OpenRA-Bench — Scenario Catalog

30 active scenarios · the title, why it exists, and the exact objective the model is given per runnable config.
action (8) adversarial (1) perception (4) reasoning (17)

action

Multi-Squad Coordination — Drive Several Groups to Different Objectives at Onceaction
action-multiunit-coordination · rush-hour-arena
Why: Multi-region task allocation under a shared deadline is not a planning problem here — the split is obvious. It tests whether the controller can actually drive several effector groups in parallel instead of completing one objective then the next, which serialized control fails to do in time.

Robotics analogue: Coordinated multi-robot fleet dispatch: a logistics swarm must place distinct sub-teams at separate depots within one delivery window; one-at-a-time control blows the schedule.
easy (level easy · fog vision)
Two regions, 6 units. Put >=2 units in EACH region (NE ~110,6 and SE ~110,33) before tick 2400. One direct parallel dispatch makes it (~17-20 turns); touring both with one column does not. Lose if the deadline passes or the force is wiped.
WIN WHEN: get ≥2 units into region (110,6) r=8 AND get ≥2 units into region (110,33) r=8 AND before game tick 2400.
YOU LOSE IF: (your whole force is destroyed OR not before game tick 2401).
You have at most 30 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Three DISPERSED regions, 8 units, attrition cap. Put >=2 units in EACH of: NE corner (115,6), bottom-left (20,36), SE corner (115,34) before tick 2800, losing <=2. The regions are in three different directions — a single eastward column cannot reach the bottom-left one — so this needs genuine multi-vector dispatch, not one fanned-out march. Enemy infantry contest the two eastern lanes; the bottom-left route is clear.
WIN WHEN: get ≥2 units into region (115,6) r=7 AND get ≥2 units into region (20,36) r=7 AND get ≥2 units into region (115,34) r=7 AND before game tick 2800 AND lose ≤2 of your own units.
YOU LOSE IF: (your whole force is destroyed OR not before game tick 2801).
You have at most 36 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Three dispersed regions, 8 units, attrition cap — you are NOT given coordinates. Each target region is marked by a specific enemy building, hidden in fog until you scout it. Put >=2 units next to EACH of: the enemy Construction Yard in the NORTH-EAST, the enemy Power Plant in the SOUTH-WEST (bottom-left), and the enemy Ore Refinery in the SOUTH-EAST, before tick 2800, losing <=2. Push a group toward each direction and KEEP ADVANCING — do not stop at a guessed spot. The instant a unit spots a target building you will be interrupted and shown its exact location; then converge >=2 units on it. The three lie in three different directions; a single eastward column cannot reach the south-west one, so this needs genuine multi-vector dispatch. Enemy infantry contest the two eastern lanes; the south-west route is clear.
WIN WHEN: get ≥2 units into the enemy Construction Yard (fact) in the NORTH-EAST AND get ≥2 units into the enemy Power Plant (powr) in the SOUTH-WEST (bottom-left) AND get ≥2 units into the enemy Ore Refinery (proc) in the SOUTH-EAST AND before game tick 2800 AND lose ≤2 of your own units.
YOU LOSE IF: (your whole force is destroyed OR not before game tick 2801).
You have at most 36 decision turns; acting decisively and early matters.
Non-Stop Ordered Route Execution — Run Given Waypoints In Order Without Stallingaction
action-sequenced-execution · rush-hour-arena
Why: The route is already planned; the open problem is faithful, non-stalling execution of an ORDERED objective sequence — reaching each waypoint in turn and issuing the next move the instant a leg completes, rather than idling, re-deliberating, skipping a waypoint, or rushing straight to the end.

Robotics analogue: Manipulator / mobile-base task sequencing: a robot must hit a fixed ORDERED set of stations (pick → transit → place) within a cycle-time budget; pausing, reordering, or skipping a station misses the takt.
easy (level easy · fog vision)
Execute ONE given route IN ORDER: waypoint W1 (mid-south, marked by an enemy Power Plant) → W2 (north, enemy Ore Refinery) → W3 / final (far SE, enemy Construction Yard). You must reach them in that order — rushing straight to the final does NOT count. Keep the column moving: arrive within the time budget or you lose.
WIN WHEN: reach these waypoints IN ORDER (no skipping, no idling): region (40,30) r=3 → then → region (95,9) r=3 → then → region (118,33) r=3 AND before game tick 2400.
YOU LOSE IF: (not before game tick 2401 OR your whole force is destroyed).
You have at most 30 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
TWO given routes that must BOTH be completed, each IN ORDER. Route N: N1 (W, enemy Power Plant) → N2 (mid-SOUTH, enemy Ore Refinery) → N3 (far-E NORTH, enemy Construction Yard). Route S: S1 (W-south, enemy Radar Dome) → S2 (mid-NORTH, enemy Power Plant) → S3 (far-E SOUTH, enemy Ore Refinery). The two routes cross in the middle: split into two columns and run them in parallel — doing one fully then the other overruns the clock. Lose ≤1 unit; arrive within budget or lose.
WIN WHEN: reach these waypoints IN ORDER (no skipping, no idling): region (45,8) r=3 → then → region (90,32) r=3 → then → region (120,8) r=3 AND reach these waypoints IN ORDER (no skipping, no idling): region (45,32) r=3 → then → region (90,8) r=3 → then → region (120,32) r=3 AND before game tick 3000 AND lose ≤1 of your own units.
YOU LOSE IF: (not before game tick 3001 OR NOT (lose ≤1 of your own units) OR your whole force is destroyed).
You have at most 36 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
TWO given routes across a large arena, each four ordered waypoints, described ONLY by direction — you are NOT given coordinates. Each waypoint is an enemy building hidden in fog: scout toward the stated direction and you will be interrupted the instant a unit sights the marker, revealing it; then move on to it and continue the route IN ORDER. Both routes must be completed (split into two columns and run them together). Keep advancing — idling, skipping, or doing one route then the other overruns the clock. Lose ≤1 unit.
WIN WHEN: reach these waypoints IN ORDER (no skipping, no idling): the far NORTH-WEST — search the western ~quarter of the map, in the northern ~third → then → the SOUTH-CENTRE — mid map left-to-right, in the southern ~quarter → then → the EAST side — the eastern ~quarter, in the northern ~third → then → the far SOUTH-EAST corner — extreme east, extreme south AND reach these waypoints IN ORDER (no skipping, no idling): the far SOUTH-WEST — the western ~quarter, in the southern ~third → then → the NORTH-CENTRE — mid map left-to-right, in the northern ~quarter → then → the EAST side — the eastern ~quarter, in the southern ~third → then → the far NORTH-EAST corner — extreme east, extreme north AND before game tick 6000 AND lose ≤1 of your own units.
YOU LOSE IF: (not before game tick 6001 OR NOT (lose ≤1 of your own units) OR your whole force is destroyed).
You have at most 70 decision turns; acting decisively and early matters.
Staggered Windows — Two Docks, Two Deadlines, One Fleetaction
coordination-staggered-window · rush-hour-arena
Why: Warehouse fulfilment with non-aligned per-order SLAs and one packing line per dock: every dock must be staffed during its own shipping window. A single packer touring one dock then the other (the single-column tour) cannot honour both SLAs — the first dock empties while the packer relocates. The advertised capability is parallel multi-fleet dispatch with hold-on-station, not route-planning.

Robotics analogue: Multi-robot dispatch where each robot team has a job-specific deadline that does not align with the others': teams must launch staggered (the long-haul team first) so that every team is on its own objective during a bounded common arrival window. Serialising one team behind the other blows the global SLA.
easy (level easy · fog vision)
Two docks, one shared shipping deadline. Dock A (Barracks, type 'barr') is in the NE (~115,6); dock B (Refinery, type 'proc') is in the SW (~20,36). Put >=3 of your units at EACH dock before tick 2700: the joint AND-clause only fires when BOTH docks are staffed AT THE SAME INSTANT. Split your force and dispatch BOTH squads at once — a single column touring A then B leaves A empty when it reaches B and never satisfies the joint win. Lose if the deadline passes or the force is wiped.
WIN WHEN: get ≥3 units into region (115,6) r=8 AND get ≥3 units into region (20,36) r=8 AND before game tick 2700.
YOU LOSE IF: (your whole force is destroyed OR not before game tick 2701).
You have at most 32 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Two docks, ONE tight shared shipping deadline. Dock A (Barracks 'barr') is far in the NE (~115,6); dock B (Refinery 'proc') is in the SW (~20,36). Put >=3 of your units at EACH dock before tick 2200: the joint AND-clause only fires when BOTH docks are staffed AT THE SAME INSTANT. The NE dock is much farther than the SW dock, so the NE squad must be launched FIRST (the stagger) and the SW squad must follow promptly. A single column touring A then B leaves A empty when it reaches B and cannot finish in time. Lose if the deadline passes or the force is wiped.
WIN WHEN: get ≥3 units into region (115,6) r=8 AND get ≥3 units into region (20,36) r=8 AND before game tick 2200.
YOU LOSE IF: (your whole force is destroyed OR not before game tick 2201).
You have at most 26 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Three docks, one tight shared shipping deadline. You are NOT given coordinates. Each dock is marked by a specific enemy building: a Barracks (barr) in the NORTH-EAST, an Ore Refinery (proc) in the SOUTH-WEST (bottom-left), and a Power Plant (powr) in the SOUTH-EAST. Put >=3 of your units at EACH dock before tick 2700: the joint AND-clause only fires when ALL THREE docks are staffed AT THE SAME INSTANT. The three docks lie in three DIFFERENT directions — a single column cannot cover all three — so you need true three-way parallel dispatch. Lose if the deadline passes or the force is wiped.
WIN WHEN: get ≥3 units into the enemy Barracks (barr) in the NORTH-EAST AND get ≥3 units into the enemy Ore Refinery (proc) in the SOUTH-WEST (bottom-left) AND get ≥3 units into the enemy Power Plant (powr) in the SOUTH-EAST AND before game tick 2700.
YOU LOSE IF: (your whole force is destroyed OR not before game tick 2701).
You have at most 32 decision turns; acting decisively and early matters.
Harass Response — Engage the Probe, Don't Bleed the Defenceaction
harass-response-preserve · rush-hour-arena
Why: A perimeter alert appears inside live infrastructure (a small probing patrol oscillates onto your refinery). You must pick contain / monitor / hunt without bleeding capacity to the distractor. The intended policy keeps the fire team ON the asset and ORDERS them to engage as the probe swings into range — fire support on home turf. Doing nothing (monitor) lets the probe chip the asset to death; chasing the probe off-map (hunt) overextends the team into the next alt-vector swing and abandons the asset; pulling back (yield / retreat) also abandons the asset. The discrimination is between "respond proportionally on home turf" and three failure modes that all bleed something (the asset, the team, or both).

Robotics analogue: Security robot reacting to a probe without leaving the patrol zone unmanned: engage the intruder within the asset's defended footprint; do not pursue past the leash or the parallel sector goes uncovered.
easy (level easy · fog vision)
A single enemy rifleman is patrolling INSIDE your perimeter, bouncing between (14,20) and (30,20). Every western swing it chips your refinery (`proc` at 16,20). Your 5 riflemen are on HOLD-FIRE — they will not engage unless you order it. Keep them ON the refinery and order them to attack the probe as it swings in; let your own walls bring it to you. Win when the probe is dead, the refinery still stands, and you have not lost more than 2 of your own — before tick 4500. Sitting idle (the probe destroys the refinery) and chasing the probe off east (refinery undefended) both LOSE.
WIN WHEN: destroy ≥1 enemy units AND keep ≥4 units alive AND lose ≤2 of your own units AND own a 'proc' AND before game tick 4500.
YOU LOSE IF: (not before game tick 4501 OR NOT (lose ≤2 of your own units) OR NOT (own a 'proc')).
You have at most 55 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Two enemy riflemen patrol the same arc inside your perimeter, bouncing between (14,20) and (30,20). Hold the line ON your refinery (`proc` at 16,20), order BOTH probes engaged as they swing west; do not chase them east. Win when ≥2 enemies are down, the refinery still stands, ≥5 of your team are alive and you have not lost more than 1 — before tick 4500. Sitting idle (refinery dies under double chip), chasing the probes east (refinery undefended OR team caught out), or pulling back (refinery dies) all LOSE.
WIN WHEN: destroy ≥2 enemy units AND keep ≥5 units alive AND lose ≤1 of your own units AND own a 'proc' AND before game tick 4500.
YOU LOSE IF: (not before game tick 4501 OR NOT (lose ≤1 of your own units) OR NOT (own a 'proc')).
You have at most 55 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
THREE enemy riflemen probe your perimeter on the central latitude (anchor 22,20 → bouncing 14..30,20). Your refinery (`proc` at 16,20) AND your adjacent barracks (`tent` at 18,20) must BOTH still stand. Your 5 riflemen stage on a seed-varied latitude (north y=18 or south y=22) — both slots cover BOTH assets. They are on HOLD-FIRE; order them to engage each probe as it swings west into your assets' footprint. Win when ≥3 probes are dead, both buildings still stand, ≥5 of you are alive and you have NOT lost a single defender — before tick 4500. Idling, chasing east, or pulling back all LOSE.
WIN WHEN: destroy ≥3 enemy units AND keep ≥5 units alive AND lose ≤0 of your own units AND own a 'proc' AND own a 'tent' AND before game tick 4500.
YOU LOSE IF: (not before game tick 4501 OR NOT (lose ≤0 of your own units) OR NOT (own a 'proc') OR NOT (own a 'tent')).
You have at most 55 decision turns; acting decisively and early matters.
Search & Destroy - Sweep a Scattered Enemy Off the Arenaaction
rush-hour · rush-hour-arena
Why: A wide arena hides a chain of separate enemy squads, scattered in a zigzag across the whole map and in fog. The task is to SWEEP the arena - spread a small armoured team across the off-axis groups, reveal and destroy enough of them before the clock runs out, without losing the team. The skill is coordinated coverage of unknown space (spread out, scout, converge), not single-unit micro or a one-spot auto-brawl. This is the find-the-enemy counterpart to the close-range 1v1 duel.

Robotics analogue: Multi-robot search-and-destroy: sweep and clear a bounded area with several dispersed targets within a time budget, keeping the team intact.
easy (level easy · fog vision)
Rush Hour Sweep - easy. Sweep the arena: spread your team across the scattered squads, reveal the map and destroy >=7 enemy units within the time budget, losing <=5 of your own. Sitting still, marching one straight line down a single row, or piling onto a single squad cannot reach the kill AND map-coverage bars in time - that is a loss, not a draw, and so is timing out or losing the team.
WIN WHEN: destroy ≥7 enemy units AND reveal ≥18% of the map AND before game tick 3603 AND lose ≤5 of your own units.
YOU LOSE IF: (your whole force is destroyed OR NOT (lose ≤5 of your own units) OR not before game tick 3603).
You have at most 40 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Rush Hour Sweep - medium. Wider coverage and a tighter attrition cap: destroy >=9 enemy units and reveal >=28% of the arena before tick 3603, losing <=4. A single-row sweep tops out at 8 kills - clearing both the north and south bands is required. Partial or passive sweep, timeout, force loss, or busting the attrition cap is a loss.
WIN WHEN: destroy ≥9 enemy units AND reveal ≥28% of the map AND before game tick 3603 AND lose ≤4 of your own units.
YOU LOSE IF: (your whole force is destroyed OR NOT (lose ≤4 of your own units) OR not before game tick 3603).
You have at most 40 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Rush Hour Sweep - hard. The team round-robins between four base spawn corners by seed (start corner varies each run, anti-memorisation), and the objective is given by compass description, not coordinates: you must localise the scattered squads on the minimap yourself. Destroy >=10 enemy units and reveal >=32% of the arena before tick 3603, losing <=4. A single-row sweep cannot reach the kill bar; only a real spread across north, mid and south clears it. Partial sweep, timeout, force loss, or attrition bust is a loss.
WIN WHEN: destroy ≥10 enemy units AND reveal ≥32% of the map AND before game tick 3603 AND lose ≤4 of your own units.
YOU LOSE IF: (your whole force is destroyed OR NOT (lose ≤4 of your own units) OR not before game tick 3603).
You have at most 40 decision turns; acting decisively and early matters.
Two-Pronged Attack — Two Squads, Two Bases, One Clockaction
strategy-twobody · singles-twobody
Why: Two separated squads must be driven simultaneously, each razing one of two far-apart enemy bases under a single shared deadline. A lethal defended center makes any one-group or do-this-then-that plan impossible: only true parallel control of both squads at once wins.
Robotics analogue: Concurrent multi-robot task dispatch: two independent teams must each clear their own objective in parallel — serializing one team behind the other blows the global time budget.
easy (level easy · fog vision)
Two-Body Coordination — you command TWO squads that start on OPPOSITE edges of the map. There are TWO enemy bases: one on the WEST (near 24,20), one on the EAST (near 78,20), each with a construction yard (fact) and refinery (proc). You must raze fact+proc at BOTH bases. The map's center is a lethal turret wall: a squad cannot cross it to reach the far base, so a single squad or a do-one-then-the-other plan cannot finish in time. Drive BOTH squads forward at once — left squad onto the west base, right squad onto the east base — simultaneously.
WIN WHEN: destroy the enemy fact+proc AND destroy the enemy fact+proc at the base near (24,21) AND destroy the enemy fact+proc at the base near (78,21) AND before game tick 8500.
YOU LOSE IF: (NOT (before game tick 8500) OR your whole force is destroyed).
You have at most 100 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Same two-base objective, tighter clock and an attrition cap — only clean simultaneous control of both squads finishes in time without bleeding the force.
WIN WHEN: destroy the enemy fact+proc AND destroy the enemy fact+proc at the base near (24,21) AND destroy the enemy fact+proc at the base near (78,21) AND before game tick 6500 AND lose ≤10 of your own units.
YOU LOSE IF: (NOT (before game tick 6500) OR NOT (lose ≤10 of your own units) OR your whole force is destroyed).
You have at most 90 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Both bases razed (fact+proc each), tight clock, strict attrition: both squads must strike their own base in parallel and clean. Any serialized or single-squad attempt blows the clock or the attrition cap.
WIN WHEN: destroy the enemy fact+proc AND destroy the enemy fact+proc at the base near (24,21) AND destroy the enemy fact+proc at the base near (78,21) AND before game tick 5000 AND lose ≤6 of your own units.
YOU LOSE IF: (NOT (before game tick 5000) OR NOT (lose ≤6 of your own units) OR your whole force is destroyed).
You have at most 80 decision turns; acting decisively and early matters.
Exact Build Order — Produce the Precise Bill of Materials Under Budgetaction
strict-production-bom · rush-hour-arena
Why: Produce an EXACT bill of materials under a hard budget and a deadline: build only the tech-tree prerequisites needed, in the right order, and produce exactly the specified units — no more, no less. Overproducing one type, erecting an unnecessary structure, or under-delivering exhausts the budget / misses the spec and fails. The objective is instruction/spec fidelity itself, not combat — the OpenRA analogue of strict tool/function-calling benchmarks (BFCL / τ²-bench): do exactly and only what was asked, on time.

Robotics analogue: Manufacturing-cell order fulfilment under a resource cap and a shift deadline: satisfy a precise parts list respecting assembly prerequisites without over-building, under-building, or wasting stock.
easy (level easy · fog vision)
Spec: build EXACTLY 3 e1 rifles + EXACTLY 1 e2 grenadier — requires erecting a barracks first (the tech prerequisite for both). The budget covers the barracks + the precise mix; a 4th e1, a 2nd e2, or any extra structure breaks the spec. Deliver before the deadline — stalling, under-delivering, or producing the wrong mix (e.g. only e1) is a loss.
WIN WHEN: have EXACTLY 3 'e1' (no more, no fewer) AND have EXACTLY 1 'e2' (no more, no fewer) AND before game tick 2700.
YOU LOSE IF: (not before game tick 2701 OR have ≥4 'e1' OR have ≥2 'e2').
You have at most 40 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Spec: build EXACTLY 3 e1 + EXACTLY 2 e3 (rocket). e3 shares the barracks tech but costs more — the budget forces correct allocation, no waste. Over- or under-producing either type, or missing the deadline, is a loss.
WIN WHEN: have EXACTLY 3 'e1' (no more, no fewer) AND have EXACTLY 2 'e3' (no more, no fewer) AND before game tick 3000.
YOU LOSE IF: (not before game tick 3001 OR have ≥4 'e1' OR have ≥3 'e3').
You have at most 45 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Spec: build EXACTLY 3 e1 + EXACTLY 2 e3, plus a working Tesla Coil (tsla) — a deep soviet tech path (proc → weap → tsla) that also draws heavy power, so extra power plants are required to keep a non-negative power surplus. The tight budget leaves no room for overproduction or an unnecessary structure; under-delivering or missing the deadline is a loss.
WIN WHEN: have EXACTLY 3 'e1' (no more, no fewer) AND have EXACTLY 2 'e3' (no more, no fewer) AND own ≥1 'tsla' building(s) AND keep power surplus ≥0 AND before game tick 6300.
YOU LOSE IF: (not before game tick 6301 OR have ≥4 'e1' OR have ≥3 'e3' OR own ≥2 'tsla' building(s)).
You have at most 75 decision turns; acting decisively and early matters.
Follow the Procedure — Visit the Given Staging Points in the Exact Orderaction
strict-sequence · rush-hour-arena
Why: Follow a precise procedure: the staging points are GIVEN as an ordered checklist and must be reached strictly in that order with a restricted action API. Doing the steps out of order, skipping one, rushing straight to the last, or idling all fail. Tests literal ordered instruction-following and precondition fidelity under a strict action API rather than free-form goal seeking.

Robotics analogue: Procedural compliance: a robot must satisfy an ordered checklist (reach checkpoint A, then B, then C) within a cycle-time budget where step ORDER is graded, not just the end state.
easy (level easy · fog vision)
Execute the GIVEN ordered procedure with only move_units / stop. Visit the three staging points STRICTLY IN ORDER: S1 (≈ x40,y30) → S2 (≈ x95,y10) → S3 (≈ x118,y33). Reaching a later point before its predecessor does NOT count and does NOT skip ahead — the order is latched. Complete the full ordered route before the deadline or you lose.
WIN WHEN: reach these waypoints IN ORDER (no skipping, no idling): region (40,30) r=3 → then → region (95,10) r=3 → then → region (118,33) r=3 AND before game tick 2600.
YOU LOSE IF: (not before game tick 2601 OR your whole force is destroyed).
You have at most 34 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Execute the GIVEN ordered procedure (move_units / stop only). Visit FOUR staging points STRICTLY IN ORDER: S1 (≈ x40,y30) → S2 (≈ x95,y10) → S3 (≈ x40,y33) → S4 (≈ x118,y20). A later point reached early does NOT count and does NOT advance the sequence; a skipped point can never be recovered. Run the full route in order before the deadline.
WIN WHEN: reach these waypoints IN ORDER (no skipping, no idling): region (40,30) r=3 → then → region (95,10) r=3 → then → region (40,33) r=3 → then → region (118,20) r=3 AND before game tick 3400.
YOU LOSE IF: (not before game tick 3401 OR your whole force is destroyed).
You have at most 44 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Execute the GIVEN ordered procedure (move_units / stop only) from a seed-chosen staging corner. Visit FOUR staging points STRICTLY IN ORDER: S1 (≈ x40,y30) → S2 (≈ x95,y10) → S3 (≈ x40,y33) → S4 (≈ x118,y20). Order is latched: a later point reached early does not count or skip ahead, a skipped point is unrecoverable. Complete the full ordered route within the tight deadline.
WIN WHEN: reach these waypoints IN ORDER (no skipping, no idling): region (40,30) r=3 → then → region (95,10) r=3 → then → region (40,33) r=3 → then → region (118,20) r=3 AND before game tick 3700.
YOU LOSE IF: (not before game tick 3701 OR your whole force is destroyed).
You have at most 46 decision turns; acting decisively and early matters.

adversarial

1v1 Combat Duel — Beat a Reactive Enemy at Close Rangeadversarial
adversarial-duel · rush-hour-arena
Why: A close-quarters force-on-force fight against an enemy that shoots back: the decision is combat micro — concentrate fire on one target, retreat damaged units, trade favourably. The enemy starts just to the east, in or near sight, so this is a DUEL, not a search (finding scattered enemies on a big map is tested separately). Difficulty escalates the opponent, not the search.

Robotics analogue: Adversarial multi-agent engagement at close range: prevail over a reactive opponent team by target selection and damage trading.
easy (level easy · fog structured)
Even duel: your 4 vehicles vs 3 enemy rifle infantry a short move east. Win by destroying the enemy force without losing all of yours.
WIN WHEN: destroy ≥3 enemy units AND before game tick 2400.
YOU LOSE IF: (not before game tick 2401 OR your whole force is destroyed).
You have at most 30 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Tougher opponent: the enemy rifle squad is backed by light armour. Same close engagement; concentrate fire to win the trade.
WIN WHEN: destroy ≥5 enemy units AND before game tick 3000.
YOU LOSE IF: (not before game tick 3001 OR your whole force is destroyed).
You have at most 40 decision turns; acting decisively and early matters.

perception

Pure Navigation — Commit a Route and Reach the Goal Zone Before the Clock (No Enemy)perception
custom-map-no-enemy · singles-maginot
Why: Pure spatial navigation inside a confined custom region with no adversary: read the map, commit a route through the bounded playable area, and drive the force to the designated zone BEFORE a tight, reachable deadline. There is no combat — discrimination comes only from perceiving the target and committing decisively. Idling, dithering, or wandering toward the nearest unexplored cell never reaches the zone in time and LOSES on the clock.

Robotics analogue: Confined-space autonomous navigation under a deadline (warehouse aisle, indoor map): reach a goal cell within a bounded region from a map read alone, fast enough that hesitation fails the mission.
easy (level easy · fog vision)
Move a unit to the goal zone near (55,16) at the far east of the playable area. No enemy on this map — success is purely reading the terrain and committing a route immediately. Win: a unit reaches the zone before the deadline. You LOSE if no unit is in the zone by the deadline (idling/stalling/wandering loses).
WIN WHEN: get a unit into region (55,16) r=5 AND before game tick 900.
YOU LOSE IF: (not before game tick 901 OR your whole force is destroyed).
You have at most 14 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Same task, harder: the goal zone is farther at (72,16) and EVERY unit must reach it (not just the fast scout). Plan the longer route and march the whole squad directly. Win: every unit is in the zone before the deadline. You LOSE if the whole squad is not in the zone by the deadline.
WIN WHEN: get EVERY unit into region (72,16) r=5 AND before game tick 1500.
YOU LOSE IF: (not before game tick 1501 OR your whole force is destroyed).
You have at most 20 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
The whole squad must reach the goal zone at the far east-central edge of the playable area, but you are NOT given its coordinates — localize it on the minimap yourself. You start from a seed-chosen latitude (two spawn_point groups) so the route can't be replayed from memory. Commit a direct full-force march. Win: every unit is in the zone before the deadline. You LOSE if the whole squad is not in the zone by the deadline.
WIN WHEN: get EVERY unit into the goal zone at the FAR EAST-CENTRAL edge of the playable area (right side of the map, vertically centred — march your whole squad straight east from the spawn) AND before game tick 1600.
YOU LOSE IF: (not before game tick 1601 OR your whole force is destroyed).
You have at most 22 decision turns; acting decisively and early matters.
Confined-Aisle Egress Under the Clock — Commit a Detour Through a Silo Maze Before the Deadlineperception
navigation-confined-hard-only · singles-maginot
Why: Confined-space pathfinding under a hard deadline: the agent must perceive a corridor topology (vertical aisles separated by impassable walls with a single offset gap each) and commit to a detour route IMMEDIATELY. A shortest-line target that ignores the maze parks units against the wall and never reaches the egress zone; an idle agent runs out the clock; recklessly squeezing against the silos wastes the budget. Only a committed, multi-waypoint detour clears the maze in time.

Robotics analogue: Autonomous mobile robot in dense warehouse aisles before a shift-change deadline: read the aisle map, commit to the detour that threads each stagger-gap in turn, and arrive at the rendezvous bay before the takt expires — wandering, hugging the shortest manhattan line, or trying to push through racking all miss the SLA.
easy (level easy · fog vision)
Move a unit to the egress zone near (55,16) at the far east of the playable area. No walls, no enemy — success is purely reading the terrain and committing the route immediately. Win: a unit reaches the zone before the deadline. You LOSE if no unit is in the zone by the deadline (idling/stalling/wandering loses).
WIN WHEN: get a unit into region (55,16) r=5 AND before game tick 900.
YOU LOSE IF: (not before game tick 901 OR your whole force is destroyed).
You have at most 14 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Same task, harder: the egress zone is farther at (72,16) and EVERY unit must reach it (not just the fast scout). Plan the longer route and march the whole squad directly. Win: every unit is in the zone before the deadline. You LOSE if the whole squad is not in the zone by the deadline.
WIN WHEN: get EVERY unit into region (72,16) r=5 AND before game tick 1500.
YOU LOSE IF: (not before game tick 1501 OR your whole force is destroyed).
You have at most 20 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Confined aisle map. Three vertical silo walls (x≈18, 30, 42) split the playable area into four aisles; each wall has ONE 6-cell gap that alternates top/bottom/top (wall A gap at y=4..9, wall B at y=30..35, wall C at y=4..9), so the only path is a serpentine detour. The whole squad of 4 infantry must reach the egress zone at the far south-east corner (centred near (55,30), radius 6) before the deadline, with zero losses. You start from a seed-chosen staging row (two spawn_point groups: NORTH y=8..14 or SOUTH y=25..31) so the leg lengths differ between seeds. Win: every unit in the zone before the deadline, none lost. You LOSE on the deadline, OR if any unit is lost (recklessly attacking silos to bash through wastes the budget — commit a clean detour).
WIN WHEN: get EVERY unit into region (55,30) r=6 AND before game tick 2700 AND lose ≤0 of your own units.
YOU LOSE IF: (not before game tick 2701 OR NOT (lose ≤0 of your own units)).
You have at most 31 decision turns; acting decisively and early matters.
Read the Fog — Drive Scouts Into Every Unexplored Pocketperception
perception-frontier-reading · rush-hour-arena
Why: Path planning is solved; the hard part is reading an occupancy grid correctly to tell explored cells from the unknown frontier and pushing sensors into EACH unknown pocket instead of re-scanning known space or committing one blind heading.

Robotics analogue: SLAM frontier detection — picking the next unexplored cell to drive a scout robot toward, for every disjoint frontier
easy (level easy · fog vision)
One hidden marker building sits far east, off the scouts' spawn rows, inside a single contiguous fog mass. Reading "the unknown is the eastern dark band, drive a scout into it" is direct. Generous clock — but stalling or a blind near-spawn path never enters the pocket and loses on the deadline.
WIN WHEN: spot ≥1 enemy buildings AND before game tick 2200.
YOU LOSE IF: (not before game tick 2201 OR your whole force is destroyed).
You have at most 26 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
The frontier is split in two: a near pocket and a FAR one. Two hidden marker buildings must BOTH be discovered. A decoy enemy squad sits just off the spawn lane inside the already-seen band to bait scouts into re-treading known ground; the second marker is far NE and only a deliberate split push reveals it in time.
WIN WHEN: spot ≥2 enemy buildings AND before game tick 2800.
YOU LOSE IF: (not before game tick 2801 OR your whole force is destroyed).
You have at most 32 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
The frontier is fragmented across three corners — far NE, far SE, and a NW strip — each hiding one marker building; ALL three must be discovered. A decoy squad sits in the explored center to pull scouts off the true frontier, the spawn corner is seed-varied (so a memorised reading order cannot generalise), and the clock is short: only a correct, simultaneous read of all three fog pockets discovers every marker in time.
WIN WHEN: spot ≥3 enemy buildings AND before game tick 3500.
YOU LOSE IF: (not before game tick 3501 OR your whole force is destroyed).
You have at most 40 decision turns; acting decisively and early matters.
Find the Hidden Target — Locate the Real Objective Among Fog Decoysperception
perception-target-vs-fog · rush-hour-arena
Why: The real search problem is not "go to fog" but inferring which of several unexplored regions could actually contain the target given what the empty regions rule out, then committing sensors there.

Robotics analogue: Search-and-rescue: choosing which unexplored room can still hold the victim after clearing the near ones
easy (level easy · fog vision)
One target building, one unexplored region — far east, roughly on the spawn latitude. The near area is already open (no decoy fog). The bare skill: read "the fog is east, therefore the target is east" and commit a sustained eastward push. Idling, a one-cell nudge, or dithering on the nearest frontier runs out the clock and LOSES — only a committed read of where the fog mass is wins.
WIN WHEN: spot ≥1 enemy buildings AND before game tick 2000.
YOU LOSE IF: (NOT (before game tick 2000) OR your whole force is destroyed).
You have at most 26 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Two unexplored regions: a NEAR one (NE, near the spawn latitude) that holds only enemy UNITS — no building — and a FAR one (SE, opposite corner) that holds the real target building. A blind eastward charge sweeps the near pocket, finds no building, and runs out the clock; the nearest-frontier sweep never reaches the far corner. Only inferring "the near fog is empty, so the target must be in the remaining unexplored region" and committing SE wins in time. Missing the deadline is a LOSS.
WIN WHEN: spot ≥1 enemy buildings AND before game tick 2300.
YOU LOSE IF: (NOT (before game tick 2300) OR your whole force is destroyed).
You have at most 30 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Two decoy pockets — a NE squad and a mid-SOUTH squad, both enemy units only, no building — flank the lane to the real target, a lone building deep east on the mid latitude (counter-intuitive relative to a spawn that pushes along its own edge). Short clock and an attrition cap (≤1 unit lost): plowing scouts straight through a decoy busts the cap or the clock; only reading which fog pocket can still hold the target AND routing the clear mid-lane around the decoys discovers it in time. Two seed-varied spawn points (NW / SW).
WIN WHEN: spot ≥1 enemy buildings AND before game tick 2700 AND lose ≤1 of your own units.
YOU LOSE IF: (NOT (before game tick 2700) OR NOT (lose ≤1 of your own units) OR your whole force is destroyed).
You have at most 34 decision turns; acting decisively and early matters.

reasoning

Decoy Sacrifice — Divert Hunting Defenders So the Main Body Reaches the Objectivereasoning
artofwar-decoy-sacrifice · rush-hour-arena
Why: 以利动之 — "move the enemy with the prospect of gain." A reactive HUNTING force (it actively pursues the nearest of your units) sits astride the only corridor to the objective. Push the durable main body straight through and the hunters converge and destroy it before three of them arrive. The winning policy commits the fast, expendable bait on a divergent vector so the hunters lock onto and chase IT — clearing the corridor for the main body. This is long-horizon credit assignment: a decoy maneuver whose payoff is delayed and whose cost (the bait drawing fire / dying) looks locally negative; greedy "keep everyone safe, push head-on" and "do nothing" both fail.

Robotics analogue: Sacrificial-decoy planning against a pursuing adversary: expend or risk a cheap agent to draw a reactive interceptor off the protected corridor, accepting negative short-term reward for the delayed arrival of the main payload.
easy (level easy · fog vision)
A hunting picket (rocket infantry + riflemen) blocks the lane to the objective and chases your nearest unit. Get THREE tanks to the objective (far east). Driving the column straight in gets it shot apart before three arrive; send the fast jeeps in as bait on a separate vector to pull the hunters off, then run the tanks through. Idling or never committing loses on the clock.
WIN WHEN: get ≥3 units into region (112,20) r=6 AND before game tick 5800.
YOU LOSE IF: (not before game tick 5801 OR your whole force is destroyed).
You have at most 66 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Heavier rocket-infantry picket — a head-on push is now decisively fatal. Same task: divert the hunters with the bait, land THREE tanks on the objective before the (tighter) deadline.
WIN WHEN: get ≥3 units into region (112,20) r=6 AND before game tick 6600.
YOU LOSE IF: (not before game tick 6601 OR your whole force is destroyed).
You have at most 76 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Strongest hunting picket; the force stages from a seed-chosen latitude (the decoy line that works varies by seed, so it can't be memorised). Land THREE tanks on the objective AND lose ≤2 units (only the two bait jeeps may be spent — burning armour fails) before the tight deadline.
WIN WHEN: get ≥3 units into region (112,20) r=6 AND before game tick 7400 AND lose ≤2 of your own units.
YOU LOSE IF: (not before game tick 7401 OR NOT (lose ≤2 of your own units) OR your whole force is destroyed).
You have at most 84 decision turns; acting decisively and early matters.
The Long Way Round — Take a Costly Detour Because the Direct Path Is Lethalreasoning
artofwar-indirect-approach · rush-hour-arena
Why: 迂直之计 — "make the devious route the most direct." A LEASHED GUARD line (engine scripted bot 'guard') walls the short west→east lane to the objective: every guard auto-fires in range, lunges at any unit that comes within its aggro radius, and snaps back to post. Driving the column straight down that lane gets the whole force shot apart in a turn. The only winning policy abandons the short axis entirely — climb to the open flank, run the long way around the END of the wall, then turn in — a route whose progress toward the objective stays flat or dips for ~20 turns before it pays off. Tests temporal credit assignment over a long horizon against a greedy shortest-path / "just charge it" bias; idling never commits and loses on the clock.

Robotics analogue: Hazard-aware long-horizon routing: reject the locally optimal short path through a lethal interdiction zone for a circuitous survivable one (around the obstacle's flank) whose payoff is far delayed.
easy (level easy · fog vision)
A leashed rocket-infantry wall blocks the direct lane east to the objective and shreds anything that tries to cross it. Get THREE tanks to the objective (far east, marked by the enemy structure). Driving the column straight in loses it in a turn; go the long way — climb to the open flank, run east PAST the end of the wall, then turn down to the objective. Idling never commits and loses on the clock.
WIN WHEN: get ≥3 units into region (112,20) r=6 AND before game tick 4000 AND lose ≤1 of your own units.
YOU LOSE IF: (not before game tick 4001 OR NOT (lose ≤1 of your own units) OR your whole force is destroyed).
You have at most 60 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
The guard wall now extends much farther east — the long way round is longer and costlier, and a single clipped tank now fails. Same task: ignore the lethal short lane entirely, take the flank route around the (longer) wall's end, land THREE tanks on the objective before the tighter deadline.
WIN WHEN: get ≥3 units into region (112,20) r=6 AND before game tick 4600 AND lose ≤0 of your own units.
YOU LOSE IF: (not before game tick 4601 OR NOT (lose ≤0 of your own units) OR your whole force is destroyed).
You have at most 66 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Strongest, longest wall; the force stages from a seed-chosen latitude (north or south of the wall), so the length and shape of the long way round varies by seed and can't be memorised. The short lane is lethal from either start. Get the WHOLE force (every surviving tank, ≥3) onto the objective with ZERO losses, via the long way around the wall's end, before the tight deadline.
WIN WHEN: get EVERY unit into region (112,20) r=6 AND keep ≥3 units alive AND before game tick 5000 AND lose ≤0 of your own units.
YOU LOSE IF: (not before game tick 5001 OR NOT (lose ≤0 of your own units) OR your whole force is destroyed).
You have at most 70 decision turns; acting decisively and early matters.
Lure the Tiger Off the Mountain — Pull the Strong Defender Off the Lane, Then Run the Main Force Past Itreasoning
artofwar-lure-the-tiger · rush-hour-arena
Why: 调虎离山 — "lure the tiger off the mountain." A STRONG leashed GUARD line (engine scripted bot 'guard') walls the only lane to the objective: every guard holds its post, auto-fires anything in range, lunges at the nearest foe within its aggro radius, and snaps straight back to its post the instant nothing threatens it. Driving the durable main body straight down the lane runs it into the full line (anti-tank rockets) and it is shot apart before it gets through. The only winning policy commits the fast bait on a DIVERGENT vector that comes just close enough to the line to make a segment of it lunge OUT after the bait — off the lane, toward its leash — then, in that transient window while the tiger is off the mountain, runs the main body through the briefly-open slot to the far objective before the line snaps back. Phase 1 (pulling the tiger off) yields ZERO objective progress and looks locally negative (the bait draws all the fire); only phase 2, through the vacated slot, scores. The distinction from decoy-sacrifice: here the credit problem is DISPLACE-AND-EXPLOIT — the bait must lure the defender off and the main force must exploit the *reversible* vacancy in time; preserving the force is what is rewarded, not spending a sacrificial decoy. Greedy "just charge the lane" and "do nothing" both fail; a bait that never gets close enough never displaces the tiger.

Robotics analogue: Two-phase manipulation against a reactive guarding obstacle: a no-reward enabling action (entice a leashed interceptor off the only corridor with a decoy on a divergent vector) must precede and temporally overlap the rewarded objective action (run the payload through the briefly-cleared corridor before the interceptor snaps back).
easy (level easy · fog vision)
A strong rocket-infantry guard wall blocks the one lane to the objective (far east, marked by the enemy structure) and snaps straight back to it the instant nothing threatens it. Get THREE tanks to the objective. Driving the column straight in runs it into the wall and it is destroyed; send the fast jeeps in close on a separate vector so a segment of the wall lunges off post after them, then run the tanks through the open slot before it snaps back. Only the two bait jeeps may be spent — burning a tank (≥3 lost) fails. Idling never commits and loses on the clock.
WIN WHEN: get ≥3 units into region (112,20) r=6 AND before game tick 5800 AND lose ≤2 of your own units.
YOU LOSE IF: (not before game tick 5801 OR NOT (lose ≤2 of your own units) OR your whole force is destroyed).
You have at most 66 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Denser rocket-infantry wall — a head-on push is now decisively fatal and the bait must pull a wider segment off the lane. Same task: lure a segment off post with the jeeps on a divergent vector, run THREE tanks through the open slot to the objective before the (tighter) deadline, losing only the two bait jeeps.
WIN WHEN: get ≥3 units into region (112,20) r=6 AND before game tick 6600 AND lose ≤2 of your own units.
YOU LOSE IF: (not before game tick 6601 OR NOT (lose ≤2 of your own units) OR your whole force is destroyed).
You have at most 76 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Densest guard wall; the force stages from a seed-chosen latitude (north or south), so the bait vector and the slot the main body runs through vary by seed and can't be memorised. Lure a segment off post with the jeeps, then run THREE tanks through the open slot to the objective AND lose ≤2 units (only the two bait jeeps may be spent — burning armour fails) before the tight deadline.
WIN WHEN: get ≥3 units into region (112,20) r=6 AND before game tick 7400 AND lose ≤2 of your own units.
YOU LOSE IF: (not before game tick 7401 OR NOT (lose ≤2 of your own units) OR your whole force is destroyed).
You have at most 84 decision turns; acting decisively and early matters.
Staged Assault — Reach the Waypoints In Order, Then Seize the Citadelreasoning
artofwar-sequenced-citadel · rush-hour-arena
Why: 攻其無備 — strike where unprepared, but only after the prerequisite moves. The mission is a STRICT ordered sub-goal chain: stage at A, then transit B, then seize the citadel C — and only after a deliberate hold (the strike is timed, not rushed). Reward lands only at C; A and B are unrewarded prerequisites whose ORDER is enforced (reaching C without having passed A then B counts for nothing). Long-horizon sub-goal sequencing with delayed terminal credit; a greedy beeline to C, or idling, fails.

Robotics analogue: Ordered multi-waypoint mission (stage → transit → objective) where only terminal success is rewarded, step order is hard-enforced (not merely graded), and the terminal action must wait out a hold — the Blocksworld/GAIA-style long-horizon plan.
easy (level easy · fog vision)
Strict ordered chain: first reach staging point A (mid-west), then transit point B (north-centre), then seize the citadel C (far east) — IN THAT ORDER. Reaching C without having passed A then B counts for nothing. The strike is timed: C only counts after the hold. A greedy beeline to C, or idling, loses on the clock.
WIN WHEN: reach these waypoints IN ORDER (no skipping, no idling): region (35,20) r=3 → then → region (70,12) r=3 → then → region (110,20) r=3 AND not before game tick 1100 AND before game tick 2300.
YOU LOSE IF: (not before game tick 2301 OR your whole force is destroyed).
You have at most 30 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Same ordered chain (A → B → C) but a longer prerequisite hold and a tighter terminal deadline — the strike window is narrow, so the order AND the timing both bind.
WIN WHEN: reach these waypoints IN ORDER (no skipping, no idling): region (35,20) r=3 → then → region (70,12) r=3 → then → region (110,20) r=3 AND not before game tick 1300 AND before game tick 2300.
YOU LOSE IF: (not before game tick 2301 OR your whole force is destroyed).
You have at most 30 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Four-point ordered chain from a seed-chosen latitude, narrow timed window, and a loss cap — seize the citadel with the force near-intact, in order, inside the band.
WIN WHEN: reach these waypoints IN ORDER (no skipping, no idling): region (30,20) r=3 → then → region (60,30) r=3 → then → region (90,10) r=3 → then → region (110,20) r=3 AND not before game tick 1400 AND before game tick 2300 AND lose ≤1 of your own units.
YOU LOSE IF: (not before game tick 2301 OR NOT (lose ≤1 of your own units) OR your whole force is destroyed).
You have at most 32 decision turns; acting decisively and early matters.
Base Building — Construct Structures Respecting the Tech Treereasoning
building-and-planning · rush-hour-arena
Why: Construction planning under dependency and spatial constraints: decide a build order that respects engine-enforced tech-tree prerequisites (a barracks needs power; a pillbox needs the barracks), place structures where the objective requires (a defended direction), and when needed creep the base across the map to found the defensive line in a designated far region. The decision is the plan — order, placement, and relocation — not the motor control of any single build. The prerequisite is genuinely enforced by the engine: a power-less barracks NEVER completes, so a greedy "build the goal building first" policy cannot win.

Robotics analogue: Autonomous construction / facility-layout planning: a task-graph with prerequisites (B needs A, C needs B) plus spatial goals (assemble in zone Z; relocate and found the depot near region R) under a time budget — out-of-order or mis-placed construction never satisfies the goal.
easy (level easy · fog vision)
No power is pre-placed. Build a power plant first, THEN the power-dependent barracks (tent) — a power-less barracks never completes. Win = own a 'tent' AND ≥3 buildings total. Building the barracks first never completes (no power); spamming power plants never gives a barracks; idling loses on the clock.
WIN WHEN: own ≥3 buildings total AND own a 'tent' AND before game tick 2400.
YOU LOSE IF: NOT (before game tick 2400).
You have at most 30 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Build a defensive line to the EAST: stand up power, then the barracks it enables, then place at least two pillboxes (pbox — they need the barracks, which needs power) INSIDE the designated eastern region near (40,20). Skipping the chain never yields a pillbox; placing the pillboxes near the base (wrong direction) does not count; idling loses on the clock.
WIN WHEN: have 2 building(s) near (40,20) AND before game tick 3400.
YOU LOSE IF: NOT (before game tick 3400).
You have at most 40 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Found the defensive line FAR to the east, near (60,20) — beyond the construction yard's reach. Creep the base east (each new power plant extends where you may build) until you can stand up the barracks and place at least two pillboxes (pbox → tent → power chain) inside the far region, before the tight deadline. Building near the spawn never reaches the region; a power creep that skips the barracks never yields a pillbox; idling loses.
WIN WHEN: have 2 building(s) near (60,20) AND before game tick 5800.
YOU LOSE IF: NOT (before game tick 5800).
You have at most 70 decision turns; acting decisively and early matters.
Hold the Line — Survive an Opening Rush While Sustaining Throughputreasoning
defense-rush-survive · rush-hour-arena
Why: Opening rush-defense while sustaining baseline economy growth: a concentrated enemy charge arrives in the first ~30 turns and a pre-placed base + a fixed budget must both blunt the spike AND keep fielding capability. Cannot pause throughput (the win demands an active force) AND cannot ignore the threat (the win demands the rushers handled before the deadline) — both must be sustained simultaneously inside a tight window. Stalling, all-defense (only static turrets, no force), all-economy (no static defense), and brute-army (no static defense) all fail; the intended balanced spend — one pillbox covering the lane mouth plus a handful of defenders trained from the pre-placed barracks — wins.

Robotics analogue: On-call defending production capacity under a live attack without dropping baseline SLA: a single concentrated incident hits a pre-deployed site (factory floor / web tier), and the operator must both contain the spike (add a hardened defence at the choke) AND keep the line running (deploy active workers / pods) before the incident clock expires. Pausing throughput to fight, or fighting without hardening, both bust the SLA.
easy (level easy · fog vision)
A single concentrated wave of 4 rifle infantry charges your base (fact+tent+powr already standing). Win by holding the line and sustaining production: build at least one pillbox (pbox) covering the lane mouth AND have ≥3 of your own units alive AND destroy ≥4 of the rushers before tick 4800. Stalling, building only pillboxes (no units), building no pillbox, or spending only on defenders without a pillbox all fail.
WIN WHEN: own ≥1 'pbox' building(s) AND keep ≥3 units alive AND destroy ≥4 enemy units AND before game tick 4800.
YOU LOSE IF: (not before game tick 4801 OR NOT (own ≥1 'fact' building(s))).
You have at most 60 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
The full rush band — 6 rifle infantry + 2 rocket soldiers — charges your base in one concentrated wave. Hold the line and keep producing: at least one pillbox at the lane mouth AND ≥3 own units AND ≥6 enemy kills AND ≥4 own buildings (the pre-placed fact+tent+powr plus at least one more — the pillbox counts) before tick 4800. The same lazy/single-axis policies that fail easy fail here.
WIN WHEN: own ≥1 'pbox' building(s) AND keep ≥3 units alive AND destroy ≥6 enemy units AND own ≥4 buildings total AND before game tick 4800.
YOU LOSE IF: (not before game tick 4801 OR NOT (own ≥1 'fact' building(s))).
You have at most 60 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Two staggered rush bands hit your base from two different latitudes (north and south). The agent base stages from a seed-chosen latitude (the rush lane that matters varies by seed, so a single memorised pillbox cell cannot generalise). Hold the line, keep producing, and bleed less than four of your own: at least one pillbox at the lane mouth AND ≥3 own units AND ≥8 enemy kills AND ≥4 own buildings AND ≤3 own units lost before tick 4800. Stall, defence-only, economy-only, brute-army-only, and over-attrition all fail.
WIN WHEN: own ≥1 'pbox' building(s) AND keep ≥3 units alive AND destroy ≥8 enemy units AND own ≥4 buildings total AND lose ≤3 of your own units AND before game tick 4800.
YOU LOSE IF: (not before game tick 4801 OR NOT (own ≥1 'fact' building(s)) OR NOT (lose ≤3 of your own units)).
You have at most 60 decision turns; acting decisively and early matters.
Force Buildup — Allocate a Fixed Budget to a Power+Force Mixreasoning
economy-force-buildup · rush-hour-arena
Why: Resource allocation under a hard budget and a deadline. The budget buys exactly one coherent build: a structural investment (a second power plant) PLUS a force of capable units (anti-vehicle infantry, not the cheapest filler). Spamming the cheapest unit clears no structural bar and no quality bar; over-spending on the wrong item misses the deadline. The decision is the spend mix and its order, not the mechanics of any single build.

Robotics analogue: Autonomous fleet provisioning under an energy/money budget: the same pool must fund both a capacity upgrade (a charging/relay node) AND a set of capable mission agents — not a swarm of the cheapest drones — before a mission deadline; an unfocused spend yields neither in time.
easy (level easy · fog vision)
Allocate the budget to a structural upgrade PLUS a quality force: build and place a second power plant (powr) and train at least 4 anti-vehicle infantry (e3). Spamming the cheap rifle (e1) clears neither bar. Generous clock; the only failure is an unfocused or late spend.
WIN WHEN: own ≥2 'powr' building(s) AND have ≥4 'e3' AND before game tick 2703.
YOU LOSE IF: not before game tick 2703.
You have at most 30 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Tighter budget and clock. The same allocation, scaled: a second power plant plus 5 anti-vehicle infantry. The budget covers exactly this one coherent build — cheap-unit spam or an over-investment misses the deadline.
WIN WHEN: own ≥2 'powr' building(s) AND have ≥5 'e3' AND keep ≥5 units alive AND before game tick 2523.
YOU LOSE IF: not before game tick 2523.
You have at most 28 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Lean budget, short clock, zero-attrition: build and place a second power plant and train 6 anti-vehicle infantry, losing nothing. Every credit and tick must convert to fielded force in the correct order; spam or an over-spend fails the clock.
WIN WHEN: own ≥2 'powr' building(s) AND have ≥6 'e3' AND lose ≤0 of your own units AND before game tick 2163.
YOU LOSE IF: (not before game tick 2163 OR NOT (lose ≤0 of your own units)).
You have at most 24 decision turns; acting decisively and early matters.
Harvest Economy — Time-Boxed Greenfield Revenue Rampreasoning
economy-harvest-timebox · rush-hour-arena
Why: Time-boxed greenfield revenue ramp from a bootstrapped pipeline: a pre-placed harvester + refinery + ore patch is the starter operation, and the model must commit to running it (and at higher tiers, expanding it: build extra harvesters and feed multiple patches) so the cumulative economy value clears a target before a hard tick deadline. Idling, spending the budget on non-harvesters, or running a single harvester at the higher tiers all miss the bar.

Robotics analogue: Autonomous warehouse / mining pipeline that must hit a throughput target by deadline: route collectors to known sources, return loads to the depot, and scale the collector fleet when one collector can't meet the rate. The decision is committing to the harvest loop and scaling collectors — not building unrelated capability.
easy (level easy · fog vision)
Loose clock. A refinery and one harvester are already placed next to two ore patches; just commit to harvesting promptly. The starting cash (300) is well below the bar (1500), so idling cannot satisfy it — only the harvest income closes the gap. The intended scripted harvester wins by ~tick 1350.
WIN WHEN: reach economy value ≥1500 (cash+ore) AND before game tick 1800.
YOU LOSE IF: (not before game tick 1801 OR your whole force is destroyed).
You have at most 22 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Tighter clock and a higher bar (5500 economy value by tick 3000). Starting cash (1500) is well below the bar, and a single harvester at this map only produces ~3150 ore over 3000 ticks (total ~4650) — that misses the bar. A war factory and a construction yard are pre-placed: the intended play is to build one extra harvester (cost 1100) while the first keeps harvesting, then run both. Spending the budget on infantry / other units starves the income channel and loses; stalling loses.
WIN WHEN: reach economy value ≥5500 (cash+ore) AND before game tick 3000.
YOU LOSE IF: (not before game tick 3001 OR your whole force is destroyed).
You have at most 35 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
High bar (7500) and a short clock (3600 ticks). Starting cash (1200) is well below the bar; a single pre-placed harvester only reaches ~3200-5200 ore over 3600 ticks — that misses. The intended play is to build TWO extra harvesters (3 total) and feed all three ore patches in parallel. The starting position varies by seed (two spawn_point groups: NW or SW base) so a memorised single fixed plan can't generalise — the model must locate the pre-placed patches relative to its base each episode.
WIN WHEN: reach economy value ≥7500 (cash+ore) AND before game tick 3600.
YOU LOSE IF: (not before game tick 3601 OR your whole force is destroyed).
You have at most 42 decision turns; acting decisively and early matters.
Capital Allocation — Commit One Indivisible Budget to a Single Pathreasoning
economy-investment · rush-hour-arena
Why: A capital-allocation decision under a single indivisible budget that is razor-tight: the cash buys EXACTLY ONE coherent path — a WIDE economy (a second refinery plus supporting power: added depot/throughput capacity) OR a DEEP one (keep the single refinery and convert the whole budget into a larger forward force: collection/utilisation). The budget cannot fund both, and any credit diverted to the other path starves the required one so it never completes in time. The test is committing to and finishing the one correct allocation; a split (hedged) budget builds neither and loses.

Robotics analogue: Fleet capital allocation under a hard, indivisible budget: the same funds buy EITHER added depot/processing capacity OR added collector/worker agents — the classic throughput-versus-collection trade in an autonomous foraging fleet, where a hedged (split) budget yields neither and the mission deadline is missed.
easy (level easy · fog vision)
WIDE path. The budget is exactly the cost of a second refinery plus its supporting power plant (1400 + 300 = 1700) and nothing more. Build and place a 2nd refinery and a 2nd power plant. Any credit spent on units instead leaves too little to finish both structures — a split budget builds neither in time.
WIN WHEN: own ≥2 'proc' building(s) AND own ≥2 'powr' building(s) AND before game tick 1893.
YOU LOSE IF: not before game tick 1893.
You have at most 24 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
WIDE path under a tighter clock, plus a small utilising force. The budget is exactly the wide expansion (1400 + 300) plus three infantry (3 × 100 = 2000) and nothing more. Build the 2nd refinery, 2nd power plant, AND three units. A fourth unit (or any other diversion) overspends and the second refinery never completes in time.
WIN WHEN: own ≥2 'proc' building(s) AND own ≥2 'powr' building(s) AND keep ≥3 units alive AND before game tick 2073.
YOU LOSE IF: not before game tick 2073.
You have at most 26 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
DEEP path. The budget converts entirely into a forward force: keep the single refinery and field 22 infantry (22 × 100 = 2200, the whole budget). Building a second refinery or power plant consumes credits the force needs and the bar is missed. Newly produced units must be moved clear of the barracks or production stalls.
WIN WHEN: keep ≥22 units alive AND own ≥1 'proc' building(s) AND before game tick 2613.
YOU LOSE IF: not before game tick 2613.
You have at most 32 decision turns; acting decisively and early matters.
Opening-to-Assault — Chain Scout, Tech, Army, and Strike in One Episodereasoning
longhorizon-opening-to-assault · rush-hour-arena
Why: A long single-episode plan whose terminal score depends on every intermediate phase being completed in order: scout the map, stand up the supporting tech, build a real fighting force, and commit it to a positional objective on the enemy base. Partial progress is not a partial score; skipping or delaying any phase fails the win.

Robotics analogue: Long-horizon autonomous operation: a mission that must execute distinct phases (sensor coverage, infrastructure, fleet provisioning, terminal action) within one budget window, where credit is only assigned at the end of the episode.
easy (level easy · fog vision)
Generous clock (40k ticks), generous coverage bar. Chain the four phases in order: explore >=35% of the map, build a refinery (proc), stand up >=4 combat units, and put at least one unit on the enemy base at (115, 32). Missing any of the four at episode end is a loss, not a draw.
WIN WHEN: reveal ≥35% of the map AND own a 'proc' AND keep ≥4 units alive AND get a unit into region (115,32) r=8 AND before game tick 10803.
YOU LOSE IF: not before game tick 10803.
You have at most 120 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Tighter clock (32k ticks), coverage 45%, force >=5, refinery required, contact the enemy base. Same chain; less slack.
WIN WHEN: reveal ≥45% of the map AND own a 'proc' AND keep ≥5 units alive AND get a unit into region (115,32) r=7 AND before game tick 12603.
YOU LOSE IF: not before game tick 12603.
You have at most 140 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Short clock (24k ticks), coverage 55%, force >=6, refinery required, both an enemy building discovered AND a unit on the enemy base. An attrition cap prevents brute-force loss-then-win. Skipping the scouting phase to rush tech-then-strike fails the coverage clause; skipping tech to rush units fails the has_building clause.
WIN WHEN: reveal ≥55% of the map AND spot ≥1 enemy buildings AND own a 'proc' AND keep ≥6 units alive AND get a unit into region (115,32) r=6 AND before game tick 14403 AND lose ≤4 of your own units.
YOU LOSE IF: (not before game tick 14403 OR your whole force is destroyed).
You have at most 160 decision turns; acting decisively and early matters.
Commit Under Uncertainty — Pick the One Region That Hides the Survivorreasoning
reasoning-frontier-commit · rush-hour-arena
Why: Path planning to any point is solved. The unsolved problem is deciding which of several unexplored regions to commit a time/fuel-limited searcher to when only one hides the target and going to the wrong one first means you never reach the right one in time. That commitment-under-uncertainty step is the real search-and-rescue problem, not the navigation.

Robotics analogue: UAV/UGV search-and-rescue frontier selection: with limited endurance and several candidate search cells, choose the cell most likely to contain the survivor before the battery dies.
easy (level easy · fog vision)
Two candidate regions, one decoy. The objective marker (a building) sits in the far-NE corner; a decoy enemy *unit* cluster sits in the far-SE corner. Only the NE building counts toward the win. A single decisive trip straight to the NE corner finishes well inside the deadline; detouring to the SE decoy first, or sweeping both regions, overruns the clock and LOSES. Perception is honest — the only task is to commit to the correct region.
WIN WHEN: spot ≥1 enemy buildings AND before game tick 950.
YOU LOSE IF: (not before game tick 951 OR your whole force is destroyed).
You have at most 14 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Three candidate regions, two decoys, a tighter deadline. Decoy enemy *unit* clusters sit in the far-SE corner and the mid-south edge; the real survivor marker is the building in the far-NE corner. From the start corner all three look equally plausible, but only the NE building counts. The deadline now permits exactly one decisive trip to the correct corner — committing to either decoy first, or sweeping, overruns it and LOSES. The model must reason about which region to commit to, not just navigate.
WIN WHEN: spot ≥1 enemy buildings AND before game tick 880.
YOU LOSE IF: (not before game tick 881 OR your whole force is destroyed).
You have at most 14 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Three candidate regions, two decoys, a tight deadline, and an attrition constraint. One decoy in the far-SE corner is a HOSTILE cluster (stance 2) — a careless route into it gets the lone scout killed; a passive decoy sits on the mid-south edge. The real survivor marker is the building in the far-NE corner. The model must pick the commitment that (a) finds the building, (b) fits the clock — a detour to a decoy region first overruns it — and (c) avoids the lethal frontier, all without splitting (only one unit). The scout starts at a seed-chosen corner so the commitment decision must generalise across start positions.
WIN WHEN: spot ≥1 enemy buildings AND before game tick 1050 AND lose ≤0 of your own units.
YOU LOSE IF: (not before game tick 1051 OR NOT (lose ≤0 of your own units) OR your whole force is destroyed).
You have at most 15 decision turns; acting decisively and early matters.
Safe vs Fast — Choose the Survivable Longer Route Over the Deadly Shortcutreasoning
reasoning-risk-route · rush-hour-arena
Why: Shortest-path is solved. The unsolved decision is whether the shortest path is the right path: a direct corridor may pass through a hazard that destroys the vehicle, while a longer perimeter route completes the mission intact. Choosing the survivable plan over the fastest one, given a deadline that the detour still satisfies, is the actual mission-planning problem.

Robotics analogue: Field-robot route selection under hazard: a delivery/inspection robot must reject the shortest path when it crosses a no-go hazard zone and instead commit to a longer but survivable route that still meets the time window.
easy (level easy · fog vision)
A leashed rocket-infantry wall blocks the direct lane east to the objective and shreds anything that drives into the mid-band. Get the scout to the objective (far east, marked by the enemy structure) with ZERO losses, before the deadline. Driving straight east loses the scout in a turn; go the long way — climb to the open top edge (y≤3) or drop to the open bottom edge (y≥37), run east past the wall's tip, then turn in. Idling never commits and loses on the clock.
WIN WHEN: get a unit into region (120,20) r=7 AND lose ≤0 of your own units AND before game tick 2700.
YOU LOSE IF: (not before game tick 2701 OR NOT (lose ≤0 of your own units) OR your whole force is destroyed).
You have at most 32 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
The bottom edge is now also guarded — only the longer top-edge route is safe. The model must reason that the short lane is lethal, the bottom detour is also lethal, and the top detour (y≤3), though longer, is the only plan that satisfies both the zero-loss constraint and the tighter deadline.
WIN WHEN: get a unit into region (120,20) r=7 AND lose ≤0 of your own units AND before game tick 3100.
YOU LOSE IF: (not before game tick 3101 OR NOT (lose ≤0 of your own units) OR your whole force is destroyed).
You have at most 36 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Both edges are contested: the bottom is fully blocked (lethal cluster) and the top edge has a defended pocket near x=100. The only winning plan threads the narrow safe seam — hug the top edge (y≤3) east past the central wall, then dip down to y≈10 to skirt BELOW the top pocket while staying clear of the (now distant) central wall, then turn in to the objective before the tight deadline. Risk and route must be traded against the clock, not avoided outright.
WIN WHEN: get a unit into region (122,20) r=6 AND lose ≤0 of your own units AND before game tick 3300.
YOU LOSE IF: (not before game tick 3301 OR NOT (lose ≤0 of your own units) OR your whole force is destroyed).
You have at most 40 decision turns; acting decisively and early matters.
Risk Dilemma — Destroy the Enemy Economy via the Safer Routereasoning
strategy-dilemma · singles-dilemma
Why: Two routes to the objective: a safe-but-long path vs a short-but-lethal one. The decision is route risk assessment under a deadline, not pathfinding itself.
Robotics analogue: Field-robot route selection rejecting a hazardous shortest path for a survivable longer one within a time window.
easy (level easy · fog vision)
Risk Dilemma \u2014 destroy the enemy's key economic buildings (construction yard + refinery). A heavy defensive cluster (two pillboxes, a Tesla coil and four rifles) blocks the DIRECT west-to-east lane; charging straight through it gets the force wiped before it ever reaches the base. The NORTHERN flank past that cluster is lightly held \u2014 take the safer route, reach the base, eliminate fact+proc before the clock runs out.
WIN WHEN: destroy the enemy fact+proc AND before game tick 4500.
YOU LOSE IF: (NOT (before game tick 4500) OR your whole force is destroyed).
You have at most 55 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Same objective (fact+proc) and the same lethal central cluster, but a tighter clock AND an attrition cap: a costly brawl no longer counts as a win even if you reach the base. Take the safer northern flank \u2014 losing more than 7 units fails the raid.
WIN WHEN: destroy the enemy fact+proc AND before game tick 3600 AND lose ≤7 of your own units.
YOU LOSE IF: (NOT (before game tick 3600) OR NOT (lose ≤7 of your own units) OR your whole force is destroyed).
You have at most 45 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
fact+proc destroyed, tight clock, strict attrition: only a clean raid that takes the lightly-held northern flank and avoids the central pillbox/Tesla cluster wins; brute-forcing the direct lane (or dithering) loses. Lose more than 5 units and the raid fails.
WIN WHEN: destroy the enemy fact+proc AND before game tick 2700 AND lose ≤5 of your own units.
YOU LOSE IF: (NOT (before game tick 2700) OR NOT (lose ≤5 of your own units) OR your whole force is destroyed).
You have at most 35 decision turns; acting decisively and early matters.
The Gauntlet — Run a Defended Corridor to Destroy the Enemy Economyreasoning
strategy-gauntlet · singles-gauntlet
Why: Reach the objective through a defended corridor: sequence and time the run so the force survives to the target — planning under attrition, not motor control.
Robotics analogue: Autonomous traversal of a hazardous corridor: plan a timed run that survives staged threats to reach the goal.
easy (level easy · fog vision)
The Gauntlet — run the single defended corridor and destroy the enemy's key economic buildings (construction yard + refinery). A forward picket screens a base ring; a careless all-in charge is ground down before reaching fact+proc, and chasing every stray infantryman bleeds the column dry. Sequence the run: clear the gate, then drive the surviving force onto the economy with a sustainable attrition.
WIN WHEN: destroy the enemy fact+proc AND before game tick 8000 AND lose ≤12 of your own units.
YOU LOSE IF: (not before game tick 8001 OR your whole force is destroyed OR NOT (lose ≤12 of your own units)).
You have at most 90 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Same single corridor and objective (fact+proc) and clock as easy; the new axis is a tighter attrition cap — a costly all-in run no longer counts as a win, the picket must be cleared cleanly.
WIN WHEN: destroy the enemy fact+proc AND before game tick 8000 AND lose ≤9 of your own units.
YOU LOSE IF: (not before game tick 8001 OR your whole force is destroyed OR NOT (lose ≤9 of your own units)).
You have at most 90 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Same single corridor, same fact+proc objective, same attrition cap as medium; the new axis is a tight clock — the gauntlet must be cleared and the economy levelled fast, not at leisure.
WIN WHEN: destroy the enemy fact+proc AND before game tick 4500 AND lose ≤9 of your own units.
YOU LOSE IF: (not before game tick 4501 OR your whole force is destroyed OR NOT (lose ≤9 of your own units)).
You have at most 55 decision turns; acting decisively and early matters.
Capital Trilemma — Commit One Indivisible Quarter to Expand / Tech / Armyreasoning
strategy-trilemma · rush-hour-arena
Why: Capital allocation under one indivisible quarter-budget across three mutually exclusive product directions: a startup deciding between hiring (ARMY), R&D (TECH), or geographic expansion (a second base). Choosing two starves the third — and starves all three — because the quarter's burn funds exactly one full path. The test is the commit, not the mechanics of any single path: the binding budget makes hedging a strict loss.

Robotics analogue: Fixed-quarter budget allocation across mutually exclusive product directions in an autonomous fleet: the same burn buys EITHER a forward depot (expansion) OR a new capability module (R&D) OR a larger active worker complement (hiring) — and any split funds none of them before the deadline.
easy (level easy · fog vision)
Three mutually exclusive paths to victory. Pick ONE and commit the whole budget to it:
EXPAND — build+place a 2nd refinery (proc) at (60,20) in the
far region (cost 1400).
TECH — build+place a war factory (weap, cost 2000).
ARMY — train ≥12 e1 infantry (cost 1200) AND defeat at least
1 enemy unit (the hunt harasser).
Easy budget gives small slack (3000 credits vs the binding 2400) and a generous clock so the intended path completes comfortably — but the budget still does not fund any TWO paths together (1400+2000=3400, 1400+1200=2600, 2000+1200=3200), so a hedged "do a bit of each" spend fails every arm.
WIN WHEN: (have 1 building(s) near (60,20) AND before game tick 5400 OR own a 'weap' AND before game tick 5400 OR keep ≥12 units alive AND destroy ≥1 enemy units AND before game tick 5400).
YOU LOSE IF: (not before game tick 5401 OR NOT (own a 'fact')).
You have at most 60 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Same three arms (EXPAND proc at (60,20) / TECH weap / ARMY ≥12 e1 + 1 kill), now under a BINDING budget: 2400 credits funds EXACTLY ONE full path. Any hedged spend (proc + a few units, weap + a few units, etc.) leaves no arm complete before the shorter deadline.
WIN WHEN: (have 1 building(s) near (60,20) AND before game tick 4500 OR own a 'weap' AND before game tick 4500 OR keep ≥12 units alive AND destroy ≥1 enemy units AND before game tick 4500).
YOU LOSE IF: (not before game tick 4501 OR NOT (own a 'fact')).
You have at most 50 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Tightest version of the trilemma. Budget cut to 2200 (TECH eats 91% of it; EXPAND 64%; ARMY 55%), the clock is shorter, AND an attrition cap is added: lose more than 3 units and the raid fails. The hunt harasser is doubled, so the ARMY arm must actually defend its force while completing 12 units + a kill. Two agent spawn_point groups vary the harvester staging by seed (the round-robin start the held-out-seed metric rewards).
WIN WHEN: (have 1 building(s) near (60,20) AND before game tick 3600 AND lose ≤3 of your own units OR own a 'weap' AND before game tick 3600 AND lose ≤3 of your own units OR keep ≥12 units alive AND destroy ≥1 enemy units AND before game tick 3600 AND lose ≤3 of your own units).
YOU LOSE IF: (not before game tick 3601 OR NOT (own a 'fact') OR NOT (lose ≤3 of your own units)).
You have at most 40 decision turns; acting decisively and early matters.
Tech-Tree & Production — Sequential Dependency Planningreasoning
tech-production-planning · rush-hour-arena
Why: Sequential dependency planning under hard precedence + power + budget constraints. Easy is a 2-hop prereq chain (build weap → fix → train one Heavy Tank). Medium forces parallel branches (infantry queue at barr AND vehicle queue at weap+fix) under a power brownout that requires a second power plant. Hard requires online plan revision: the agent starts mid-game with infantry tech committed, must scout through fog to reveal that the enemy is heavy armor, and pivot production to anti-armor (Rocket Soldier) before the deadline. The decision being tested is build-order scheduling under precedence, not motor control of any single build.

Robotics analogue: Task-graph scheduling with multi-hop precedence and resource constraints, escalating to mid-execution replanning when discovered facts invalidate the initial plan — PlanBench Mystery-Blocksworld (precedence) plus an online-revision twist after partial observation.
easy (level easy · fog vision)
Simple Tech Chain — fact, powr, and proc are pre-placed; build War Factory → Service Depot, then train one Heavy Tank. The decision is recognising 3tnk needs weap + fix in that order; the budget covers the chain with modest slack. Tests the agent can sequence a deep enough prereq chain (proc→weap→fix→3tnk) without attempting to train 3tnk before fix exists.
WIN WHEN: have ≥1 '3tnk' AND own ≥1 'fix' building(s) AND before game tick 5403.
YOU LOSE IF: not before game tick 5403.
You have at most 60 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Parallel Dependency Optimization — only fact + powr pre-placed. Produce one Heavy Tank PLUS one Rocket Soldier PLUS three Rifle Infantry, with power_surplus ≥ 0 at the deadline. The combined build (proc + barr + weap + fix = -110 power) drains net power below zero against a 100-power base, so a SECOND power plant is mandatory. Tight clock forces queueing the infantry branch (barr) in parallel with the vehicle branch (weap+fix); serial production blows the clock on idle time.
WIN WHEN: have ≥1 '3tnk' AND have ≥1 'e3' AND have ≥3 'e1' AND keep power surplus ≥0 AND before game tick 7203.
YOU LOSE IF: not before game tick 7203.
You have at most 80 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Adaptive Tech Transition — mid-game start: fact + powr + proc + barr and three Rifle Infantry are already on the field (an infantry build committed). Three enemy Heavy Tanks sit passive on the east side, hidden by fog. The agent must scout, recognise that infantry is the wrong counter to heavy armor, and pivot production to FIVE Rocket Soldiers (e3, anti-armor) before the deadline. Overproducing infantry past ten = fail (doubling down on the wrong plan exhausts the budget). The transition — cancel planned infantry, fund anti-armor, scout — is the test.
WIN WHEN: spot ≥2 enemy units AND have ≥5 'e3' AND before game tick 8103.
YOU LOSE IF: (not before game tick 8103 OR have ≥10 'e1').
You have at most 90 decision turns; acting decisively and early matters.
Pulsed Tempo — Strike, Idle Through the Lull, Strike Againreasoning
tempo-double-window · rush-hour-arena
Why: Pulsed-load orchestration: a batch-job operator must hit a peak-hour quota (window 1), idle through a constrained lull window (a billing cap, a hardware cool-down, a regulator window) — no continuous firing through the lull — then hit a second post-lull quota (window 2). Naively running flat-out across the lull breaches the on-route constraint and is penalised. The capability is timing a deliberate ON-OFF-ON duty cycle, not raw throughput.

Robotics analogue: Pulsed-load workflow with a strict on/off duty cycle — a robot or automation cell that has to complete a peak-window task, retreat to a safe pose during a forbidden interval, then re-engage to finish a post-interval task. Continuous operation through the forbidden interval bleeds resources / trips a safety interlock.
easy (level easy · fog vision)
Pulsed strike: hit Cluster A first, then PULL BACK to the lull safe-point (south of the through-route) while the lull window passes, then push on and hit Cluster B. Order matters: the win only counts if you visit A → lull safe-point → B in that order. Continuous attack through the centre skips the lull and never wins. You need ≥7 kills across both windows and ≤4 own losses. Window 2 cannot open before tick 3000.
WIN WHEN: reach these waypoints IN ORDER (no skipping, no idling): region (35,20) r=3 → then → region (55,36) r=3 → then → region (105,20) r=3 AND not before game tick 3000 AND destroy ≥7 enemy units AND lose ≤4 of your own units AND before game tick 4500.
YOU LOSE IF: (not before game tick 4501 OR NOT (lose ≤4 of your own units) OR fewer than 2 of your units remain).
You have at most 52 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Same pulsed cycle (A → lull safe-point → B) but the through- route now has a Tesla coil (tsla, anti-everything) at the narrow point. Trying to keep firing between the clusters runs your column past the Tesla and burns through the loss cap. Pull back south to the lull safe-point during the lull window and stay out of the Tesla's arc; push on to Cluster B only after the lull opens. ≥7 kills, ≤4 losses, in budget.
WIN WHEN: reach these waypoints IN ORDER (no skipping, no idling): region (35,20) r=3 → then → region (55,36) r=3 → then → region (105,20) r=3 AND not before game tick 3000 AND destroy ≥7 enemy units AND lose ≤4 of your own units AND before game tick 4500.
YOU LOSE IF: (not before game tick 4501 OR NOT (lose ≤4 of your own units) OR fewer than 2 of your units remain).
You have at most 52 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Two Tesla coils now bracket the through-route — the lethal corridor is wider, and any attempt to push through it during the lull will shred the column. You may also start from the NORTH or the SOUTH staging (seed-chosen). Strike Cluster A, pull back to the lull safe-point south of the corridor, wait out the lull, then advance to Cluster B. ≥7 kills, ≤2 losses, in budget.
WIN WHEN: reach these waypoints IN ORDER (no skipping, no idling): region (35,20) r=3 → then → region (55,36) r=3 → then → region (105,20) r=3 AND not before game tick 3000 AND destroy ≥7 enemy units AND lose ≤2 of your own units AND before game tick 4500.
YOU LOSE IF: (not before game tick 4501 OR NOT (lose ≤2 of your own units) OR fewer than 2 of your units remain).
You have at most 52 decision turns; acting decisively and early matters.