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Defect-fix wave: restore the no-cheat bar across 10 packs
Browse filesThe post-pilot scenario audit (`scripts/audit_scenarios.py`) caught
11 packs where `stall` (the observe-only laziest policy) won or
drew at one or more levels โ benchmark rot from engine fixes since
authoring. All 10 actual defects fixed; the 11th (def-with-ambush)
turned out to be intentional design (positional-discipline pack
where do-nothing IS the intended HOLD policy) โ added to the
audit's stall-wins-by-design exempt list.
Dominant root cause (8/10 packs): agent units on the engine's
default stance (Defend) or stance:3 (AttackAnything-with-hunt)
accumulate kills passively when stance:3 enemies advance into
range โ `stall` satisfies `units_killed_gte` without any agent
command. Fix: pin all agent units to stance:0 (HoldFire) so the
model MUST issue explicit attack / set_stance orders. The
`set_stance` tool is still available, so models that want active
defense opt in; the default no longer auto-grants kills.
Per-pack fixes:
- adversarial-duel, rush-hour, strategy-twobody, strategy-gauntlet,
tempo-double-window, action-sequenced-execution, adv-rps-counter-pick,
perception-target-vs-fog: agent stance pinned to 0.
- econ-quantitative-vs-qualitative-spend: agent stance pinned to 0;
fail's `after_ticks` lowered 5401 โ 5300 (margin before max-turns);
added `not building_count_gte:{type: fact, n: 1}` to fail so
engine auto-done on fact destruction resolves as LOSS not DRAW.
(Used building_count_gte, not has_building, because has_building
reads the cumulative `own_building_types` set โ "ever owned" โ
not current ownership.)
- longhorizon-opening-to-assault: agent stance pinned to 0; fail's
`after_ticks` lowered (10803/12603/14403 โ 10700/12500/14300) +
`not own_units_gte:1` clause so agent-wipe also fails-not-draws.
Final audit: 196 packs ร 3 levels, 0 defects, 0 errors, 1 exempt
(def-with-ambush). Full suite 8103 passed (was 8100 + 3 false
positives from my breaking def-with-ambush's HOLD-by-design before
the revert).
Two engine-adjacent findings worth a follow-up but not blocking:
- `has_building` predicate's accumulating semantics ("ever owned")
is easy to misuse for current-state checks; `building_count_gte`
is the right tool. Worth a docstring tighten and a grep for
misuse across the existing packs.
- Agent units on default stance auto-moved ~60 cells in 5 turns
under stall observe (perception-target-vs-fog jeeps). Worked
around with `stance:0`; root cause (unit-type auto-behavior?
residual movement bug?) not yet investigated.
- openra_bench/scenarios/packs/action-sequenced-execution.yaml +13 -13
- openra_bench/scenarios/packs/adv-rps-counter-pick.yaml +32 -32
- openra_bench/scenarios/packs/adversarial-duel.yaml +8 -8
- openra_bench/scenarios/packs/econ-quantitative-vs-qualitative-spend.yaml +32 -28
- openra_bench/scenarios/packs/longhorizon-opening-to-assault.yaml +11 -3
- openra_bench/scenarios/packs/perception-target-vs-fog.yaml +10 -10
- openra_bench/scenarios/packs/rush-hour.yaml +8 -8
- openra_bench/scenarios/packs/strategy-gauntlet.yaml +16 -16
- openra_bench/scenarios/packs/strategy-twobody.yaml +10 -10
- openra_bench/scenarios/packs/tempo-double-window.yaml +6 -6
- scripts/audit_scenarios.py +16 -0
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@@ -40,7 +40,7 @@ base:
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| 40 |
planning: true
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| 41 |
termination: {max_ticks: 8000}
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actors:
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-
- {type: 2tnk, owner: agent, position: [5, 8], count: 2}
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levels:
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# โโ EASY โโ one column, ONE ordered 3-waypoint route, clear lanes,
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@@ -54,8 +54,8 @@ levels:
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| 54 |
the column moving: arrive within the time budget or you lose.
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overrides:
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actors:
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-
- {type: 2tnk, owner: agent, position: [5, 8], count: 2}
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| 58 |
-
- {type: 1tnk, owner: agent, position: [7, 12], count: 2}
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| 59 |
- {type: powr, owner: enemy, position: [40, 30]} # W1
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| 60 |
- {type: proc, owner: enemy, position: [95, 9]} # W2
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| 61 |
- {type: fact, owner: enemy, position: [118, 33]} # W3 / final
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@@ -92,11 +92,11 @@ levels:
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overrides:
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actors:
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# Northern staging cluster
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-
- {type: 2tnk, owner: agent, position: [5, 8], count: 2}
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-
- {type: 1tnk, owner: agent, position: [7, 10]}
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# Southern staging cluster
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-
- {type: 1tnk, owner: agent, position: [5, 30], count: 2}
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-
- {type: jeep, owner: agent, position: [7, 32]}
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# Route N markers
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- {type: powr, owner: enemy, position: [45, 8]} # N1
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- {type: proc, owner: enemy, position: [90, 32]} # N2
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@@ -161,13 +161,13 @@ levels:
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enemy_building_spotted: true
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actors:
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# spawn_point 0 โ north-west staging (seed may pick this)
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-
- {type: 2tnk, owner: agent, position: [10, 10], count: 2, spawn_point: 0}
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| 165 |
-
- {type: 1tnk, owner: agent, position: [12, 14], count: 2, spawn_point: 0}
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| 166 |
-
- {type: jeep, owner: agent, position: [10, 18], count: 2, spawn_point: 0}
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| 167 |
# spawn_point 1 โ south-west staging (same two routes to run)
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| 168 |
-
- {type: 2tnk, owner: agent, position: [10, 62], count: 2, spawn_point: 1}
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| 169 |
-
- {type: 1tnk, owner: agent, position: [12, 58], count: 2, spawn_point: 1}
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| 170 |
-
- {type: jeep, owner: agent, position: [10, 54], count: 2, spawn_point: 1}
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# Route A markers (dispersed enemy bases, fogged)
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- {type: powr, owner: enemy, position: [40, 14]} # A1 far NW
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- {type: proc, owner: enemy, position: [90, 60]} # A2 S-centre
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planning: true
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termination: {max_ticks: 8000}
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actors:
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+
- {type: 2tnk, owner: agent, stance: 0, position: [5, 8], count: 2}
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levels:
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# โโ EASY โโ one column, ONE ordered 3-waypoint route, clear lanes,
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|
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the column moving: arrive within the time budget or you lose.
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| 55 |
overrides:
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actors:
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+
- {type: 2tnk, owner: agent, stance: 0, position: [5, 8], count: 2}
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| 58 |
+
- {type: 1tnk, owner: agent, stance: 0, position: [7, 12], count: 2}
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| 59 |
- {type: powr, owner: enemy, position: [40, 30]} # W1
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| 60 |
- {type: proc, owner: enemy, position: [95, 9]} # W2
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| 61 |
- {type: fact, owner: enemy, position: [118, 33]} # W3 / final
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overrides:
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actors:
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# Northern staging cluster
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+
- {type: 2tnk, owner: agent, stance: 0, position: [5, 8], count: 2}
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+
- {type: 1tnk, owner: agent, stance: 0, position: [7, 10]}
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# Southern staging cluster
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| 98 |
+
- {type: 1tnk, owner: agent, stance: 0, position: [5, 30], count: 2}
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+
- {type: jeep, owner: agent, stance: 0, position: [7, 32]}
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# Route N markers
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- {type: powr, owner: enemy, position: [45, 8]} # N1
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- {type: proc, owner: enemy, position: [90, 32]} # N2
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enemy_building_spotted: true
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actors:
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| 163 |
# spawn_point 0 โ north-west staging (seed may pick this)
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| 164 |
+
- {type: 2tnk, owner: agent, stance: 0, position: [10, 10], count: 2, spawn_point: 0}
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| 165 |
+
- {type: 1tnk, owner: agent, stance: 0, position: [12, 14], count: 2, spawn_point: 0}
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| 166 |
+
- {type: jeep, owner: agent, stance: 0, position: [10, 18], count: 2, spawn_point: 0}
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| 167 |
# spawn_point 1 โ south-west staging (same two routes to run)
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| 168 |
+
- {type: 2tnk, owner: agent, stance: 0, position: [10, 62], count: 2, spawn_point: 1}
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| 169 |
+
- {type: 1tnk, owner: agent, stance: 0, position: [12, 58], count: 2, spawn_point: 1}
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| 170 |
+
- {type: jeep, owner: agent, stance: 0, position: [10, 54], count: 2, spawn_point: 1}
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| 171 |
# Route A markers (dispersed enemy bases, fogged)
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- {type: powr, owner: enemy, position: [40, 14]} # A1 far NW
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- {type: proc, owner: enemy, position: [90, 60]} # A2 S-centre
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@@ -144,14 +144,14 @@ base:
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# + proc + powr + tent + weap + fix + 2ร jeep scouts + the
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# persistent enemy fact marker at (124,20).
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actors:
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-
- {type: fact, owner: agent, position: [10, 20]}
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| 148 |
-
- {type: proc, owner: agent, position: [10, 24]}
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| 149 |
-
- {type: powr, owner: agent, position: [8, 18]}
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| 150 |
-
- {type: tent, owner: agent, position: [14, 18]}
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-
- {type: weap, owner: agent, position: [14, 22]}
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| 152 |
-
- {type: fix, owner: agent, position: [12, 24]}
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| 153 |
-
- {type: jeep, owner: agent, position: [16, 20]}
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| 154 |
-
- {type: jeep, owner: agent, position: [16, 22]}
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| 155 |
# Persistent enemy marker (no spawn_point โ places on every
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| 156 |
# seed). Prevents engine auto-`done` when the live cluster
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| 157 |
# falls so the win/fail evaluator sees the terminal frame.
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|
@@ -180,14 +180,14 @@ levels:
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before tick 5400. Stalling and wrong-counter both LOSE.
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overrides:
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actors:
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| 183 |
-
- {type: fact, owner: agent, position: [10, 20]}
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| 184 |
-
- {type: proc, owner: agent, position: [10, 24]}
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| 185 |
-
- {type: powr, owner: agent, position: [8, 18]}
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-
- {type: tent, owner: agent, position: [14, 18]}
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-
- {type: weap, owner: agent, position: [14, 22]}
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| 188 |
-
- {type: fix, owner: agent, position: [12, 24]}
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| 189 |
-
- {type: jeep, owner: agent, position: [16, 20]}
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-
- {type: jeep, owner: agent, position: [16, 22]}
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| 191 |
# 8ร e1 rifle swarm at centre (no spawn_point on easy โ
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# single archetype, no per-seed variation).
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- {type: e1, owner: enemy, position: [70, 18], stance: 3}
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|
@@ -234,14 +234,14 @@ levels:
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your construction yard still stands, before tick 5400.
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overrides:
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actors:
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-
- {type: fact, owner: agent, position: [10, 20]}
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| 238 |
-
- {type: proc, owner: agent, position: [10, 24]}
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| 239 |
-
- {type: powr, owner: agent, position: [8, 18]}
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| 240 |
-
- {type: tent, owner: agent, position: [14, 18]}
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| 241 |
-
- {type: weap, owner: agent, position: [14, 22]}
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| 242 |
-
- {type: fix, owner: agent, position: [12, 24]}
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| 243 |
-
- {type: jeep, owner: agent, position: [16, 20]}
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-
- {type: jeep, owner: agent, position: [16, 22]}
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| 245 |
# 12ร e1 entrenched centre cluster (no spawn_point).
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- {type: e1, owner: enemy, position: [70, 17], stance: 3}
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| 247 |
- {type: e1, owner: enemy, position: [70, 18], stance: 3}
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@@ -312,14 +312,14 @@ levels:
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overrides:
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actors:
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# โโ AGENT BASE (no spawn_point โ identical every seed) โโ
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-
- {type: fact, owner: agent, position: [10, 20]}
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| 316 |
-
- {type: proc, owner: agent, position: [10, 24]}
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| 317 |
-
- {type: powr, owner: agent, position: [8, 18]}
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| 318 |
-
- {type: tent, owner: agent, position: [14, 18]}
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| 319 |
-
- {type: weap, owner: agent, position: [14, 22]}
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-
- {type: fix, owner: agent, position: [12, 24]}
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-
- {type: jeep, owner: agent, position: [16, 20]}
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-
- {type: jeep, owner: agent, position: [16, 22]}
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# โโ ENEMY spawn_point=0 โ e1 rifle swarm (6 units) โโ
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# Counter: 2tnk (heavy armour walks through small-arms).
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|
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| 144 |
# + proc + powr + tent + weap + fix + 2ร jeep scouts + the
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# persistent enemy fact marker at (124,20).
|
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actors:
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| 147 |
+
- {type: fact, owner: agent, stance: 0, position: [10, 20]}
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| 148 |
+
- {type: proc, owner: agent, stance: 0, position: [10, 24]}
|
| 149 |
+
- {type: powr, owner: agent, stance: 0, position: [8, 18]}
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| 150 |
+
- {type: tent, owner: agent, stance: 0, position: [14, 18]}
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| 151 |
+
- {type: weap, owner: agent, stance: 0, position: [14, 22]}
|
| 152 |
+
- {type: fix, owner: agent, stance: 0, position: [12, 24]}
|
| 153 |
+
- {type: jeep, owner: agent, stance: 0, position: [16, 20]}
|
| 154 |
+
- {type: jeep, owner: agent, stance: 0, position: [16, 22]}
|
| 155 |
# Persistent enemy marker (no spawn_point โ places on every
|
| 156 |
# seed). Prevents engine auto-`done` when the live cluster
|
| 157 |
# falls so the win/fail evaluator sees the terminal frame.
|
|
|
|
| 180 |
before tick 5400. Stalling and wrong-counter both LOSE.
|
| 181 |
overrides:
|
| 182 |
actors:
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| 183 |
+
- {type: fact, owner: agent, stance: 0, position: [10, 20]}
|
| 184 |
+
- {type: proc, owner: agent, stance: 0, position: [10, 24]}
|
| 185 |
+
- {type: powr, owner: agent, stance: 0, position: [8, 18]}
|
| 186 |
+
- {type: tent, owner: agent, stance: 0, position: [14, 18]}
|
| 187 |
+
- {type: weap, owner: agent, stance: 0, position: [14, 22]}
|
| 188 |
+
- {type: fix, owner: agent, stance: 0, position: [12, 24]}
|
| 189 |
+
- {type: jeep, owner: agent, stance: 0, position: [16, 20]}
|
| 190 |
+
- {type: jeep, owner: agent, stance: 0, position: [16, 22]}
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| 191 |
# 8ร e1 rifle swarm at centre (no spawn_point on easy โ
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| 192 |
# single archetype, no per-seed variation).
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| 193 |
- {type: e1, owner: enemy, position: [70, 18], stance: 3}
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|
|
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your construction yard still stands, before tick 5400.
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overrides:
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actors:
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| 237 |
+
- {type: fact, owner: agent, stance: 0, position: [10, 20]}
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| 238 |
+
- {type: proc, owner: agent, stance: 0, position: [10, 24]}
|
| 239 |
+
- {type: powr, owner: agent, stance: 0, position: [8, 18]}
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| 240 |
+
- {type: tent, owner: agent, stance: 0, position: [14, 18]}
|
| 241 |
+
- {type: weap, owner: agent, stance: 0, position: [14, 22]}
|
| 242 |
+
- {type: fix, owner: agent, stance: 0, position: [12, 24]}
|
| 243 |
+
- {type: jeep, owner: agent, stance: 0, position: [16, 20]}
|
| 244 |
+
- {type: jeep, owner: agent, stance: 0, position: [16, 22]}
|
| 245 |
# 12ร e1 entrenched centre cluster (no spawn_point).
|
| 246 |
- {type: e1, owner: enemy, position: [70, 17], stance: 3}
|
| 247 |
- {type: e1, owner: enemy, position: [70, 18], stance: 3}
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|
|
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| 312 |
overrides:
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| 313 |
actors:
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| 314 |
# โโ AGENT BASE (no spawn_point โ identical every seed) โโ
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| 315 |
+
- {type: fact, owner: agent, stance: 0, position: [10, 20]}
|
| 316 |
+
- {type: proc, owner: agent, stance: 0, position: [10, 24]}
|
| 317 |
+
- {type: powr, owner: agent, stance: 0, position: [8, 18]}
|
| 318 |
+
- {type: tent, owner: agent, stance: 0, position: [14, 18]}
|
| 319 |
+
- {type: weap, owner: agent, stance: 0, position: [14, 22]}
|
| 320 |
+
- {type: fix, owner: agent, stance: 0, position: [12, 24]}
|
| 321 |
+
- {type: jeep, owner: agent, stance: 0, position: [16, 20]}
|
| 322 |
+
- {type: jeep, owner: agent, stance: 0, position: [16, 22]}
|
| 323 |
|
| 324 |
# โโ ENEMY spawn_point=0 โ e1 rifle swarm (6 units) โโ
|
| 325 |
# Counter: 2tnk (heavy armour walks through small-arms).
|
|
@@ -31,14 +31,14 @@ base:
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| 31 |
- type: 2tnk
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| 32 |
owner: agent
|
| 33 |
position: [6, 19]
|
| 34 |
-
stance:
|
| 35 |
health: 100
|
| 36 |
facing: -1
|
| 37 |
count: 2
|
| 38 |
- type: 1tnk
|
| 39 |
owner: agent
|
| 40 |
position: [6, 21]
|
| 41 |
-
stance:
|
| 42 |
health: 100
|
| 43 |
facing: -1
|
| 44 |
count: 2
|
|
@@ -78,14 +78,14 @@ levels:
|
|
| 78 |
- type: 2tnk
|
| 79 |
owner: agent
|
| 80 |
position: [6, 19]
|
| 81 |
-
stance:
|
| 82 |
health: 100
|
| 83 |
facing: -1
|
| 84 |
count: 2
|
| 85 |
- type: 1tnk
|
| 86 |
owner: agent
|
| 87 |
position: [6, 21]
|
| 88 |
-
stance:
|
| 89 |
health: 100
|
| 90 |
facing: -1
|
| 91 |
count: 2
|
|
@@ -124,7 +124,7 @@ levels:
|
|
| 124 |
- type: 2tnk
|
| 125 |
owner: agent
|
| 126 |
position: [6, 19]
|
| 127 |
-
stance:
|
| 128 |
health: 100
|
| 129 |
facing: -1
|
| 130 |
count: 2
|
|
@@ -134,7 +134,7 @@ levels:
|
|
| 134 |
- type: 1tnk
|
| 135 |
owner: agent
|
| 136 |
position: [6, 21]
|
| 137 |
-
stance:
|
| 138 |
health: 100
|
| 139 |
facing: -1
|
| 140 |
count: 2
|
|
@@ -142,7 +142,7 @@ levels:
|
|
| 142 |
- type: 2tnk
|
| 143 |
owner: agent
|
| 144 |
position: [6, 33]
|
| 145 |
-
stance:
|
| 146 |
health: 100
|
| 147 |
facing: -1
|
| 148 |
count: 2
|
|
@@ -152,7 +152,7 @@ levels:
|
|
| 152 |
- type: 1tnk
|
| 153 |
owner: agent
|
| 154 |
position: [6, 35]
|
| 155 |
-
stance:
|
| 156 |
health: 100
|
| 157 |
facing: -1
|
| 158 |
count: 2
|
|
|
|
| 31 |
- type: 2tnk
|
| 32 |
owner: agent
|
| 33 |
position: [6, 19]
|
| 34 |
+
stance: 0
|
| 35 |
health: 100
|
| 36 |
facing: -1
|
| 37 |
count: 2
|
| 38 |
- type: 1tnk
|
| 39 |
owner: agent
|
| 40 |
position: [6, 21]
|
| 41 |
+
stance: 0
|
| 42 |
health: 100
|
| 43 |
facing: -1
|
| 44 |
count: 2
|
|
|
|
| 78 |
- type: 2tnk
|
| 79 |
owner: agent
|
| 80 |
position: [6, 19]
|
| 81 |
+
stance: 0
|
| 82 |
health: 100
|
| 83 |
facing: -1
|
| 84 |
count: 2
|
| 85 |
- type: 1tnk
|
| 86 |
owner: agent
|
| 87 |
position: [6, 21]
|
| 88 |
+
stance: 0
|
| 89 |
health: 100
|
| 90 |
facing: -1
|
| 91 |
count: 2
|
|
|
|
| 124 |
- type: 2tnk
|
| 125 |
owner: agent
|
| 126 |
position: [6, 19]
|
| 127 |
+
stance: 0
|
| 128 |
health: 100
|
| 129 |
facing: -1
|
| 130 |
count: 2
|
|
|
|
| 134 |
- type: 1tnk
|
| 135 |
owner: agent
|
| 136 |
position: [6, 21]
|
| 137 |
+
stance: 0
|
| 138 |
health: 100
|
| 139 |
facing: -1
|
| 140 |
count: 2
|
|
|
|
| 142 |
- type: 2tnk
|
| 143 |
owner: agent
|
| 144 |
position: [6, 33]
|
| 145 |
+
stance: 0
|
| 146 |
health: 100
|
| 147 |
facing: -1
|
| 148 |
count: 2
|
|
|
|
| 152 |
- type: 1tnk
|
| 153 |
owner: agent
|
| 154 |
position: [6, 35]
|
| 155 |
+
stance: 0
|
| 156 |
health: 100
|
| 157 |
facing: -1
|
| 158 |
count: 2
|
|
@@ -113,11 +113,11 @@ base:
|
|
| 113 |
# trainer); the two starter e1 give the agent some scouts on turn 1
|
| 114 |
# but cannot meet the kill bar alone โ production is required.
|
| 115 |
actors:
|
| 116 |
-
- {type: fact, owner: agent, position: [10, 20]}
|
| 117 |
-
- {type: barr, owner: agent, position: [14, 18]}
|
| 118 |
-
- {type: weap, owner: agent, position: [14, 22]}
|
| 119 |
-
- {type: e1, owner: agent, position: [12, 20]}
|
| 120 |
-
- {type: e1, owner: agent, position: [12, 21]}
|
| 121 |
# Far persistent enemy marker โ prevents engine auto-done when the
|
| 122 |
# garrison falls so the win/fail evaluator sees the terminal frame.
|
| 123 |
- {type: fact, owner: enemy, position: [124, 20]}
|
|
@@ -140,11 +140,11 @@ levels:
|
|
| 140 |
under-producing fails the clock.
|
| 141 |
overrides:
|
| 142 |
actors:
|
| 143 |
-
- {type: fact, owner: agent, position: [10, 20]}
|
| 144 |
-
- {type: barr, owner: agent, position: [14, 18]}
|
| 145 |
-
- {type: weap, owner: agent, position: [14, 22]}
|
| 146 |
-
- {type: e1, owner: agent, position: [12, 20]}
|
| 147 |
-
- {type: e1, owner: agent, position: [12, 21]}
|
| 148 |
# Single centre garrison: 4 e1 + 2 e3, stance:3 (attack
|
| 149 |
# anything in range โ fires on contact).
|
| 150 |
- {type: e1, owner: enemy, position: [70, 18], stance: 3}
|
|
@@ -161,8 +161,10 @@ levels:
|
|
| 161 |
- {within_ticks: 5400}
|
| 162 |
fail_condition:
|
| 163 |
any_of:
|
| 164 |
-
- {after_ticks:
|
| 165 |
- {not: {units_lost_lte: 5}}
|
|
|
|
|
|
|
| 166 |
max_turns: 60
|
| 167 |
|
| 168 |
# โโ MEDIUM โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
@@ -186,11 +188,11 @@ levels:
|
|
| 186 |
under-producing fails the bar.
|
| 187 |
overrides:
|
| 188 |
actors:
|
| 189 |
-
- {type: fact, owner: agent, position: [10, 20]}
|
| 190 |
-
- {type: barr, owner: agent, position: [14, 18]}
|
| 191 |
-
- {type: weap, owner: agent, position: [14, 22]}
|
| 192 |
-
- {type: e1, owner: agent, position: [12, 20]}
|
| 193 |
-
- {type: e1, owner: agent, position: [12, 21]}
|
| 194 |
# Single centre garrison, mixed (rifle + rocket); same as easy
|
| 195 |
# but the loss cap is tighter (โค4) so a brittle mini-spend
|
| 196 |
# fails.
|
|
@@ -208,8 +210,9 @@ levels:
|
|
| 208 |
- {within_ticks: 5400}
|
| 209 |
fail_condition:
|
| 210 |
any_of:
|
| 211 |
-
- {after_ticks:
|
| 212 |
- {not: {units_lost_lte: 4}}
|
|
|
|
| 213 |
max_turns: 60
|
| 214 |
|
| 215 |
# โโ HARD โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
@@ -249,17 +252,17 @@ levels:
|
|
| 249 |
overrides:
|
| 250 |
actors:
|
| 251 |
# โโ AGENT spawn 0 โ NORTH base (y=10) โโโโโโโโโโโโโโโโโโโโโ
|
| 252 |
-
- {type: fact, owner: agent, position: [10, 10], spawn_point: 0}
|
| 253 |
-
- {type: barr, owner: agent, position: [14, 8], spawn_point: 0}
|
| 254 |
-
- {type: weap, owner: agent, position: [14, 12], spawn_point: 0}
|
| 255 |
-
- {type: e1, owner: agent, position: [12, 10], spawn_point: 0}
|
| 256 |
-
- {type: e1, owner: agent, position: [12, 11], spawn_point: 0}
|
| 257 |
# โโ AGENT spawn 1 โ SOUTH base (y=30) โโโโโโโโโโโโโโโโโโโโโ
|
| 258 |
-
- {type: fact, owner: agent, position: [10, 30], spawn_point: 1}
|
| 259 |
-
- {type: barr, owner: agent, position: [14, 28], spawn_point: 1}
|
| 260 |
-
- {type: weap, owner: agent, position: [14, 32], spawn_point: 1}
|
| 261 |
-
- {type: e1, owner: agent, position: [12, 30], spawn_point: 1}
|
| 262 |
-
- {type: e1, owner: agent, position: [12, 31], spawn_point: 1}
|
| 263 |
# โโ NORTH GARRISON โ ANTI-INFANTRY (counters mass cheap) โโ
|
| 264 |
# Wide rifle line + an attack dog (instakills infantry, useless
|
| 265 |
# vs armour) + a pillbox (fixed anti-infantry defence). The
|
|
@@ -293,6 +296,7 @@ levels:
|
|
| 293 |
- {within_ticks: 5400}
|
| 294 |
fail_condition:
|
| 295 |
any_of:
|
| 296 |
-
- {after_ticks:
|
| 297 |
- {not: {units_lost_lte: 4}}
|
|
|
|
| 298 |
max_turns: 60
|
|
|
|
| 113 |
# trainer); the two starter e1 give the agent some scouts on turn 1
|
| 114 |
# but cannot meet the kill bar alone โ production is required.
|
| 115 |
actors:
|
| 116 |
+
- {type: fact, owner: agent, stance: 0, position: [10, 20]}
|
| 117 |
+
- {type: barr, owner: agent, stance: 0, position: [14, 18]}
|
| 118 |
+
- {type: weap, owner: agent, stance: 0, position: [14, 22]}
|
| 119 |
+
- {type: e1, owner: agent, stance: 0, position: [12, 20]}
|
| 120 |
+
- {type: e1, owner: agent, stance: 0, position: [12, 21]}
|
| 121 |
# Far persistent enemy marker โ prevents engine auto-done when the
|
| 122 |
# garrison falls so the win/fail evaluator sees the terminal frame.
|
| 123 |
- {type: fact, owner: enemy, position: [124, 20]}
|
|
|
|
| 140 |
under-producing fails the clock.
|
| 141 |
overrides:
|
| 142 |
actors:
|
| 143 |
+
- {type: fact, owner: agent, stance: 0, position: [10, 20]}
|
| 144 |
+
- {type: barr, owner: agent, stance: 0, position: [14, 18]}
|
| 145 |
+
- {type: weap, owner: agent, stance: 0, position: [14, 22]}
|
| 146 |
+
- {type: e1, owner: agent, stance: 0, position: [12, 20]}
|
| 147 |
+
- {type: e1, owner: agent, stance: 0, position: [12, 21]}
|
| 148 |
# Single centre garrison: 4 e1 + 2 e3, stance:3 (attack
|
| 149 |
# anything in range โ fires on contact).
|
| 150 |
- {type: e1, owner: enemy, position: [70, 18], stance: 3}
|
|
|
|
| 161 |
- {within_ticks: 5400}
|
| 162 |
fail_condition:
|
| 163 |
any_of:
|
| 164 |
+
- {after_ticks: 5300}
|
| 165 |
- {not: {units_lost_lte: 5}}
|
| 166 |
+
- {not: {building_count_gte: {type: fact, n: 1}}}
|
| 167 |
+
- {not: {building_count_gte: {type: fact, n: 1}}}
|
| 168 |
max_turns: 60
|
| 169 |
|
| 170 |
# โโ MEDIUM โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
|
|
| 188 |
under-producing fails the bar.
|
| 189 |
overrides:
|
| 190 |
actors:
|
| 191 |
+
- {type: fact, owner: agent, stance: 0, position: [10, 20]}
|
| 192 |
+
- {type: barr, owner: agent, stance: 0, position: [14, 18]}
|
| 193 |
+
- {type: weap, owner: agent, stance: 0, position: [14, 22]}
|
| 194 |
+
- {type: e1, owner: agent, stance: 0, position: [12, 20]}
|
| 195 |
+
- {type: e1, owner: agent, stance: 0, position: [12, 21]}
|
| 196 |
# Single centre garrison, mixed (rifle + rocket); same as easy
|
| 197 |
# but the loss cap is tighter (โค4) so a brittle mini-spend
|
| 198 |
# fails.
|
|
|
|
| 210 |
- {within_ticks: 5400}
|
| 211 |
fail_condition:
|
| 212 |
any_of:
|
| 213 |
+
- {after_ticks: 5300}
|
| 214 |
- {not: {units_lost_lte: 4}}
|
| 215 |
+
- {not: {building_count_gte: {type: fact, n: 1}}}
|
| 216 |
max_turns: 60
|
| 217 |
|
| 218 |
# โโ HARD โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
|
|
|
| 252 |
overrides:
|
| 253 |
actors:
|
| 254 |
# โโ AGENT spawn 0 โ NORTH base (y=10) โโโโโโโโโโโโโโโโโโโโโ
|
| 255 |
+
- {type: fact, owner: agent, stance: 0, position: [10, 10], spawn_point: 0}
|
| 256 |
+
- {type: barr, owner: agent, stance: 0, position: [14, 8], spawn_point: 0}
|
| 257 |
+
- {type: weap, owner: agent, stance: 0, position: [14, 12], spawn_point: 0}
|
| 258 |
+
- {type: e1, owner: agent, stance: 0, position: [12, 10], spawn_point: 0}
|
| 259 |
+
- {type: e1, owner: agent, stance: 0, position: [12, 11], spawn_point: 0}
|
| 260 |
# โโ AGENT spawn 1 โ SOUTH base (y=30) โโโโโโโโโโโโโโโโโโโโโ
|
| 261 |
+
- {type: fact, owner: agent, stance: 0, position: [10, 30], spawn_point: 1}
|
| 262 |
+
- {type: barr, owner: agent, stance: 0, position: [14, 28], spawn_point: 1}
|
| 263 |
+
- {type: weap, owner: agent, stance: 0, position: [14, 32], spawn_point: 1}
|
| 264 |
+
- {type: e1, owner: agent, stance: 0, position: [12, 30], spawn_point: 1}
|
| 265 |
+
- {type: e1, owner: agent, stance: 0, position: [12, 31], spawn_point: 1}
|
| 266 |
# โโ NORTH GARRISON โ ANTI-INFANTRY (counters mass cheap) โโ
|
| 267 |
# Wide rifle line + an attack dog (instakills infantry, useless
|
| 268 |
# vs armour) + a pillbox (fixed anti-infantry defence). The
|
|
|
|
| 296 |
- {within_ticks: 5400}
|
| 297 |
fail_condition:
|
| 298 |
any_of:
|
| 299 |
+
- {after_ticks: 5300}
|
| 300 |
- {not: {units_lost_lte: 4}}
|
| 301 |
+
- {not: {building_count_gte: {type: fact, n: 1}}}
|
| 302 |
max_turns: 60
|
|
@@ -61,12 +61,15 @@ base:
|
|
| 61 |
# cross the map.
|
| 62 |
- type: fact
|
| 63 |
owner: agent
|
|
|
|
| 64 |
position: [10, 18]
|
| 65 |
- type: powr
|
| 66 |
owner: agent
|
|
|
|
| 67 |
position: [14, 18]
|
| 68 |
- type: tent
|
| 69 |
owner: agent
|
|
|
|
| 70 |
position: [10, 22]
|
| 71 |
# Static enemy buildings on the far east mark the assault target.
|
| 72 |
- type: fact
|
|
@@ -105,7 +108,9 @@ levels:
|
|
| 105 |
- reach_region: {x: 115, y: 32, radius: 8}
|
| 106 |
- within_ticks: 10803
|
| 107 |
fail_condition:
|
| 108 |
-
|
|
|
|
|
|
|
| 109 |
max_turns: 120
|
| 110 |
|
| 111 |
medium:
|
|
@@ -121,7 +126,9 @@ levels:
|
|
| 121 |
- reach_region: {x: 115, y: 32, radius: 7}
|
| 122 |
- within_ticks: 12603
|
| 123 |
fail_condition:
|
| 124 |
-
|
|
|
|
|
|
|
| 125 |
max_turns: 140
|
| 126 |
|
| 127 |
hard:
|
|
@@ -144,6 +151,7 @@ levels:
|
|
| 144 |
- units_lost_lte: 4
|
| 145 |
fail_condition:
|
| 146 |
any_of:
|
| 147 |
-
- after_ticks:
|
|
|
|
| 148 |
- not: {own_units_gte: 1}
|
| 149 |
max_turns: 160
|
|
|
|
| 61 |
# cross the map.
|
| 62 |
- type: fact
|
| 63 |
owner: agent
|
| 64 |
+
stance: 0
|
| 65 |
position: [10, 18]
|
| 66 |
- type: powr
|
| 67 |
owner: agent
|
| 68 |
+
stance: 0
|
| 69 |
position: [14, 18]
|
| 70 |
- type: tent
|
| 71 |
owner: agent
|
| 72 |
+
stance: 0
|
| 73 |
position: [10, 22]
|
| 74 |
# Static enemy buildings on the far east mark the assault target.
|
| 75 |
- type: fact
|
|
|
|
| 108 |
- reach_region: {x: 115, y: 32, radius: 8}
|
| 109 |
- within_ticks: 10803
|
| 110 |
fail_condition:
|
| 111 |
+
any_of:
|
| 112 |
+
- {after_ticks: 10700}
|
| 113 |
+
- {not: {own_units_gte: 1}}
|
| 114 |
max_turns: 120
|
| 115 |
|
| 116 |
medium:
|
|
|
|
| 126 |
- reach_region: {x: 115, y: 32, radius: 7}
|
| 127 |
- within_ticks: 12603
|
| 128 |
fail_condition:
|
| 129 |
+
any_of:
|
| 130 |
+
- {after_ticks: 12500}
|
| 131 |
+
- {not: {own_units_gte: 1}}
|
| 132 |
max_turns: 140
|
| 133 |
|
| 134 |
hard:
|
|
|
|
| 151 |
- units_lost_lte: 4
|
| 152 |
fail_condition:
|
| 153 |
any_of:
|
| 154 |
+
- after_ticks: 14300
|
| 155 |
+
- {not: {own_units_gte: 1}}
|
| 156 |
- not: {own_units_gte: 1}
|
| 157 |
max_turns: 160
|
|
@@ -35,8 +35,8 @@ base:
|
|
| 35 |
termination: {max_ticks: 10000}
|
| 36 |
actors:
|
| 37 |
# Scouts spawn top-left (x<25, y<10).
|
| 38 |
-
- {type: jeep, owner: agent, position: [6, 5], count: 3}
|
| 39 |
-
- {type: 1tnk, owner: agent, position: [8, 8], count: 2}
|
| 40 |
|
| 41 |
levels:
|
| 42 |
easy:
|
|
@@ -49,8 +49,8 @@ levels:
|
|
| 49 |
LOSES โ only a committed read of where the fog mass is wins.
|
| 50 |
overrides:
|
| 51 |
actors:
|
| 52 |
-
- {type: jeep, owner: agent, position: [6, 5], count: 3}
|
| 53 |
-
- {type: 1tnk, owner: agent, position: [8, 8], count: 2}
|
| 54 |
# Target building in the single eastern fog mass.
|
| 55 |
- {type: fact, owner: enemy, position: [110, 8]}
|
| 56 |
# Light guard so it reads as a real objective, not a stray actor.
|
|
@@ -77,8 +77,8 @@ levels:
|
|
| 77 |
in time. Missing the deadline is a LOSS.
|
| 78 |
overrides:
|
| 79 |
actors:
|
| 80 |
-
- {type: jeep, owner: agent, position: [6, 5], count: 3}
|
| 81 |
-
- {type: 1tnk, owner: agent, position: [8, 8], count: 2}
|
| 82 |
# Near (NE) decoy region: enemy units but NO building (a trap
|
| 83 |
# that satisfies curiosity but not the win condition).
|
| 84 |
- {type: e1, owner: enemy, position: [72, 5], stance: 1, count: 2}
|
|
@@ -110,12 +110,12 @@ levels:
|
|
| 110 |
overrides:
|
| 111 |
actors:
|
| 112 |
# spawn_point 0 โ staged NW
|
| 113 |
-
- {type: jeep, owner: agent, position: [6, 5], count: 3, spawn_point: 0}
|
| 114 |
-
- {type: 1tnk, owner: agent, position: [8, 8], count: 2, spawn_point: 0}
|
| 115 |
# spawn_point 1 โ staged SW (decoys/target fixed, so which
|
| 116 |
# decoy is "on the way" flips by seed)
|
| 117 |
-
- {type: jeep, owner: agent, position: [6, 33], count: 3, spawn_point: 1}
|
| 118 |
-
- {type: 1tnk, owner: agent, position: [8, 30], count: 2, spawn_point: 1}
|
| 119 |
# Decoy A โ NE squad, enemy units only, no target building.
|
| 120 |
- {type: e1, owner: enemy, position: [64, 6], stance: 1, count: 2}
|
| 121 |
# Decoy B โ mid-south squad, enemy units only, no target.
|
|
|
|
| 35 |
termination: {max_ticks: 10000}
|
| 36 |
actors:
|
| 37 |
# Scouts spawn top-left (x<25, y<10).
|
| 38 |
+
- {type: jeep, owner: agent, stance: 0, position: [6, 5], count: 3}
|
| 39 |
+
- {type: 1tnk, owner: agent, stance: 0, position: [8, 8], count: 2}
|
| 40 |
|
| 41 |
levels:
|
| 42 |
easy:
|
|
|
|
| 49 |
LOSES โ only a committed read of where the fog mass is wins.
|
| 50 |
overrides:
|
| 51 |
actors:
|
| 52 |
+
- {type: jeep, owner: agent, stance: 0, position: [6, 5], count: 3}
|
| 53 |
+
- {type: 1tnk, owner: agent, stance: 0, position: [8, 8], count: 2}
|
| 54 |
# Target building in the single eastern fog mass.
|
| 55 |
- {type: fact, owner: enemy, position: [110, 8]}
|
| 56 |
# Light guard so it reads as a real objective, not a stray actor.
|
|
|
|
| 77 |
in time. Missing the deadline is a LOSS.
|
| 78 |
overrides:
|
| 79 |
actors:
|
| 80 |
+
- {type: jeep, owner: agent, stance: 0, position: [6, 5], count: 3}
|
| 81 |
+
- {type: 1tnk, owner: agent, stance: 0, position: [8, 8], count: 2}
|
| 82 |
# Near (NE) decoy region: enemy units but NO building (a trap
|
| 83 |
# that satisfies curiosity but not the win condition).
|
| 84 |
- {type: e1, owner: enemy, position: [72, 5], stance: 1, count: 2}
|
|
|
|
| 110 |
overrides:
|
| 111 |
actors:
|
| 112 |
# spawn_point 0 โ staged NW
|
| 113 |
+
- {type: jeep, owner: agent, stance: 0, position: [6, 5], count: 3, spawn_point: 0}
|
| 114 |
+
- {type: 1tnk, owner: agent, stance: 0, position: [8, 8], count: 2, spawn_point: 0}
|
| 115 |
# spawn_point 1 โ staged SW (decoys/target fixed, so which
|
| 116 |
# decoy is "on the way" flips by seed)
|
| 117 |
+
- {type: jeep, owner: agent, stance: 0, position: [6, 33], count: 3, spawn_point: 1}
|
| 118 |
+
- {type: 1tnk, owner: agent, stance: 0, position: [8, 30], count: 2, spawn_point: 1}
|
| 119 |
# Decoy A โ NE squad, enemy units only, no target building.
|
| 120 |
- {type: e1, owner: enemy, position: [64, 6], stance: 1, count: 2}
|
| 121 |
# Decoy B โ mid-south squad, enemy units only, no target.
|
|
@@ -34,7 +34,7 @@ base:
|
|
| 34 |
- type: 2tnk
|
| 35 |
owner: agent
|
| 36 |
position: [6, 6]
|
| 37 |
-
stance:
|
| 38 |
health: 100
|
| 39 |
facing: -1
|
| 40 |
count: 4
|
|
@@ -44,7 +44,7 @@ base:
|
|
| 44 |
- type: jeep
|
| 45 |
owner: agent
|
| 46 |
position: [9, 8]
|
| 47 |
-
stance:
|
| 48 |
health: 100
|
| 49 |
facing: -1
|
| 50 |
count: 2
|
|
@@ -52,7 +52,7 @@ base:
|
|
| 52 |
- type: 2tnk
|
| 53 |
owner: agent
|
| 54 |
position: [122, 6]
|
| 55 |
-
stance:
|
| 56 |
health: 100
|
| 57 |
facing: -1
|
| 58 |
count: 4
|
|
@@ -62,7 +62,7 @@ base:
|
|
| 62 |
- type: jeep
|
| 63 |
owner: agent
|
| 64 |
position: [119, 8]
|
| 65 |
-
stance:
|
| 66 |
health: 100
|
| 67 |
facing: -1
|
| 68 |
count: 2
|
|
@@ -70,7 +70,7 @@ base:
|
|
| 70 |
- type: 2tnk
|
| 71 |
owner: agent
|
| 72 |
position: [6, 33]
|
| 73 |
-
stance:
|
| 74 |
health: 100
|
| 75 |
facing: -1
|
| 76 |
count: 4
|
|
@@ -80,7 +80,7 @@ base:
|
|
| 80 |
- type: jeep
|
| 81 |
owner: agent
|
| 82 |
position: [9, 31]
|
| 83 |
-
stance:
|
| 84 |
health: 100
|
| 85 |
facing: -1
|
| 86 |
count: 2
|
|
@@ -88,7 +88,7 @@ base:
|
|
| 88 |
- type: 2tnk
|
| 89 |
owner: agent
|
| 90 |
position: [122, 33]
|
| 91 |
-
stance:
|
| 92 |
health: 100
|
| 93 |
facing: -1
|
| 94 |
count: 4
|
|
@@ -98,7 +98,7 @@ base:
|
|
| 98 |
- type: jeep
|
| 99 |
owner: agent
|
| 100 |
position: [119, 31]
|
| 101 |
-
stance:
|
| 102 |
health: 100
|
| 103 |
facing: -1
|
| 104 |
count: 2
|
|
|
|
| 34 |
- type: 2tnk
|
| 35 |
owner: agent
|
| 36 |
position: [6, 6]
|
| 37 |
+
stance: 0
|
| 38 |
health: 100
|
| 39 |
facing: -1
|
| 40 |
count: 4
|
|
|
|
| 44 |
- type: jeep
|
| 45 |
owner: agent
|
| 46 |
position: [9, 8]
|
| 47 |
+
stance: 0
|
| 48 |
health: 100
|
| 49 |
facing: -1
|
| 50 |
count: 2
|
|
|
|
| 52 |
- type: 2tnk
|
| 53 |
owner: agent
|
| 54 |
position: [122, 6]
|
| 55 |
+
stance: 0
|
| 56 |
health: 100
|
| 57 |
facing: -1
|
| 58 |
count: 4
|
|
|
|
| 62 |
- type: jeep
|
| 63 |
owner: agent
|
| 64 |
position: [119, 8]
|
| 65 |
+
stance: 0
|
| 66 |
health: 100
|
| 67 |
facing: -1
|
| 68 |
count: 2
|
|
|
|
| 70 |
- type: 2tnk
|
| 71 |
owner: agent
|
| 72 |
position: [6, 33]
|
| 73 |
+
stance: 0
|
| 74 |
health: 100
|
| 75 |
facing: -1
|
| 76 |
count: 4
|
|
|
|
| 80 |
- type: jeep
|
| 81 |
owner: agent
|
| 82 |
position: [9, 31]
|
| 83 |
+
stance: 0
|
| 84 |
health: 100
|
| 85 |
facing: -1
|
| 86 |
count: 2
|
|
|
|
| 88 |
- type: 2tnk
|
| 89 |
owner: agent
|
| 90 |
position: [122, 33]
|
| 91 |
+
stance: 0
|
| 92 |
health: 100
|
| 93 |
facing: -1
|
| 94 |
count: 4
|
|
|
|
| 98 |
- type: jeep
|
| 99 |
owner: agent
|
| 100 |
position: [119, 31]
|
| 101 |
+
stance: 0
|
| 102 |
health: 100
|
| 103 |
facing: -1
|
| 104 |
count: 2
|
|
@@ -16,22 +16,22 @@ base:
|
|
| 16 |
bot_type: ''
|
| 17 |
actors:
|
| 18 |
# ---- agent: concentrated armored column entering from the WEST ----
|
| 19 |
-
- {type: 2tnk, owner: agent, position: [8, 18], stance:
|
| 20 |
-
- {type: 2tnk, owner: agent, position: [8, 20], stance:
|
| 21 |
-
- {type: 2tnk, owner: agent, position: [8, 22], stance:
|
| 22 |
-
- {type: 2tnk, owner: agent, position: [6, 19], stance:
|
| 23 |
-
- {type: 2tnk, owner: agent, position: [6, 21], stance:
|
| 24 |
-
- {type: 2tnk, owner: agent, position: [6, 23], stance:
|
| 25 |
-
- {type: 1tnk, owner: agent, position: [10, 18], stance:
|
| 26 |
-
- {type: 1tnk, owner: agent, position: [10, 20], stance:
|
| 27 |
-
- {type: 1tnk, owner: agent, position: [10, 22], stance:
|
| 28 |
-
- {type: 1tnk, owner: agent, position: [10, 24], stance:
|
| 29 |
-
- {type: jeep, owner: agent, position: [4, 17], stance:
|
| 30 |
-
- {type: jeep, owner: agent, position: [4, 25], stance:
|
| 31 |
-
- {type: medi, owner: agent, position: [6, 17], stance:
|
| 32 |
-
- {type: medi, owner: agent, position: [6, 25], stance:
|
| 33 |
-
- {type: 2tnk, owner: agent, position: [12, 19], stance:
|
| 34 |
-
- {type: 2tnk, owner: agent, position: [12, 21], stance:
|
| 35 |
# ---- bait infantry near agent: lures "kill nearest unit" off-axis ----
|
| 36 |
- {type: e1, owner: enemy, position: [22, 10], stance: 2, health: 100, facing: -1, count: 3}
|
| 37 |
- {type: e1, owner: enemy, position: [22, 32], stance: 2, health: 100, facing: -1, count: 3}
|
|
|
|
| 16 |
bot_type: ''
|
| 17 |
actors:
|
| 18 |
# ---- agent: concentrated armored column entering from the WEST ----
|
| 19 |
+
- {type: 2tnk, owner: agent, position: [8, 18], stance: 0, health: 100, facing: -1, count: 1, randomize: {position: {base: [8, 18], offset: 2}}}
|
| 20 |
+
- {type: 2tnk, owner: agent, position: [8, 20], stance: 0, health: 100, facing: -1, count: 1, randomize: {position: {base: [8, 20], offset: 2}}}
|
| 21 |
+
- {type: 2tnk, owner: agent, position: [8, 22], stance: 0, health: 100, facing: -1, count: 1, randomize: {position: {base: [8, 22], offset: 2}}}
|
| 22 |
+
- {type: 2tnk, owner: agent, position: [6, 19], stance: 0, health: 100, facing: -1, count: 1, randomize: {position: {base: [6, 19], offset: 2}}}
|
| 23 |
+
- {type: 2tnk, owner: agent, position: [6, 21], stance: 0, health: 100, facing: -1, count: 1, randomize: {position: {base: [6, 21], offset: 2}}}
|
| 24 |
+
- {type: 2tnk, owner: agent, position: [6, 23], stance: 0, health: 100, facing: -1, count: 1, randomize: {position: {base: [6, 23], offset: 2}}}
|
| 25 |
+
- {type: 1tnk, owner: agent, position: [10, 18], stance: 0, health: 100, facing: -1, count: 1, randomize: {position: {base: [10, 18], offset: 2}}}
|
| 26 |
+
- {type: 1tnk, owner: agent, position: [10, 20], stance: 0, health: 100, facing: -1, count: 1, randomize: {position: {base: [10, 20], offset: 2}}}
|
| 27 |
+
- {type: 1tnk, owner: agent, position: [10, 22], stance: 0, health: 100, facing: -1, count: 1, randomize: {position: {base: [10, 22], offset: 2}}}
|
| 28 |
+
- {type: 1tnk, owner: agent, position: [10, 24], stance: 0, health: 100, facing: -1, count: 1, randomize: {position: {base: [10, 24], offset: 2}}}
|
| 29 |
+
- {type: jeep, owner: agent, position: [4, 17], stance: 0, health: 100, facing: -1, count: 1, randomize: {position: {base: [4, 17], offset: 2}}}
|
| 30 |
+
- {type: jeep, owner: agent, position: [4, 25], stance: 0, health: 100, facing: -1, count: 1, randomize: {position: {base: [4, 25], offset: 2}}}
|
| 31 |
+
- {type: medi, owner: agent, position: [6, 17], stance: 0, health: 100, facing: -1, count: 1}
|
| 32 |
+
- {type: medi, owner: agent, position: [6, 25], stance: 0, health: 100, facing: -1, count: 1}
|
| 33 |
+
- {type: 2tnk, owner: agent, position: [12, 19], stance: 0, health: 100, facing: -1, count: 1, randomize: {position: {base: [12, 19], offset: 2}}}
|
| 34 |
+
- {type: 2tnk, owner: agent, position: [12, 21], stance: 0, health: 100, facing: -1, count: 1, randomize: {position: {base: [12, 21], offset: 2}}}
|
| 35 |
# ---- bait infantry near agent: lures "kill nearest unit" off-axis ----
|
| 36 |
- {type: e1, owner: enemy, position: [22, 10], stance: 2, health: 100, facing: -1, count: 3}
|
| 37 |
- {type: e1, owner: enemy, position: [22, 32], stance: 2, health: 100, facing: -1, count: 3}
|
|
@@ -24,35 +24,35 @@ base:
|
|
| 24 |
- type: 2tnk
|
| 25 |
owner: agent
|
| 26 |
position: [8, 20]
|
| 27 |
-
stance:
|
| 28 |
health: 100
|
| 29 |
facing: -1
|
| 30 |
count: 2
|
| 31 |
- type: 1tnk
|
| 32 |
owner: agent
|
| 33 |
position: [8, 22]
|
| 34 |
-
stance:
|
| 35 |
health: 100
|
| 36 |
facing: -1
|
| 37 |
count: 2
|
| 38 |
- type: jeep
|
| 39 |
owner: agent
|
| 40 |
position: [8, 18]
|
| 41 |
-
stance:
|
| 42 |
health: 100
|
| 43 |
facing: -1
|
| 44 |
count: 1
|
| 45 |
- type: e3
|
| 46 |
owner: agent
|
| 47 |
position: [8, 24]
|
| 48 |
-
stance:
|
| 49 |
health: 100
|
| 50 |
facing: -1
|
| 51 |
count: 2
|
| 52 |
- type: medi
|
| 53 |
owner: agent
|
| 54 |
position: [7, 21]
|
| 55 |
-
stance:
|
| 56 |
health: 100
|
| 57 |
facing: -1
|
| 58 |
count: 1
|
|
@@ -60,35 +60,35 @@ base:
|
|
| 60 |
- type: 2tnk
|
| 61 |
owner: agent
|
| 62 |
position: [94, 20]
|
| 63 |
-
stance:
|
| 64 |
health: 100
|
| 65 |
facing: -1
|
| 66 |
count: 2
|
| 67 |
- type: 1tnk
|
| 68 |
owner: agent
|
| 69 |
position: [94, 22]
|
| 70 |
-
stance:
|
| 71 |
health: 100
|
| 72 |
facing: -1
|
| 73 |
count: 2
|
| 74 |
- type: jeep
|
| 75 |
owner: agent
|
| 76 |
position: [94, 18]
|
| 77 |
-
stance:
|
| 78 |
health: 100
|
| 79 |
facing: -1
|
| 80 |
count: 1
|
| 81 |
- type: e3
|
| 82 |
owner: agent
|
| 83 |
position: [94, 24]
|
| 84 |
-
stance:
|
| 85 |
health: 100
|
| 86 |
facing: -1
|
| 87 |
count: 2
|
| 88 |
- type: medi
|
| 89 |
owner: agent
|
| 90 |
position: [95, 21]
|
| 91 |
-
stance:
|
| 92 |
health: 100
|
| 93 |
facing: -1
|
| 94 |
count: 1
|
|
|
|
| 24 |
- type: 2tnk
|
| 25 |
owner: agent
|
| 26 |
position: [8, 20]
|
| 27 |
+
stance: 0
|
| 28 |
health: 100
|
| 29 |
facing: -1
|
| 30 |
count: 2
|
| 31 |
- type: 1tnk
|
| 32 |
owner: agent
|
| 33 |
position: [8, 22]
|
| 34 |
+
stance: 0
|
| 35 |
health: 100
|
| 36 |
facing: -1
|
| 37 |
count: 2
|
| 38 |
- type: jeep
|
| 39 |
owner: agent
|
| 40 |
position: [8, 18]
|
| 41 |
+
stance: 0
|
| 42 |
health: 100
|
| 43 |
facing: -1
|
| 44 |
count: 1
|
| 45 |
- type: e3
|
| 46 |
owner: agent
|
| 47 |
position: [8, 24]
|
| 48 |
+
stance: 0
|
| 49 |
health: 100
|
| 50 |
facing: -1
|
| 51 |
count: 2
|
| 52 |
- type: medi
|
| 53 |
owner: agent
|
| 54 |
position: [7, 21]
|
| 55 |
+
stance: 0
|
| 56 |
health: 100
|
| 57 |
facing: -1
|
| 58 |
count: 1
|
|
|
|
| 60 |
- type: 2tnk
|
| 61 |
owner: agent
|
| 62 |
position: [94, 20]
|
| 63 |
+
stance: 0
|
| 64 |
health: 100
|
| 65 |
facing: -1
|
| 66 |
count: 2
|
| 67 |
- type: 1tnk
|
| 68 |
owner: agent
|
| 69 |
position: [94, 22]
|
| 70 |
+
stance: 0
|
| 71 |
health: 100
|
| 72 |
facing: -1
|
| 73 |
count: 2
|
| 74 |
- type: jeep
|
| 75 |
owner: agent
|
| 76 |
position: [94, 18]
|
| 77 |
+
stance: 0
|
| 78 |
health: 100
|
| 79 |
facing: -1
|
| 80 |
count: 1
|
| 81 |
- type: e3
|
| 82 |
owner: agent
|
| 83 |
position: [94, 24]
|
| 84 |
+
stance: 0
|
| 85 |
health: 100
|
| 86 |
facing: -1
|
| 87 |
count: 2
|
| 88 |
- type: medi
|
| 89 |
owner: agent
|
| 90 |
position: [95, 21]
|
| 91 |
+
stance: 0
|
| 92 |
health: 100
|
| 93 |
facing: -1
|
| 94 |
count: 1
|
|
@@ -67,8 +67,8 @@ base:
|
|
| 67 |
termination: {max_ticks: 12000}
|
| 68 |
actors:
|
| 69 |
# Agent column โ west side, mid-y.
|
| 70 |
-
- {type: 2tnk, owner: agent, position: [6, 20], stance:
|
| 71 |
-
- {type: 1tnk, owner: agent, position: [7, 22], stance:
|
| 72 |
# Cluster A (NEAR) โ 4 pickets around (35, 20). Window-1 target.
|
| 73 |
- {type: e1, owner: enemy, position: [33, 18], stance: 2, count: 2}
|
| 74 |
- {type: e1, owner: enemy, position: [37, 22], stance: 2, count: 2}
|
|
@@ -179,11 +179,11 @@ levels:
|
|
| 179 |
overrides:
|
| 180 |
actors:
|
| 181 |
# spawn_point 0 โ NORTH staging (seed may pick this)
|
| 182 |
-
- {type: 2tnk, owner: agent, position: [6, 10], stance:
|
| 183 |
-
- {type: 1tnk, owner: agent, position: [7, 12], stance:
|
| 184 |
# spawn_point 1 โ SOUTH staging (same pulsed task)
|
| 185 |
-
- {type: 2tnk, owner: agent, position: [6, 30], stance:
|
| 186 |
-
- {type: 1tnk, owner: agent, position: [7, 28], stance:
|
| 187 |
# Cluster A
|
| 188 |
- {type: e1, owner: enemy, position: [33, 18], stance: 2, count: 2}
|
| 189 |
- {type: e1, owner: enemy, position: [37, 22], stance: 2, count: 2}
|
|
|
|
| 67 |
termination: {max_ticks: 12000}
|
| 68 |
actors:
|
| 69 |
# Agent column โ west side, mid-y.
|
| 70 |
+
- {type: 2tnk, owner: agent, position: [6, 20], stance: 0, count: 4}
|
| 71 |
+
- {type: 1tnk, owner: agent, position: [7, 22], stance: 0, count: 2}
|
| 72 |
# Cluster A (NEAR) โ 4 pickets around (35, 20). Window-1 target.
|
| 73 |
- {type: e1, owner: enemy, position: [33, 18], stance: 2, count: 2}
|
| 74 |
- {type: e1, owner: enemy, position: [37, 22], stance: 2, count: 2}
|
|
|
|
| 179 |
overrides:
|
| 180 |
actors:
|
| 181 |
# spawn_point 0 โ NORTH staging (seed may pick this)
|
| 182 |
+
- {type: 2tnk, owner: agent, position: [6, 10], stance: 0, count: 4, spawn_point: 0}
|
| 183 |
+
- {type: 1tnk, owner: agent, position: [7, 12], stance: 0, count: 2, spawn_point: 0}
|
| 184 |
# spawn_point 1 โ SOUTH staging (same pulsed task)
|
| 185 |
+
- {type: 2tnk, owner: agent, position: [6, 30], stance: 0, count: 4, spawn_point: 1}
|
| 186 |
+
- {type: 1tnk, owner: agent, position: [7, 28], stance: 0, count: 2, spawn_point: 1}
|
| 187 |
# Cluster A
|
| 188 |
- {type: e1, owner: enemy, position: [33, 18], stance: 2, count: 2}
|
| 189 |
- {type: e1, owner: enemy, position: [37, 22], stance: 2, count: 2}
|
|
@@ -35,6 +35,16 @@ from openra_bench.scenarios.loader import PACKS_DIR, compile_level # noqa: E402
|
|
| 35 |
LEVELS = ("easy", "medium", "hard")
|
| 36 |
SEEDS = (1,)
|
| 37 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 38 |
|
| 39 |
def stall(_render_state, Command):
|
| 40 |
return [Command.observe()]
|
|
@@ -97,8 +107,12 @@ def report_static(records: list[dict]) -> None:
|
|
| 97 |
errors: list[tuple[str, str, str]] = [] # (pack, level, reason)
|
| 98 |
skips: list[tuple[str, str, str]] = []
|
| 99 |
clean_packs = 0
|
|
|
|
| 100 |
for pack, rs in by_pack.items():
|
| 101 |
outs = {r["level"]: r for r in rs}
|
|
|
|
|
|
|
|
|
|
| 102 |
if all(r["outcome"] == "loss" for r in rs):
|
| 103 |
clean_packs += 1
|
| 104 |
for lv, r in outs.items():
|
|
@@ -118,6 +132,8 @@ def report_static(records: list[dict]) -> None:
|
|
| 118 |
print(f" defects (stall wins or draws) : {len(stall_wins)}")
|
| 119 |
print(f" errors : {len(errors)}")
|
| 120 |
print(f" skipped (map not loadable) : {len(skips)}")
|
|
|
|
|
|
|
| 121 |
if stall_wins:
|
| 122 |
print("\n--- DEFECTS โ laziest play wins (re-author or retune) ---")
|
| 123 |
for pack, lv in sorted(stall_wins):
|
|
|
|
| 35 |
LEVELS = ("easy", "medium", "hard")
|
| 36 |
SEEDS = (1,)
|
| 37 |
|
| 38 |
+
# Packs where "do nothing" is the INTENDED winning policy by design โ
|
| 39 |
+
# the audit's stall-wins-is-a-defect rule doesn't apply. Each pack
|
| 40 |
+
# here is justified in its own test file's docstring.
|
| 41 |
+
STALL_WINS_BY_DESIGN: frozenset[str] = frozenset({
|
| 42 |
+
# Positional-discipline pack: pre-positioned `stance:2` flanker
|
| 43 |
+
# crossfire โ the player's job is NOT to move the flankers, so
|
| 44 |
+
# `observe` IS the intended policy. See tests/test_def_with_ambush.py.
|
| 45 |
+
"def-with-ambush",
|
| 46 |
+
})
|
| 47 |
+
|
| 48 |
|
| 49 |
def stall(_render_state, Command):
|
| 50 |
return [Command.observe()]
|
|
|
|
| 107 |
errors: list[tuple[str, str, str]] = [] # (pack, level, reason)
|
| 108 |
skips: list[tuple[str, str, str]] = []
|
| 109 |
clean_packs = 0
|
| 110 |
+
exempt_noted: list[str] = []
|
| 111 |
for pack, rs in by_pack.items():
|
| 112 |
outs = {r["level"]: r for r in rs}
|
| 113 |
+
if pack in STALL_WINS_BY_DESIGN:
|
| 114 |
+
exempt_noted.append(pack)
|
| 115 |
+
continue
|
| 116 |
if all(r["outcome"] == "loss" for r in rs):
|
| 117 |
clean_packs += 1
|
| 118 |
for lv, r in outs.items():
|
|
|
|
| 132 |
print(f" defects (stall wins or draws) : {len(stall_wins)}")
|
| 133 |
print(f" errors : {len(errors)}")
|
| 134 |
print(f" skipped (map not loadable) : {len(skips)}")
|
| 135 |
+
print(f" exempt (stall-wins-by-design) : {len(exempt_noted)}"
|
| 136 |
+
f" {exempt_noted if exempt_noted else ''}")
|
| 137 |
if stall_wins:
|
| 138 |
print("\n--- DEFECTS โ laziest play wins (re-author or retune) ---")
|
| 139 |
for pack, lv in sorted(stall_wins):
|