Spaces:
Running
feat(scenario): expansion-turtle-1-base-fortified — heavy-defense 1-base macro (SC2 fortress / military concentration anchor)
Browse filesWave-4 Group B TURTLE node of the expansion triple (siblings:
expansion-aggro-3-base-greedy GREEDY arm, tech-balanced-econ-then-
tech BALANCED arm). The agent has a single pre-placed base PLUS a
seed defence line (pre-placed pbox + 1 gun + weap) and must
FORTIFY DENSELY ENOUGH to repel an incoming hunt-bot assault while
reaching a higher defence bar (>=3/>=6/>=8 pbox + >=1/>=2/>=2 gun)
and maintaining >=3 defenders alive, all before tick 5400 with the
conyard still standing.
Expansion is STRUCTURALLY FORBIDDEN: no MCV is provided and
`deploy` is removed from the tools list (double-blocked). The
discrimination is whether the model embraces the deep-defence play
(actively REINFORCES the pre-placed pbox/gun seed against the
hunt's grinding attrition) instead of stalling, pure-army (no pbox
replacement -> defences bleed below the bar), or over-teching
(cash spent on dome/fix research instead of pbox/gun reinforcement).
Real-world anchors:
* SC2 fortress macro / 1-base mass-defence timing
* Risk-averse business: own one market deeply rather than expand thin
* Military fortress doctrine: concentrate force at impregnable site
* Defensive-vs-expansion tradeoff in capital allocation
Pack details:
* map: rush-hour-arena (128x40); hunt-bot opponent at x=95 east
lane; persistent unarmed enemy `fact` marker at x=122 as anti-
DRAW guard so non-winners emit a real reachable LOSS.
* pre-placed seed (medium): fact + tent + 2x powr + proc + harv +
mine WEST of the lane; 5 pbox + 1 gun + weap + 5 e1 + 1 e3
screen at the EAST lane mouth. Agent adds >=1 pbox + >=1 gun +
reinforcement to reach 6/2 bar under attrition.
* starting_cash 6500/8500/9500 funds the entire intended
reinforcement spend (no `harvest` tool -> idle harv = 0 cr/turn).
* within_ticks 5400 / after_ticks 5401, max_turns 62 -> reachable
tick 5583 >= 5401 (deadline bites, non-winner = real LOSS).
* hard tier: 2 spawn_point groups (NORTH y=12 / SOUTH y=28)
round-robined by seed; symmetric hunt bands at BOTH latitudes
so a memorised pbox layout from one spawn does not generalise.
No-cheat validation (deterministic, no model/network):
* stall (Command.observe()) - LOSS every level + every hard seed
(defences bleed below bar, screen wiped below 3).
* pure_army (only train e1, no defence builds) - LOSS every level
+ every hard seed (pbox bar falls below target).
* over_tech (build dome+fix instead of pbox/gun) - LOSS every
level + every hard seed (cash spent on tech, bar unmet).
* intended_fortify (reinforce pbox+gun, train e1) - WIN every
level + every hard seed.
Model smoke: Qwen3.6-Plus on medium seed 1 - LOSS (composite 0.37);
appropriate discrimination, the model did not reach the dense-
fortification bar inside the budget.
Registered in tests/test_hard_tier.py::UPGRADED.
21/21 tests in tests/test_expansion_turtle_1_base_fortified.py pass.
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| 1 |
+
# EXPANSION-TURTLE-1-BASE-FORTIFIED — Group B (Mid: TURTLE 1-base
|
| 2 |
+
# fortification, dense static-defence supremacy over expansion).
|
| 3 |
+
#
|
| 4 |
+
# The TURTLE variant of the expansion triple (sister to
|
| 5 |
+
# expansion-aggro-3-base-greedy and tech-balanced-econ-then-tech).
|
| 6 |
+
# The agent has a SINGLE pre-placed base (fact + tent + powr + proc)
|
| 7 |
+
# and NO MCV — `deploy` is removed from the tools list, so expansion
|
| 8 |
+
# is structurally forbidden. The intended play is to accept the
|
| 9 |
+
# 1-base cap and fortify so heavily (≥6 pbox + ≥2 gun + ≥3 defenders)
|
| 10 |
+
# that an incoming hunt-bot assault (6 e1 + 2 e3) is absorbed at the
|
| 11 |
+
# wall and the conyard still stands at the deadline.
|
| 12 |
+
#
|
| 13 |
+
# Why this is the TURTLE mirror of expansion-aggro-3-base-greedy:
|
| 14 |
+
# - AGGRO commits 3 MCVs to 3 distinct regions (growth supremacy,
|
| 15 |
+
# no defence). The hedged "hold one MCV back" play LOSES the
|
| 16 |
+
# third region.
|
| 17 |
+
# - TURTLE commits the entire economy to ONE site (defence
|
| 18 |
+
# supremacy, no growth). The hedged "build an army instead of
|
| 19 |
+
# towers" play gets ground down by the hunt band; the hedged
|
| 20 |
+
# "build towers but skip the army-throughput minimum" play
|
| 21 |
+
# stalls; the hedged "tech up instead of laying defences" play
|
| 22 |
+
# gets razed.
|
| 23 |
+
# - BALANCED (tech-balanced-econ-then-tech) sequences econ-then-
|
| 24 |
+
# tech; defences-only LOSES because the tech chain never
|
| 25 |
+
# finishes.
|
| 26 |
+
# - Together the three packs cover the canonical mid-game
|
| 27 |
+
# allocation trilemma: spread thin (AGGRO), tech deep
|
| 28 |
+
# (BALANCED), turtle wide-and-thick (TURTLE).
|
| 29 |
+
#
|
| 30 |
+
# Benchmark / real-world anchor:
|
| 31 |
+
# - SC2 fortress macro / 1-base mass-defence timing: stay on one
|
| 32 |
+
# base, mass static defence and a minimum army to repel an
|
| 33 |
+
# incoming all-in attack.
|
| 34 |
+
# - Risk-averse business: own one market deeply rather than
|
| 35 |
+
# expand thin — concentrate capital where you already have
|
| 36 |
+
# advantage, fortify the moat.
|
| 37 |
+
# - Military fortress doctrine: concentrate force at one
|
| 38 |
+
# impregnable site rather than disperse across multiple
|
| 39 |
+
# vulnerable outposts.
|
| 40 |
+
# - Defensive-vs-expansion tradeoff in capital allocation: when
|
| 41 |
+
# the threat is concrete (incoming hunt-bot assault) and the
|
| 42 |
+
# incremental return on expansion is uncertain, deep
|
| 43 |
+
# fortification dominates broad expansion.
|
| 44 |
+
#
|
| 45 |
+
# Engine tick/turn alignment (CLAUDE.md, ~90 ticks/turn):
|
| 46 |
+
# within_ticks 5400 / after_ticks 5401, max_turns 62 → reachable
|
| 47 |
+
# tick 93 + 90·61 = 5583 ≥ 5401 ✓ (the deadline bites; a stall
|
| 48 |
+
# emits a real LOSS, not a DRAW). Interrupt steps can run <90
|
| 49 |
+
# ticks/turn, so 62 turns is a comfortable buffer.
|
| 50 |
+
#
|
| 51 |
+
# Economy budget (per level):
|
| 52 |
+
# The pack is "fat war chest" turtle: NO `harvest` tool exposed
|
| 53 |
+
# (the turtle plays pure capex from a fat war chest, not active
|
| 54 |
+
# econ micro — keeps the discrimination cleanly on defence vs
|
| 55 |
+
# tech vs army allocation, not on harvester routing). With no
|
| 56 |
+
# harvest dispatch the pre-placed harv+proc+mine triple yields
|
| 57 |
+
# zero passive income (idle harvester does not auto-cycle
|
| 58 |
+
# without a `Command.harvest` dispatch — engine quirk noted in
|
| 59 |
+
# tests/test_econ_startup_from_scratch.py), so starting_cash
|
| 60 |
+
# must fund the entire intended REINFORCEMENT spend on top of
|
| 61 |
+
# the pre-placed seed defences. Costs (per CLAUDE.md): pbox=600,
|
| 62 |
+
# gun=800, weap=2000, e1=100, powr=300.
|
| 63 |
+
# - easy seed: 1 pbox + weap pre-placed; agent adds ≥2 pbox + 1
|
| 64 |
+
# gun + reinforcement ≈ 2 pbox + 1 gun + 4 e1 ≈ 2400 → cash 6500
|
| 65 |
+
# covers reinforcement under attrition (extra pbox + extra e1).
|
| 66 |
+
# - medium seed: 5 pbox + 1 gun + weap pre-placed; agent adds ≥1
|
| 67 |
+
# pbox + ≥1 gun + reinforcement ≈ 3 pbox + 1 gun + 6 e1 = 3200 →
|
| 68 |
+
# cash 8500 covers reinforcement under heavier attrition.
|
| 69 |
+
# - hard seed: 7 pbox + 1 gun + weap pre-placed; agent adds ≥1
|
| 70 |
+
# pbox + ≥1 gun + reinforcement ≈ 4 pbox + 1 gun + 6 e1 = 3800
|
| 71 |
+
# → cash 9500 covers reinforcement under doubled-flank attrition.
|
| 72 |
+
# The cap is tight enough that an over-tech skip-defence policy
|
| 73 |
+
# (e.g. spending 2000+ on dome / 2500+ on fix instead of pbox
|
| 74 |
+
# reinforcement) busts the defence bar AND gets the fact razed.
|
| 75 |
+
#
|
| 76 |
+
# Engine footguns applied (per CLAUDE.md):
|
| 77 |
+
# - `deploy` removed from tools so expansion is structurally
|
| 78 |
+
# forbidden (the bench advertises only what the agent can do —
|
| 79 |
+
# no MCV is provided either, double-blocked).
|
| 80 |
+
# - Persistent unarmed enemy `fact` MARKER at the far map edge
|
| 81 |
+
# prevents the all-enemies-eliminated auto-`done` so non-winners
|
| 82 |
+
# LOSE on the deadline (never DRAW). The hunt band itself is
|
| 83 |
+
# temporary — once dispatched the marker keeps the run alive
|
| 84 |
+
# until the clock or the fortification predicates resolve.
|
| 85 |
+
# - The agent starts WITH units (the pre-placed harv counts in
|
| 86 |
+
# units_summary) so the `not own_units_gte:1` fail clause is
|
| 87 |
+
# safe on turn 1 (CLAUDE.md unit-less-start footgun does not
|
| 88 |
+
# apply here). Once the harv is killed AND no defenders are
|
| 89 |
+
# trained AND the fact dies, the clause fires.
|
| 90 |
+
# - Pre-placed fact + tent + powr + proc + harv + mine so the
|
| 91 |
+
# intended sequence is: queue pbox + e1 in parallel on turn 1
|
| 92 |
+
# (Defence and Infantry queues), drop pbox at the lane mouth,
|
| 93 |
+
# keep training defenders. No build-radius gymnastics required.
|
| 94 |
+
# - Hard tier: TWO agent spawn_point groups rotate the whole
|
| 95 |
+
# starter base between a north y=12 and a south y=28 latitude.
|
| 96 |
+
# Hunt-bot composition is symmetric (the enemy bands sit at
|
| 97 |
+
# both latitudes; enemies don't honour spawn_point — CLAUDE.md)
|
| 98 |
+
# so the threat ALWAYS arrives from both flanks but the home
|
| 99 |
+
# base flips per seed — single memorised pbox cell cannot
|
| 100 |
+
# generalise.
|
| 101 |
+
# - `has_building` is MONOTONIC (never un-sets after a kill); the
|
| 102 |
+
# "fact still standing" predicate uses `building_count_gte:
|
| 103 |
+
# {type: fact, n: 1}` which iterates the per-tick refreshed
|
| 104 |
+
# own_buildings list and DOES fall to 0 when the fact is razed.
|
| 105 |
+
# - Hunt-bot (`bot_type: hunt`) actively seeks out the nearest
|
| 106 |
+
# agent unit / building; arrives at the base by ~tick 1500
|
| 107 |
+
# from the x=80 spawn given the rush-hour-arena layout.
|
| 108 |
+
# - Map: rush-hour-arena (128×40), validated for the canonical
|
| 109 |
+
# base-at-x=10, threat-at-x=80 hunt-band geometry across
|
| 110 |
+
# defense-rush-survive. All actors within playable bounds
|
| 111 |
+
# (x∈[2,126], y∈[2,38]).
|
| 112 |
+
|
| 113 |
+
meta:
|
| 114 |
+
id: expansion-turtle-1-base-fortified
|
| 115 |
+
title: 'Expansion TURTLE — Fortify 1 Base (Defence Supremacy, No Expansion)'
|
| 116 |
+
capability: reasoning
|
| 117 |
+
real_world_meaning: >
|
| 118 |
+
TURTLE 1-base fortification: the agent has no second MCV and
|
| 119 |
+
no `deploy` tool — expansion is structurally off the menu.
|
| 120 |
+
The only path to win is to take the single pre-placed base
|
| 121 |
+
and harden it so densely (≥6 pillboxes + ≥2 gun turrets + a
|
| 122 |
+
minimum army of 3) that an incoming hunt-bot assault is
|
| 123 |
+
absorbed at the wall, with the home fact still standing at
|
| 124 |
+
the deadline. The discrimination is whether the model
|
| 125 |
+
embraces the deep-defence play (accepts the 1-base cap and
|
| 126 |
+
invests the whole economy in static defence + minimum army)
|
| 127 |
+
instead of defaulting to a "balanced" play that leaves the
|
| 128 |
+
base under-fortified, or a "pure army" play that gets ground
|
| 129 |
+
down without towers to anchor on, or an "over-tech" play
|
| 130 |
+
that builds research while the fact is being razed.
|
| 131 |
+
robotics_analogue: >
|
| 132 |
+
Single-site hardening under known incoming threat: a fixed
|
| 133 |
+
asset (factory, data centre, military outpost) has a known
|
| 134 |
+
incoming attack inside a fixed window, no option to relocate,
|
| 135 |
+
and no reinforcement; the only path is to invest the entire
|
| 136 |
+
budget in passive hardening (walls, turrets, hardened
|
| 137 |
+
bunkers) plus a minimum on-site response force, accepting
|
| 138 |
+
that the asset will be irrelevant outside its own perimeter.
|
| 139 |
+
Same idea in capital allocation (own one market deeply),
|
| 140 |
+
cybersecurity (concentrate WAF + IDS + bastion at the one
|
| 141 |
+
public-facing endpoint instead of spreading thin), and
|
| 142 |
+
military fortress doctrine (concentrate force at one
|
| 143 |
+
impregnable site).
|
| 144 |
+
benchmark_anchor:
|
| 145 |
+
- "SC2 fortress macro / 1-base mass-defense timing"
|
| 146 |
+
- "risk-averse business: own one market deeply"
|
| 147 |
+
- "military fortress doctrine: concentrate force at impregnable site"
|
| 148 |
+
- "defensive-vs-expansion tradeoff in capital allocation"
|
| 149 |
+
author: "openra-bench"
|
| 150 |
+
|
| 151 |
+
base_map: rush-hour-arena
|
| 152 |
+
|
| 153 |
+
# Pack-wide default; each level overrides with the cash needed to
|
| 154 |
+
# fund EXACTLY its intended dense-fortification spend. No income
|
| 155 |
+
# flows (no harvest tool exposed, idle harv = 0 cr/turn — see
|
| 156 |
+
# tests/test_econ_startup_from_scratch.py engine quirk).
|
| 157 |
+
starting_cash: 2500
|
| 158 |
+
|
| 159 |
+
base:
|
| 160 |
+
agent: {faction: allies}
|
| 161 |
+
# Hunt-bot actively seeks the nearest agent unit/building and
|
| 162 |
+
# commits the full band to the agent's centroid (defense-rush-
|
| 163 |
+
# survive uses `rusher` for the same role; `hunt` is the
|
| 164 |
+
# generic-seek bot named in the spec).
|
| 165 |
+
enemy: {faction: soviet, bot_type: hunt}
|
| 166 |
+
# TURTLE tool list per spec: NO `deploy` (expansion structurally
|
| 167 |
+
# forbidden — bench advertises only what the agent can do). NO
|
| 168 |
+
# `harvest` either — the turtle plays pure capex from a fat war
|
| 169 |
+
# chest (starting_cash funds the entire intended reinforcement
|
| 170 |
+
# spend), keeping the discrimination cleanly on defence vs tech
|
| 171 |
+
# vs army allocation rather than on harvester routing.
|
| 172 |
+
tools: [observe, build, place_building, move_units, attack_unit, stop]
|
| 173 |
+
planning: true
|
| 174 |
+
# No interrupts: a step that fires on every enemy spotted /
|
| 175 |
+
# defender lost shortens each step to <90 ticks and the
|
| 176 |
+
# after_ticks fail cannot then be reached inside max_turns,
|
| 177 |
+
# collapsing non-winners to DRAW. Turtle play is also less
|
| 178 |
+
# interrupt-driven than the rusher / harass packs — the
|
| 179 |
+
# decision space is "lay defences and train defenders" and
|
| 180 |
+
# the engine handles the firing automatically.
|
| 181 |
+
termination: {max_ticks: 12000}
|
| 182 |
+
actors: []
|
| 183 |
+
|
| 184 |
+
levels:
|
| 185 |
+
# ── EASY ────────────────────────────────────��────────────────────
|
| 186 |
+
# Degenerate-to-balanced variant: smaller hunt band (4× e1),
|
| 187 |
+
# lower fortification bars (3 pbox, 1 gun). Tests the bare
|
| 188 |
+
# "lay defences AND keep a minimum army" capability. Cash
|
| 189 |
+
# covers 3 pbox + 1 gun + weap (gun prereq) + 3 e1 ≈ 4700,
|
| 190 |
+
# plus a generous buffer for extra defenders.
|
| 191 |
+
# max_turns 62 → reachable tick 93 + 90·61 = 5583 ≥ 5401 ✓
|
| 192 |
+
easy:
|
| 193 |
+
description: >
|
| 194 |
+
TURTLE expansion easy: your single pre-placed base (fact +
|
| 195 |
+
barracks + 2× power plant + refinery + harvester) faces an
|
| 196 |
+
incoming hunt band of 4 rifle infantry. You have no MCV and
|
| 197 |
+
cannot expand. Fortify in place: build at least 3 pillboxes
|
| 198 |
+
(pbox) AND at least 1 gun turret (gun) AND have ≥3 own
|
| 199 |
+
units alive AND keep the construction yard (fact) standing,
|
| 200 |
+
all before tick 5400. A war factory (weap) is required as
|
| 201 |
+
gun's engine prerequisite — that is the only tech allowed
|
| 202 |
+
under the turtle frame. Stalling (no defences → fact razed),
|
| 203 |
+
pure-army-no-towers (e1-spam, gets ground down), and over-
|
| 204 |
+
tech-skip-defence (weap+dome+more before pbox, fact razed
|
| 205 |
+
during research) all LOSE.
|
| 206 |
+
starting_cash: 6500
|
| 207 |
+
overrides:
|
| 208 |
+
actors:
|
| 209 |
+
# West base. fact at (16,20) — eastmost of the base
|
| 210 |
+
# buildings, so the hunt band's centroid-seek targets fact
|
| 211 |
+
# FIRST (and the easy-to-replace defence line in front),
|
| 212 |
+
# not the irreplaceable tent. Tent + 2 powr + proc clustered
|
| 213 |
+
# WEST behind the fact; the screen + pbox lane mouth runs
|
| 214 |
+
# EAST of the fact, where the hunt band actually engages.
|
| 215 |
+
- {type: fact, owner: agent, position: [16, 20]}
|
| 216 |
+
- {type: tent, owner: agent, position: [8, 18]}
|
| 217 |
+
- {type: powr, owner: agent, position: [6, 20]}
|
| 218 |
+
- {type: powr, owner: agent, position: [6, 22]}
|
| 219 |
+
- {type: proc, owner: agent, position: [10, 16]}
|
| 220 |
+
- {type: harv, owner: agent, position: [10, 22]}
|
| 221 |
+
- {type: mine, owner: neutral, position: [2, 20]}
|
| 222 |
+
# Pre-placed seed: 1 pbox + weap (gun prereq) standing.
|
| 223 |
+
# The agent must ADD 2 more pbox + 1 gun to reach the
|
| 224 |
+
# 3 pbox + 1 gun bar — the irreducible turtle build chain
|
| 225 |
+
# under attack pressure. The pre-placed pbox + weap give
|
| 226 |
+
# just enough cushion that the build chain has time to
|
| 227 |
+
# complete; without the seed, the line is built too late
|
| 228 |
+
# and ganged before completion.
|
| 229 |
+
- {type: pbox, owner: agent, position: [22, 20]}
|
| 230 |
+
- {type: weap, owner: agent, position: [10, 24]}
|
| 231 |
+
# Pre-placed starting screen: 4× e1 (so the
|
| 232 |
+
# own_units_gte:3 bar starts satisfied; the discriminator
|
| 233 |
+
# is whether the agent KEEPS ≥3 alive — adds reinforcing
|
| 234 |
+
# pbox + trains replacement infantry as the hunt band
|
| 235 |
+
# grinds the screen).
|
| 236 |
+
- {type: e1, owner: agent, position: [20, 20], stance: 3, count: 4}
|
| 237 |
+
# Smaller hunt band (4× e1) starting far east at x=95.
|
| 238 |
+
# At ~3-4 cells/turn the band needs ~20+ turns (~tick 2000)
|
| 239 |
+
# to reach the lane mouth at x=22, giving the pbox×3+gun
|
| 240 |
+
# chain time to come online.
|
| 241 |
+
- {type: e1, owner: enemy, position: [95, 20], stance: 3, count: 4}
|
| 242 |
+
# Persistent unarmed enemy marker — LOSS-not-DRAW guarantee.
|
| 243 |
+
- {type: fact, owner: enemy, position: [122, 20]}
|
| 244 |
+
win_condition:
|
| 245 |
+
all_of:
|
| 246 |
+
- building_count_gte: {type: pbox, n: 3}
|
| 247 |
+
- building_count_gte: {type: gun, n: 1}
|
| 248 |
+
# Conyard still standing — use building_count_gte (per-tick
|
| 249 |
+
# refreshed) NOT has_building (monotonic set, never un-set
|
| 250 |
+
# after a kill — CLAUDE.md footgun).
|
| 251 |
+
- building_count_gte: {type: fact, n: 1}
|
| 252 |
+
- own_units_gte: 3
|
| 253 |
+
- within_ticks: 5400
|
| 254 |
+
fail_condition:
|
| 255 |
+
any_of:
|
| 256 |
+
- after_ticks: 5401
|
| 257 |
+
- not: {building_count_gte: {type: fact, n: 1}}
|
| 258 |
+
- not: {own_units_gte: 1}
|
| 259 |
+
max_turns: 62
|
| 260 |
+
|
| 261 |
+
# ── MEDIUM ───────────────────────────────────────────────────────
|
| 262 |
+
# The TURTLE challenge proper: full hunt band (6× e1 + 2× e3) +
|
| 263 |
+
# dense fortification bars (≥6 pbox + ≥2 gun + ≥3 defenders +
|
| 264 |
+
# fact standing). Cash covers 6 pbox + 2 gun + weap + 3 e1 ≈
|
| 265 |
+
# 6500, plus buffer for spare defenders.
|
| 266 |
+
# max_turns 62 → reachable tick 5583 ≥ 5401 ✓
|
| 267 |
+
medium:
|
| 268 |
+
description: >
|
| 269 |
+
TURTLE expansion medium: your single pre-placed base (fact +
|
| 270 |
+
barracks + 2× power plant + refinery + harvester) faces an
|
| 271 |
+
incoming hunt band of 6 rifle infantry plus 2 rocket soldiers.
|
| 272 |
+
You have no MCV and cannot expand — you must fortify the one
|
| 273 |
+
site densely. Build at least 6 pillboxes (pbox) AND at least
|
| 274 |
+
2 gun turrets (gun) AND have ≥3 own units alive AND keep the
|
| 275 |
+
construction yard (fact) standing, all before tick 5400. A
|
| 276 |
+
war factory (weap) is required as gun's engine prerequisite.
|
| 277 |
+
Stalling (no defences → fact razed), pure-army-no-towers
|
| 278 |
+
(e1-spam, ground down without anchors), and over-tech-skip-
|
| 279 |
+
defence (weap+dome before pbox, fact razed during research)
|
| 280 |
+
all LOSE.
|
| 281 |
+
starting_cash: 8500
|
| 282 |
+
overrides:
|
| 283 |
+
actors:
|
| 284 |
+
- {type: fact, owner: agent, position: [16, 20]}
|
| 285 |
+
- {type: tent, owner: agent, position: [8, 18]}
|
| 286 |
+
- {type: powr, owner: agent, position: [6, 20]}
|
| 287 |
+
- {type: powr, owner: agent, position: [6, 22]}
|
| 288 |
+
- {type: proc, owner: agent, position: [10, 16]}
|
| 289 |
+
- {type: harv, owner: agent, position: [10, 22]}
|
| 290 |
+
- {type: mine, owner: neutral, position: [2, 20]}
|
| 291 |
+
# Pre-placed seed: 5 pbox + 1 gun + weap (gun prereq).
|
| 292 |
+
# The agent must ADD ≥1 more pbox + ≥1 more gun (while
|
| 293 |
+
# reinforcing attrition losses) to reach the 6 pbox / 2
|
| 294 |
+
# gun bar under pressure from a hunt band of 6 e1 + 2 e3.
|
| 295 |
+
# Stalling (no build) → defences bleed below 6/2 (the
|
| 296 |
+
# hunt destroys ~1 pbox / 4 turns on average), bar never
|
| 297 |
+
# met. Pure-army (e1 only) → no replacement defences, bar
|
| 298 |
+
# falls below 6 mid-run. Over-tech (weap+dome+research
|
| 299 |
+
# instead of pbox/gun reinforcement) → cash spent
|
| 300 |
+
# elsewhere, bar unmet.
|
| 301 |
+
- {type: pbox, owner: agent, position: [22, 17]}
|
| 302 |
+
- {type: pbox, owner: agent, position: [22, 19]}
|
| 303 |
+
- {type: pbox, owner: agent, position: [22, 21]}
|
| 304 |
+
- {type: pbox, owner: agent, position: [22, 23]}
|
| 305 |
+
- {type: pbox, owner: agent, position: [24, 20]}
|
| 306 |
+
- {type: weap, owner: agent, position: [10, 24]}
|
| 307 |
+
- {type: gun, owner: agent, position: [24, 18]}
|
| 308 |
+
# Heavier starting screen: 5 e1 + 1 e3 to absorb the e3
|
| 309 |
+
# rocket-soldier damage that out-ranges a single pbox.
|
| 310 |
+
- {type: e1, owner: agent, position: [20, 20], stance: 3, count: 5}
|
| 311 |
+
- {type: e3, owner: agent, position: [20, 22], stance: 3, count: 1}
|
| 312 |
+
# Canonical hunt band: 6× e1 + 2× e3 starting far east at
|
| 313 |
+
# x=95.
|
| 314 |
+
- {type: e1, owner: enemy, position: [95, 20], stance: 3, count: 6}
|
| 315 |
+
- {type: e3, owner: enemy, position: [97, 20], stance: 3, count: 2}
|
| 316 |
+
- {type: fact, owner: enemy, position: [122, 20]}
|
| 317 |
+
win_condition:
|
| 318 |
+
all_of:
|
| 319 |
+
- building_count_gte: {type: pbox, n: 6}
|
| 320 |
+
- building_count_gte: {type: gun, n: 2}
|
| 321 |
+
- building_count_gte: {type: fact, n: 1}
|
| 322 |
+
- own_units_gte: 3
|
| 323 |
+
- within_ticks: 5400
|
| 324 |
+
fail_condition:
|
| 325 |
+
any_of:
|
| 326 |
+
- after_ticks: 5401
|
| 327 |
+
- not: {building_count_gte: {type: fact, n: 1}}
|
| 328 |
+
- not: {own_units_gte: 1}
|
| 329 |
+
max_turns: 62
|
| 330 |
+
|
| 331 |
+
# ── HARD ─────────────────────────────────────────────────────────
|
| 332 |
+
# +1 axis: TWO agent spawn_point groups rotate the whole starter
|
| 333 |
+
# base between a NORTH (y=12) and a SOUTH (y=28) latitude.
|
| 334 |
+
# Symmetric enemy hunt bands at BOTH latitudes (enemies don't
|
| 335 |
+
# honour spawn_point — CLAUDE.md), so the threat always arrives
|
| 336 |
+
# from both flanks regardless of which spawn the agent draws;
|
| 337 |
+
# but the home base flips per seed, so a single memorised pbox
|
| 338 |
+
# cell cannot generalise. Higher pbox bar (≥8) reflects the
|
| 339 |
+
# doubled threat surface. Cash 9500 covers 8 pbox + 2 gun +
|
| 340 |
+
# weap + 3 e1 ≈ 7600 plus buffer.
|
| 341 |
+
# max_turns 62 → reachable tick 5583 ≥ 5401 ✓
|
| 342 |
+
hard:
|
| 343 |
+
description: >
|
| 344 |
+
TURTLE expansion hard: your single pre-placed base spawns at
|
| 345 |
+
either the NORTH (y=12) or SOUTH (y=28) latitude depending on
|
| 346 |
+
the seed; symmetric hunt bands arrive from BOTH latitudes
|
| 347 |
+
regardless. Fortify the site you actually got: build at least
|
| 348 |
+
8 pillboxes (pbox) AND at least 2 gun turrets (gun) AND have
|
| 349 |
+
≥3 own units alive AND keep the construction yard (fact)
|
| 350 |
+
standing, all before tick 5400. A memorised pbox layout from
|
| 351 |
+
one spawn does not generalise to the other.
|
| 352 |
+
objective_coords: relative
|
| 353 |
+
starting_cash: 9500
|
| 354 |
+
overrides:
|
| 355 |
+
enemy: {faction: soviet, bot_type: hunt}
|
| 356 |
+
actors:
|
| 357 |
+
# North-base spawn (spawn_point 0). y=12 chosen so the
|
| 358 |
+
# WEST-stacked powr/proc/tent stays in-bounds (y∈[2,38]).
|
| 359 |
+
- {type: fact, owner: agent, position: [16, 12], spawn_point: 0}
|
| 360 |
+
- {type: tent, owner: agent, position: [8, 10], spawn_point: 0}
|
| 361 |
+
- {type: powr, owner: agent, position: [6, 12], spawn_point: 0}
|
| 362 |
+
- {type: powr, owner: agent, position: [6, 14], spawn_point: 0}
|
| 363 |
+
- {type: proc, owner: agent, position: [10, 8], spawn_point: 0}
|
| 364 |
+
- {type: harv, owner: agent, position: [10, 14], spawn_point: 0}
|
| 365 |
+
# Pre-placed seed: 7 pbox + 1 gun + weap (NORTH). Agent
|
| 366 |
+
# must add ≥1 pbox + ≥1 gun (plus reinforce attrition)
|
| 367 |
+
# to reach 8/2 bar.
|
| 368 |
+
- {type: pbox, owner: agent, position: [22, 8], spawn_point: 0}
|
| 369 |
+
- {type: pbox, owner: agent, position: [22, 10], spawn_point: 0}
|
| 370 |
+
- {type: pbox, owner: agent, position: [22, 12], spawn_point: 0}
|
| 371 |
+
- {type: pbox, owner: agent, position: [22, 14], spawn_point: 0}
|
| 372 |
+
- {type: pbox, owner: agent, position: [22, 16], spawn_point: 0}
|
| 373 |
+
- {type: pbox, owner: agent, position: [24, 11], spawn_point: 0}
|
| 374 |
+
- {type: pbox, owner: agent, position: [24, 13], spawn_point: 0}
|
| 375 |
+
- {type: weap, owner: agent, position: [10, 16], spawn_point: 0}
|
| 376 |
+
- {type: gun, owner: agent, position: [24, 9], spawn_point: 0}
|
| 377 |
+
- {type: e1, owner: agent, position: [20, 12], stance: 3, count: 5, spawn_point: 0}
|
| 378 |
+
- {type: e3, owner: agent, position: [20, 14], stance: 3, count: 1, spawn_point: 0}
|
| 379 |
+
# South-base spawn (spawn_point 1) — symmetric layout.
|
| 380 |
+
- {type: fact, owner: agent, position: [16, 28], spawn_point: 1}
|
| 381 |
+
- {type: tent, owner: agent, position: [8, 30], spawn_point: 1}
|
| 382 |
+
- {type: powr, owner: agent, position: [6, 28], spawn_point: 1}
|
| 383 |
+
- {type: powr, owner: agent, position: [6, 26], spawn_point: 1}
|
| 384 |
+
- {type: proc, owner: agent, position: [10, 32], spawn_point: 1}
|
| 385 |
+
- {type: harv, owner: agent, position: [10, 26], spawn_point: 1}
|
| 386 |
+
- {type: pbox, owner: agent, position: [22, 24], spawn_point: 1}
|
| 387 |
+
- {type: pbox, owner: agent, position: [22, 26], spawn_point: 1}
|
| 388 |
+
- {type: pbox, owner: agent, position: [22, 28], spawn_point: 1}
|
| 389 |
+
- {type: pbox, owner: agent, position: [22, 30], spawn_point: 1}
|
| 390 |
+
- {type: pbox, owner: agent, position: [22, 32], spawn_point: 1}
|
| 391 |
+
- {type: pbox, owner: agent, position: [24, 27], spawn_point: 1}
|
| 392 |
+
- {type: pbox, owner: agent, position: [24, 29], spawn_point: 1}
|
| 393 |
+
- {type: weap, owner: agent, position: [10, 24], spawn_point: 1}
|
| 394 |
+
- {type: gun, owner: agent, position: [24, 31], spawn_point: 1}
|
| 395 |
+
- {type: e1, owner: agent, position: [20, 28], stance: 3, count: 5, spawn_point: 1}
|
| 396 |
+
- {type: e3, owner: agent, position: [20, 26], stance: 3, count: 1, spawn_point: 1}
|
| 397 |
+
# Two ore patches, one per spawn cluster (engine doesn't
|
| 398 |
+
# filter neutral actors by spawn_point — both placed).
|
| 399 |
+
- {type: mine, owner: neutral, position: [2, 12]}
|
| 400 |
+
- {type: mine, owner: neutral, position: [2, 28]}
|
| 401 |
+
# Doubled hunt bands at BOTH latitudes — enemies place
|
| 402 |
+
# regardless of spawn_point so the threat is symmetric.
|
| 403 |
+
- {type: e1, owner: enemy, position: [95, 12], stance: 3, count: 5}
|
| 404 |
+
- {type: e3, owner: enemy, position: [97, 12], stance: 3, count: 1}
|
| 405 |
+
- {type: e1, owner: enemy, position: [95, 28], stance: 3, count: 5}
|
| 406 |
+
- {type: e3, owner: enemy, position: [97, 28], stance: 3, count: 1}
|
| 407 |
+
# Persistent unarmed enemy marker — LOSS-not-DRAW guarantee.
|
| 408 |
+
- {type: fact, owner: enemy, position: [122, 20]}
|
| 409 |
+
win_condition:
|
| 410 |
+
all_of:
|
| 411 |
+
- building_count_gte: {type: pbox, n: 8}
|
| 412 |
+
- building_count_gte: {type: gun, n: 2}
|
| 413 |
+
- building_count_gte: {type: fact, n: 1}
|
| 414 |
+
- own_units_gte: 3
|
| 415 |
+
- within_ticks: 5400
|
| 416 |
+
fail_condition:
|
| 417 |
+
any_of:
|
| 418 |
+
- after_ticks: 5401
|
| 419 |
+
- not: {building_count_gte: {type: fact, n: 1}}
|
| 420 |
+
- not: {own_units_gte: 1}
|
| 421 |
+
max_turns: 62
|
|
@@ -0,0 +1,375 @@
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|
|
| 1 |
+
"""expansion-turtle-1-base-fortified — Wave-4 Group B TURTLE 1-base
|
| 2 |
+
fortification.
|
| 3 |
+
|
| 4 |
+
Scripted-policy no-defect / no-cheat validation. The pack hands the
|
| 5 |
+
agent a SINGLE pre-placed base (fact + tent + 2× powr + proc + harv +
|
| 6 |
+
mine + a SEED defence line of pre-placed pbox + 1 gun + weap) PLUS a
|
| 7 |
+
small starting screen, and asks the agent to FORTIFY it densely
|
| 8 |
+
enough to repel an incoming hunt-bot assault while reaching a higher
|
| 9 |
+
defence bar (≥3/≥6/≥8 pbox + ≥1/≥2/≥2 gun) and maintaining ≥3
|
| 10 |
+
defenders alive, all before tick 5400 with the conyard still standing.
|
| 11 |
+
|
| 12 |
+
Expansion is structurally forbidden: no MCV is provided and `deploy`
|
| 13 |
+
is removed from the tools list. The discrimination is whether the
|
| 14 |
+
model embraces the deep-defence play (actively REINFORCES the
|
| 15 |
+
pre-placed pbox / gun seed against the hunt's grinding attrition)
|
| 16 |
+
instead of stalling, building pure army (no pbox replacement, defences
|
| 17 |
+
bleed below the bar), or over-teching (cash spent on dome/fix
|
| 18 |
+
research instead of pbox/gun reinforcement).
|
| 19 |
+
|
| 20 |
+
The intended bar (CLAUDE.md): every lazy / single-axis / wrong-axis
|
| 21 |
+
policy LOSES on every level and every hard seed (1–4); only the
|
| 22 |
+
defence-reinforcement policy WINS.
|
| 23 |
+
|
| 24 |
+
- stall (only Command.observe()) → LOSS
|
| 25 |
+
- pure_army (only train e1, no defence builds) → LOSS
|
| 26 |
+
- over_tech (build dome+fix instead of pbox/gun) → LOSS
|
| 27 |
+
- intended_fortify (reinforce pbox+gun, train e1) → WIN
|
| 28 |
+
"""
|
| 29 |
+
|
| 30 |
+
from __future__ import annotations
|
| 31 |
+
|
| 32 |
+
import pytest
|
| 33 |
+
|
| 34 |
+
pytest.importorskip("openra_train", reason="Rust env wheel not installed")
|
| 35 |
+
|
| 36 |
+
from openra_bench.eval_core import run_level
|
| 37 |
+
from openra_bench.scenarios import load_pack
|
| 38 |
+
from openra_bench.scenarios.loader import PACKS_DIR, compile_level
|
| 39 |
+
|
| 40 |
+
PACK = PACKS_DIR / "expansion-turtle-1-base-fortified.yaml"
|
| 41 |
+
LEVELS = ("easy", "medium", "hard")
|
| 42 |
+
SEEDS = (1, 2, 3, 4)
|
| 43 |
+
|
| 44 |
+
# Per-level (pbox_target, gun_target) — must match the pack YAML.
|
| 45 |
+
PARAMS = {"easy": (3, 1), "medium": (6, 2), "hard": (8, 2)}
|
| 46 |
+
|
| 47 |
+
|
| 48 |
+
# ── helpers ───────────────────────────────────────────────────────────
|
| 49 |
+
|
| 50 |
+
|
| 51 |
+
def _norm_prod(rs):
|
| 52 |
+
"""Flatten the production list to item names (the engine emits
|
| 53 |
+
either dicts or bare strings depending on queue/version)."""
|
| 54 |
+
out = []
|
| 55 |
+
for p in (rs.get("production") or []):
|
| 56 |
+
if isinstance(p, dict):
|
| 57 |
+
out.append(p.get("item"))
|
| 58 |
+
elif isinstance(p, str):
|
| 59 |
+
out.append(p)
|
| 60 |
+
return out
|
| 61 |
+
|
| 62 |
+
|
| 63 |
+
def _fact_xy(rs):
|
| 64 |
+
fact = next(
|
| 65 |
+
(b for b in (rs.get("own_buildings") or []) if b.get("type") == "fact"),
|
| 66 |
+
None,
|
| 67 |
+
)
|
| 68 |
+
if fact is None:
|
| 69 |
+
return None
|
| 70 |
+
return int(fact["cell_x"]), int(fact["cell_y"])
|
| 71 |
+
|
| 72 |
+
|
| 73 |
+
def _building_counts(rs):
|
| 74 |
+
own = rs.get("own_buildings") or []
|
| 75 |
+
counts = {}
|
| 76 |
+
for b in own:
|
| 77 |
+
counts[b.get("type")] = counts.get(b.get("type"), 0) + 1
|
| 78 |
+
return counts
|
| 79 |
+
|
| 80 |
+
|
| 81 |
+
# ── scripted policies ────────────────────────────────────────────────
|
| 82 |
+
|
| 83 |
+
|
| 84 |
+
def stall(rs, C):
|
| 85 |
+
"""Observe-only — pre-placed pbox / gun get bled down by the
|
| 86 |
+
hunt band; defences fall below the bar, screen wipes below 3."""
|
| 87 |
+
return [C.observe()]
|
| 88 |
+
|
| 89 |
+
|
| 90 |
+
def pure_army(rs, C):
|
| 91 |
+
"""Only ever train e1, never reinforce defences. Pre-placed pbox
|
| 92 |
+
bleeds below the bar; bar unmet at the deadline."""
|
| 93 |
+
prod = _norm_prod(rs)
|
| 94 |
+
if "e1" not in prod:
|
| 95 |
+
return [C.build("e1")]
|
| 96 |
+
return [C.observe()]
|
| 97 |
+
|
| 98 |
+
|
| 99 |
+
def over_tech(rs, C):
|
| 100 |
+
"""Build research buildings (dome, fix) instead of defence
|
| 101 |
+
reinforcement. Cash spent on tech; pbox bar bleeds below target."""
|
| 102 |
+
own = rs.get("own_buildings") or []
|
| 103 |
+
types = {b.get("type") for b in own}
|
| 104 |
+
prod = _norm_prod(rs)
|
| 105 |
+
xy = _fact_xy(rs)
|
| 106 |
+
if xy is None:
|
| 107 |
+
return [C.observe()]
|
| 108 |
+
fx, fy = xy
|
| 109 |
+
cmds = []
|
| 110 |
+
if "dome" not in types and "dome" not in prod:
|
| 111 |
+
cmds.append(C.build("dome"))
|
| 112 |
+
if "dome" not in types:
|
| 113 |
+
cmds.append(C.place_building("dome", fx - 6, fy + 6))
|
| 114 |
+
elif "fix" not in types and "fix" not in prod:
|
| 115 |
+
cmds.append(C.build("fix"))
|
| 116 |
+
cmds.append(C.place_building("fix", fx - 8, fy + 6))
|
| 117 |
+
if not cmds:
|
| 118 |
+
cmds.append(C.observe())
|
| 119 |
+
return cmds
|
| 120 |
+
|
| 121 |
+
|
| 122 |
+
def make_intended(pbox_target: int, gun_target: int):
|
| 123 |
+
"""Intended fortification policy: continuously REINFORCE the
|
| 124 |
+
pre-placed pbox seed against the hunt band's grinding attrition,
|
| 125 |
+
cap with the gun bar once pbox is at target, and train a stream
|
| 126 |
+
of replacement infantry to maintain own_units_gte:3 as the
|
| 127 |
+
starting screen takes damage.
|
| 128 |
+
|
| 129 |
+
Defence queue is SERIAL (Defense), Infantry queue is PARALLEL —
|
| 130 |
+
both held continuously full. The pbox_target+3 buffer keeps the
|
| 131 |
+
queue requesting reinforcement even when attrition holds the
|
| 132 |
+
count at target (so any single pbox kill is replaced before the
|
| 133 |
+
count dips below the bar).
|
| 134 |
+
"""
|
| 135 |
+
|
| 136 |
+
placed = set()
|
| 137 |
+
|
| 138 |
+
def policy(rs, C):
|
| 139 |
+
own = rs.get("own_buildings") or []
|
| 140 |
+
occupied = {(b["cell_x"], b["cell_y"]) for b in own}
|
| 141 |
+
pbox_count = sum(1 for b in own if b.get("type") == "pbox")
|
| 142 |
+
gun_count = sum(1 for b in own if b.get("type") == "gun")
|
| 143 |
+
weap_count = sum(1 for b in own if b.get("type") == "weap")
|
| 144 |
+
prod = _norm_prod(rs)
|
| 145 |
+
n_pbox = prod.count("pbox")
|
| 146 |
+
n_gun = prod.count("gun")
|
| 147 |
+
n_e1 = prod.count("e1")
|
| 148 |
+
xy = _fact_xy(rs)
|
| 149 |
+
if xy is None:
|
| 150 |
+
return [C.observe()]
|
| 151 |
+
fx, fy = xy
|
| 152 |
+
units = rs.get("units_summary") or []
|
| 153 |
+
n_units = sum(
|
| 154 |
+
1
|
| 155 |
+
for u in units
|
| 156 |
+
if str(u.get("type", "")).lower() in ("e1", "e3")
|
| 157 |
+
)
|
| 158 |
+
cmds = []
|
| 159 |
+
# Candidate placement cells: east of fact (lane mouth), in
|
| 160 |
+
# bounds (y∈[2,38] on rush-hour-arena, x∈[2,126]).
|
| 161 |
+
cells = []
|
| 162 |
+
for dx in (6, 8, 10, 12, 14, 4, 16, 5, 7, 9, 11, 13, 15):
|
| 163 |
+
for dy in (-3, -1, 1, 3, -2, 2, 0, -4, 4):
|
| 164 |
+
cells.append((fx + dx, fy + dy))
|
| 165 |
+
|
| 166 |
+
# Defence queue (Serial): prioritise gun once pbox at target
|
| 167 |
+
# and weap is online, otherwise reinforce pbox up to
|
| 168 |
+
# target+3 buffer to absorb attrition.
|
| 169 |
+
if n_pbox + n_gun == 0:
|
| 170 |
+
if (
|
| 171 |
+
gun_count < gun_target
|
| 172 |
+
and weap_count >= 1
|
| 173 |
+
and pbox_count >= pbox_target
|
| 174 |
+
):
|
| 175 |
+
cmds.append(C.build("gun"))
|
| 176 |
+
elif pbox_count < pbox_target + 3:
|
| 177 |
+
cmds.append(C.build("pbox"))
|
| 178 |
+
elif gun_count < gun_target and weap_count >= 1:
|
| 179 |
+
cmds.append(C.build("gun"))
|
| 180 |
+
|
| 181 |
+
# Place any in-flight defence at the next free east cell.
|
| 182 |
+
if n_pbox >= 1:
|
| 183 |
+
for cx, cy in cells:
|
| 184 |
+
if (
|
| 185 |
+
2 <= cy <= 38
|
| 186 |
+
and 2 <= cx <= 126
|
| 187 |
+
and (cx, cy) not in occupied
|
| 188 |
+
and (cx, cy) not in placed
|
| 189 |
+
):
|
| 190 |
+
cmds.append(C.place_building("pbox", cx, cy))
|
| 191 |
+
placed.add((cx, cy))
|
| 192 |
+
break
|
| 193 |
+
if n_gun >= 1:
|
| 194 |
+
for cx, cy in cells:
|
| 195 |
+
if (
|
| 196 |
+
2 <= cy <= 38
|
| 197 |
+
and 2 <= cx <= 126
|
| 198 |
+
and (cx, cy) not in occupied
|
| 199 |
+
and (cx, cy) not in placed
|
| 200 |
+
):
|
| 201 |
+
cmds.append(C.place_building("gun", cx, cy))
|
| 202 |
+
placed.add((cx, cy))
|
| 203 |
+
break
|
| 204 |
+
|
| 205 |
+
# Infantry queue (Parallel): keep training replacements so
|
| 206 |
+
# own_units_gte:3 holds through screen attrition.
|
| 207 |
+
if n_units < 6 and n_e1 == 0:
|
| 208 |
+
cmds.append(C.build("e1"))
|
| 209 |
+
|
| 210 |
+
if not cmds:
|
| 211 |
+
cmds.append(C.observe())
|
| 212 |
+
return cmds
|
| 213 |
+
|
| 214 |
+
return policy
|
| 215 |
+
|
| 216 |
+
|
| 217 |
+
# ── scenario-shape invariants ─────────────────────────────────────────
|
| 218 |
+
|
| 219 |
+
|
| 220 |
+
def test_pack_compiles_with_three_levels_and_hunt_bot():
|
| 221 |
+
pack = load_pack(PACK)
|
| 222 |
+
assert pack.meta.id == "expansion-turtle-1-base-fortified"
|
| 223 |
+
assert pack.meta.capability == "reasoning"
|
| 224 |
+
assert set(pack.levels) == {"easy", "medium", "hard"}
|
| 225 |
+
anchors = pack.meta.benchmark_anchor
|
| 226 |
+
assert any("fortress" in a.lower() or "1-base" in a for a in anchors), anchors
|
| 227 |
+
assert any("market" in a.lower() or "deeply" in a for a in anchors), anchors
|
| 228 |
+
assert any("fortress doctrine" in a.lower() or "impregnable" in a.lower() for a in anchors), anchors
|
| 229 |
+
for lvl in LEVELS:
|
| 230 |
+
c = compile_level(pack, lvl)
|
| 231 |
+
assert c.map_supported
|
| 232 |
+
enemy = c.scenario.enemy
|
| 233 |
+
bot = getattr(enemy, "bot_type", None) or getattr(enemy, "bot", None)
|
| 234 |
+
assert str(bot).lower() == "hunt", (lvl, bot)
|
| 235 |
+
|
| 236 |
+
|
| 237 |
+
def test_deploy_not_in_tools():
|
| 238 |
+
"""TURTLE contract: `deploy` is structurally absent so the agent
|
| 239 |
+
cannot expand (the bench advertises only what the agent can do)."""
|
| 240 |
+
pack = load_pack(PACK)
|
| 241 |
+
for lvl in LEVELS:
|
| 242 |
+
c = compile_level(pack, lvl)
|
| 243 |
+
tools = [str(t).lower() for t in c.scenario.tools]
|
| 244 |
+
assert "deploy" not in tools, f"{lvl}: deploy must not be in tools"
|
| 245 |
+
|
| 246 |
+
|
| 247 |
+
def test_no_mcv_provided():
|
| 248 |
+
"""Belt-and-suspenders TURTLE contract: no MCV pre-placed either,
|
| 249 |
+
so even if the deploy tool sneaks back the agent cannot deploy
|
| 250 |
+
what does not exist."""
|
| 251 |
+
pack = load_pack(PACK)
|
| 252 |
+
for lvl in LEVELS:
|
| 253 |
+
c = compile_level(pack, lvl)
|
| 254 |
+
mcvs = [a for a in c.scenario.actors if a.type == "mcv"]
|
| 255 |
+
assert mcvs == [], f"{lvl}: no MCV must be pre-placed; got {mcvs}"
|
| 256 |
+
|
| 257 |
+
|
| 258 |
+
@pytest.mark.parametrize("level", LEVELS)
|
| 259 |
+
def test_every_level_has_a_reachable_timeout_fail(level):
|
| 260 |
+
"""Non-win must be a real LOSS: the `after_ticks` fail must be
|
| 261 |
+
strictly below the tick reachable at max_turns."""
|
| 262 |
+
c = compile_level(load_pack(PACK), level)
|
| 263 |
+
assert c.fail_condition is not None
|
| 264 |
+
fc = c.fail_condition.model_dump(exclude_none=True)
|
| 265 |
+
deadline = None
|
| 266 |
+
for clause in fc.get("any_of", []) or []:
|
| 267 |
+
if "after_ticks" in clause:
|
| 268 |
+
deadline = int(clause["after_ticks"])
|
| 269 |
+
assert deadline is not None, f"{level}: no after_ticks fail clause"
|
| 270 |
+
reachable = 93 + 90 * (c.max_turns - 1)
|
| 271 |
+
assert deadline < reachable, (
|
| 272 |
+
f"{level}: deadline {deadline} unreachable within "
|
| 273 |
+
f"{c.max_turns} turns (max tick {reachable}) → DRAW degeneracy"
|
| 274 |
+
)
|
| 275 |
+
|
| 276 |
+
|
| 277 |
+
def test_hard_has_two_spawn_point_groups():
|
| 278 |
+
"""Hard-tier contract: ≥2 distinct seed-driven spawn_point groups
|
| 279 |
+
so the home base latitude flips per seed (anti-memorisation)."""
|
| 280 |
+
c = compile_level(load_pack(PACK), "hard")
|
| 281 |
+
groups = {
|
| 282 |
+
a.spawn_point
|
| 283 |
+
for a in c.scenario.actors
|
| 284 |
+
if a.owner == "agent" and a.spawn_point is not None
|
| 285 |
+
}
|
| 286 |
+
assert groups == {0, 1}, groups
|
| 287 |
+
# All actors must be inside the rush-hour-arena playable bounds.
|
| 288 |
+
for a in c.scenario.actors:
|
| 289 |
+
x, y = a.position
|
| 290 |
+
assert 2 <= x <= 126 and 2 <= y <= 38, (a.type, a.position)
|
| 291 |
+
|
| 292 |
+
|
| 293 |
+
def test_win_uses_per_tick_fact_count_not_monotonic_has_building():
|
| 294 |
+
"""CLAUDE.md footgun: `has_building` is monotonic (never un-sets
|
| 295 |
+
after the fact dies), so the "conyard still standing" clause
|
| 296 |
+
must use `building_count_gte:{type:fact,n:1}` (per-tick
|
| 297 |
+
refreshed) — otherwise an in-progress razed-conyard run still
|
| 298 |
+
"passes" the predicate."""
|
| 299 |
+
for lvl in LEVELS:
|
| 300 |
+
c = compile_level(load_pack(PACK), lvl)
|
| 301 |
+
win = c.win_condition.model_dump(exclude_none=True)
|
| 302 |
+
clauses = win.get("all_of", []) or []
|
| 303 |
+
fact_keep = any(
|
| 304 |
+
isinstance(cl.get("building_count_gte"), dict)
|
| 305 |
+
and cl["building_count_gte"].get("type") == "fact"
|
| 306 |
+
for cl in clauses
|
| 307 |
+
)
|
| 308 |
+
assert fact_keep, (
|
| 309 |
+
f"{lvl}: 'fact still standing' clause must use "
|
| 310 |
+
f"building_count_gte (per-tick refreshed), not has_building "
|
| 311 |
+
f"(monotonic)."
|
| 312 |
+
)
|
| 313 |
+
|
| 314 |
+
|
| 315 |
+
# ── solvency: intended WINS every level + every hard seed ────────────
|
| 316 |
+
|
| 317 |
+
|
| 318 |
+
@pytest.mark.parametrize("level", LEVELS)
|
| 319 |
+
def test_intended_fortify_policy_wins_every_level_and_seed(level):
|
| 320 |
+
c = compile_level(load_pack(PACK), level)
|
| 321 |
+
pbox_t, gun_t = PARAMS[level]
|
| 322 |
+
for seed in SEEDS:
|
| 323 |
+
r = run_level(c, make_intended(pbox_t, gun_t), seed=seed)
|
| 324 |
+
assert r.outcome == "win", (
|
| 325 |
+
f"{level} seed{seed}: intended dense-fortification "
|
| 326 |
+
f"reinforcement policy must WIN; got {r.outcome} "
|
| 327 |
+
f"(tick={r.signals.game_tick}, "
|
| 328 |
+
f"kills={r.signals.units_killed}, "
|
| 329 |
+
f"lost={r.signals.units_lost}, "
|
| 330 |
+
f"buildings={r.signals.own_buildings})"
|
| 331 |
+
)
|
| 332 |
+
|
| 333 |
+
|
| 334 |
+
# ── no-cheat: every lazy / single-axis policy LOSES (not draws) ──────
|
| 335 |
+
|
| 336 |
+
|
| 337 |
+
@pytest.mark.parametrize("level", LEVELS)
|
| 338 |
+
@pytest.mark.parametrize(
|
| 339 |
+
"policy_name,policy",
|
| 340 |
+
[
|
| 341 |
+
("stall", stall),
|
| 342 |
+
("pure_army", pure_army),
|
| 343 |
+
("over_tech", over_tech),
|
| 344 |
+
],
|
| 345 |
+
)
|
| 346 |
+
def test_lazy_and_single_axis_policies_lose_every_level_and_seed(
|
| 347 |
+
level, policy_name, policy
|
| 348 |
+
):
|
| 349 |
+
"""Stall (defences bleed below bar), pure-army (no defence
|
| 350 |
+
replacement → pbox falls below bar), over-tech (cash spent on
|
| 351 |
+
dome/fix → no pbox reinforcement, bar unmet) must ALL LOSE on
|
| 352 |
+
every level + every seed — a real reachable LOSS, never a draw."""
|
| 353 |
+
c = compile_level(load_pack(PACK), level)
|
| 354 |
+
for seed in SEEDS:
|
| 355 |
+
r = run_level(c, policy, seed=seed)
|
| 356 |
+
assert r.outcome == "loss", (
|
| 357 |
+
f"{level} seed{seed} {policy_name}: must LOSE (real fail, "
|
| 358 |
+
f"not a draw); got {r.outcome} "
|
| 359 |
+
f"(tick={r.signals.game_tick}, "
|
| 360 |
+
f"kills={r.signals.units_killed}, "
|
| 361 |
+
f"buildings={r.signals.own_buildings})"
|
| 362 |
+
)
|
| 363 |
+
|
| 364 |
+
|
| 365 |
+
# ── determinism ───────────────────────────────────────────────────────
|
| 366 |
+
|
| 367 |
+
|
| 368 |
+
def test_intended_run_is_deterministic_on_easy():
|
| 369 |
+
c = compile_level(load_pack(PACK), "easy")
|
| 370 |
+
pbox_t, gun_t = PARAMS["easy"]
|
| 371 |
+
a = run_level(c, make_intended(pbox_t, gun_t), seed=3)
|
| 372 |
+
b = run_level(c, make_intended(pbox_t, gun_t), seed=3)
|
| 373 |
+
assert (a.outcome, a.turns) == (b.outcome, b.turns), (
|
| 374 |
+
"same seed must be deterministic"
|
| 375 |
+
)
|
|
@@ -192,6 +192,14 @@ UPGRADED = [
|
|
| 192 |
# flips per seed and no memorised "retreat west on y=20" opening
|
| 193 |
# generalises.
|
| 194 |
"combat-kite-jeep-vs-tank",
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 195 |
]
|
| 196 |
|
| 197 |
# Consciously NOT spawn-varied, with the reason (keeps the curation
|
|
|
|
| 192 |
# flips per seed and no memorised "retreat west on y=20" opening
|
| 193 |
# generalises.
|
| 194 |
"combat-kite-jeep-vs-tank",
|
| 195 |
+
# Wave-4 Group B TURTLE node of the expansion triple (SC2 fortress
|
| 196 |
+
# macro / 1-base mass-defence; military fortress doctrine; risk-
|
| 197 |
+
# averse single-market deep-investment anchor). Hard tier defines
|
| 198 |
+
# two agent spawn_point groups (NORTH y=12 / SOUTH y=28) round-
|
| 199 |
+
# robined by seed; symmetric hunt bands arrive at BOTH latitudes
|
| 200 |
+
# regardless (enemy actors don't honour spawn_point — CLAUDE.md),
|
| 201 |
+
# so a memorised pbox layout from one spawn does not generalise.
|
| 202 |
+
"expansion-turtle-1-base-fortified",
|
| 203 |
]
|
| 204 |
|
| 205 |
# Consciously NOT spawn-varied, with the reason (keeps the curation
|