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Orbit Wars v13 β€” Full-Spectrum Domination Agent

Elo Target: 1000+

New Features (v12 β†’ v13)

Feature Impact Lines
Gang-up missions Attack enemy planets weakened by inter-enemy combat (4P) ~30
Elimination missions Focused kill of weakest enemy β€” 1.5x bonus in 4P ~40
Rescue missions Save threatened planets before they fall ~35
Recapture missions Retake just-lost planets (arrive after fall + 1-10 turns) ~35
Followup phase Use leftover attack budget for opportunistic captures ~30
Total war endgame Dump all ships at weakest enemy in final 55 turns ~25
Opponent profiler Adapt 20+ parameters mid-game based on enemy behavior ~80
finalize_moves Safety net preventing over-sending from any planet ~10
Better doomed evacuation Try to capture something first, retreat only as fallback ~30
Extended horizon 130 turns (was 110) for better long-range planning 1

Test Results

Matchup Result
V13 vs Random 2/2 wins (eliminated step ~120)
V13 vs Starter 2/2 wins (eliminated step ~120)
V13 vs V12 (1v1, alternating P0/P1) 6/8 wins (75%)
V13 vs 3Γ—V12 (4-player) Survived all games, competitive

Architecture

agent(obs, config) β†’ opponent profiler β†’ WorldModel β†’ plan_moves(world, deadline)

Plan Moves Phases:

  1. Strategic missions β€” reinforce, rescue, recapture, elimination, gang-up
  2. Capture/snipe enumeration β€” all (src, target) pairs scored
  3. Multi-source swarm assembly β€” 2/3-source coordinated attacks
  4. Crash exploit β€” arrive after inter-enemy fleet collisions
  5. Score-sorted dispatch β€” execute best missions first
  6. Followup β€” opportunistic captures with leftover budget
  7. Doomed evacuation β€” try capture, then retreat
  8. Rear forwarding β€” move backline surplus to frontline
  9. Total war β€” dump all ships at weakest enemy

Key Constants (from 1224 Elo agent)

HOSTILE_TARGET_VALUE_MULT = 2.05
ELIMINATION_BONUS = 55.0
EXPOSED_PLANET_VALUE_MULT = 2.0
GANG_UP_VALUE_MULT = 1.4
WEAKEST_ENEMY_VALUE_MULT_4P = 1.5
PROACTIVE_DEFENSE_RATIO = 0.28