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| """A fixed difficulty ladder on a FIXED 13x13 grid. | |
| The point: hold the grid size constant so prompt length and visual scale | |
| never vary, and let difficulty come only from the route itself -- how long | |
| it is, and how many places along it the solver can take a wrong turn. | |
| Two measured properties define a level: | |
| moves length of the (unique) S->E route | |
| decision_pts cells ON the route with 3+ open neighbours, i.e. places | |
| where the solver must actually choose. A corridor cell | |
| with two exits is not a decision; it's bookkeeping. | |
| Both are read off the finished maze by `analyse`, never assumed from the | |
| generator's arguments -- `n_traps=6` does not mean six wrong turns landed | |
| on the route (see generate_graded_maze's docstring for how far apart those | |
| two numbers can be). | |
| Why 13x13 is exactly rooms=6: the room-grid construction always yields an | |
| odd 2*rooms+1 size, and 2*6+1 == 13 lands on it with no padding, so the | |
| whole grid is usable (no inert wall margin eating difficulty). | |
| The seeds in LEVELS were found by `python -m maze_lab.difficulty --search` | |
| and pasted back here, so the suite is fixed: same mazes on every run, | |
| every machine. Re-running --search reproduces them exactly. | |
| """ | |
| from __future__ import annotations | |
| import json | |
| from dataclasses import dataclass | |
| from pathlib import Path | |
| from .maze_generator import generate_graded_maze, open_fraction | |
| ROOMS = 6 # -> exactly 13x13, no padding | |
| GRID_SIZE = 2 * ROOMS + 1 | |
| _DIRS = ((-1, 0), (1, 0), (0, -1), (0, 1)) | |
| class Level: | |
| """A difficulty rung. `moves` and `decision_pts` are INCLUSIVE ranges a | |
| candidate maze must land in to qualify; the generator arguments below | |
| them are only what the search feeds in while hunting for such a maze.""" | |
| name: str | |
| moves: tuple # (min, max) route length | |
| decision_pts: tuple # (min, max) real choices on the route | |
| target_moves: int # generator: route-length cap | |
| n_traps: int # generator: traps to attempt | |
| max_trap_depth: int # generator: how deep each may run | |
| LEVEL_SPECS = { | |
| 1: Level("easy", moves=(12, 18), decision_pts=(0, 1), target_moves=18, n_traps=1, max_trap_depth=1), | |
| 2: Level("medium", moves=(20, 28), decision_pts=(2, 3), target_moves=28, n_traps=3, max_trap_depth=2), | |
| 3: Level("hard", moves=(30, 36), decision_pts=(3, 4), target_moves=36, n_traps=5, max_trap_depth=3), | |
| 4: Level("very_hard", moves=(38, 44), decision_pts=(5, 9), target_moves=44, n_traps=8, max_trap_depth=4), | |
| } | |
| # Verified seeds, 3 per level -- filled in by --search, see module docstring. | |
| LEVELS: dict[int, list[int]] = { | |
| 1: [0, 1, 2], # easy: 18mv/0dp, 18mv/0dp, 18mv/0dp | |
| 2: [3, 4, 5], # medium: 28mv/3dp, 28mv/2dp, 24mv/2dp | |
| 3: [8, 9, 10], # hard: 36mv/3dp, 32mv/3dp, 36mv/3dp | |
| 4: [83, 565, 754], # very_hard: 44mv/5dp, 44mv/5dp, 44mv/5dp | |
| } | |
| def build(level: int, seed: int): | |
| """The one place generator arguments get applied, so a level's mazes | |
| can never drift apart between the search and the benchmark run.""" | |
| spec = LEVEL_SPECS[level] | |
| return generate_graded_maze(seed, rooms=ROOMS, target_moves=spec.target_moves, | |
| n_traps=spec.n_traps, max_trap_depth=spec.max_trap_depth) | |
| def _exits(m, pos) -> int: | |
| return sum(1 for dr, dc in _DIRS if m.is_open((pos[0] + dr, pos[1] + dc))) | |
| def analyse(m) -> dict: | |
| """Measure a finished maze: route length, real decision points, how far | |
| the deepest wrong turn runs, and open-floor density.""" | |
| solution = m.bfs_path_to_goal(m.start) | |
| path, pos = [m.start], m.start | |
| for mv in solution: | |
| pos, _ = m.step(pos, mv) | |
| path.append(pos) | |
| path_set = set(path) | |
| decision_pts = sum(1 for p in path if _exits(m, p) >= 3) | |
| deepest = 0 | |
| for p in path: | |
| for dr, dc in _DIRS: | |
| nbr = (p[0] + dr, p[1] + dc) | |
| if not m.is_open(nbr) or nbr in path_set: | |
| continue | |
| # flood the wrong turn, staying off the route, to see how many | |
| # cells the solver would burn before the dead end is obvious | |
| seen, stack, depth = {p, nbr}, [(nbr, 1)], 0 | |
| while stack: | |
| cur, d = stack.pop() | |
| depth = max(depth, d) | |
| for ddr, ddc in _DIRS: | |
| nxt = (cur[0] + ddr, cur[1] + ddc) | |
| if m.is_open(nxt) and nxt not in seen and nxt not in path_set: | |
| seen.add(nxt) | |
| stack.append((nxt, d + 1)) | |
| deepest = max(deepest, depth) | |
| return {"moves": len(solution), "decision_pts": decision_pts, | |
| "deepest_wrong_turn": deepest, "open": open_fraction(m), | |
| "solution": solution} | |
| def qualifies(level: int, m) -> bool: | |
| spec = LEVEL_SPECS[level] | |
| st = analyse(m) | |
| return (spec.moves[0] <= st["moves"] <= spec.moves[1] | |
| and spec.decision_pts[0] <= st["decision_pts"] <= spec.decision_pts[1]) | |
| def search_seeds(level: int, want: int = 3, limit: int = 4000, exclude=()) -> list: | |
| """First `want` seeds whose maze actually measures up to the level. | |
| Deterministic: same seeds every run. | |
| `exclude` keeps a seed from being reused on another level. The carved | |
| tree depends only on (seed, rooms), so the same seed at two levels | |
| gives two routes through the SAME tree -- related layouts, which would | |
| make levels look alike for no good reason.""" | |
| found = [] | |
| for seed in range(limit): | |
| if seed in exclude: | |
| continue | |
| if qualifies(level, build(level, seed)): | |
| found.append(seed) | |
| if len(found) == want: | |
| break | |
| return found | |
| def suite(): | |
| """The full fixed benchmark: [(level, seed, maze, stats), ...].""" | |
| out = [] | |
| for level in sorted(LEVELS): | |
| for seed in LEVELS[level]: | |
| m = build(level, seed) | |
| out.append((level, seed, m, analyse(m))) | |
| return out | |
| PROJECT_ROOT = Path(__file__).resolve().parents[2] | |
| VIEWER = PROJECT_ROOT / "web" / "viewer.html" | |
| _BEGIN, _END = "/* SUITE:BEGIN */", "/* SUITE:END */" | |
| def export_viewer(path: Path = VIEWER) -> int: | |
| """Write the suite into viewer.html between its SUITE markers. | |
| The mazes are EXPORTED rather than regenerated in the page because the | |
| viewer's JS uses its own PRNG -- same algorithm, different random | |
| stream -- so a JS rebuild would produce plausible lookalikes, not the | |
| mazes benchmark.py actually runs. Re-run this after changing | |
| LEVEL_SPECS, LEVELS, or the generator. | |
| """ | |
| rows = [] | |
| for level, seed, m, st in suite(): | |
| rows.append({"level": level, "level_name": LEVEL_SPECS[level].name, "seed": seed, | |
| "grid": list(m.grid), "start": list(m.start), "goal": list(m.goal), | |
| "moves": st["moves"], "decision_pts": st["decision_pts"], | |
| "deepest_wrong_turn": st["deepest_wrong_turn"], | |
| "open": round(st["open"], 4), "solution": st["solution"]}) | |
| html = path.read_text() | |
| if _BEGIN not in html or _END not in html: | |
| raise SystemExit(f"{path} has no {_BEGIN} ... {_END} block to write into") | |
| head, rest = html.split(_BEGIN, 1) | |
| _stale, tail = rest.split(_END, 1) | |
| body = "\nconst SUITE = " + json.dumps(rows, indent=2) + ";\n" | |
| path.write_text(head + _BEGIN + body + _END + tail) | |
| return len(rows) | |
| def _main(): | |
| import argparse | |
| ap = argparse.ArgumentParser(description="Inspect or rebuild the difficulty ladder.") | |
| ap.add_argument("--search", action="store_true", | |
| help="hunt for qualifying seeds and print a LEVELS dict to paste back") | |
| ap.add_argument("--show", action="store_true", help="print every maze in the suite") | |
| ap.add_argument("--export-viewer", action="store_true", | |
| help="write the suite into viewer.html so the browser shows these exact mazes") | |
| args = ap.parse_args() | |
| if args.export_viewer: | |
| n = export_viewer() | |
| print(f"wrote {n} mazes into {VIEWER}") | |
| return | |
| if args.search: | |
| print("LEVELS = {") | |
| used = set() | |
| for level in sorted(LEVEL_SPECS): | |
| seeds = search_seeds(level, exclude=used) | |
| used.update(seeds) | |
| stats = [analyse(build(level, s)) for s in seeds] | |
| desc = ", ".join(f"{s['moves']}mv/{s['decision_pts']}dp" for s in stats) | |
| print(f" {level}: {seeds}, # {LEVEL_SPECS[level].name}: {desc}") | |
| print("}") | |
| return | |
| print(f"{'lvl':>3} {'name':<10} {'seed':>5} {'grid':>7} {'moves':>6} {'decisions':>10} " | |
| f"{'deepest':>8} {'open':>6}") | |
| for level, seed, m, st in suite(): | |
| print(f"{level:>3} {LEVEL_SPECS[level].name:<10} {seed:>5} " | |
| f"{len(m.grid)}x{len(m.grid[0]):<4} {st['moves']:>6} {st['decision_pts']:>10} " | |
| f"{st['deepest_wrong_turn']:>8} {st['open']*100:>5.0f}%") | |
| if args.show: | |
| print(m.render(), "\n") | |
| if __name__ == "__main__": | |
| _main() | |