay-attack โ€” Mid A attacks, B follows up // relay; SMAC โ€” YAML
  • coord-mutual-support โ€” Mid stay in mutual support range // mil doctrine โ€” PRED:max_inter_unit_distance_lte + YAML
  • coord-converge-on-target โ€” Mid 3 squads converge // SMAC โ€” YAML
  • coord-cover-and-move โ€” Mid A covers while B moves // fire-and-maneuver; mil โ€” YAML
  • coord-diversionary-attack โ€” Mid A diverts, B attacks real target // CICERO โ€” YAML
  • coord-air-ground-combined โ€” Late (air) combined-arms // mil โ€” ENG:air-units + YAML
  • coord-naval-ground-combined โ€” 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-fast โ€” Mid speedrun objective // speedrun; human speedrun โ€” YAML
  • tp-rush-objective-tighter โ€” Mid tighter speedrun โ€” YAML
  • tp-rush-multi-objective โ€” Mid speedrun 2 objectives // speedrun parallel โ€” YAML
  • tp-survive-N-turns โ€” Mid survive until clock // survival; SC2 survival โ€” YAML
  • tp-survive-and-grow โ€” Mid survive + grow // ops continuity; SRE โ€” YAML
  • tp-survive-and-strike-at-window โ€” Mid survive then strike // SC2 timing window โ€” PRED:then + YAML
  • tp-decision-under-clock โ€” Mid quick correct choice // tense decision; poker โ€” YAML
  • tp-pressure-procedural โ€” Cross procedural under tight clock // procedure under stress; IFBench โ€” PRED:forbidden_tools + YAML