Commit History

docs: SCENARIO_REVIEW.md — prioritized improvement plan with LOE (#7)
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unverified

yiyu-tian commited on

docs: per-scenario closer-look checklist distilled from #1 and #2
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docs: SCENARIO_QUALITY note on mapgen/botgen YAML knobs (#30)
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botgen: surface scripted opponents for YAML; drop premature capture_actor
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P1: fail_conditions + new longhorizon scenario
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Yiyu Tian commited on

mapgen: surface map generator for YAML (base_map generator spec)
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win-speed bonus: record + reward how fast a model wins
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tests: tech-production-planning pack — full Rust loop
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Yiyu Tian Claude Opus 4.7 commited on

#2 hard: set base_map INSIDE overrides so it actually uses scout-arena
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#2 hard: per-waypoint search BAND in the relative objective
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#2: enforce ordered waypoints (stateful waypoint_sequence) + two-path medium + scouted hard
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action-sequenced-execution: timeout/attrition overrun is a LOSS, not a draw
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hard: enemy_building_spotted interrupt closes the coordinate-blind feedback loop
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hard: anchor relative objective on the named enemy building type per direction
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tech-production-planning pack: canonical Family 2 (Sequential Dependency Planning)
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Yiyu Tian Claude Opus 4.7 commited on

action-multiunit-coordination hard: spatial-grounding via relative-direction objective
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prompt_v2: sanitize confusing 'Buildings: ? ()' briefing line
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action-multiunit-coordination medium: disperse the 3 regions (multi-vector)
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Default spawn_mcvs:false — stop engine auto-seeding phantom MCVs
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playback: append a terminal 'episode end' frame (the resolved win/loss board)
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Fix action-multiunit-coordination: enforce split, binding deadline, real fail
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De-dup: consolidate aimless scenario duplicates (24→21 active)
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HTML scenario catalog + clearer custom-map-no-enemy descriptions
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Clarity pass: plain, self-explanatory titles for all 23 active packs
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Scenario configs (level+fog per cell) + adversarial-duel duel/interrupts + clearer names
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run_eval: --or-provider parses provider/quant correctly
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run_eval: --or-provider (pin OpenRouter provider/quant, no fallback) + --fog-mode CLI
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Structured-fog text mode, premium routing, codex descriptions, minimap colour-by-difficulty
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codex: document the trailing movement/role column in the header
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prompt_v2: strip ASCII minimap from the briefing (training parity)
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playback: save the SAME _minimap_v2 the model receives (fog-accumulating) — viewer now shows exactly what the model saw, not the legacy matplotlib render
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test: pin run_id in whole-result determinism test (wall-clock label, not part of contract)
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Wire bench to vendored training prompt v2 (system/briefing/minimap)
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Vendor training prompt/briefing/minimap v2 (byte-identical)
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Training-parity minimap (real terrain + legend) + viewer (system/thinking/debrief)
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Live-smoke fixes: tool-call wire 400, episode resilience, real PNG minimap
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run_eval: dependency-free .env autoload for the API key
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game_knowledge: glossary scope also covers win/fail-named codes
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Deterministic scenario-scoped game knowledge + explicit objective
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Strategy packs: faithful 'destroy key economic buildings' objective
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S8: capture_actor tool schema + dispatch; wildcard count 21->22
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Hard-tier curation: action/perception/reasoning/strict/rush-hour + exhaustive classification
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Hard-tier curation: Art-of-War quartet
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Hard-tier curation: adversarial family (skirmish, siege)
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Hard-tier curation: seed-driven spawn variation (exemplar + invariant)
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Curate: remove the auto-generated cat-* corpus
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Eval resilience layer for real OpenRouter runs
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Scenario hygiene: quarantine redundant cat-* + harvest packs
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Art-of-War long-horizon family: sacrifice/detour, delayed credit
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Strict-action-API family: spec fidelity as the objective
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