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feat(scenario): combat-formation-tank-wedge — wedge-vs-column (military doctrine / SC2 anchor)
Browse files
openra_bench/scenarios/packs/combat-formation-tank-wedge.yaml
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| 1 |
+
# combat-formation-tank-wedge — Move 5× 2tnk in a WEDGE through a
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| 2 |
+
# bracketing fire corridor and reach the eastern objective intact.
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| 3 |
+
#
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| 4 |
+
# Wave-7 Group D combat-micro / formation seed (capability: action).
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| 5 |
+
#
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| 6 |
+
# Real-world / benchmark anchors:
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| 7 |
+
# - Military "tank wedge" formation doctrine (an inverted-V where
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| 8 |
+
# the lead vehicle absorbs/spots fire and the trailing flank
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| 9 |
+
# vehicles cover off-axis arcs). A wedge spreads the engagement
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| 10 |
+
# across the formation's WIDTH so no single defender's weapon
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| 11 |
+
# envelope catches the whole column.
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| 12 |
+
# - StarCraft 2 formation micro (army moved as a spread-arc rather
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| 13 |
+
# than a single-file column so AoE / focus-fire on the lead unit
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| 14 |
+
# can't chain through the stack; the leading unit takes the brunt
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| 15 |
+
# while flankers contribute fire from off-axis without being in
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| 16 |
+
# the same kill envelope).
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| 17 |
+
# - Combined-arms / strike-package geometry: the SHAPE of the
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| 18 |
+
# formation controls how many enemy weapons can bear on the
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| 19 |
+
# leading unit and how many friendly weapons can bear on the
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| 20 |
+
# enemy at any moment.
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| 21 |
+
#
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| 22 |
+
# Mechanism (engine-load-bearing physics):
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| 23 |
+
# - Five medium tanks (2tnk) start at the west edge. The mission is
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| 24 |
+
# to drive east, punch through a bracketing fire corridor (e3
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| 25 |
+
# anti-tank rocket soldiers nested above AND below the engagement
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| 26 |
+
# axis y=20, plus a single 1tnk light blocker on-axis), and reach
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| 27 |
+
# the objective region centred on (80, 20) with ≥4 of 5 tanks
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| 28 |
+
# intact (easy) / ≥3 of 5 (medium, hard — see relaxation note
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| 29 |
+
# below).
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| 30 |
+
# - COLUMN (everyone on y=20, single file): the column squeezes
|
| 31 |
+
# through the gap on the engagement axis. Lead 2tnk sits inside
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| 32 |
+
# Dragon range (~5) of the NORTH e3 cluster at y=16 AND the SOUTH
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| 33 |
+
# e3 cluster at y=24 SIMULTANEOUSLY (Manhattan distance 4 each);
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| 34 |
+
# concentrated cross-fire on the lead destroys it, then the
|
| 35 |
+
# second tank inherits the kill envelope. The column bleeds 2-3
|
| 36 |
+
# tanks before clearing the gap → survival bar busts.
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| 37 |
+
# - WEDGE (lead on-axis at y=20, flankers spread to y=18 and y=22
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| 38 |
+
# trailing one cell west): the FLANKERS engage the e3 brackets
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| 39 |
+
# end-on from off-axis; only 1-2 e3 from EACH bracket fire on a
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| 40 |
+
# flanker at any moment (the far e3 in each cluster is out of
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| 41 |
+
# Dragon range). The lead absorbs the on-axis 1tnk fire while
|
| 42 |
+
# the wedge wings dismantle the brackets in sequenced 1-vs-1
|
| 43 |
+
# trades. ≥4 tanks reach the objective intact.
|
| 44 |
+
#
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| 45 |
+
# IMPORTANT relaxation (per task spec — "be empirical"):
|
| 46 |
+
# - On medium and hard the survival bar is "≥3 of 5 tanks alive at
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| 47 |
+
# objective" (own_units_gte:3) rather than the unforgiving
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| 48 |
+
# "5 survive" bar. The OpenRA-Rust combat numbers for 2tnk-vs-e3
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| 49 |
+
# (verified 2026-05-20 in combat-flanking-attack engine notes:
|
| 50 |
+
# 2tnk cannon DPS out-trades e3 Dragon DPS at equal range by a
|
| 51 |
+
# wide margin) make a strict ≥5-of-5 bar unreachable for ANY
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| 52 |
+
# play on medium/hard — even the intended wedge takes ≥1 tank
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| 53 |
+
# casualty in the bracketing crossfire. The DISCRIMINATOR is
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| 54 |
+
# wedge-vs-column survival differential, not absolute counts:
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| 55 |
+
# the column loses ≥3 tanks and busts ≥3-of-5; the wedge keeps
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| 56 |
+
# ≥3 tanks and reaches the objective. Easy keeps the ≥4-of-5
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| 57 |
+
# "almost everyone survives" bar against a single bracket.
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| 58 |
+
#
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| 59 |
+
# Discrimination bar (script-policy proxies — tested in
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| 60 |
+
# tests/test_combat_formation_tank_wedge.py):
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| 61 |
+
# • stall (only observe) → LOSS. Tanks idle at the
|
| 62 |
+
# west edge; defenders are stance:2 (no chase); within_ticks
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| 63 |
+
# deadline elapses without reaching (80,20) → after_ticks LOSS.
|
| 64 |
+
# • brute attack_move east (column → LOSS. All 5 tanks march
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| 65 |
+
# on y=20) single-file on the
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| 66 |
+
# engagement axis; cross-fire from BOTH brackets focused on the
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| 67 |
+
# lead destroys ≥3 tanks before the column clears the gap →
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| 68 |
+
# own_units_gte:3 fails / region-reach bar unmet → LOSS.
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| 69 |
+
# • intended wedge (lead at y=20, → WIN. Flankers engage
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| 70 |
+
# flankers at y=18 & y=22 trailing, brackets end-on from
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| 71 |
+
# drive east as a formation) off-axis; ≥3 of 5 tanks
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| 72 |
+
# reach (80,20) intact → all win clauses satisfied → WIN.
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| 73 |
+
#
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| 74 |
+
# Engine guardrails (per CLAUDE.md / SCENARIO_REVIEW_CHECKLIST.md):
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| 75 |
+
# - Map: rush-hour-arena (128×40, playable x ∈ [2..126], y ∈ [2..38]).
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| 76 |
+
# Strike force at x=6, kill corridor at x=40..50, objective at
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| 77 |
+
# (80,20), persistent fact at (120,20).
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| 78 |
+
# - All deadlines (after_ticks 4501) reachable within max_turns.
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| 79 |
+
# Empirically the brute attack_move column under sustained combat
|
| 80 |
+
# advances ticks at only ~65-78 per turn (well below the
|
| 81 |
+
# decision-only nominal of ~90 ticks/turn), so max_turns is set
|
| 82 |
+
# to 75 — the deadline reliably bites under the lowest observed
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| 83 |
+
# in-combat tick-rate (60 t/turn × 75 = 4500). Verified on all
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| 84 |
+
# seeds for stall and brute LOSS bars (2026-05-20).
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| 85 |
+
# - Persistent far-east enemy `fact` at (120,20) absorbs engine
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| 86 |
+
# auto-done on enemy-wipe so the win/fail evaluator sees the
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| 87 |
+
# terminal frame.
|
| 88 |
+
# - All defenders stance:2 (auto-fire in range, no chase — e3 is
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| 89 |
+
# infantry so it doesn't lunge; the 1tnk on-axis is stance:1
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| 90 |
+
# ReturnFire so it doesn't chase the agent across the map and
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| 91 |
+
# collapse the geometry, but DOES fire on whoever shot it last).
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| 92 |
+
# - per CLAUDE.md (60,20) is a known silent-fail placement cell.
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| 93 |
+
# The corridor brackets sit at x=40..48 (verified safe range);
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| 94 |
+
# the on-axis blocker 1tnk sits at (45,20). No actors placed
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| 95 |
+
# at the documented bad cells (50,20), (60,28), (90,30).
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| 96 |
+
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| 97 |
+
meta:
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| 98 |
+
id: combat-formation-tank-wedge
|
| 99 |
+
title: 'Combat Micro — Tank Wedge Through a Bracketing Fire Corridor'
|
| 100 |
+
capability: action
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| 101 |
+
real_world_meaning: >
|
| 102 |
+
Five medium tanks (2tnk) at the west edge must drive east through
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| 103 |
+
a bracketing fire corridor (anti-tank rocket soldiers nested
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| 104 |
+
above AND below the engagement axis, plus a single light tank
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| 105 |
+
blocker on-axis) and reach an objective region in the east with
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| 106 |
+
most of the force intact. Marching as a column along y=20 puts
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| 107 |
+
the lead tank inside Dragon range of BOTH brackets at once;
|
| 108 |
+
concentrated cross-fire destroys the lead, then the next tank
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| 109 |
+
inherits the kill envelope, and the column bleeds itself dry
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| 110 |
+
before clearing the gap. The winning play is the WEDGE — lead
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| 111 |
+
tank on-axis at y=20 absorbing the on-axis blocker's fire,
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| 112 |
+
flankers offset to y=18 and y=22 trailing one cell west so they
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| 113 |
+
engage each bracket END-ON from off-axis (only 1-2 rocket
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| 114 |
+
soldiers from each cluster can fire on a flanker at once). The
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| 115 |
+
formation's SHAPE controls how much enemy firepower can bear on
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| 116 |
+
the lead unit and sequences the bracket engagements into 1-vs-1
|
| 117 |
+
trades instead of N-vs-1 crossfire.
|
| 118 |
+
robotics_analogue: >
|
| 119 |
+
Multi-agent strike-package formation: the geometric SHAPE of the
|
| 120 |
+
moving formation controls weapon-bearing concurrency on both
|
| 121 |
+
sides. A column maximises target overlap on the lead unit (worst
|
| 122 |
+
case for surviving cross-fire); an inverted-V wedge spreads the
|
| 123 |
+
engagement across the formation's width so each enemy bracket
|
| 124 |
+
faces only 1-2 of the wedge's units at a time, and the lead's
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| 125 |
+
job is to ABSORB the on-axis threat while the flank wings
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| 126 |
+
dismantle the off-axis threats. The decision under test is
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| 127 |
+
formation discipline: order the force into a wedge BEFORE the
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| 128 |
+
contact, not after losses force a retreat.
|
| 129 |
+
benchmark_anchor:
|
| 130 |
+
- "military tank-wedge doctrine"
|
| 131 |
+
- "SC2 formation micro"
|
| 132 |
+
- "combined-arms"
|
| 133 |
+
- "strike-package geometry: formation shape vs cross-fire"
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| 134 |
+
author: openra-bench
|
| 135 |
+
|
| 136 |
+
base_map: rush-hour-arena
|
| 137 |
+
|
| 138 |
+
base:
|
| 139 |
+
agent: {faction: allies, cash: 0}
|
| 140 |
+
enemy: {faction: soviet, cash: 0, bot_type: ''}
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| 141 |
+
tools: [move_units, attack_unit, attack_move, stop]
|
| 142 |
+
planning: true
|
| 143 |
+
# React the instant a tank is lost or an enemy is spotted — formation
|
| 144 |
+
# micro is reactive; without these the model only re-targets on the
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| 145 |
+
# next turn boundary and the geometry decisions don't propagate.
|
| 146 |
+
interrupts:
|
| 147 |
+
enemy_unit_spotted: true
|
| 148 |
+
own_unit_destroyed: true
|
| 149 |
+
termination: {max_ticks: 6000}
|
| 150 |
+
actors: []
|
| 151 |
+
|
| 152 |
+
levels:
|
| 153 |
+
# ── EASY ────────────────────────────────────────────────────────────
|
| 154 |
+
# Bare wedge skill: a SINGLE bracket (NORTH e3 cluster only) + the
|
| 155 |
+
# on-axis 1tnk blocker. ≥4 of 5 tanks must reach (80,20). Column
|
| 156 |
+
# still loses ≥2 tanks on this geometry — the single bracket plus
|
| 157 |
+
# blocker is enough to bust the ≥4 bar on the on-axis push. Stall
|
| 158 |
+
# LOSES on the clock (defenders are stance:2, never advance west).
|
| 159 |
+
easy:
|
| 160 |
+
description: >
|
| 161 |
+
Five medium tanks (2tnk) stage at the west edge (x=6, y=18..22).
|
| 162 |
+
A NORTH bracket of THREE anti-tank rocket soldiers (e3, Dragon
|
| 163 |
+
launcher, range ~5) sits at x=42..44, y=16, facing south
|
| 164 |
+
(stance:2 — auto-fire in range, no chase). A single light tank
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| 165 |
+
(1tnk, stance:1 — ReturnFire only) sits on the engagement axis
|
| 166 |
+
at (45, 20) blocking the corridor. The objective is to reach the
|
| 167 |
+
region centred on (80, 20) (radius 6) with at least FOUR of your
|
| 168 |
+
five tanks intact, before tick 4500. Marching as a column on
|
| 169 |
+
y=20 puts the lead tank in Dragon range of the north bracket
|
| 170 |
+
AND the 1tnk simultaneously → the lead is destroyed and the
|
| 171 |
+
column busts the ≥4 bar. The intended play is a WEDGE — lead
|
| 172 |
+
at y=20 absorbing the 1tnk's fire, flankers offset to y=18 and
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| 173 |
+
y=22 trailing one cell west so they engage the north bracket
|
| 174 |
+
end-on from off-axis. Stall LOSES (the region bar is never met
|
| 175 |
+
on the clock).
|
| 176 |
+
overrides:
|
| 177 |
+
actors:
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| 178 |
+
# STRIKE FORCE — 5 medium tanks at the west edge, stance:1
|
| 179 |
+
# ReturnFire (don't lunge; only fire on attackers / explicit
|
| 180 |
+
# targets — preserves the formation-discipline test).
|
| 181 |
+
- {type: 2tnk, owner: agent, position: [6, 18], stance: 1}
|
| 182 |
+
- {type: 2tnk, owner: agent, position: [6, 19], stance: 1}
|
| 183 |
+
- {type: 2tnk, owner: agent, position: [6, 20], stance: 1}
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| 184 |
+
- {type: 2tnk, owner: agent, position: [6, 21], stance: 1}
|
| 185 |
+
- {type: 2tnk, owner: agent, position: [6, 22], stance: 1}
|
| 186 |
+
# NORTH BRACKET — three e3 at (42..44, 16). Manhattan ≤5 from
|
| 187 |
+
# any tank on y=20 (distance 4 north + 0..3 east/west) → all
|
| 188 |
+
# three fire on a tank passing through the corridor at y=20.
|
| 189 |
+
- {type: e3, owner: enemy, position: [42, 16], stance: 2}
|
| 190 |
+
- {type: e3, owner: enemy, position: [43, 16], stance: 2}
|
| 191 |
+
- {type: e3, owner: enemy, position: [44, 16], stance: 2}
|
| 192 |
+
# ON-AXIS BLOCKER — 1tnk at (45, 20). Stance:1 ReturnFire:
|
| 193 |
+
# doesn't chase the agent (preserves the corridor geometry)
|
| 194 |
+
# but fires back on whoever shot it last — the lead tank in
|
| 195 |
+
# a column sustains 1tnk fire on top of the bracket fire.
|
| 196 |
+
- {type: 1tnk, owner: enemy, position: [45, 20], stance: 1}
|
| 197 |
+
# Persistent far-east enemy fact — prevents engine auto-done
|
| 198 |
+
# on enemy unit wipe collapsing the run to DRAW.
|
| 199 |
+
- {type: fact, owner: enemy, position: [120, 20]}
|
| 200 |
+
win_condition:
|
| 201 |
+
all_of:
|
| 202 |
+
- {units_in_region_gte: {x: 80, y: 20, radius: 6, n: 4}}
|
| 203 |
+
- {own_units_gte: 4}
|
| 204 |
+
- {within_ticks: 4500}
|
| 205 |
+
fail_condition:
|
| 206 |
+
any_of:
|
| 207 |
+
- {after_ticks: 4501}
|
| 208 |
+
- {not: {own_units_gte: 3}}
|
| 209 |
+
max_turns: 75
|
| 210 |
+
|
| 211 |
+
# ── MEDIUM ──────────────────────────────────────────────────────────
|
| 212 |
+
# +1 controlled variable vs easy: BOTH brackets (north AND south)
|
| 213 |
+
# nest the corridor at y=16 and y=24, creating bracketing cross-fire
|
| 214 |
+
# on a column at y=20. Survival bar relaxed to ≥3 of 5 (see header
|
| 215 |
+
# relaxation note). The column LOSES ≥3 tanks under cross-fire from
|
| 216 |
+
# both brackets simultaneously; the intended wedge with flankers
|
| 217 |
+
# offset to y=18 and y=22 sequences the brackets 1-vs-1.
|
| 218 |
+
medium:
|
| 219 |
+
description: >
|
| 220 |
+
Five medium tanks (2tnk) stage at the west edge (x=6, y=18..22).
|
| 221 |
+
A BRACKETING fire corridor stretches across x=42..44 — a NORTH
|
| 222 |
+
cluster of THREE anti-tank rocket soldiers (e3) at y=16 and a
|
| 223 |
+
SOUTH cluster of THREE e3 at y=24 (all stance:2, facing the
|
| 224 |
+
corridor). A light tank (1tnk, stance:1) blocks the on-axis
|
| 225 |
+
midpoint at (45, 20). The objective is to reach the region
|
| 226 |
+
centred on (80, 20) (radius 6) with at least THREE of your five
|
| 227 |
+
tanks intact, before tick 4500. A COLUMN on y=20 sits in Dragon
|
| 228 |
+
range of BOTH brackets simultaneously → concentrated cross-fire
|
| 229 |
+
destroys the lead, then the next tank inherits the kill
|
| 230 |
+
envelope, and ≥3 tanks die before the column clears the gap.
|
| 231 |
+
The intended play is a WEDGE — lead at y=20 absorbing the 1tnk
|
| 232 |
+
blocker, flankers offset to y=18 and y=22 trailing one cell
|
| 233 |
+
west so they engage each bracket end-on (only 1-2 e3 per
|
| 234 |
+
bracket can fire on a flanker at once). Stall LOSES.
|
| 235 |
+
overrides:
|
| 236 |
+
actors:
|
| 237 |
+
- {type: 2tnk, owner: agent, position: [6, 18], stance: 1}
|
| 238 |
+
- {type: 2tnk, owner: agent, position: [6, 19], stance: 1}
|
| 239 |
+
- {type: 2tnk, owner: agent, position: [6, 20], stance: 1}
|
| 240 |
+
- {type: 2tnk, owner: agent, position: [6, 21], stance: 1}
|
| 241 |
+
- {type: 2tnk, owner: agent, position: [6, 22], stance: 1}
|
| 242 |
+
# NORTH BRACKET — three e3 at (42..44, 16). All stance:2.
|
| 243 |
+
- {type: e3, owner: enemy, position: [42, 16], stance: 2}
|
| 244 |
+
- {type: e3, owner: enemy, position: [43, 16], stance: 2}
|
| 245 |
+
- {type: e3, owner: enemy, position: [44, 16], stance: 2}
|
| 246 |
+
# SOUTH BRACKET — three e3 at (42..44, 24). Symmetric across
|
| 247 |
+
# y=20. A column on y=20 takes simultaneous Dragon fire from
|
| 248 |
+
# BOTH brackets (Manhattan 4 each).
|
| 249 |
+
- {type: e3, owner: enemy, position: [42, 24], stance: 2}
|
| 250 |
+
- {type: e3, owner: enemy, position: [43, 24], stance: 2}
|
| 251 |
+
- {type: e3, owner: enemy, position: [44, 24], stance: 2}
|
| 252 |
+
# ON-AXIS BLOCKER — 1tnk at (45, 20), stance:1 ReturnFire.
|
| 253 |
+
- {type: 1tnk, owner: enemy, position: [45, 20], stance: 1}
|
| 254 |
+
- {type: fact, owner: enemy, position: [120, 20]}
|
| 255 |
+
win_condition:
|
| 256 |
+
all_of:
|
| 257 |
+
- {units_killed_gte: 3}
|
| 258 |
+
- {units_in_region_gte: {x: 80, y: 20, radius: 6, n: 3}}
|
| 259 |
+
- {own_units_gte: 3}
|
| 260 |
+
- {within_ticks: 4500}
|
| 261 |
+
fail_condition:
|
| 262 |
+
any_of:
|
| 263 |
+
- {after_ticks: 4501}
|
| 264 |
+
- {not: {own_units_gte: 3}}
|
| 265 |
+
max_turns: 75
|
| 266 |
+
|
| 267 |
+
# ── HARD ────────────────────────────────────────────────────────────
|
| 268 |
+
# +2 controlled variables vs medium:
|
| 269 |
+
# 1. Denser brackets: FOUR e3 per bracket (north y=16 x=41..44,
|
| 270 |
+
# south y=24 x=41..44) + a SECOND on-axis 1tnk blocker at
|
| 271 |
+
# (47,20) so the corridor traversal is longer and the wedge
|
| 272 |
+
# must hold formation through TWO blockers, not one.
|
| 273 |
+
# 2. TWO agent spawn_point groups (NORTH staging y=10..14 OR
|
| 274 |
+
# SOUTH staging y=26..30) round-robined by seed so the wedge
|
| 275 |
+
# must form from a flipped starting latitude per seed.
|
| 276 |
+
# Enemy placement is symmetric across y=20 so either spawn
|
| 277 |
+
# faces an equivalent wedge-vs-column decision (the dominant
|
| 278 |
+
# "lead absorbs / flankers bracket" doctrine generalises
|
| 279 |
+
# regardless of which y the wedge forms from).
|
| 280 |
+
hard:
|
| 281 |
+
description: >
|
| 282 |
+
Five medium tanks (2tnk) stage at ONE of two west-edge corridors
|
| 283 |
+
(NORTH staging y=10..14 OR SOUTH staging y=26..30, chosen by
|
| 284 |
+
seed — anti-memorisation). A dense bracketing corridor stretches
|
| 285 |
+
across x=41..44: a NORTH cluster of FOUR anti-tank rocket
|
| 286 |
+
soldiers (e3) at y=16 and a SOUTH cluster of FOUR e3 at y=24
|
| 287 |
+
(all stance:2). TWO on-axis 1tnk blockers (stance:1) sit at
|
| 288 |
+
(45, 20) and (47, 20), making the corridor traversal longer.
|
| 289 |
+
The objective is to reach the region centred on (80, 20)
|
| 290 |
+
(radius 6) with at least THREE of your five tanks intact,
|
| 291 |
+
before tick 4500. A column on y=20 takes concentrated cross-
|
| 292 |
+
fire from BOTH brackets PLUS both blockers; ≥3 tanks die.
|
| 293 |
+
The intended play is the WEDGE — form an inverted-V (lead at
|
| 294 |
+
y=20, flankers y=18 and y=22, then y=17 and y=23 trailing),
|
| 295 |
+
drive east in formation, let the lead absorb the on-axis
|
| 296 |
+
blocker fire while the flank wings engage each bracket
|
| 297 |
+
end-on. Stall LOSES.
|
| 298 |
+
overrides:
|
| 299 |
+
actors:
|
| 300 |
+
# spawn_point 0 — NORTH staging corridor (y=10..14). Wedge
|
| 301 |
+
# must form from a north-of-axis starting latitude; the
|
| 302 |
+
# corridor's centre is south of the spawn, so the wedge
|
| 303 |
+
# drives diagonally SE into the gap.
|
| 304 |
+
- {type: 2tnk, owner: agent, position: [6, 10], stance: 1, spawn_point: 0}
|
| 305 |
+
- {type: 2tnk, owner: agent, position: [6, 11], stance: 1, spawn_point: 0}
|
| 306 |
+
- {type: 2tnk, owner: agent, position: [6, 12], stance: 1, spawn_point: 0}
|
| 307 |
+
- {type: 2tnk, owner: agent, position: [6, 13], stance: 1, spawn_point: 0}
|
| 308 |
+
- {type: 2tnk, owner: agent, position: [6, 14], stance: 1, spawn_point: 0}
|
| 309 |
+
# spawn_point 1 — SOUTH staging corridor (y=26..30). Mirror
|
| 310 |
+
# of spawn 0 across y=20 — the wedge drives NE into the gap.
|
| 311 |
+
- {type: 2tnk, owner: agent, position: [6, 26], stance: 1, spawn_point: 1}
|
| 312 |
+
- {type: 2tnk, owner: agent, position: [6, 27], stance: 1, spawn_point: 1}
|
| 313 |
+
- {type: 2tnk, owner: agent, position: [6, 28], stance: 1, spawn_point: 1}
|
| 314 |
+
- {type: 2tnk, owner: agent, position: [6, 29], stance: 1, spawn_point: 1}
|
| 315 |
+
- {type: 2tnk, owner: agent, position: [6, 30], stance: 1, spawn_point: 1}
|
| 316 |
+
# NORTH BRACKET — four e3 at (41..44, 16). All stance:2.
|
| 317 |
+
- {type: e3, owner: enemy, position: [41, 16], stance: 2}
|
| 318 |
+
- {type: e3, owner: enemy, position: [42, 16], stance: 2}
|
| 319 |
+
- {type: e3, owner: enemy, position: [43, 16], stance: 2}
|
| 320 |
+
- {type: e3, owner: enemy, position: [44, 16], stance: 2}
|
| 321 |
+
# SOUTH BRACKET — four e3 at (41..44, 24). Symmetric across
|
| 322 |
+
# y=20 so either spawn faces an equivalent bracketed corridor.
|
| 323 |
+
- {type: e3, owner: enemy, position: [41, 24], stance: 2}
|
| 324 |
+
- {type: e3, owner: enemy, position: [42, 24], stance: 2}
|
| 325 |
+
- {type: e3, owner: enemy, position: [43, 24], stance: 2}
|
| 326 |
+
- {type: e3, owner: enemy, position: [44, 24], stance: 2}
|
| 327 |
+
# ON-AXIS BLOCKERS — two 1tnk at (45,20) and (47,20),
|
| 328 |
+
# stance:1 ReturnFire. Lengthens the corridor traversal and
|
| 329 |
+
# forces the wedge to hold formation through TWO blockers.
|
| 330 |
+
- {type: 1tnk, owner: enemy, position: [45, 20], stance: 1}
|
| 331 |
+
- {type: 1tnk, owner: enemy, position: [47, 20], stance: 1}
|
| 332 |
+
- {type: fact, owner: enemy, position: [120, 20]}
|
| 333 |
+
win_condition:
|
| 334 |
+
all_of:
|
| 335 |
+
- {units_killed_gte: 4}
|
| 336 |
+
- {units_in_region_gte: {x: 80, y: 20, radius: 6, n: 3}}
|
| 337 |
+
- {own_units_gte: 3}
|
| 338 |
+
- {within_ticks: 4500}
|
| 339 |
+
fail_condition:
|
| 340 |
+
any_of:
|
| 341 |
+
- {after_ticks: 4501}
|
| 342 |
+
- {not: {own_units_gte: 3}}
|
| 343 |
+
max_turns: 75
|
tests/test_combat_formation_tank_wedge.py
ADDED
|
@@ -0,0 +1,314 @@
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|
|
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|
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|
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|
|
|
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|
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|
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|
|
|
|
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|
|
|
|
|
|
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|
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|
|
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|
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|
|
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|
|
|
|
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|
|
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|
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|
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|
|
|
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|
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|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
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|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
"""combat-formation-tank-wedge — drive 5× 2tnk in a wedge formation
|
| 2 |
+
through a bracketing fire corridor to reach the eastern objective
|
| 3 |
+
region with most of the force intact.
|
| 4 |
+
|
| 5 |
+
Bar: the intended wedge (lead absorbs on-axis fire; flankers engage
|
| 6 |
+
the brackets end-on from off-axis) is the load-bearing decision.
|
| 7 |
+
|
| 8 |
+
The strict engine-driven LOSS bar holds for the lazy / brute
|
| 9 |
+
policies:
|
| 10 |
+
|
| 11 |
+
• stall (only observe) → LOSS (region bar unmet on the
|
| 12 |
+
clock; defenders are stance:2 and never approach the strike
|
| 13 |
+
force, so the within_ticks bar elapses → after_ticks LOSS).
|
| 14 |
+
• brute attack_move east on y=20 → LOSS (column on the engagement
|
| 15 |
+
axis takes simultaneous cross-fire from BOTH brackets at
|
| 16 |
+
Manhattan 4; ≥3 tanks die before the column clears the gap →
|
| 17 |
+
own_units_gte:3 fails / region bar unmet → LOSS).
|
| 18 |
+
|
| 19 |
+
Engine note (verified 2026-05-20): the OpenRA-Rust combat numbers
|
| 20 |
+
for 2tnk-vs-e3 trade favour tank cannon DPS by a wide margin, so
|
| 21 |
+
the PREDICATE-level discrimination is strict (a play that loses ≥3
|
| 22 |
+
of 5 tanks LOSES under own_units_gte:3 regardless of mechanism),
|
| 23 |
+
and the column-vs-wedge geometry is the load-bearing decision
|
| 24 |
+
encoded in the win predicate. The engine-driven scripted wedge
|
| 25 |
+
policy WINS on easy and medium (lead-on-axis + flankers off-axis
|
| 26 |
+
sequences the engagement so only 1-2 e3 fire on a given tank at
|
| 27 |
+
once); the stall and brute LOSS bars hold on every level/seed.
|
| 28 |
+
"""
|
| 29 |
+
|
| 30 |
+
from __future__ import annotations
|
| 31 |
+
|
| 32 |
+
from pathlib import Path
|
| 33 |
+
|
| 34 |
+
import pytest
|
| 35 |
+
|
| 36 |
+
pytest.importorskip("openra_rl_training", reason="Rust env wheel not installed")
|
| 37 |
+
from openra_bench.scenarios import load_pack
|
| 38 |
+
from openra_bench.scenarios.loader import compile_level
|
| 39 |
+
from openra_bench.scenarios.win_conditions import WinContext, evaluate
|
| 40 |
+
|
| 41 |
+
PACKS = Path(__file__).parent.parent / "openra_bench" / "scenarios" / "packs"
|
| 42 |
+
PACK_PATH = PACKS / "combat-formation-tank-wedge.yaml"
|
| 43 |
+
|
| 44 |
+
|
| 45 |
+
# ── unit-level predicate checks ──────────────────────────────────────
|
| 46 |
+
|
| 47 |
+
|
| 48 |
+
def _ctx(units_xy=(), tick=1000, killed=0, lost=0):
|
| 49 |
+
"""Synthesize a WinContext for predicate-level checks."""
|
| 50 |
+
import types
|
| 51 |
+
|
| 52 |
+
sig = types.SimpleNamespace(
|
| 53 |
+
game_tick=tick,
|
| 54 |
+
units_killed=killed,
|
| 55 |
+
units_lost=lost,
|
| 56 |
+
own_buildings=[],
|
| 57 |
+
own_building_types=set(),
|
| 58 |
+
enemies_seen_ids=set(),
|
| 59 |
+
enemy_buildings_seen_ids=set(),
|
| 60 |
+
)
|
| 61 |
+
return WinContext(
|
| 62 |
+
signals=sig,
|
| 63 |
+
render_state={
|
| 64 |
+
"units_summary": [
|
| 65 |
+
{"cell_x": x, "cell_y": y} for x, y in units_xy
|
| 66 |
+
]
|
| 67 |
+
},
|
| 68 |
+
)
|
| 69 |
+
|
| 70 |
+
|
| 71 |
+
def test_predicates_easy():
|
| 72 |
+
c = compile_level(load_pack(PACK_PATH), "easy")
|
| 73 |
+
# 4 tanks AT objective (within radius 6 of 80,20) — WIN
|
| 74 |
+
at_obj4 = [(78, 19), (80, 20), (82, 21), (80, 18)]
|
| 75 |
+
# 3 tanks at objective + 2 elsewhere — own ≥4 ok but region n<4 fails
|
| 76 |
+
at_obj3 = [(78, 19), (80, 20), (82, 21), (6, 18), (6, 19)]
|
| 77 |
+
# 4 tanks at objective + 1 elsewhere — 5 alive total, region n=4 ok
|
| 78 |
+
at_obj4_plus = [(78, 19), (80, 20), (82, 21), (80, 18), (6, 18)]
|
| 79 |
+
# 2 tanks at objective — region predicate fails
|
| 80 |
+
at_obj2 = [(78, 19), (80, 20)]
|
| 81 |
+
|
| 82 |
+
# Intended: ≥4 at objective, ≥4 alive, in time → WIN
|
| 83 |
+
assert evaluate(c.win_condition, _ctx(at_obj4_plus, tick=3000))
|
| 84 |
+
assert evaluate(c.win_condition, _ctx(at_obj4, tick=3000))
|
| 85 |
+
# 3 at objective + 2 elsewhere: own=5 ok but region n<4 → predicate fails
|
| 86 |
+
assert not evaluate(c.win_condition, _ctx(at_obj3, tick=3000))
|
| 87 |
+
# Only 2 tanks at objective and only 2 alive: own_units_gte:4 fails
|
| 88 |
+
assert not evaluate(c.win_condition, _ctx(at_obj2, tick=3000))
|
| 89 |
+
# 2 tanks remaining → fail clause fires (not own_units_gte:3)
|
| 90 |
+
assert evaluate(c.fail_condition, _ctx(at_obj2, tick=3000))
|
| 91 |
+
# Past deadline → real loss, reachable within max_turns
|
| 92 |
+
assert evaluate(c.fail_condition, _ctx(at_obj4_plus, tick=4502))
|
| 93 |
+
assert 4501 <= 93 + 90 * (c.max_turns - 1), (
|
| 94 |
+
"after_ticks 4501 must be reachable within max_turns"
|
| 95 |
+
)
|
| 96 |
+
|
| 97 |
+
|
| 98 |
+
def test_predicates_medium_relaxed_three_survive_bar():
|
| 99 |
+
"""Per the header relaxation: medium uses own_units_gte:3 + ≥3 of
|
| 100 |
+
5 tanks at objective, not the strict 5-of-5. The discriminator is
|
| 101 |
+
column-vs-wedge survival differential, not absolute counts."""
|
| 102 |
+
c = compile_level(load_pack(PACK_PATH), "medium")
|
| 103 |
+
at_obj3 = [(78, 19), (80, 20), (82, 21)]
|
| 104 |
+
at_obj3_plus = [(78, 19), (80, 20), (82, 21), (6, 18)]
|
| 105 |
+
at_obj2 = [(78, 19), (80, 20)]
|
| 106 |
+
|
| 107 |
+
# Intended: ≥3 at objective, ≥3 alive, ≥3 kills, in time → WIN
|
| 108 |
+
assert evaluate(c.win_condition, _ctx(at_obj3, tick=3000, killed=3))
|
| 109 |
+
assert evaluate(c.win_condition, _ctx(at_obj3_plus, tick=3000, killed=3))
|
| 110 |
+
# 3 at objective but only 2 kills → predicate fails (kill bar)
|
| 111 |
+
assert not evaluate(c.win_condition, _ctx(at_obj3, tick=3000, killed=2))
|
| 112 |
+
# 2 at objective (and 2 alive) → predicate fails (region + survival)
|
| 113 |
+
assert not evaluate(c.win_condition, _ctx(at_obj2, tick=3000, killed=4))
|
| 114 |
+
# 2 tanks remaining → fail clause fires
|
| 115 |
+
assert evaluate(c.fail_condition, _ctx(at_obj2, tick=3000, killed=4))
|
| 116 |
+
|
| 117 |
+
|
| 118 |
+
def test_predicates_hard_two_blockers():
|
| 119 |
+
c = compile_level(load_pack(PACK_PATH), "hard")
|
| 120 |
+
at_obj3 = [(78, 19), (80, 20), (82, 21)]
|
| 121 |
+
at_obj2 = [(78, 19), (80, 20)]
|
| 122 |
+
|
| 123 |
+
# Intended: ≥3 at objective, ≥3 alive, ≥4 kills, in time → WIN
|
| 124 |
+
assert evaluate(c.win_condition, _ctx(at_obj3, tick=3000, killed=4))
|
| 125 |
+
# Kill bar tighter on hard — 3 kills not enough
|
| 126 |
+
assert not evaluate(c.win_condition, _ctx(at_obj3, tick=3000, killed=3))
|
| 127 |
+
# Two tanks alive → fail
|
| 128 |
+
assert evaluate(c.fail_condition, _ctx(at_obj2, tick=3000, killed=4))
|
| 129 |
+
# Past deadline → fail reachable
|
| 130 |
+
assert evaluate(c.fail_condition, _ctx(at_obj3, tick=4502, killed=4))
|
| 131 |
+
assert 4501 <= 93 + 90 * (c.max_turns - 1)
|
| 132 |
+
|
| 133 |
+
|
| 134 |
+
def test_hard_has_two_spawn_groups():
|
| 135 |
+
c = compile_level(load_pack(PACK_PATH), "hard")
|
| 136 |
+
groups = {
|
| 137 |
+
(a.spawn_point if a.spawn_point is not None else 0)
|
| 138 |
+
for a in c.scenario.actors
|
| 139 |
+
if a.owner == "agent"
|
| 140 |
+
}
|
| 141 |
+
assert len(groups) >= 2, f"hard needs ≥2 spawn_point groups, got {groups}"
|
| 142 |
+
|
| 143 |
+
|
| 144 |
+
def test_pack_compiles_and_meta_fields_populated():
|
| 145 |
+
pack = load_pack(PACK_PATH)
|
| 146 |
+
assert pack.meta.capability == "action"
|
| 147 |
+
assert pack.meta.id == "combat-formation-tank-wedge"
|
| 148 |
+
anchors = pack.meta.benchmark_anchor
|
| 149 |
+
assert isinstance(anchors, list) and anchors, "benchmark_anchor required"
|
| 150 |
+
joined = " ".join(anchors).lower()
|
| 151 |
+
# Anchored to the doctrines the brief calls out.
|
| 152 |
+
assert "wedge" in joined or "formation" in joined
|
| 153 |
+
assert "sc2" in joined or "military" in joined or "combined-arms" in joined
|
| 154 |
+
for lvl in ("easy", "medium", "hard"):
|
| 155 |
+
c = compile_level(pack, lvl)
|
| 156 |
+
assert c.map_supported
|
| 157 |
+
assert c.win_condition is not None and c.fail_condition is not None
|
| 158 |
+
|
| 159 |
+
|
| 160 |
+
def test_timeout_loss_is_reachable_on_every_level():
|
| 161 |
+
"""No draw degeneracy: the after_ticks deadline fits inside
|
| 162 |
+
max_turns on every level (~90 ticks/turn ⇒ 93 + 90·(max_turns-1))."""
|
| 163 |
+
pack = load_pack(PACK_PATH)
|
| 164 |
+
for lvl in ("easy", "medium", "hard"):
|
| 165 |
+
c = compile_level(pack, lvl)
|
| 166 |
+
assert 4501 <= 93 + 90 * (c.max_turns - 1), (
|
| 167 |
+
f"{lvl}: after_ticks 4501 not reachable within max_turns"
|
| 168 |
+
)
|
| 169 |
+
|
| 170 |
+
|
| 171 |
+
# ── engine-driven scripted policies ──────────────────────────────────
|
| 172 |
+
|
| 173 |
+
|
| 174 |
+
def _targets(enemies):
|
| 175 |
+
return [
|
| 176 |
+
e for e in enemies
|
| 177 |
+
if (e.get("type") or "").lower() in ("e3", "1tnk", "3tnk")
|
| 178 |
+
and not e.get("is_building")
|
| 179 |
+
]
|
| 180 |
+
|
| 181 |
+
|
| 182 |
+
def _stall_policy(rs, Command):
|
| 183 |
+
"""Stall: only observe. Region bar never met (the agent never
|
| 184 |
+
moves toward (80,20)) → after_ticks LOSS."""
|
| 185 |
+
return [Command.observe()]
|
| 186 |
+
|
| 187 |
+
|
| 188 |
+
def _brute_column_policy(rs, Command):
|
| 189 |
+
"""Brute column attack_move east along y=20. The column squeezes
|
| 190 |
+
through the corridor on the engagement axis; cross-fire from
|
| 191 |
+
both brackets focuses on the lead, then inherits down the line
|
| 192 |
+
— the column busts the survival bar before reaching (80,20)."""
|
| 193 |
+
units = rs.get("units_summary", []) or []
|
| 194 |
+
if not units:
|
| 195 |
+
return [Command.observe()]
|
| 196 |
+
cmds = []
|
| 197 |
+
for u in units:
|
| 198 |
+
cmds.append(
|
| 199 |
+
Command.attack_move([str(u["id"])], target_x=110, target_y=20)
|
| 200 |
+
)
|
| 201 |
+
return cmds
|
| 202 |
+
|
| 203 |
+
|
| 204 |
+
def _intended_wedge_policy(rs, Command):
|
| 205 |
+
"""Intended wedge cycle: identify the leader (closest to y=20),
|
| 206 |
+
drive lead on-axis at y=20, push flankers to y=18 and y=22
|
| 207 |
+
trailing one cell west, attack any in-range enemy with all units
|
| 208 |
+
that can bear. The wedge engages each bracket end-on so only
|
| 209 |
+
1-2 e3 per bracket fire on a given tank at a time.
|
| 210 |
+
"""
|
| 211 |
+
units = rs.get("units_summary", []) or []
|
| 212 |
+
enemies = rs.get("enemy_summary", []) or []
|
| 213 |
+
targs = _targets(enemies)
|
| 214 |
+
if not units:
|
| 215 |
+
return [Command.observe()]
|
| 216 |
+
# Sort units by current y; assign formation slots.
|
| 217 |
+
sorted_units = sorted(units, key=lambda u: u["cell_y"])
|
| 218 |
+
# 5-tank wedge slots: from outermost-flank to lead and back.
|
| 219 |
+
# We use 5 logical slots: (dx=-2, dy=-2), (dx=-1, dy=-1),
|
| 220 |
+
# (dx=0, dy=0 — lead), (dx=-1, dy=+1), (dx=-2, dy=+2).
|
| 221 |
+
slots = [(-2, -2), (-1, -1), (0, 0), (-1, 1), (-2, 2)]
|
| 222 |
+
cmds = []
|
| 223 |
+
for u, (dx, dy) in zip(sorted_units, slots):
|
| 224 |
+
ux, uy = u["cell_x"], u["cell_y"]
|
| 225 |
+
# Lead pushes east aggressively; flankers track formation.
|
| 226 |
+
lead_x = max(ux, 12) + 8
|
| 227 |
+
tx = min(110, lead_x + dx)
|
| 228 |
+
ty = 20 + dy
|
| 229 |
+
in_range = [
|
| 230 |
+
e for e in targs
|
| 231 |
+
if abs(e["cell_x"] - ux) + abs(e["cell_y"] - uy) <= 5
|
| 232 |
+
]
|
| 233 |
+
if in_range:
|
| 234 |
+
t0 = min(
|
| 235 |
+
in_range,
|
| 236 |
+
key=lambda e: abs(e["cell_x"] - ux) + abs(e["cell_y"] - uy),
|
| 237 |
+
)
|
| 238 |
+
cmds.append(Command.attack_unit([str(u["id"])], str(t0["id"])))
|
| 239 |
+
else:
|
| 240 |
+
cmds.append(
|
| 241 |
+
Command.move_units([str(u["id"])], target_x=tx, target_y=ty)
|
| 242 |
+
)
|
| 243 |
+
return cmds
|
| 244 |
+
|
| 245 |
+
|
| 246 |
+
@pytest.mark.parametrize("level", ["medium", "hard"])
|
| 247 |
+
def test_stall_policy_loses(level):
|
| 248 |
+
"""Stall must LOSE on medium and hard — the region bar is never
|
| 249 |
+
met because the agent never moves; defenders are stance:2 and
|
| 250 |
+
never come to the strike force, so the within_ticks deadline
|
| 251 |
+
elapses → after_ticks LOSS."""
|
| 252 |
+
pytest.importorskip("openra_train")
|
| 253 |
+
from openra_bench.eval_core import run_level
|
| 254 |
+
|
| 255 |
+
c = compile_level(load_pack(PACK_PATH), level)
|
| 256 |
+
seeds = (1, 2, 3, 4) if level == "hard" else (1,)
|
| 257 |
+
for s in seeds:
|
| 258 |
+
res = run_level(c, _stall_policy, seed=s)
|
| 259 |
+
assert res.outcome == "loss", (
|
| 260 |
+
f"{level} seed={s}: stall must LOSE; got {res.outcome} "
|
| 261 |
+
f"killed={res.signals.units_killed} lost={res.signals.units_lost}"
|
| 262 |
+
)
|
| 263 |
+
|
| 264 |
+
|
| 265 |
+
@pytest.mark.parametrize("level", ["medium", "hard"])
|
| 266 |
+
def test_brute_column_attack_move_loses(level):
|
| 267 |
+
"""Brute attack_move east on y=20 must LOSE — column on the
|
| 268 |
+
engagement axis takes simultaneous cross-fire from both
|
| 269 |
+
brackets; ≥3 tanks die before the column clears the gap →
|
| 270 |
+
own_units_gte:3 fails OR the region-at-objective bar is unmet
|
| 271 |
+
in time → LOSS.
|
| 272 |
+
"""
|
| 273 |
+
pytest.importorskip("openra_train")
|
| 274 |
+
from openra_bench.eval_core import run_level
|
| 275 |
+
|
| 276 |
+
c = compile_level(load_pack(PACK_PATH), level)
|
| 277 |
+
seeds = (1, 2, 3, 4) if level == "hard" else (1,)
|
| 278 |
+
for s in seeds:
|
| 279 |
+
res = run_level(c, _brute_column_policy, seed=s)
|
| 280 |
+
assert res.outcome == "loss", (
|
| 281 |
+
f"{level} seed={s}: brute column attack_move must LOSE; "
|
| 282 |
+
f"got {res.outcome} killed={res.signals.units_killed} "
|
| 283 |
+
f"lost={res.signals.units_lost}"
|
| 284 |
+
)
|
| 285 |
+
|
| 286 |
+
|
| 287 |
+
def test_intended_wedge_wins_medium():
|
| 288 |
+
"""Intended wedge cycle WINS on medium seed=1: lead absorbs the
|
| 289 |
+
on-axis 1tnk's fire, flankers offset to y=18/22 engage each
|
| 290 |
+
bracket end-on, ≥3 of 5 tanks reach (80,20) intact with the kill
|
| 291 |
+
bar met. Verified 2026-05-20 (killed=7 lost=1 tick=1353)."""
|
| 292 |
+
pytest.importorskip("openra_train")
|
| 293 |
+
from openra_bench.eval_core import run_level
|
| 294 |
+
|
| 295 |
+
c = compile_level(load_pack(PACK_PATH), "medium")
|
| 296 |
+
res = run_level(c, _intended_wedge_policy, seed=1)
|
| 297 |
+
assert res.outcome == "win", (
|
| 298 |
+
f"medium seed=1: intended wedge should WIN, got {res.outcome} "
|
| 299 |
+
f"killed={res.signals.units_killed} lost={res.signals.units_lost}"
|
| 300 |
+
)
|
| 301 |
+
|
| 302 |
+
|
| 303 |
+
def test_intended_wedge_wins_easy():
|
| 304 |
+
"""Wedge WINS on easy seed=1 (single bracket; verified 2026-05-20
|
| 305 |
+
killed=4 lost=0 tick=1233 — all 5 tanks reach (80,20) intact)."""
|
| 306 |
+
pytest.importorskip("openra_train")
|
| 307 |
+
from openra_bench.eval_core import run_level
|
| 308 |
+
|
| 309 |
+
c = compile_level(load_pack(PACK_PATH), "easy")
|
| 310 |
+
res = run_level(c, _intended_wedge_policy, seed=1)
|
| 311 |
+
assert res.outcome == "win", (
|
| 312 |
+
f"easy seed=1: intended wedge should WIN, got {res.outcome} "
|
| 313 |
+
f"killed={res.signals.units_killed} lost={res.signals.units_lost}"
|
| 314 |
+
)
|
tests/test_hard_tier.py
CHANGED
|
@@ -602,6 +602,15 @@ UPGRADED = [
|
|
| 602 |
# and a memorised "place silo at (14,18)" opening cannot generalise
|
| 603 |
# across seeds.
|
| 604 |
"econ-silo-vs-spend",
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 605 |
]
|
| 606 |
|
| 607 |
# Consciously NOT spawn-varied, with the reason (keeps the curation
|
|
|
|
| 602 |
# and a memorised "place silo at (14,18)" opening cannot generalise
|
| 603 |
# across seeds.
|
| 604 |
"econ-silo-vs-spend",
|
| 605 |
+
# Wave-7 Group D combat-micro / formation pack: military tank-wedge
|
| 606 |
+
# doctrine / SC2 formation micro / combined-arms anchor. Hard tier
|
| 607 |
+
# defines two agent spawn_point groups (NORTH staging y=10..14 /
|
| 608 |
+
# SOUTH staging y=26..30) round-robined by seed; the bracketing
|
| 609 |
+
# corridor (e3 brackets at y=16 and y=24 plus two on-axis 1tnk
|
| 610 |
+
# blockers) is symmetric across y=20 so either spawn faces an
|
| 611 |
+
# equivalent column-vs-wedge decision from a flipped bearing — a
|
| 612 |
+
# memorised "form wedge from y=14" opening cannot generalise.
|
| 613 |
+
"combat-formation-tank-wedge",
|
| 614 |
]
|
| 615 |
|
| 616 |
# Consciously NOT spawn-varied, with the reason (keeps the curation
|