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feat(scenario): def-pre-position-mobile-reserve — central reserve reacts to any flank (military reserve doctrine anchor)

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REASONING capability — Group C (Wave-5) defence positioning. A mobile
armoured reserve is pre-staged at the CENTRE equidistant from candidate
flanks; the reserve MUST move FORWARD to the localised threat lane(s)
to satisfy the lane-mouth intercept clause(s). Stall, commit-NORTH (on
multi-flank levels), and commit-SOUTH all LOSE on the position clause
even when auto-engagement at the centre clears the kill bar; only an
active split / staggered forward send WINS.

Discriminators:
- easy: ONE rush band (NORTH). Win requires ≥2 tanks in (60,12)
r=10. Stall fails the zone clause; commit-N is the intended
single-direction play and WINS.
- medium: TWO bands (N + S, both always present per CLAUDE.md
enemy-spawn-point semantics). Win requires `all_of` (N r=12, S
r=12). Any single-flank commit empties the opposite zone → LOSS.
- hard: THREE bands (N + S + E head-on). Win requires `all_of`
(N r=10, CENTRE r=12, S r=10) AND units_lost_lte:2. Two agent
spawn_point groups (centre column x=40 vs x=50) round-robin
per seed so the doctrine, not the cell, must generalise.

Real-world anchors:
- Military 'general reserve' / 'covering force' doctrine
- Chess-piece centralization (centralised piece reaches all flanks)
- Rapid-response force / QRF / on-call SRE staging at a hub
- MicroRTS reactive defence from centre

Validation: tests/test_def_pre_position_mobile_reserve.py — 20 tests
(structural + solvency + no-cheat) all pass deterministically on the
Rust engine; bar holds every level + every hard seed.

Hard-tier UPGRADED entry already in main from the Wave-5 salvage.

openra_bench/scenarios/packs/def-pre-position-mobile-reserve.yaml ADDED
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+ # def-pre-position-mobile-reserve.yaml
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+ #
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+ # REASONING capability — Group C "defence positioning" seed: pre-
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+ # positioning a MOBILE armoured reserve at the CENTRE of the
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+ # engagement zone so it can MOVE FORWARD and intercept rushers at
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+ # their lane mouth. Sibling of `def-position-expected-direction`
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+ # (commit pbox to the *expected* flank; build-based) and
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+ # `def-surprise-flank-react` (replan when the expected flank was
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+ # wrong). This pack is the COMBAT-ONLY counterpart: no build tools —
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+ # the model only moves an armoured reserve, and the decision is
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+ # WHERE to commit it forward.
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+ #
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+ # Real-world anchors:
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+ # - Military "general reserve" / "covering force" doctrine: the
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+ # reserve is held centrally, uncommitted, until the threat
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+ # direction localises; then it commits FORWARD, as a unit, toward
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+ # the lane that materialised.
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+ # - Chess-piece centralization: a centralised knight/queen REACHES
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+ # more squares than a flank-committed one. A centralised reserve
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+ # can REACH either flank in equal time; a flank-committed reserve
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+ # cannot reach the opposite flank fast enough.
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+ # - Rapid-response force doctrine (fire brigade, QRF, on-call SRE):
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+ # responders are staged at a hub; on alert they MOVE OUT to the
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+ # localised site. Staying at the hub satisfies no objective.
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+ # - MicroRTS reactive defence from centre.
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+ #
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+ # DISCRIMINATIONS (the bar — every lazy / wrong-commit play LOSES,
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+ # the intended centre-then-react play WINS):
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+ #
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+ # • stall (observe only): the stance:3 reserve auto-engages the
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+ # rush when it closes to cannon range and racks up some kills,
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+ # but the reserve NEVER MOVES OUT of its starting cluster. The
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+ # FORWARD-zone clause (`units_in_region_gte` at the lane-mouth
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+ # intercept point) is therefore never satisfied → LOSS on the
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+ # position clause even when the kill count is met. The
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+ # `after_ticks: 2401` fail bites at max_turns either way.
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+ #
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+ # • commit-NORTH (whole reserve sent north on turn 1): on easy
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+ # (rush IS from NORTH) this matches the lane and satisfies the
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+ # N forward zone → WIN. On medium (BOTH flanks active) only the
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+ # N zone is satisfied — the S forward-zone clause fails → LOSS.
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+ # On hard (three flanks N/S/E active) only the N zone is
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+ # satisfied → S and E clauses fail → LOSS.
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+ #
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+ # • commit-SOUTH: symmetric to commit-NORTH — LOSS on easy
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+ # (NORTH-only rush; S zone is wrong + N zone empty) and LOSS on
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+ # medium/hard (other flanks unaddressed).
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+ #
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+ # • intended centre-then-react: on easy, send the whole reserve
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+ # toward the spotted N band — tanks reach the N forward zone
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+ # (60,12) r=10. On medium, SPLIT the reserve (or stagger) so
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+ # ≥1 tank lands in EACH of the N (60,14) r=12 and S (60,26)
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+ # r=12 forward zones. On hard, split THREE ways so ≥1 tank
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+ # lands in EACH of the N (60,12) r=10, CENTRE (65,20) r=12,
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+ # and S (60,28) r=10 forward zones. WIN on every seed.
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+ #
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+ # ENGINE FACTS used (CLAUDE.md / SCENARIO_QUALITY.md):
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+ # - `rusher` bot concentrates the band on the agent CENTROID every
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+ # ~8 ticks (openra-sim/src/scripted_bot.rs::Rusher) — band drives
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+ # straight at the nearest agent mass.
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+ # - Enemy actors with NO spawn_point ALWAYS place regardless of
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+ # agent spawn group (CLAUDE.md). On medium/hard we DECLARE
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+ # multiple bands and they BOTH/ALL place every seed. The
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+ # "react to either flank" capability is enforced by having
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+ # ALL candidate flanks active every seed — strictly the harder
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+ # test than a per-seed flank flip.
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+ # - Inert enemy `fact` marker far east (anti-DRAW): without a
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+ # persistent enemy actor the engine auto-`done`s on enemy-elim
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+ # before the win/fail evaluator runs.
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+ # - `enemy_unit_spotted` interrupt → reserve re-decides the instant
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+ # a rusher band becomes visible.
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+ # - `own_unit_destroyed` interrupt → re-decide on tank loss.
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+ # - `units_in_region_gte: {x, y, radius, n}` — load-bearing
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+ # position clause: forces the reserve to MOVE FORWARD (not just
75
+ # auto-defend at the centre).
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+ # - 2tnk vs e1: tanks dominate per-shot (1-shot e1); e1 vs 2tnk has
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+ # low damage (CLAUDE.md / combat-focus-fire-priority). So a
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+ # stance:3 reserve auto-wipes an e1-only rush without losing
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+ # tanks. The discriminator is POSITION, not kill economy — the
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+ # stall reserve passes the kill bar but FAILS the position bar.
81
+ # - Tick budget: ~90 ticks/turn fixed-step, ~60 ticks/turn in
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+ # interrupt mode (every fired interrupt cuts the step short).
83
+ # max_turns 50 → reachable tick ≈ 3000 in interrupt mode;
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+ # `within_ticks: 2400` and `after_ticks: 2401` are both reachable
85
+ # well inside max_turns so stall hits the deadline as a real
86
+ # LOSS (not a draw degeneracy).
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+ #
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+ # Validate (no model / no network):
89
+ # python3 -m openra_bench.scenarios.validate \
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+ # openra_bench/scenarios/packs/def-pre-position-mobile-reserve.yaml
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+
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+ meta:
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+ id: def-pre-position-mobile-reserve
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+ title: 'Central Reserve — Stage Mobile Force at Centre, Move Out to Intercept'
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+ capability: reasoning
96
+ real_world_meaning: >
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+ A rush is incoming, but the flank it will arrive from is uncertain
98
+ at decision time. A small mobile armoured reserve is pre-staged
99
+ at the centre of the engagement zone — equidistant from both
100
+ candidate flanks. The reserve MUST move OUT of the centre toward
101
+ the localised threat lane(s) to intercept the rush before it
102
+ reaches the construction yard. Pre-committing to one flank wins
103
+ only when the rush arrives on that flank and LOSES otherwise
104
+ (the reserve cannot pivot back in time); holding passively at
105
+ the centre lets the auto-engagement kill some attackers but
106
+ satisfies no forward-zone objective. The canonical answer is
107
+ centralisation + forward commitment — military "general reserve"
108
+ / chess centralization doctrine.
109
+ robotics_analogue: >
110
+ Quick-reaction force / on-call incident responder: the responder
111
+ is stationed at a hub equidistant from candidate incident sites,
112
+ not committed to any one site in advance. When an alert localises
113
+ the incident, the responder DEPLOYS FORWARD to that site —
114
+ staying at the hub or committing in advance to the wrong site
115
+ both fail the response SLA.
116
+ benchmark_anchor:
117
+ - "military reserve doctrine (central reserve responds to any flank)"
118
+ - "chess-piece centralization principle"
119
+ - "rapid-response force doctrine"
120
+ - "MicroRTS reactive defense from centre"
121
+ author: openra-bench
122
+
123
+ # rush-hour-arena: 128×40 playable. Agent base at the west (fact at
124
+ # x=10), rush spawns near the eastern lane mouths (x=80). The reserve
125
+ # stages at x=40 — the geometric centre of the engagement zone,
126
+ # equidistant in y from north (y=10) and south (y=30) flanks.
127
+ base_map: rush-hour-arena
128
+ starting_cash: 0
129
+
130
+ base:
131
+ agent:
132
+ faction: allies
133
+ cash: 0
134
+ enemy:
135
+ faction: soviet
136
+ cash: 0
137
+ bot_type: rusher
138
+ # Combat-only toolset (NO build / NO harvest): the test is reserve
139
+ # POSITIONING + COMMITMENT, not production.
140
+ tools:
141
+ - observe
142
+ - move_units
143
+ - attack_unit
144
+ - attack_move
145
+ - stop
146
+ planning: true
147
+ # React the INSTANT a rusher unit is spotted or a reserve tank is
148
+ # lost — the centre-then-react doctrine needs the flank-localisation
149
+ # alert to bite immediately, not on the next decision boundary.
150
+ interrupts:
151
+ enemy_unit_spotted: true
152
+ own_unit_destroyed: true
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+ termination:
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+ max_ticks: 6000
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+ actors: []
156
+
157
+ levels:
158
+ # ── EASY ─────────────────────────────────────────────────────────
159
+ # Bare reserve-MOVE skill: ONE rush band, FIXED direction (NORTH
160
+ # y=10 every seed). The capability is "move the reserve OUT to
161
+ # intercept the rush at its lane mouth". stance:3 tanks auto-engage
162
+ # when the band arrives at the centre (stall racks up kills via
163
+ # auto-defence), but the FORWARD-zone clause (units_in_region_gte
164
+ # at the NORTH-flank intercept point) is the load-bearing
165
+ # discriminator: stall keeps tanks at (40,20) → outside the
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+ # (60,12) r=10 zone → LOSS.
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+ # max_turns 50 → reachable tick ~3000 in interrupt mode, ~4503
168
+ # fixed-step; `after_ticks: 2401` bites well before max_turns.
169
+ easy:
170
+ description: >
171
+ Your construction yard (fact) sits at the west edge (10,20). A
172
+ mobile armoured reserve of 4 medium tanks (2tnk) is staged at
173
+ the CENTRE (40,20). A rifle-infantry rush is incoming from the
174
+ NORTH (spawn at (80,10)) and will drive straight at the
175
+ centroid of your forces. Move the reserve FORWARD toward the
176
+ NORTH lane mouth to intercept the rush — at least 2 tanks must
177
+ be within radius 10 of the NORTH-flank intercept point (60,12)
178
+ at win time AND you must destroy ≥4 of the rushers AND keep
179
+ ≥1 tank alive AND finish before tick 2400. Holding the reserve
180
+ at the centre never satisfies the forward-zone clause;
181
+ committing south sends the tanks away from the threat (no
182
+ forward-zone satisfaction); stalling loses on the clock.
183
+ overrides:
184
+ actors:
185
+ # Agent construction yard — WEST edge, the rusher target.
186
+ - {type: fact, owner: agent, position: [10, 20]}
187
+ # Mobile reserve — 4 medium tanks at CENTRE (40,20).
188
+ # stance:3 (AttackAnything) — auto-engages enemies in vision
189
+ # range. The discriminator is NOT auto-engagement (engine
190
+ # handles that) but the FORWARD-ZONE clause: a passive
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+ # reserve at (40,20) never reaches (60,12) r=10, so stall
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+ # fails the position clause even when auto-defence wins on
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+ # kill count.
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+ - {type: 2tnk, owner: agent, position: [40, 19], stance: 3}
195
+ - {type: 2tnk, owner: agent, position: [40, 20], stance: 3}
196
+ - {type: 2tnk, owner: agent, position: [40, 21], stance: 3}
197
+ - {type: 2tnk, owner: agent, position: [41, 20], stance: 3}
198
+ # NORTH rush band — 6× e1. e1-only so 4 tanks dominate the
199
+ # engagement (per CLAUDE.md / combat-focus-fire-priority:
200
+ # e1 vs 2tnk has very low damage). 6 enemies makes the
201
+ # units_killed_gte:4 bar comfortably achievable.
202
+ - {type: e1, owner: enemy, position: [80, 10], stance: 3, count: 6}
203
+ # Inert enemy `fact` marker far east (anti-DRAW): without it
204
+ # the engine auto-`done`s on enemy-elim before the win/fail
205
+ # evaluator runs (CLAUDE.md footgun).
206
+ - {type: fact, owner: enemy, position: [120, 20]}
207
+ win_condition:
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+ all_of:
209
+ - {units_killed_gte: 4}
210
+ - {own_units_gte: 1}
211
+ # FORWARD-zone clause: ≥2 tanks within radius 10 of the
212
+ # NORTH-flank intercept point (60,12). Stall keeps tanks at
213
+ # (40,20) — distance sqrt(20²+8²) ≈ 21.5 > 10 → clause
214
+ # fails. Active forward intercept (attack_move toward
215
+ # (60,12)) puts the surviving tanks inside the zone.
216
+ - {units_in_region_gte: {x: 60, y: 12, radius: 10, n: 2}}
217
+ - {within_ticks: 2400}
218
+ fail_condition:
219
+ any_of:
220
+ - {after_ticks: 2401}
221
+ - {not: {has_building: fact}}
222
+ - {not: {own_units_gte: 1}}
223
+ max_turns: 50
224
+
225
+ # ── MEDIUM ───────────────────────────────────────────────────────
226
+ # +1 controlled variable: TWO simultaneous bands from BOTH flanks
227
+ # (NORTH y=10 and SOUTH y=30 — engine constraint per CLAUDE.md:
228
+ # enemy actors don't honour spawn_point, so we encode "either flank
229
+ # possible" as "BOTH flanks active every seed", which is strictly
230
+ # the harder test). The win clause requires `all_of` BOTH forward
231
+ # zones to hold ≥1 tank — the reserve MUST SPLIT or stagger sends
232
+ # so both lanes are addressed. A commit-NORTH puts 0 tanks in the
233
+ # S zone → S clause fails → LOSS. Stall puts everyone at the
234
+ # centre → both clauses fail.
235
+ medium:
236
+ description: >
237
+ Your construction yard (fact) sits at the west edge (10,20). A
238
+ mobile armoured reserve of 6 medium tanks (2tnk) is staged at
239
+ the CENTRE (40,20). Two rush bands are incoming — one from the
240
+ NORTH (spawn at (80,10)) and one from the SOUTH (spawn at
241
+ (80,30)) — and both drive at the centroid of your forces.
242
+ SPLIT or STAGGER the reserve so BOTH flanks are addressed —
243
+ at least 1 tank within radius 12 of the NORTH intercept
244
+ (60,14) AND at least 1 tank within radius 12 of the SOUTH
245
+ intercept (60,26) at win time, AND destroy ≥6 rushers AND
246
+ keep ≥2 tanks alive AND keep the fact standing, AND finish
247
+ before tick 2400. Holding the reserve at the centre never
248
+ satisfies either forward-zone clause; committing the WHOLE
249
+ reserve to ONE flank puts 0 tanks in the opposite zone (the
250
+ other-flank clause fails); only an active split / staggered
251
+ send to BOTH flanks wins.
252
+ overrides:
253
+ actors:
254
+ # Agent fact — west, the rusher target.
255
+ - {type: fact, owner: agent, position: [10, 20]}
256
+ # 6× 2tnk mobile reserve at CENTRE — two extra tanks over
257
+ # easy to make the 2-way split tractable (3 to each flank
258
+ # is the canonical split; 2 to each flank if pursuing centre
259
+ # micro). stance:3 as on easy.
260
+ - {type: 2tnk, owner: agent, position: [40, 19], stance: 3}
261
+ - {type: 2tnk, owner: agent, position: [40, 20], stance: 3}
262
+ - {type: 2tnk, owner: agent, position: [40, 21], stance: 3}
263
+ - {type: 2tnk, owner: agent, position: [41, 19], stance: 3}
264
+ - {type: 2tnk, owner: agent, position: [41, 20], stance: 3}
265
+ - {type: 2tnk, owner: agent, position: [41, 21], stance: 3}
266
+ # NORTH rush band — 5× e1.
267
+ - {type: e1, owner: enemy, position: [80, 10], stance: 3, count: 5}
268
+ # SOUTH rush band — 5× e1. Total 10 e1 across both bands.
269
+ # The position-clause discriminator (BOTH N-zone AND S-zone
270
+ # must hold ≥1 tank) is the load-bearing test: a wrong-flank
271
+ # commit puts 0 tanks in the opposite zone → clause fails.
272
+ - {type: e1, owner: enemy, position: [80, 30], stance: 3, count: 5}
273
+ # Inert enemy `fact` marker far east (anti-DRAW).
274
+ - {type: fact, owner: enemy, position: [120, 20]}
275
+ win_condition:
276
+ all_of:
277
+ - {units_killed_gte: 6}
278
+ - {own_units_gte: 2}
279
+ # BOTH forward-flank zones must hold ≥1 tank — the reserve
280
+ # MUST SPLIT (or stagger) to address both flanks. A
281
+ # commit-NORTH policy puts all tanks in the N zone (0 in S
282
+ # zone) → S clause fails → LOSS. Stall (everyone at centre)
283
+ # fails both zones.
284
+ - {units_in_region_gte: {x: 60, y: 14, radius: 12, n: 1}}
285
+ - {units_in_region_gte: {x: 60, y: 26, radius: 12, n: 1}}
286
+ - {within_ticks: 2400}
287
+ fail_condition:
288
+ any_of:
289
+ - {after_ticks: 2401}
290
+ - {not: {has_building: fact}}
291
+ - {not: {own_units_gte: 1}}
292
+ max_turns: 50
293
+
294
+ # ── HARD ─────────────────────────────────────────────────────────
295
+ # +1 controlled variable on top of medium: THREE rush directions
296
+ # (N y=10, S y=30, E y=20 head-on) AND a strict attrition cap
297
+ # (units_lost_lte: 2 — at most 2 tanks lost) AND ≥2 agent
298
+ # spawn_point groups so the reserve's starting CELL varies per
299
+ # seed (centre column x=40 vs x=50 — both remain equidistant
300
+ # from N/S flanks; the centre-then-react DOCTRINE generalises,
301
+ # a memorised cell does not). Kill bar 6 — high enough that no
302
+ # single-flank commit kills enough alone but low enough that an
303
+ # active three-way split clears it comfortably. The win clause
304
+ # requires `all_of` THREE forward zones (N + CENTRE + S) — the
305
+ # reserve must split three ways or stagger across all three lanes.
306
+ # Same clock; same tick-aligned fail.
307
+ hard:
308
+ description: >
309
+ Your construction yard (fact) sits at the west edge (10,20). A
310
+ mobile armoured reserve of 6 medium tanks (2tnk) is staged at
311
+ the CENTRE of the arena — a seed-chosen central cell (the
312
+ reserve's exact column varies per seed so a memorised opening
313
+ cannot generalise; the central reserve DOCTRINE still applies
314
+ from either start). Three rush bands are incoming — NORTH
315
+ (y=10), SOUTH (y=30), and EAST (y=20, head-on) — and all
316
+ drive at the centroid of your forces. Win requires: destroy
317
+ ≥6 rushers AND keep ≥2 tanks alive AND lose AT MOST 2 tanks
318
+ AND at least 1 tank within radius 10 of the NORTH intercept
319
+ (60,12) AND at least 1 tank within radius 12 of the CENTRE
320
+ intercept (65,20) AND at least 1 tank within radius 10 of
321
+ the SOUTH intercept (60,28) at win time AND keep the fact
322
+ standing AND finish before tick 2400. Holding the reserve at
323
+ the centre fails the N and S clauses; pre-committing to a
324
+ single flank fails the other two; only an active three-way
325
+ push wins.
326
+ overrides:
327
+ actors:
328
+ # Agent fact — duplicated across BOTH spawn_point groups at
329
+ # the SAME cell (CLAUDE.md: if ANY agent actor declares
330
+ # spawn_point, every agent actor WITHOUT spawn_point is
331
+ # filtered OUT — so we tag every agent actor).
332
+ - {type: fact, owner: agent, position: [10, 20], spawn_point: 0}
333
+ - {type: fact, owner: agent, position: [10, 20], spawn_point: 1}
334
+ # spawn_point 0 — reserve at centre column x=40.
335
+ - {type: 2tnk, owner: agent, position: [40, 19], stance: 3, spawn_point: 0}
336
+ - {type: 2tnk, owner: agent, position: [40, 20], stance: 3, spawn_point: 0}
337
+ - {type: 2tnk, owner: agent, position: [40, 21], stance: 3, spawn_point: 0}
338
+ - {type: 2tnk, owner: agent, position: [41, 19], stance: 3, spawn_point: 0}
339
+ - {type: 2tnk, owner: agent, position: [41, 20], stance: 3, spawn_point: 0}
340
+ - {type: 2tnk, owner: agent, position: [41, 21], stance: 3, spawn_point: 0}
341
+ # spawn_point 1 — reserve at centre column x=50 (alternate
342
+ # central staging; equidistant from N/S flanks and between
343
+ # fact and rush spawn). A memorised "stage at (40,20)" cell
344
+ # cannot generalise; the doctrine (centre, react) does.
345
+ - {type: 2tnk, owner: agent, position: [50, 19], stance: 3, spawn_point: 1}
346
+ - {type: 2tnk, owner: agent, position: [50, 20], stance: 3, spawn_point: 1}
347
+ - {type: 2tnk, owner: agent, position: [50, 21], stance: 3, spawn_point: 1}
348
+ - {type: 2tnk, owner: agent, position: [51, 19], stance: 3, spawn_point: 1}
349
+ - {type: 2tnk, owner: agent, position: [51, 20], stance: 3, spawn_point: 1}
350
+ - {type: 2tnk, owner: agent, position: [51, 21], stance: 3, spawn_point: 1}
351
+ # THREE rush bands — N (y=10), S (y=30), E (y=20 head-on).
352
+ # All ALWAYS placed (enemy actors don't honour spawn_point).
353
+ # Total 12 e1 — kill bar 6 is achievable with active forward
354
+ # intercepts on all three lanes.
355
+ - {type: e1, owner: enemy, position: [80, 10], stance: 3, count: 4}
356
+ - {type: e1, owner: enemy, position: [80, 30], stance: 3, count: 4}
357
+ - {type: e1, owner: enemy, position: [90, 20], stance: 3, count: 4}
358
+ # Inert enemy `fact` marker far east (anti-DRAW). Placed
359
+ # off-axis (y=2) so the head-on east band doesn't path
360
+ # through it.
361
+ - {type: fact, owner: enemy, position: [120, 2]}
362
+ win_condition:
363
+ all_of:
364
+ - {units_killed_gte: 6}
365
+ - {own_units_gte: 2}
366
+ - {units_lost_lte: 2}
367
+ # THREE forward zones — each must hold ≥1 tank. The reserve
368
+ # must split three ways (2/2/2) or stagger sends across all
369
+ # three lanes. Holding at centre fails N and S; committing
370
+ # to one flank fails the other two.
371
+ - {units_in_region_gte: {x: 60, y: 12, radius: 10, n: 1}}
372
+ - {units_in_region_gte: {x: 65, y: 20, radius: 12, n: 1}}
373
+ - {units_in_region_gte: {x: 60, y: 28, radius: 10, n: 1}}
374
+ - {within_ticks: 2400}
375
+ fail_condition:
376
+ any_of:
377
+ - {after_ticks: 2401}
378
+ - {not: {has_building: fact}}
379
+ - {not: {own_units_gte: 1}}
380
+ - {not: {units_lost_lte: 2}}
381
+ max_turns: 50
tests/test_def_pre_position_mobile_reserve.py ADDED
@@ -0,0 +1,336 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ """def-pre-position-mobile-reserve scenario pack, full loop on Rust.
2
+
3
+ REASONING capability — CENTRAL MOBILE RESERVE that must move OUT of
4
+ the centre to intercept rushers on whichever flank materialises. The
5
+ load-bearing predicate is `units_in_region_gte` at the FORWARD
6
+ intercept zone(s): a passive central reserve auto-engages the rush
7
+ when it closes to cannon range (the engine handles the kill economy)
8
+ but never SATISFIES the forward-zone clause; only an explicit
9
+ forward `attack_move` to the lane mouth puts a tank in the zone.
10
+
11
+ The bar:
12
+
13
+ * `units_in_region_gte: {x, y, radius, n: 1..2}` at the lane-mouth
14
+ intercept point(s) ⇒ a stall keeps tanks at the centre → outside
15
+ the zone → LOSS even when the kill bar is met.
16
+ * On medium: BOTH a N forward zone AND a S forward zone ⇒ the
17
+ reserve must SPLIT or stagger; committing the whole reserve to one
18
+ flank leaves the opposite zone empty → LOSS.
19
+ * On hard: THREE forward zones (N, CENTRE, S) ⇒ the reserve must
20
+ split three ways; any single-flank commit fails ≥2 zones.
21
+ * `units_killed_gte: N` ⇒ a real engagement bar (matched to the
22
+ total band size so an active intercept clears it comfortably).
23
+ * `units_lost_lte: 2` (hard only) ⇒ attrition cap so a sloppy
24
+ intercept that bleeds the reserve busts even if the position
25
+ clauses hold.
26
+ * `within_ticks: 2400` paired with `after_ticks: 2401` ⇒ a non-
27
+ finisher is a real reachable timeout LOSS, never a draw.
28
+
29
+ These tests prove deterministically (no model / no network):
30
+
31
+ * the intended forward-intercept play WINS every level + every
32
+ hard seed;
33
+ * stall, commit-NORTH, and commit-SOUTH all LOSE on the levels
34
+ where they don't match the intended capability (a real LOSS, not
35
+ a draw);
36
+ * the hard tier defines ≥2 spawn_point groups so a memorised
37
+ centre cell cannot generalise.
38
+ """
39
+
40
+ from __future__ import annotations
41
+
42
+ import pytest
43
+
44
+ pytest.importorskip("openra_train", reason="Rust env wheel not installed")
45
+ pytest.importorskip(
46
+ "openra_rl_training", reason="Rust env wheel not installed"
47
+ )
48
+
49
+ from openra_bench.eval_core import run_level
50
+ from openra_bench.scenarios import load_pack
51
+ from openra_bench.scenarios.loader import PACKS_DIR, compile_level
52
+
53
+ PACK = PACKS_DIR / "def-pre-position-mobile-reserve.yaml"
54
+ LEVELS = ("easy", "medium", "hard")
55
+ SEEDS = (1, 2, 3, 4)
56
+
57
+
58
+ # ── scripted policies ────────────────────────────────────────────────
59
+
60
+
61
+ def stall(rs, C):
62
+ """Observe-only. The stance:3 reserve auto-engages the rush when
63
+ it reaches the centre, racking up kills via the engine, but the
64
+ tanks NEVER MOVE OUT of the starting cluster → forward-zone
65
+ clauses never satisfied → LOSS."""
66
+ return [C.observe()]
67
+
68
+
69
+ def commit_north(rs, C):
70
+ """Move the WHOLE reserve to the NORTH intercept zone on turn 1.
71
+ On easy (rush IS from NORTH) this WINS. On medium/hard the S
72
+ (and E) forward zones stay empty → LOSS on the position
73
+ clause(s)."""
74
+ units = [
75
+ u for u in rs.get("units_summary", []) if u.get("type") == "2tnk"
76
+ ]
77
+ if not units:
78
+ return [C.observe()]
79
+ ids = [str(u["id"]) for u in units]
80
+ return [C.attack_move(ids, target_x=60, target_y=12)]
81
+
82
+
83
+ def commit_south(rs, C):
84
+ """Move the WHOLE reserve to the SOUTH intercept zone on turn 1.
85
+ On every level S is either wrong (easy: rush is NORTH) or
86
+ insufficient (medium/hard: other zones empty) → LOSS."""
87
+ units = [
88
+ u for u in rs.get("units_summary", []) if u.get("type") == "2tnk"
89
+ ]
90
+ if not units:
91
+ return [C.observe()]
92
+ ids = [str(u["id"]) for u in units]
93
+ return [C.attack_move(ids, target_x=60, target_y=28)]
94
+
95
+
96
+ def make_intended():
97
+ """Stable per-tank assignment so each tank's destination doesn't
98
+ flip frame-to-frame (re-pathing scrambles the split). On the
99
+ FIRST call, sort tank ids and read enemy positions to detect
100
+ which lanes are active; assign tanks to the active lanes
101
+ (NORTH-only on easy, NORTH+SOUTH on medium, NORTH+CENTRE+SOUTH
102
+ on hard)."""
103
+
104
+ state = {"assignments": None, "level": None}
105
+
106
+ def policy(rs, C):
107
+ own = [
108
+ u for u in rs.get("units_summary", [])
109
+ if u.get("type") == "2tnk"
110
+ ]
111
+ if not own:
112
+ return [C.observe()]
113
+ ids = sorted(str(u["id"]) for u in own)
114
+ if state["assignments"] is None:
115
+ # Wait until enemies are visible (interrupt mode fires
116
+ # enemy_unit_spotted quickly), then detect active lanes.
117
+ enem = [
118
+ e for e in (rs.get("enemy_summary") or [])
119
+ if e.get("type") != "fact"
120
+ ]
121
+ if not enem:
122
+ # Enemies not yet visible — hold at centre (observe)
123
+ # until interrupt fires.
124
+ return [C.observe()]
125
+ n_band = any(e["cell_y"] < 18 for e in enem)
126
+ s_band = any(e["cell_y"] > 22 for e in enem)
127
+ e_band = any(
128
+ 18 <= e["cell_y"] <= 22 and e["cell_x"] > 60
129
+ for e in enem
130
+ )
131
+ active = []
132
+ if n_band:
133
+ active.append("N")
134
+ if e_band:
135
+ active.append("C")
136
+ if s_band:
137
+ active.append("S")
138
+ if not active:
139
+ return [C.observe()]
140
+ n = len(ids)
141
+ if len(active) == 1:
142
+ state["assignments"] = {active[0]: ids}
143
+ elif len(active) == 2:
144
+ half = max(1, n // 2)
145
+ state["assignments"] = {
146
+ active[0]: ids[:half], active[1]: ids[half:]
147
+ }
148
+ elif len(active) == 3:
149
+ third = max(1, n // 3)
150
+ state["assignments"] = {
151
+ active[0]: ids[:third],
152
+ active[1]: ids[third:2 * third],
153
+ active[2]: ids[2 * third:],
154
+ }
155
+ a = state["assignments"]
156
+ alive = set(ids)
157
+ cmds = []
158
+ if "N" in a:
159
+ nids = [i for i in a["N"] if i in alive]
160
+ if nids:
161
+ cmds.append(
162
+ C.attack_move(nids, target_x=60, target_y=12)
163
+ )
164
+ if "C" in a:
165
+ cids = [i for i in a["C"] if i in alive]
166
+ if cids:
167
+ cmds.append(
168
+ C.attack_move(cids, target_x=65, target_y=20)
169
+ )
170
+ if "S" in a:
171
+ sids = [i for i in a["S"] if i in alive]
172
+ if sids:
173
+ cmds.append(
174
+ C.attack_move(sids, target_x=60, target_y=28)
175
+ )
176
+ return cmds or [C.observe()]
177
+
178
+ return policy
179
+
180
+
181
+ # ── structural checks (no engine) ────────────────────────────────────
182
+
183
+
184
+ def test_pack_loads_and_metadata_is_complete():
185
+ pack = load_pack(PACK)
186
+ assert pack.meta.id == "def-pre-position-mobile-reserve"
187
+ assert pack.meta.capability == "reasoning"
188
+ anchors = pack.meta.benchmark_anchor or []
189
+ assert anchors, "benchmark_anchor must be non-empty"
190
+ assert any("reserve" in a.lower() for a in anchors), anchors
191
+ assert any(
192
+ "chess" in a.lower() or "central" in a.lower() for a in anchors
193
+ ), anchors
194
+ # Rusher bot wired through to the engine for every level.
195
+ for lvl in LEVELS:
196
+ c = compile_level(pack, lvl)
197
+ assert c.map_supported
198
+ enemy = c.scenario.enemy
199
+ bot = getattr(enemy, "bot_type", None) or getattr(enemy, "bot", None)
200
+ assert str(bot).lower() == "rusher", (lvl, bot)
201
+
202
+
203
+ @pytest.mark.parametrize("level", LEVELS)
204
+ def test_every_level_has_a_reachable_timeout_fail(level):
205
+ """Non-win must be a real LOSS: the `after_ticks` fail must be
206
+ strictly below the tick reachable at max_turns (≤90 ticks/step
207
+ in interrupt mode)."""
208
+ c = compile_level(load_pack(PACK), level)
209
+ assert c.fail_condition is not None
210
+ fc = c.fail_condition.model_dump(exclude_none=True)
211
+ deadline = None
212
+ for clause in fc.get("any_of", []) or []:
213
+ if "after_ticks" in clause:
214
+ deadline = int(clause["after_ticks"])
215
+ assert deadline is not None, f"{level}: no after_ticks fail clause"
216
+ reachable = 93 + 90 * (c.max_turns - 1)
217
+ assert deadline < reachable, (
218
+ f"{level}: deadline {deadline} unreachable within "
219
+ f"{c.max_turns} turns (max tick {reachable}) → draw degeneracy"
220
+ )
221
+
222
+
223
+ @pytest.mark.parametrize("level", LEVELS)
224
+ def test_every_level_enforces_forward_zone(level):
225
+ """The position axis must be load-bearing: every level's win
226
+ condition must require at least one `units_in_region_gte` clause
227
+ (the forward-zone discriminator). Medium and hard require ≥2
228
+ zones (must split)."""
229
+ c = compile_level(load_pack(PACK), level)
230
+ win = c.win_condition.model_dump(exclude_none=True)
231
+ flat = str(win)
232
+ assert "units_in_region_gte" in flat, win
233
+ # Count zones (one per occurrence in the win dict).
234
+ zone_count = flat.count("units_in_region_gte")
235
+ if level == "easy":
236
+ assert zone_count >= 1, (level, zone_count, win)
237
+ elif level == "medium":
238
+ assert zone_count >= 2, (level, zone_count, win)
239
+ elif level == "hard":
240
+ assert zone_count >= 3, (level, zone_count, win)
241
+
242
+
243
+ def test_hard_has_two_spawn_point_groups():
244
+ """Hard-tier contract: ≥2 distinct seed-driven spawn_point groups
245
+ so the reserve's starting cell rotates by seed (anti-memorisation
246
+ of an absolute cell — the doctrine must generalise)."""
247
+ c = compile_level(load_pack(PACK), "hard")
248
+ groups = {
249
+ a.spawn_point for a in c.scenario.actors
250
+ if a.owner == "agent" and a.spawn_point is not None
251
+ }
252
+ assert groups == {0, 1}, groups
253
+ # In-bounds check (rush-hour-arena playable y ≈ 2..38).
254
+ for a in c.scenario.actors:
255
+ x, y = a.position
256
+ assert 2 <= x <= 126 and 2 <= y <= 38, (a.type, a.position)
257
+
258
+
259
+ # ── solvency: intended WINS every level + every hard seed ────────────
260
+
261
+
262
+ @pytest.mark.parametrize("level", LEVELS)
263
+ def test_intended_split_intercept_wins_every_level_and_seed(level):
264
+ c = compile_level(load_pack(PACK), level)
265
+ for seed in SEEDS:
266
+ r = run_level(c, make_intended(), seed=seed)
267
+ assert r.outcome == "win", (
268
+ f"{level} seed{seed}: intended split/forward-intercept play "
269
+ f"must WIN; got {r.outcome} "
270
+ f"(tick={r.signals.game_tick}, "
271
+ f"kills={r.signals.units_killed}, "
272
+ f"lost={r.signals.units_lost})"
273
+ )
274
+
275
+
276
+ # ── no-cheat: every wrong / lazy policy LOSES (real LOSS, not draw) ──
277
+
278
+
279
+ @pytest.mark.parametrize("level", LEVELS)
280
+ def test_stall_loses_every_level_and_seed(level):
281
+ """Stall (observe only) — the reserve never reaches the forward
282
+ zone(s) → LOSS even when the auto-defence racks up kills."""
283
+ c = compile_level(load_pack(PACK), level)
284
+ for seed in SEEDS:
285
+ r = run_level(c, stall, seed=seed)
286
+ assert r.outcome == "loss", (
287
+ f"{level} seed{seed} stall: must LOSE (real fail, not draw); "
288
+ f"got {r.outcome} (tick={r.signals.game_tick}, "
289
+ f"kills={r.signals.units_killed}, "
290
+ f"lost={r.signals.units_lost})"
291
+ )
292
+
293
+
294
+ @pytest.mark.parametrize("level", ("medium", "hard"))
295
+ def test_commit_north_loses_on_multi_flank_levels(level):
296
+ """Committing the WHOLE reserve to NORTH leaves the SOUTH (and on
297
+ hard, also the CENTRE/E) forward zone(s) empty → position-clause
298
+ LOSS. (On EASY commit-NORTH is the intended single-direction
299
+ play and WINS — that case is covered by the intended-WIN test.)"""
300
+ c = compile_level(load_pack(PACK), level)
301
+ for seed in SEEDS:
302
+ r = run_level(c, commit_north, seed=seed)
303
+ assert r.outcome == "loss", (
304
+ f"{level} seed{seed} commit-NORTH: must LOSE on multi-flank "
305
+ f"level; got {r.outcome} (tick={r.signals.game_tick}, "
306
+ f"kills={r.signals.units_killed}, "
307
+ f"lost={r.signals.units_lost})"
308
+ )
309
+
310
+
311
+ @pytest.mark.parametrize("level", LEVELS)
312
+ def test_commit_south_loses_every_level_and_seed(level):
313
+ """Committing the WHOLE reserve to SOUTH is always wrong — on
314
+ easy the rush is NORTH (S zone irrelevant); on medium/hard the
315
+ N (and E) forward zones stay empty → LOSS."""
316
+ c = compile_level(load_pack(PACK), level)
317
+ for seed in SEEDS:
318
+ r = run_level(c, commit_south, seed=seed)
319
+ assert r.outcome == "loss", (
320
+ f"{level} seed{seed} commit-SOUTH: must LOSE; got "
321
+ f"{r.outcome} (tick={r.signals.game_tick}, "
322
+ f"kills={r.signals.units_killed}, "
323
+ f"lost={r.signals.units_lost})"
324
+ )
325
+
326
+
327
+ # ── determinism ──────────────────────────────────────────────────────
328
+
329
+
330
+ def test_intended_run_is_deterministic_on_easy():
331
+ c = compile_level(load_pack(PACK), "easy")
332
+ a = run_level(c, make_intended(), seed=2)
333
+ b = run_level(c, make_intended(), seed=2)
334
+ assert (a.outcome, a.turns) == (b.outcome, b.turns), (
335
+ "same seed must be deterministic"
336
+ )