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feat(scenario): combat-formation-tank-wedge — wedge-vs-column (military doctrine / SC2 anchor)

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openra_bench/scenarios/packs/combat-formation-tank-wedge.yaml ADDED
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+ # combat-formation-tank-wedge — Move 5× 2tnk in a WEDGE through a
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+ # bracketing fire corridor and reach the eastern objective intact.
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+ #
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+ # Wave-7 Group D combat-micro / formation seed (capability: action).
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+ #
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+ # Real-world / benchmark anchors:
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+ # - Military "tank wedge" formation doctrine (an inverted-V where
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+ # the lead vehicle absorbs/spots fire and the trailing flank
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+ # vehicles cover off-axis arcs). A wedge spreads the engagement
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+ # across the formation's WIDTH so no single defender's weapon
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+ # envelope catches the whole column.
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+ # - StarCraft 2 formation micro (army moved as a spread-arc rather
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+ # than a single-file column so AoE / focus-fire on the lead unit
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+ # can't chain through the stack; the leading unit takes the brunt
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+ # while flankers contribute fire from off-axis without being in
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+ # the same kill envelope).
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+ # - Combined-arms / strike-package geometry: the SHAPE of the
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+ # formation controls how many enemy weapons can bear on the
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+ # leading unit and how many friendly weapons can bear on the
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+ # enemy at any moment.
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+ #
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+ # Mechanism (engine-load-bearing physics):
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+ # - Five medium tanks (2tnk) start at the west edge. The mission is
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+ # to drive east, punch through a bracketing fire corridor (e3
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+ # anti-tank rocket soldiers nested above AND below the engagement
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+ # axis y=20, plus a single 1tnk light blocker on-axis), and reach
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+ # the objective region centred on (80, 20) with ≥4 of 5 tanks
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+ # intact (easy) / ≥3 of 5 (medium, hard — see relaxation note
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+ # below).
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+ # - COLUMN (everyone on y=20, single file): the column squeezes
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+ # through the gap on the engagement axis. Lead 2tnk sits inside
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+ # Dragon range (~5) of the NORTH e3 cluster at y=16 AND the SOUTH
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+ # e3 cluster at y=24 SIMULTANEOUSLY (Manhattan distance 4 each);
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+ # concentrated cross-fire on the lead destroys it, then the
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+ # second tank inherits the kill envelope. The column bleeds 2-3
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+ # tanks before clearing the gap → survival bar busts.
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+ # - WEDGE (lead on-axis at y=20, flankers spread to y=18 and y=22
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+ # trailing one cell west): the FLANKERS engage the e3 brackets
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+ # end-on from off-axis; only 1-2 e3 from EACH bracket fire on a
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+ # flanker at any moment (the far e3 in each cluster is out of
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+ # Dragon range). The lead absorbs the on-axis 1tnk fire while
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+ # the wedge wings dismantle the brackets in sequenced 1-vs-1
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+ # trades. ≥4 tanks reach the objective intact.
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+ #
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+ # IMPORTANT relaxation (per task spec — "be empirical"):
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+ # - On medium and hard the survival bar is "≥3 of 5 tanks alive at
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+ # objective" (own_units_gte:3) rather than the unforgiving
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+ # "5 survive" bar. The OpenRA-Rust combat numbers for 2tnk-vs-e3
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+ # (verified 2026-05-20 in combat-flanking-attack engine notes:
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+ # 2tnk cannon DPS out-trades e3 Dragon DPS at equal range by a
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+ # wide margin) make a strict ≥5-of-5 bar unreachable for ANY
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+ # play on medium/hard — even the intended wedge takes ≥1 tank
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+ # casualty in the bracketing crossfire. The DISCRIMINATOR is
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+ # wedge-vs-column survival differential, not absolute counts:
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+ # the column loses ≥3 tanks and busts ≥3-of-5; the wedge keeps
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+ # ≥3 tanks and reaches the objective. Easy keeps the ≥4-of-5
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+ # "almost everyone survives" bar against a single bracket.
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+ #
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+ # Discrimination bar (script-policy proxies — tested in
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+ # tests/test_combat_formation_tank_wedge.py):
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+ # • stall (only observe) → LOSS. Tanks idle at the
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+ # west edge; defenders are stance:2 (no chase); within_ticks
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+ # deadline elapses without reaching (80,20) → after_ticks LOSS.
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+ # • brute attack_move east (column → LOSS. All 5 tanks march
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+ # on y=20) single-file on the
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+ # engagement axis; cross-fire from BOTH brackets focused on the
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+ # lead destroys ≥3 tanks before the column clears the gap →
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+ # own_units_gte:3 fails / region-reach bar unmet → LOSS.
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+ # • intended wedge (lead at y=20, → WIN. Flankers engage
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+ # flankers at y=18 & y=22 trailing, brackets end-on from
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+ # drive east as a formation) off-axis; ≥3 of 5 tanks
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+ # reach (80,20) intact → all win clauses satisfied → WIN.
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+ #
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+ # Engine guardrails (per CLAUDE.md / SCENARIO_REVIEW_CHECKLIST.md):
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+ # - Map: rush-hour-arena (128×40, playable x ∈ [2..126], y ∈ [2..38]).
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+ # Strike force at x=6, kill corridor at x=40..50, objective at
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+ # (80,20), persistent fact at (120,20).
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+ # - All deadlines (after_ticks 4501) reachable within max_turns.
79
+ # Empirically the brute attack_move column under sustained combat
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+ # advances ticks at only ~65-78 per turn (well below the
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+ # 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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+ # in-combat tick-rate (60 t/turn × 75 = 4500). Verified on all
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+ # seeds for stall and brute LOSS bars (2026-05-20).
85
+ # - Persistent far-east enemy `fact` at (120,20) absorbs engine
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+ # auto-done on enemy-wipe so the win/fail evaluator sees the
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+ # terminal frame.
88
+ # - All defenders stance:2 (auto-fire in range, no chase — e3 is
89
+ # infantry so it doesn't lunge; the 1tnk on-axis is stance:1
90
+ # ReturnFire so it doesn't chase the agent across the map and
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+ # collapse the geometry, but DOES fire on whoever shot it last).
92
+ # - per CLAUDE.md (60,20) is a known silent-fail placement cell.
93
+ # The corridor brackets sit at x=40..48 (verified safe range);
94
+ # the on-axis blocker 1tnk sits at (45,20). No actors placed
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+ # at the documented bad cells (50,20), (60,28), (90,30).
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+
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+ meta:
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+ id: combat-formation-tank-wedge
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+ title: 'Combat Micro — Tank Wedge Through a Bracketing Fire Corridor'
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+ capability: action
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+ real_world_meaning: >
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+ Five medium tanks (2tnk) at the west edge must drive east through
103
+ a bracketing fire corridor (anti-tank rocket soldiers nested
104
+ above AND below the engagement axis, plus a single light tank
105
+ blocker on-axis) and reach an objective region in the east with
106
+ most of the force intact. Marching as a column along y=20 puts
107
+ the lead tank inside Dragon range of BOTH brackets at once;
108
+ concentrated cross-fire destroys the lead, then the next tank
109
+ inherits the kill envelope, and the column bleeds itself dry
110
+ before clearing the gap. The winning play is the WEDGE — lead
111
+ tank on-axis at y=20 absorbing the on-axis blocker's fire,
112
+ flankers offset to y=18 and y=22 trailing one cell west so they
113
+ engage each bracket END-ON from off-axis (only 1-2 rocket
114
+ soldiers from each cluster can fire on a flanker at once). The
115
+ formation's SHAPE controls how much enemy firepower can bear on
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
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+ 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
125
+ job is to ABSORB the on-axis threat while the flank wings
126
+ dismantle the off-axis threats. The decision under test is
127
+ formation discipline: order the force into a wedge BEFORE the
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"
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: ''}
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
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:
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+ 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
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
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:
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}
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 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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