Spaces:
Running
Running
feat(scenario): build-sequence-tech-cheapest — cost-minimal tech path (PlanBench cost-optimal anchor)
Browse files
openra_bench/scenarios/packs/build-sequence-tech-cheapest.yaml
ADDED
|
@@ -0,0 +1,252 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
# build-sequence-tech-cheapest.yaml
|
| 2 |
+
#
|
| 3 |
+
# REASONING capability — Wave-11 build-order optimization (cost-MINIMAL
|
| 4 |
+
# planning). Sibling of `build-sequence-tech-fastest` (which optimizes
|
| 5 |
+
# TIME). Here the binding constraint is MONEY, not the clock: the agent
|
| 6 |
+
# must reach `weap` (war factory) by spending the LEAST cash, on the
|
| 7 |
+
# ONLY affordable prerequisite chain: powr → proc → weap. Starting cash
|
| 8 |
+
# is tuned to EXACTLY the cost of that minimal path with near-zero
|
| 9 |
+
# slack. Any extra structure (a barracks/tent, a pillbox, an infantry
|
| 10 |
+
# unit) bought before weap exhausts the budget — weap can never be
|
| 11 |
+
# funded, the `then:` chain never completes, the episode times out as a
|
| 12 |
+
# real LOSS.
|
| 13 |
+
#
|
| 14 |
+
# Engine-verified tech tree + costs (measured against the live wheel,
|
| 15 |
+
# see tests/test_build_sequence_tech_cheapest.py — cash drains
|
| 16 |
+
# incrementally as a queue progresses):
|
| 17 |
+
# - POWR cost 300, Prerequisites: <none> (provides anypower)
|
| 18 |
+
# - PROC cost 1400, Prerequisites: anypower (needs powr)
|
| 19 |
+
# - WEAP cost 2000, Prerequisites: proc (needs proc)
|
| 20 |
+
# Total credits on the minimal path = 3700.
|
| 21 |
+
# - TENT cost 500 (allied barracks — NOT on weap's prereq chain)
|
| 22 |
+
# - PBOX cost 600 (pillbox defense — NOT on weap's prereq chain)
|
| 23 |
+
# - E1 cost 100 (rifle infantry — needs tent first anyway)
|
| 24 |
+
#
|
| 25 |
+
# Why money — not the clock — is the teeth: there is NO ore on the map
|
| 26 |
+
# and NO harvester income. The starting cash is the ENTIRE budget. The
|
| 27 |
+
# tick deadline T is deliberately GENEROUS (the optimal chain finishes
|
| 28 |
+
# with many turns of slack); a policy does NOT lose by being slow, it
|
| 29 |
+
# loses by being WASTEFUL. A wasteful play spends part of the fixed
|
| 30 |
+
# budget on a non-load-bearing structure, then cannot fund weap —
|
| 31 |
+
# cash hits 0 mid-queue, weap never completes, and because income
|
| 32 |
+
# never flows it can NEVER recover no matter how much time remains.
|
| 33 |
+
# This is the cost-OPTIMAL (vs the sibling's time-OPTIMAL) axis.
|
| 34 |
+
#
|
| 35 |
+
# Budget tuning (starting_cash 3750 — minimal path 3700 + 50 slack):
|
| 36 |
+
# - minimal powr(300)+proc(1400)+weap(2000) = 3700 ⇒ 50 left ⇒ WIN
|
| 37 |
+
# - +tent 300+500+1400+2000 = 4200 > 3750 ⇒ weap unfunded ⇒ LOSS
|
| 38 |
+
# - +pbox 300+600+1400+2000 = 4300 > 3750 ⇒ weap unfunded ⇒ LOSS
|
| 39 |
+
# - +tent+e1 300+500+100+1400+2000 = 4300 > 3750 ⇒ LOSS
|
| 40 |
+
# The 50-credit slack is non-actionable (nothing costs ≤50 except an
|
| 41 |
+
# extra e1 at 100, still unaffordable) — it only absorbs rounding in
|
| 42 |
+
# the incremental queue drain so the minimal path never stalls itself.
|
| 43 |
+
#
|
| 44 |
+
# Bar (CLAUDE.md — no defect, no cheat, no draw):
|
| 45 |
+
# - stall (observe-only) ⇒ LOSS on every level + seed
|
| 46 |
+
# - wasteful-spend (tent/pbox first) ⇒ LOSS on every level + seed
|
| 47 |
+
# (cash exhausted, weap never built — real timeout LOSS)
|
| 48 |
+
# - intended powr→proc→weap path ⇒ WIN on every level + seed
|
| 49 |
+
# Real LOSS not DRAW: fail_condition `after_ticks: T+1` is reachable
|
| 50 |
+
# inside max_turns (engine ~90 ticks/turn ⇒ tick ≤ 93+90·(N-1)); the
|
| 51 |
+
# `not building_count_gte:fact:1` clause also bites if the construction
|
| 52 |
+
# yard is somehow lost. The pre-placed enemy `fact` far east is an
|
| 53 |
+
# unarmed MustBeDestroyed landmark that keeps the episode alive so a
|
| 54 |
+
# stall really times out (no premature engine auto-done).
|
| 55 |
+
#
|
| 56 |
+
# Real-world anchor:
|
| 57 |
+
# - PlanBench cost-optimal planning (find the minimum-COST plan that
|
| 58 |
+
# achieves the goal under a hard budget, not just A plan)
|
| 59 |
+
# - BOM cost minimization — build only what the next stage strictly
|
| 60 |
+
# requires; every non-load-bearing line item on the bill of
|
| 61 |
+
# materials is wasted capital
|
| 62 |
+
# - Budget-constrained planning — a fixed, non-replenishing budget
|
| 63 |
+
# funds exactly the critical path and nothing else
|
| 64 |
+
#
|
| 65 |
+
# Validate (no model / no network):
|
| 66 |
+
# cd /Users/berta/Projects/OpenRA-Bench && \
|
| 67 |
+
# python3 -m pytest tests/test_build_sequence_tech_cheapest.py -q
|
| 68 |
+
|
| 69 |
+
meta:
|
| 70 |
+
id: build-sequence-tech-cheapest
|
| 71 |
+
title: 'Cheapest War Factory — Cost-Minimal powr → proc → weap Build Order'
|
| 72 |
+
capability: reasoning
|
| 73 |
+
real_world_meaning: >
|
| 74 |
+
Cost-minimal build-order planning under a fixed, non-replenishing
|
| 75 |
+
budget: the agent must reach the war factory (`weap`) by spending
|
| 76 |
+
the LEAST cash on the ONLY affordable prerequisite chain
|
| 77 |
+
(powr → proc → weap). There is no ore and no income — the starting
|
| 78 |
+
cash is the entire budget, tuned to exactly the cost of the minimal
|
| 79 |
+
path. Any detour through a non-load-bearing structure (a barracks,
|
| 80 |
+
a pillbox, an early infantry unit) bloats the bill of materials and
|
| 81 |
+
exhausts the budget; the war factory can then never be funded.
|
| 82 |
+
Tests that the model can plan the minimum-COST prerequisite chain —
|
| 83 |
+
not merely SOME plan that arrives — under a budget that only the
|
| 84 |
+
cost-minimal plan can afford. Sibling of build-sequence-tech-fastest
|
| 85 |
+
(the time-optimal axis); here money, not the clock, is the
|
| 86 |
+
constraint.
|
| 87 |
+
robotics_analogue: >
|
| 88 |
+
Capital-minimal commissioning of an autonomous manufacturing cell
|
| 89 |
+
under a fixed procurement budget: the cell must bring a target
|
| 90 |
+
machine online by buying only the strictly required upstream
|
| 91 |
+
stations (power → feedstock → assembly). The budget is fixed and
|
| 92 |
+
non-replenishing; procuring a non-required station (an extra
|
| 93 |
+
quality bench, a spare buffer) spends capital that the assembly
|
| 94 |
+
station then cannot be funded with. Only the minimum-cost
|
| 95 |
+
precedence chain stays within budget.
|
| 96 |
+
benchmark_anchor:
|
| 97 |
+
- "PlanBench cost-optimal"
|
| 98 |
+
- "BOM cost minimization"
|
| 99 |
+
- "budget-constrained planning"
|
| 100 |
+
author: openra-bench
|
| 101 |
+
|
| 102 |
+
base_map: rush-hour-arena
|
| 103 |
+
|
| 104 |
+
base:
|
| 105 |
+
agent:
|
| 106 |
+
faction: allies
|
| 107 |
+
enemy:
|
| 108 |
+
faction: soviet
|
| 109 |
+
bot_type: ''
|
| 110 |
+
tools:
|
| 111 |
+
- observe
|
| 112 |
+
- build
|
| 113 |
+
- place_building
|
| 114 |
+
planning: true
|
| 115 |
+
termination:
|
| 116 |
+
max_ticks: 40000
|
| 117 |
+
|
| 118 |
+
levels:
|
| 119 |
+
# ── EASY ─────────────────────────────────────────────────────────
|
| 120 |
+
# Bare cost-minimal skill. Generous T = 3200 ticks (max_turns 40 →
|
| 121 |
+
# reachable 3603). The minimal chain powr→proc→weap finishes well
|
| 122 |
+
# inside T (time is NOT the teeth). The teeth are the budget: at
|
| 123 |
+
# starting_cash 3750 the minimal path (3700) just fits; a wasteful
|
| 124 |
+
# tent/pbox detour overruns the budget so weap is never funded ⇒
|
| 125 |
+
# the `then:` chain never completes ⇒ after_ticks LOSS. Stall never
|
| 126 |
+
# builds anything ⇒ LOSS on the same clause.
|
| 127 |
+
easy:
|
| 128 |
+
description: >
|
| 129 |
+
Build a war factory (weap) by spending the LEAST cash, on the
|
| 130 |
+
ONLY affordable prerequisite chain: powr → proc → weap. Your
|
| 131 |
+
starting cash ($3750) is a fixed budget — there is no ore and no
|
| 132 |
+
income, so it is all the money you will ever have. The minimal
|
| 133 |
+
chain costs exactly $3700 (powr $300 + proc $1400 + weap $2000).
|
| 134 |
+
Any extra structure bought before weap (a barracks/tent $500, a
|
| 135 |
+
pillbox $600, an infantry unit) exhausts the budget and weap can
|
| 136 |
+
never be funded — you LOSE on the clock. The `then:` chain
|
| 137 |
+
enforces the exact order; placing weap before proc cannot satisfy
|
| 138 |
+
it (and the engine refuses too: weap's prerequisite is proc).
|
| 139 |
+
starting_cash: 3750
|
| 140 |
+
overrides:
|
| 141 |
+
actors:
|
| 142 |
+
# Agent base seed — ONE construction yard. Nothing else
|
| 143 |
+
# pre-placed (no power, no refinery). The minimal chain MUST
|
| 144 |
+
# be executed by the agent. NO ore patches — the starting
|
| 145 |
+
# cash is the entire, non-replenishing budget.
|
| 146 |
+
- {type: fact, owner: agent, position: [10, 18]}
|
| 147 |
+
# Far-east enemy `fact` landmark — MustBeDestroyed, unarmed
|
| 148 |
+
# neutral company. Keeps the episode alive so a stall really
|
| 149 |
+
# times out (not engine auto-done from a stray sentry kill).
|
| 150 |
+
- {type: fact, owner: enemy, position: [115, 30]}
|
| 151 |
+
win_condition:
|
| 152 |
+
all_of:
|
| 153 |
+
- then:
|
| 154 |
+
id: bo-easy
|
| 155 |
+
clauses:
|
| 156 |
+
- {has_building: powr}
|
| 157 |
+
- {has_building: proc}
|
| 158 |
+
- {has_building: weap}
|
| 159 |
+
- {within_ticks: 3200}
|
| 160 |
+
fail_condition:
|
| 161 |
+
any_of:
|
| 162 |
+
- {after_ticks: 3201}
|
| 163 |
+
- {not: {building_count_gte: {type: fact, n: 1}}}
|
| 164 |
+
max_turns: 40
|
| 165 |
+
|
| 166 |
+
# ── MEDIUM ───────────────────────────────────────────────────────
|
| 167 |
+
# +1 controlled variable: TIGHTER budget. starting_cash 3720 (only
|
| 168 |
+
# 20 credits of slack over the 3700 minimal path). The minimal
|
| 169 |
+
# chain still fits; ANY wasteful spend overruns even harder. Same
|
| 170 |
+
# generous clock T = 3200 — money, not time, remains the teeth.
|
| 171 |
+
medium:
|
| 172 |
+
description: >
|
| 173 |
+
Build a war factory (weap) on the cost-minimal prerequisite
|
| 174 |
+
chain: powr → proc → weap. Tighter budget — your starting cash
|
| 175 |
+
($3720) barely covers the minimal path ($3700: powr $300 +
|
| 176 |
+
proc $1400 + weap $2000). There is no ore and no income. Any
|
| 177 |
+
extra structure (tent / pbox / an infantry unit) bought before
|
| 178 |
+
weap exhausts the budget and weap can never be funded. The
|
| 179 |
+
`then:` chain enforces the exact order; weap before proc cannot
|
| 180 |
+
satisfy it.
|
| 181 |
+
starting_cash: 3720
|
| 182 |
+
overrides:
|
| 183 |
+
actors:
|
| 184 |
+
- {type: fact, owner: agent, position: [10, 18]}
|
| 185 |
+
- {type: fact, owner: enemy, position: [115, 30]}
|
| 186 |
+
win_condition:
|
| 187 |
+
all_of:
|
| 188 |
+
- then:
|
| 189 |
+
id: bo-medium
|
| 190 |
+
clauses:
|
| 191 |
+
- {has_building: powr}
|
| 192 |
+
- {has_building: proc}
|
| 193 |
+
- {has_building: weap}
|
| 194 |
+
- {within_ticks: 3200}
|
| 195 |
+
fail_condition:
|
| 196 |
+
any_of:
|
| 197 |
+
- {after_ticks: 3201}
|
| 198 |
+
- {not: {building_count_gte: {type: fact, n: 1}}}
|
| 199 |
+
max_turns: 40
|
| 200 |
+
|
| 201 |
+
# ── HARD ─────────────────────────────────────────────────────────
|
| 202 |
+
# +1 controlled variable: ≥2 spawn_point groups (NORTH y=14 vs
|
| 203 |
+
# SOUTH y=26 base). Same cost-minimal chain, same tight budget
|
| 204 |
+
# (3720). The seed-varied spawn means a memorised "place powr at
|
| 205 |
+
# (14,22)" opening cannot generalise — the agent must compute
|
| 206 |
+
# placement relative to its actual fact each seed. No ore at either
|
| 207 |
+
# latitude (the budget is fixed regardless of spawn). Enemy actors
|
| 208 |
+
# do NOT honour spawn_point (CLAUDE.md), so the lone enemy `fact`
|
| 209 |
+
# landmark always places.
|
| 210 |
+
hard:
|
| 211 |
+
description: >
|
| 212 |
+
Build a war factory (weap) on the cost-minimal prerequisite
|
| 213 |
+
chain: powr → proc → weap, from a seed-chosen base (NORTH or
|
| 214 |
+
SOUTH). Tight budget — starting cash ($3720) barely covers the
|
| 215 |
+
minimal path ($3700). There is no ore and no income. Any extra
|
| 216 |
+
structure (tent / pbox / an infantry unit) bought before weap
|
| 217 |
+
exhausts the budget and weap can never be funded. Placement
|
| 218 |
+
that memorises one spawn's geometry cannot generalise; compute
|
| 219 |
+
placement relative to your actual fact each run.
|
| 220 |
+
starting_cash: 3720
|
| 221 |
+
overrides:
|
| 222 |
+
actors:
|
| 223 |
+
# NORTH spawn (spawn_point 0): fact at y=14.
|
| 224 |
+
- {type: fact, owner: agent, position: [10, 14], spawn_point: 0}
|
| 225 |
+
# An inert rifleman per spawn group (passive: stance 2 =
|
| 226 |
+
# Defend; no move_units / attack_unit exposed so the unit
|
| 227 |
+
# cannot act — the tool surface is build-only). Establishes a
|
| 228 |
+
# seed-varying AGENT UNIT in `units_summary` so the hard-tier
|
| 229 |
+
# spawn-variation contract (tests/test_hard_tier.py, which
|
| 230 |
+
# inspects units not buildings) is satisfied with real
|
| 231 |
+
# per-spawn data. Note: the e1 is pre-placed (free), it does
|
| 232 |
+
# NOT spend the budget.
|
| 233 |
+
- {type: e1, owner: agent, position: [12, 14], spawn_point: 0, stance: 2}
|
| 234 |
+
# SOUTH spawn (spawn_point 1): fact at y=26.
|
| 235 |
+
- {type: fact, owner: agent, position: [10, 26], spawn_point: 1}
|
| 236 |
+
- {type: e1, owner: agent, position: [12, 26], spawn_point: 1, stance: 2}
|
| 237 |
+
# Far-east enemy fact landmark — keeps the episode alive.
|
| 238 |
+
- {type: fact, owner: enemy, position: [115, 30]}
|
| 239 |
+
win_condition:
|
| 240 |
+
all_of:
|
| 241 |
+
- then:
|
| 242 |
+
id: bo-hard
|
| 243 |
+
clauses:
|
| 244 |
+
- {has_building: powr}
|
| 245 |
+
- {has_building: proc}
|
| 246 |
+
- {has_building: weap}
|
| 247 |
+
- {within_ticks: 3200}
|
| 248 |
+
fail_condition:
|
| 249 |
+
any_of:
|
| 250 |
+
- {after_ticks: 3201}
|
| 251 |
+
- {not: {building_count_gte: {type: fact, n: 1}}}
|
| 252 |
+
max_turns: 40
|
tests/test_build_sequence_tech_cheapest.py
ADDED
|
@@ -0,0 +1,383 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
"""build-sequence-tech-cheapest pack — full no-cheat validation on Rust.
|
| 2 |
+
|
| 3 |
+
Wave-11 REASONING — cost-MINIMAL build-order planning. Sibling of
|
| 4 |
+
build-sequence-tech-fastest (the time-optimal axis); here the binding
|
| 5 |
+
constraint is MONEY. The agent must reach the war factory (`weap`) on
|
| 6 |
+
the ONLY affordable prerequisite chain:
|
| 7 |
+
|
| 8 |
+
powr → proc → weap
|
| 9 |
+
|
| 10 |
+
There is NO ore on the map and NO harvester income — the starting cash
|
| 11 |
+
is the entire, non-replenishing budget, tuned to exactly the cost of
|
| 12 |
+
the minimal path (powr $300 + proc $1400 + weap $2000 = $3700). Any
|
| 13 |
+
detour (build a barracks/tent or a pillbox first) bloats the bill of
|
| 14 |
+
materials, exhausts the fixed budget, and weap can then never be
|
| 15 |
+
funded — the `then:` chain never completes and the episode times out.
|
| 16 |
+
The clock budget is GENEROUS: a policy loses by being WASTEFUL, not
|
| 17 |
+
by being slow.
|
| 18 |
+
|
| 19 |
+
Bar (CLAUDE.md): the intended cost-minimal policy WINS on every
|
| 20 |
+
(level, seed); stall and the wasteful-spend policies LOSE on every
|
| 21 |
+
(level, seed). Real LOSS not DRAW — `fail after_ticks:T+1` inside
|
| 22 |
+
max_turns is the bite.
|
| 23 |
+
|
| 24 |
+
Scenario shape:
|
| 25 |
+
- rush-hour-arena, allies vs soviet (bot disabled).
|
| 26 |
+
- easy: budget $3750, T=3200, max_turns=40 — 50-credit slack.
|
| 27 |
+
- medium: budget $3720, T=3200, max_turns=40 — 20-credit slack.
|
| 28 |
+
- hard: budget $3720, T=3200, max_turns=40 — same tight budget
|
| 29 |
+
+ ≥2 spawn_point groups (NORTH y=14 / SOUTH y=26 base,
|
| 30 |
+
round-robined by seed).
|
| 31 |
+
|
| 32 |
+
Measured (seed 1, scripted policies):
|
| 33 |
+
intended powr→proc→weap completes ≈ tick 2613 (well under T=3200)
|
| 34 |
+
tent-first wasteful: cash hits $0 ≈ tick 2703, weap stuck in queue
|
| 35 |
+
forever (no income ⇒ no recovery) ⇒ after_ticks LOSS at T+1.
|
| 36 |
+
"""
|
| 37 |
+
|
| 38 |
+
from __future__ import annotations
|
| 39 |
+
|
| 40 |
+
import pytest
|
| 41 |
+
|
| 42 |
+
pytest.importorskip("openra_train", reason="Rust env wheel not installed")
|
| 43 |
+
pytest.importorskip("openra_rl_training", reason="Rust env wheel not installed")
|
| 44 |
+
|
| 45 |
+
from openra_bench.eval_core import run_level
|
| 46 |
+
from openra_bench.scenarios import load_pack
|
| 47 |
+
from openra_bench.scenarios.loader import PACKS_DIR, compile_level
|
| 48 |
+
|
| 49 |
+
PACK = PACKS_DIR / "build-sequence-tech-cheapest.yaml"
|
| 50 |
+
LEVELS = ("easy", "medium", "hard")
|
| 51 |
+
SEEDS = (1, 2, 3, 4)
|
| 52 |
+
|
| 53 |
+
|
| 54 |
+
# ── Policies ──────────────────────────────────────────────────────
|
| 55 |
+
|
| 56 |
+
|
| 57 |
+
def _stall_policy():
|
| 58 |
+
"""Do nothing — must LOSE on the clock on every level/seed."""
|
| 59 |
+
def pol(obs, Cmd):
|
| 60 |
+
return [Cmd.observe()]
|
| 61 |
+
return pol
|
| 62 |
+
|
| 63 |
+
|
| 64 |
+
def _intended_policy():
|
| 65 |
+
"""Cost-minimal play: build powr → proc → weap, each placed
|
| 66 |
+
relative to the agent's actual fact (so the policy generalises
|
| 67 |
+
across the hard-tier spawn variation). This is the policy the
|
| 68 |
+
pack is solvable by — must WIN on every (level, seed)."""
|
| 69 |
+
milestone = {"powr": False, "proc": False, "weap": False}
|
| 70 |
+
|
| 71 |
+
def pol(obs, Cmd):
|
| 72 |
+
ob = obs.get("own_buildings", []) or []
|
| 73 |
+
own_b = {b["type"] for b in ob}
|
| 74 |
+
prod = obs.get("production", []) or []
|
| 75 |
+
for b in ("powr", "proc", "weap"):
|
| 76 |
+
if b in own_b:
|
| 77 |
+
milestone[b] = True
|
| 78 |
+
cmds = []
|
| 79 |
+
base = [b for b in ob if b["type"] == "fact"]
|
| 80 |
+
if not milestone["powr"]:
|
| 81 |
+
if "powr" not in prod:
|
| 82 |
+
cmds.append(Cmd.build("powr"))
|
| 83 |
+
if base:
|
| 84 |
+
cmds.append(Cmd.place_building(
|
| 85 |
+
"powr", base[0]["cell_x"] + 4, base[0]["cell_y"]
|
| 86 |
+
))
|
| 87 |
+
elif not milestone["proc"]:
|
| 88 |
+
if "proc" not in prod:
|
| 89 |
+
cmds.append(Cmd.build("proc"))
|
| 90 |
+
if base:
|
| 91 |
+
cmds.append(Cmd.place_building(
|
| 92 |
+
"proc", base[0]["cell_x"] + 6, base[0]["cell_y"] + 3
|
| 93 |
+
))
|
| 94 |
+
elif not milestone["weap"]:
|
| 95 |
+
if "weap" not in prod:
|
| 96 |
+
cmds.append(Cmd.build("weap"))
|
| 97 |
+
if base:
|
| 98 |
+
cmds.append(Cmd.place_building(
|
| 99 |
+
"weap", base[0]["cell_x"] + 8, base[0]["cell_y"]
|
| 100 |
+
))
|
| 101 |
+
if not cmds:
|
| 102 |
+
cmds.append(Cmd.observe())
|
| 103 |
+
return cmds
|
| 104 |
+
return pol
|
| 105 |
+
|
| 106 |
+
|
| 107 |
+
def _wasteful_policy(extra: str):
|
| 108 |
+
"""Cost-non-minimal play: powr → <extra> → proc → weap, where
|
| 109 |
+
<extra> ('tent' $500 or 'pbox' $600) is NOT on weap's prerequisite
|
| 110 |
+
chain. The detour bloats the bill of materials past the fixed
|
| 111 |
+
budget, so weap can never be funded — cash hits $0 mid-queue and,
|
| 112 |
+
with no ore/income, never recovers. Must LOSE on every
|
| 113 |
+
(level, seed). The capability measured is COST-MINIMAL planning;
|
| 114 |
+
a 'some plan that arrives' policy must not win."""
|
| 115 |
+
milestone = {"powr": False, extra: False, "proc": False, "weap": False}
|
| 116 |
+
|
| 117 |
+
def pol(obs, Cmd):
|
| 118 |
+
ob = obs.get("own_buildings", []) or []
|
| 119 |
+
own_b = {b["type"] for b in ob}
|
| 120 |
+
prod = obs.get("production", []) or []
|
| 121 |
+
for b in ("powr", extra, "proc", "weap"):
|
| 122 |
+
if b in own_b:
|
| 123 |
+
milestone[b] = True
|
| 124 |
+
cmds = []
|
| 125 |
+
base = [b for b in ob if b["type"] == "fact"]
|
| 126 |
+
if not milestone["powr"]:
|
| 127 |
+
if "powr" not in prod:
|
| 128 |
+
cmds.append(Cmd.build("powr"))
|
| 129 |
+
if base:
|
| 130 |
+
cmds.append(Cmd.place_building(
|
| 131 |
+
"powr", base[0]["cell_x"] + 4, base[0]["cell_y"]
|
| 132 |
+
))
|
| 133 |
+
elif not milestone[extra]:
|
| 134 |
+
if extra not in prod:
|
| 135 |
+
cmds.append(Cmd.build(extra))
|
| 136 |
+
if base:
|
| 137 |
+
cmds.append(Cmd.place_building(
|
| 138 |
+
extra, base[0]["cell_x"] + 4, base[0]["cell_y"] + 3
|
| 139 |
+
))
|
| 140 |
+
elif not milestone["proc"]:
|
| 141 |
+
if "proc" not in prod:
|
| 142 |
+
cmds.append(Cmd.build("proc"))
|
| 143 |
+
if base:
|
| 144 |
+
cmds.append(Cmd.place_building(
|
| 145 |
+
"proc", base[0]["cell_x"] + 6, base[0]["cell_y"] + 3
|
| 146 |
+
))
|
| 147 |
+
elif not milestone["weap"]:
|
| 148 |
+
if "weap" not in prod:
|
| 149 |
+
cmds.append(Cmd.build("weap"))
|
| 150 |
+
if base:
|
| 151 |
+
cmds.append(Cmd.place_building(
|
| 152 |
+
"weap", base[0]["cell_x"] + 8, base[0]["cell_y"]
|
| 153 |
+
))
|
| 154 |
+
if not cmds:
|
| 155 |
+
cmds.append(Cmd.observe())
|
| 156 |
+
return cmds
|
| 157 |
+
return pol
|
| 158 |
+
|
| 159 |
+
|
| 160 |
+
# ── Pack-shape tests (cheap; do not run the engine) ──────────────
|
| 161 |
+
|
| 162 |
+
|
| 163 |
+
def test_pack_compiles_with_three_levels():
|
| 164 |
+
pack = load_pack(PACK)
|
| 165 |
+
assert pack.meta.id == "build-sequence-tech-cheapest"
|
| 166 |
+
assert pack.meta.capability == "reasoning"
|
| 167 |
+
assert set(pack.levels) == {"easy", "medium", "hard"}
|
| 168 |
+
|
| 169 |
+
|
| 170 |
+
def test_meta_benchmark_anchor_set():
|
| 171 |
+
"""Required by the seed taxonomy: PlanBench cost-optimal +
|
| 172 |
+
BOM cost minimization + budget-constrained planning."""
|
| 173 |
+
pack = load_pack(PACK)
|
| 174 |
+
anchors = pack.meta.benchmark_anchor or []
|
| 175 |
+
assert any("PlanBench" in a for a in anchors), anchors
|
| 176 |
+
assert any("BOM" in a for a in anchors), anchors
|
| 177 |
+
assert any("budget" in a for a in anchors), anchors
|
| 178 |
+
|
| 179 |
+
|
| 180 |
+
def test_budget_is_near_minimal_path_cost():
|
| 181 |
+
"""The whole pack hinges on starting_cash being tuned to the
|
| 182 |
+
minimal-path cost (powr 300 + proc 1400 + weap 2000 = 3700) with
|
| 183 |
+
near-zero slack — enough to fund the minimal chain, never enough
|
| 184 |
+
to also afford a non-load-bearing structure."""
|
| 185 |
+
pack = load_pack(PACK)
|
| 186 |
+
minimal = 3700
|
| 187 |
+
for lvl in LEVELS:
|
| 188 |
+
cash = pack.levels[lvl].starting_cash
|
| 189 |
+
assert minimal <= cash <= minimal + 100, (
|
| 190 |
+
f"{lvl} starting_cash={cash} not near-minimal (3700 + ≤100 "
|
| 191 |
+
f"slack); a wasteful detour must overrun the budget"
|
| 192 |
+
)
|
| 193 |
+
|
| 194 |
+
|
| 195 |
+
def test_no_ore_patches_placed():
|
| 196 |
+
"""The budget must be the entire, non-replenishing money supply:
|
| 197 |
+
no `mine` actors ⇒ no harvester income ⇒ a wasteful spend can
|
| 198 |
+
never be recovered no matter how generous the clock is."""
|
| 199 |
+
for lvl in LEVELS:
|
| 200 |
+
c = compile_level(load_pack(PACK), lvl)
|
| 201 |
+
mines = [a for a in c.scenario.actors if a.type == "mine"]
|
| 202 |
+
assert not mines, f"{lvl} has ore patches {mines} — income would "\
|
| 203 |
+
"let a wasteful policy recover; budget must be fixed"
|
| 204 |
+
|
| 205 |
+
|
| 206 |
+
def test_hard_tier_has_seed_driven_spawn_groups():
|
| 207 |
+
"""Hard must define ≥2 agent spawn_point groups so seed varies
|
| 208 |
+
the start base (tests/test_hard_tier.py::UPGRADED contract)."""
|
| 209 |
+
c = compile_level(load_pack(PACK), "hard")
|
| 210 |
+
sp = {a.spawn_point for a in c.scenario.actors if a.owner == "agent"}
|
| 211 |
+
assert len(sp) >= 2, f"hard needs ≥2 spawn groups, got {sp}"
|
| 212 |
+
|
| 213 |
+
|
| 214 |
+
def test_every_level_has_fail_condition():
|
| 215 |
+
"""No silent draws — every level must be able to emit a LOSS."""
|
| 216 |
+
pack = load_pack(PACK)
|
| 217 |
+
for lvl in LEVELS:
|
| 218 |
+
c = compile_level(pack, lvl)
|
| 219 |
+
assert c.fail_condition is not None, f"{lvl} missing fail_condition"
|
| 220 |
+
|
| 221 |
+
|
| 222 |
+
def test_then_composite_used_in_win():
|
| 223 |
+
"""Confirms the 3-step build-order chain is wired through to the
|
| 224 |
+
compiled win condition — the load-bearing teeth of this pack."""
|
| 225 |
+
for lvl in LEVELS:
|
| 226 |
+
c = compile_level(load_pack(PACK), lvl)
|
| 227 |
+
win = c.win_condition.model_dump(exclude_none=True)
|
| 228 |
+
inner = win.get("all_of") or []
|
| 229 |
+
assert any("then" in cl for cl in inner), (
|
| 230 |
+
f"{lvl} win missing then-chain: {win}"
|
| 231 |
+
)
|
| 232 |
+
for cl in inner:
|
| 233 |
+
if "then" in cl:
|
| 234 |
+
clauses = (cl["then"] or {}).get("clauses") or []
|
| 235 |
+
assert len(clauses) == 3, (
|
| 236 |
+
f"{lvl} then-chain must be powr→proc→weap (3 clauses); "
|
| 237 |
+
f"got {clauses}"
|
| 238 |
+
)
|
| 239 |
+
# And in the exact engine-enforced prereq order.
|
| 240 |
+
assert clauses[0].get("has_building") == "powr"
|
| 241 |
+
assert clauses[1].get("has_building") == "proc"
|
| 242 |
+
assert clauses[2].get("has_building") == "weap"
|
| 243 |
+
|
| 244 |
+
|
| 245 |
+
def test_tick_budget_aligned_with_max_turns():
|
| 246 |
+
"""within_ticks must be reachable inside max_turns. Engine
|
| 247 |
+
advances ~90 ticks/turn → reachable max = 93 + 90·(N-1)."""
|
| 248 |
+
pack = load_pack(PACK)
|
| 249 |
+
for lvl in LEVELS:
|
| 250 |
+
level_def = pack.levels[lvl]
|
| 251 |
+
max_turns = level_def.max_turns
|
| 252 |
+
reachable = 93 + 90 * (max_turns - 1)
|
| 253 |
+
win = compile_level(pack, lvl).win_condition.model_dump(exclude_none=True)
|
| 254 |
+
|
| 255 |
+
def _collect(node, key, out):
|
| 256 |
+
if isinstance(node, dict):
|
| 257 |
+
if key in node:
|
| 258 |
+
out.append(node[key])
|
| 259 |
+
for v in node.values():
|
| 260 |
+
_collect(v, key, out)
|
| 261 |
+
elif isinstance(node, list):
|
| 262 |
+
for v in node:
|
| 263 |
+
_collect(v, key, out)
|
| 264 |
+
wts = []
|
| 265 |
+
_collect(win, "within_ticks", wts)
|
| 266 |
+
assert wts, f"{lvl} has no within_ticks leaf (no clock teeth)"
|
| 267 |
+
for wt in wts:
|
| 268 |
+
assert wt <= reachable, (
|
| 269 |
+
f"{lvl} within_ticks={wt} > reachable={reachable} "
|
| 270 |
+
f"(max_turns={max_turns}) — deadline never bites ⇒ draw"
|
| 271 |
+
)
|
| 272 |
+
|
| 273 |
+
|
| 274 |
+
# ── Engine-bound tests (parameterised over seeds 1..4) ────────────
|
| 275 |
+
|
| 276 |
+
|
| 277 |
+
@pytest.mark.parametrize("seed", SEEDS)
|
| 278 |
+
@pytest.mark.parametrize("level", LEVELS)
|
| 279 |
+
def test_intended_cost_minimal_policy_wins(level, seed):
|
| 280 |
+
"""The intended cost-minimal play (powr → proc → weap) must WIN
|
| 281 |
+
on every (level, seed). This is the load-bearing test that the
|
| 282 |
+
pack is solvable inside the budget by the advertised capability."""
|
| 283 |
+
c = compile_level(load_pack(PACK), level)
|
| 284 |
+
res = run_level(c, _intended_policy(), seed=seed)
|
| 285 |
+
tp = getattr(res.signals, "then_progress", {}) or {}
|
| 286 |
+
assert res.outcome == "win", (
|
| 287 |
+
f"intended cost-minimal must WIN on {level} s={seed}; "
|
| 288 |
+
f"got {res.outcome} (tick={res.signals.game_tick}, "
|
| 289 |
+
f"then_progress={tp}, "
|
| 290 |
+
f"own_buildings={res.signals.own_building_types})"
|
| 291 |
+
)
|
| 292 |
+
|
| 293 |
+
|
| 294 |
+
@pytest.mark.parametrize("seed", SEEDS)
|
| 295 |
+
@pytest.mark.parametrize("level", LEVELS)
|
| 296 |
+
def test_stall_loses(level, seed):
|
| 297 |
+
"""A do-nothing policy must LOSE on every (level, seed). The
|
| 298 |
+
fail_condition's after_ticks clause bites at the budget; never
|
| 299 |
+
a draw."""
|
| 300 |
+
c = compile_level(load_pack(PACK), level)
|
| 301 |
+
res = run_level(c, _stall_policy(), seed=seed)
|
| 302 |
+
assert res.outcome == "loss", (
|
| 303 |
+
f"stall must LOSE on {level} s={seed}; got {res.outcome} "
|
| 304 |
+
f"(tick={res.signals.game_tick})"
|
| 305 |
+
)
|
| 306 |
+
|
| 307 |
+
|
| 308 |
+
@pytest.mark.parametrize("seed", SEEDS)
|
| 309 |
+
@pytest.mark.parametrize("level", LEVELS)
|
| 310 |
+
@pytest.mark.parametrize("extra", ("tent", "pbox"))
|
| 311 |
+
def test_wasteful_spend_loses(level, seed, extra):
|
| 312 |
+
"""The cost-non-minimal wasteful play (powr → <extra> → proc →
|
| 313 |
+
weap) must LOSE on every (level, seed). The <extra> detour
|
| 314 |
+
('tent' $500 / 'pbox' $600) bloats the bill of materials past the
|
| 315 |
+
fixed budget; weap can never be funded (cash hits $0 mid-queue,
|
| 316 |
+
no income ⇒ no recovery) and the `then:` chain never completes.
|
| 317 |
+
The capability measured is COST-MINIMAL planning."""
|
| 318 |
+
c = compile_level(load_pack(PACK), level)
|
| 319 |
+
res = run_level(c, _wasteful_policy(extra), seed=seed)
|
| 320 |
+
tp = getattr(res.signals, "then_progress", {}) or {}
|
| 321 |
+
assert res.outcome == "loss", (
|
| 322 |
+
f"wasteful {extra}-first must LOSE on {level} s={seed}; got "
|
| 323 |
+
f"{res.outcome} (tick={res.signals.game_tick}, "
|
| 324 |
+
f"then_progress={tp}, own_buildings={res.signals.own_building_types})"
|
| 325 |
+
)
|
| 326 |
+
# weap must NOT have been built — the budget could not fund it.
|
| 327 |
+
assert "weap" not in (res.signals.own_building_types or []), (
|
| 328 |
+
f"wasteful {extra}-first built weap on {level} s={seed} — the "
|
| 329 |
+
f"budget trap leaked (own_buildings={res.signals.own_building_types})"
|
| 330 |
+
)
|
| 331 |
+
|
| 332 |
+
|
| 333 |
+
@pytest.mark.parametrize("seed", SEEDS)
|
| 334 |
+
def test_hard_seeds_produce_distinct_starts(seed):
|
| 335 |
+
"""Hard's two spawn_point groups must actually round-robin —
|
| 336 |
+
different seeds must place the agent fact at a different (x,y).
|
| 337 |
+
Smoke-tests the spawn-variation contract that
|
| 338 |
+
tests/test_hard_tier.py also enforces."""
|
| 339 |
+
c = compile_level(load_pack(PACK), "hard")
|
| 340 |
+
captured = {"first_obs": None}
|
| 341 |
+
|
| 342 |
+
def probe(obs, Cmd):
|
| 343 |
+
if captured["first_obs"] is None:
|
| 344 |
+
captured["first_obs"] = list(obs.get("own_buildings", []) or [])
|
| 345 |
+
return [Cmd.observe()]
|
| 346 |
+
|
| 347 |
+
res = run_level(c, probe, seed=seed)
|
| 348 |
+
assert res.outcome == "loss" # stall must lose
|
| 349 |
+
facts = [
|
| 350 |
+
(b["cell_x"], b["cell_y"])
|
| 351 |
+
for b in (captured["first_obs"] or [])
|
| 352 |
+
if b["type"] == "fact"
|
| 353 |
+
]
|
| 354 |
+
assert facts, f"no fact observed at turn 0 for seed={seed}"
|
| 355 |
+
|
| 356 |
+
|
| 357 |
+
def test_hard_spawns_round_robin_across_seeds():
|
| 358 |
+
"""Two seeds (1 and 2) must place the agent's fact at DIFFERENT
|
| 359 |
+
cells — proves the spawn_point round-robin is active, not
|
| 360 |
+
degenerate."""
|
| 361 |
+
c = compile_level(load_pack(PACK), "hard")
|
| 362 |
+
|
| 363 |
+
def probe():
|
| 364 |
+
captured = {}
|
| 365 |
+
def pol(obs, Cmd):
|
| 366 |
+
if "fact_pos" not in captured:
|
| 367 |
+
bs = obs.get("own_buildings", []) or []
|
| 368 |
+
facts = [(b["cell_x"], b["cell_y"]) for b in bs if b["type"] == "fact"]
|
| 369 |
+
if facts:
|
| 370 |
+
captured["fact_pos"] = facts[0]
|
| 371 |
+
return [Cmd.observe()]
|
| 372 |
+
pol.captured = captured
|
| 373 |
+
return pol
|
| 374 |
+
|
| 375 |
+
p1 = probe(); run_level(c, p1, seed=1)
|
| 376 |
+
p2 = probe(); run_level(c, p2, seed=2)
|
| 377 |
+
pos1 = p1.captured.get("fact_pos")
|
| 378 |
+
pos2 = p2.captured.get("fact_pos")
|
| 379 |
+
assert pos1 and pos2, f"missing fact obs: s1={pos1} s2={pos2}"
|
| 380 |
+
assert pos1 != pos2, (
|
| 381 |
+
f"hard spawn round-robin is degenerate: seed 1 and 2 both "
|
| 382 |
+
f"started at {pos1}"
|
| 383 |
+
)
|