laya-ra2-v33 / examples /binary-target-trace.json
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Release RA2 v33 fine-tuned Laya with frozen policy, context/choice documentation and verified examples
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{
"tick": 1596,
"stages": [
{
"stageIndex": 1,
"dimensions": {
"next_action": "intent"
},
"parts": {
"essential": [
"Decision stage 1 at tick 1596. The simulation is paused at this same tick. No choices in this decision have been submitted or executed yet.",
"Previous choices above are commitments for this decision, not observations of completed actions. Keep their bound parameters. Choose the remaining parameters only; cancellation abandons that group. Shared spending and actor conflicts are checked before submission.",
"Red Alert 2. Win by destroying the enemy base, while preserving a viable base, income and combat forces. Only normal fog-of-war information is available. Unseen enemies are unknown.",
"Tick 1596 (106.4s). Credits 7400. Power 150 supply/0 demand. Harvesters 0, idle 0. Army count 0; military units queued 0. Own objects: construction yard:1, power plant:1.",
"Macro facts: credits net -1450 over 60s (includes spending/refunds, NOT gross income). Harvesters 0: 0 have Gather/Dock orders, 0 idle or diverted. Army 0, recent observed peak 0. Stalled production: none.",
"Buildings finishing placement: none. Current production: structures=Ready ore refinery with harvester 100%, 1 queued; armory=Idle; infantry=Idle; vehicles=Idle; ships=Idle; aircraft=Idle.",
"Recommended strategic objective: Place the completed ore refinery with harvester to activate it and free the construction queue. This is advice; choose the action and its parameters.",
"Currently visible enemy: none. ",
"Search labels distinguish unseen, previously explored/fogged and currently visible public locations. A troop visit records our own nearby combat units, not enemy absence. When searching without visible enemies, try unvisited or stale sectors instead of repeatedly sending troops to a clear point already beside them.",
"A finished building must be placed before it can work. Queued production continues while combat troops scout and attack. Ore harvesters collect income; use military units for distant attacks.",
"Keep useful buildings and the construction yard functioning. Build an income source, military production, and an army; use the army to find and destroy enemy buildings.",
"Commands submitted in previous 30s: {}. Submission is not proof of execution.",
"Operating loop: mine ore, unload at refinery, fund production, replenish combat losses, then scout and attack with military units. Keep miners on Gather/Dock; do not spam movement or Stop on them. Keep a small military queue funded; a long queue is not an army. Ready buildings need Place; paused useful queues need Resume. Wait is useful while mining, construction or battle orders progress. Add power only for demand, expand income before funds run out, and preserve the base.",
"No military combat command has been accepted yet. Existing orders continue between decisions."
],
"details": [
"Search and cleanup: public starts are only possible enemy locations. Enemies may expand elsewhere. If fighting ends without engine victory, use public map waypoints to search additional sectors; do not repeatedly return the army to your own base. Four offered public grid waypoints rotate every 60 game seconds. A remembered enemy has unknown current survival."
],
"memory": [],
"logs": [
"t1596: Observed structures Ready at 100%.",
"t351: chose Place power plant at 15,72; accepted for processing; effect not yet verified.",
"t354: chose Build ore refinery with harvester; add ore refinery and a harvester for income; own 0; cost 2000; accepted for processing; effect not yet verified."
]
},
"questions": {
"next_action": {
"type": "choice",
"instructions": "Choose the next action that advances your strategic objective. Keep useful processes running and protect the means to win. Select the action first; unresolved parameters will be asked next.",
"criteria": {
"A": "Issue no new command; completed ore refinery with harvester remains unplaced",
"B": "Discard completed ore refinery with harvester or demolish owned buildings",
"C": "Place completed ore refinery with harvester; activate its benefit",
"D": "Change diplomatic relations or concede this match"
}
}
},
"previousChoices": [],
"historicalAnswers": {
"next_action": {
"type": "choice",
"choice": "C",
"probabilities": {
"A": 0,
"B": 0,
"C": 1,
"D": 0
},
"confidence": 1,
"answer_confidence": 1,
"action": {
"act_probability": 1
}
}
},
"historicalStateText": "Decision stage 1 at tick 1596. The simulation is paused at this same tick. No choices in this decision have been submitted or executed yet.\nPrevious choices above are commitments for this decision, not observations of completed actions. Keep their bound parameters. Choose the remaining parameters only; cancellation abandons that group. Shared spending and actor conflicts are checked before submission.\nRed Alert 2. Win by destroying the enemy base, while preserving a viable base, income and combat forces. Only normal fog-of-war information is available. Unseen enemies are unknown.\nTick 1596 (106.4s). Credits 7400. Power 150 supply/0 demand. Harvesters 0, idle 0. Army count 0; military units queued 0. Own objects: construction yard:1, power plant:1.\nMacro facts: credits net -1450 over 60s (includes spending/refunds, NOT gross income). Harvesters 0: 0 have Gather/Dock orders, 0 idle or diverted. Army 0, recent observed peak 0. Stalled production: none.\nBuildings finishing placement: none. Current production: structures=Ready ore refinery with harvester 100%, 1 queued; armory=Idle; infantry=Idle; vehicles=Idle; ships=Idle; aircraft=Idle.\nRecommended strategic objective: Place the completed ore refinery with harvester to activate it and free the construction queue. This is advice; choose the action and its parameters.\nCurrently visible enemy: none. \nSearch labels distinguish unseen, previously explored/fogged and currently visible public locations. A troop visit records our own nearby combat units, not enemy absence. When searching without visible enemies, try unvisited or stale sectors instead of repeatedly sending troops to a clear point already beside them.\nA finished building must be placed before it can work. Queued production continues while combat troops scout and attack. Ore harvesters collect income; use military units for distant attacks.\nKeep useful buildings and the construction yard functioning. Build an income source, military production, and an army; use the army to find and destroy enemy buildings.\nCommands submitted in previous 30s: {}. Submission is not proof of execution.\nOperating loop: mine ore, unload at refinery, fund production, replenish combat losses, then scout and attack with military units. Keep miners on Gather/Dock; do not spam movement or Stop on them. Keep a small military queue funded; a long queue is not an army. Ready buildings need Place; paused useful queues need Resume. Wait is useful while mining, construction or battle orders progress. Add power only for demand, expand income before funds run out, and preserve the base.\nNo military combat command has been accepted yet. Existing orders continue between decisions.\nSearch and cleanup: public starts are only possible enemy locations. Enemies may expand elsewhere. If fighting ends without engine victory, use public map waypoints to search additional sectors; do not repeatedly return the army to your own base. Four offered public grid waypoints rotate every 60 game seconds. A remembered enemy has unknown current survival.\nt1596: Observed structures Ready at 100%.\nt351: chose Place power plant at 15,72; accepted for processing; effect not yet verified.\nt354: chose Build ore refinery with harvester; add ore refinery and a harvester for income; own 0; cost 2000; accepted for processing; effect not yet verified.",
"historicalTokenAudit": {
"next_action": {
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"stateRoom": 1948,
"inputTokens": 831,
"options": 4,
"stateTruncated": false
}
}
},
{
"stageIndex": 2,
"dimensions": {
"next_action": "target"
},
"parts": {
"essential": [
"Decision stage 2 at tick 1596. The simulation is paused at this same tick. No choices in this decision have been submitted or executed yet.",
"Prior selections (next_action): s1 C=Place completed ore refinery with harvester; activate its benefit. Bound now: function=60; extra={\"item\":16}. Parameters pending.",
"Previous choices above are commitments for this decision, not observations of completed actions. Keep their bound parameters. Choose the remaining parameters only; cancellation abandons that group. Shared spending and actor conflicts are checked before submission.",
"Red Alert 2. Win by destroying the enemy base, while preserving a viable base, income and combat forces. Only normal fog-of-war information is available. Unseen enemies are unknown.",
"Tick 1596 (106.4s). Credits 7400. Power 150 supply/0 demand. Harvesters 0, idle 0. Army count 0; military units queued 0. Own objects: construction yard:1, power plant:1.",
"Macro facts: credits net -1450 over 60s (includes spending/refunds, NOT gross income). Harvesters 0: 0 have Gather/Dock orders, 0 idle or diverted. Army 0, recent observed peak 0. Stalled production: none.",
"Buildings finishing placement: none. Current production: structures=Ready ore refinery with harvester 100%, 1 queued; armory=Idle; infantry=Idle; vehicles=Idle; ships=Idle; aircraft=Idle.",
"Recommended strategic objective: Place the completed ore refinery with harvester to activate it and free the construction queue. This is advice; choose the action and its parameters.",
"Currently visible enemy: none. ",
"Search labels distinguish unseen, previously explored/fogged and currently visible public locations. A troop visit records our own nearby combat units, not enemy absence. When searching without visible enemies, try unvisited or stale sectors instead of repeatedly sending troops to a clear point already beside them.",
"A finished building must be placed before it can work. Queued production continues while combat troops scout and attack. Ore harvesters collect income; use military units for distant attacks.",
"Keep useful buildings and the construction yard functioning. Build an income source, military production, and an army; use the army to find and destroy enemy buildings.",
"Commands submitted in previous 30s: {}. Submission is not proof of execution.",
"Operating loop: mine ore, unload at refinery, fund production, replenish combat losses, then scout and attack with military units. Keep miners on Gather/Dock; do not spam movement or Stop on them. Keep a small military queue funded; a long queue is not an army. Ready buildings need Place; paused useful queues need Resume. Wait is useful while mining, construction or battle orders progress. Add power only for demand, expand income before funds run out, and preserve the base.",
"No military combat command has been accepted yet. Existing orders continue between decisions."
],
"details": [
"Search and cleanup: public starts are only possible enemy locations. Enemies may expand elsewhere. If fighting ends without engine victory, use public map waypoints to search additional sectors; do not repeatedly return the army to your own base. Four offered public grid waypoints rotate every 60 game seconds. A remembered enemy has unknown current survival."
],
"memory": [],
"logs": [
"t1596: Observed structures Ready at 100%.",
"t351: chose Place power plant at 15,72; accepted for processing; effect not yet verified.",
"t354: chose Build ore refinery with harvester; add ore refinery and a harvester for income; own 0; cost 2000; accepted for processing; effect not yet verified."
]
},
"questions": {
"next_action": {
"type": "choice",
"instructions": "For the previously selected action, choose the target or location, or cancel that pending action. Direct distance is straight-line cells from selected actors, not weapon range.",
"criteria": {
"A": "Cancel this pending action; submit no command for it.",
"B": "More target options: Place ore refinery with harvester at 15,78 ... Place ore refinery with harvester at 18,75",
"C": "More target options: Place ore refinery with harvester at 14,78 ... Place ore refinery with harvester at 16,78",
"D": "More target options: Place ore refinery with harvester at 18,74 ... Place ore refinery with harvester at 18,76",
"E": "More target options: Place ore refinery with harvester at 13,78 ... Place ore refinery with harvester at 18,73",
"F": "More target options: Place ore refinery with harvester at 15,79 ... Place ore refinery with harvester at 14,79",
"G": "More target options: Place ore refinery with harvester at 12,78 ... Place ore refinery with harvester at 18,72"
}
}
},
"previousChoices": [
{
"stageIndex": 1,
"group": "next_action",
"dimension": "intent",
"key": "C",
"label": "Place completed ore refinery with harvester; activate its benefit",
"binding": {
"function": 60,
"extra": {
"item": 16
}
},
"cancelled": false,
"complete": false
}
],
"historicalAnswers": {
"next_action": {
"type": "choice",
"choice": "B",
"probabilities": {
"A": 0,
"B": 0.9999,
"C": 0,
"D": 0,
"E": 0,
"F": 0,
"G": 0
},
"confidence": 0.9996,
"answer_confidence": 0.9999,
"action": {
"act_probability": 1
}
}
},
"historicalStateText": "Decision stage 2 at tick 1596. The simulation is paused at this same tick. No choices in this decision have been submitted or executed yet.\nPrior selections (next_action): s1 C=Place completed ore refinery with harvester; activate its benefit. Bound now: function=60; extra={\"item\":16}. Parameters pending.\nPrevious choices above are commitments for this decision, not observations of completed actions. Keep their bound parameters. Choose the remaining parameters only; cancellation abandons that group. Shared spending and actor conflicts are checked before submission.\nRed Alert 2. Win by destroying the enemy base, while preserving a viable base, income and combat forces. Only normal fog-of-war information is available. Unseen enemies are unknown.\nTick 1596 (106.4s). Credits 7400. Power 150 supply/0 demand. Harvesters 0, idle 0. Army count 0; military units queued 0. Own objects: construction yard:1, power plant:1.\nMacro facts: credits net -1450 over 60s (includes spending/refunds, NOT gross income). Harvesters 0: 0 have Gather/Dock orders, 0 idle or diverted. Army 0, recent observed peak 0. Stalled production: none.\nBuildings finishing placement: none. Current production: structures=Ready ore refinery with harvester 100%, 1 queued; armory=Idle; infantry=Idle; vehicles=Idle; ships=Idle; aircraft=Idle.\nRecommended strategic objective: Place the completed ore refinery with harvester to activate it and free the construction queue. This is advice; choose the action and its parameters.\nCurrently visible enemy: none. \nSearch labels distinguish unseen, previously explored/fogged and currently visible public locations. A troop visit records our own nearby combat units, not enemy absence. When searching without visible enemies, try unvisited or stale sectors instead of repeatedly sending troops to a clear point already beside them.\nA finished building must be placed before it can work. Queued production continues while combat troops scout and attack. Ore harvesters collect income; use military units for distant attacks.\nKeep useful buildings and the construction yard functioning. Build an income source, military production, and an army; use the army to find and destroy enemy buildings.\nCommands submitted in previous 30s: {}. Submission is not proof of execution.\nOperating loop: mine ore, unload at refinery, fund production, replenish combat losses, then scout and attack with military units. Keep miners on Gather/Dock; do not spam movement or Stop on them. Keep a small military queue funded; a long queue is not an army. Ready buildings need Place; paused useful queues need Resume. Wait is useful while mining, construction or battle orders progress. Add power only for demand, expand income before funds run out, and preserve the base.\nNo military combat command has been accepted yet. Existing orders continue between decisions.\nSearch and cleanup: public starts are only possible enemy locations. Enemies may expand elsewhere. If fighting ends without engine victory, use public map waypoints to search additional sectors; do not repeatedly return the army to your own base. Four offered public grid waypoints rotate every 60 game seconds. A remembered enemy has unknown current survival.\nt1596: Observed structures Ready at 100%.\nt351: chose Place power plant at 15,72; accepted for processing; effect not yet verified.\nt354: chose Build ore refinery with harvester; add ore refinery and a harvester for income; own 0; cost 2000; accepted for processing; effect not yet verified.",
"historicalTokenAudit": {
"next_action": {
"stateTokens": 773,
"stateRoom": 1813,
"inputTokens": 1008,
"options": 7,
"stateTruncated": false
}
}
},
{
"stageIndex": 3,
"dimensions": {
"next_action": "target"
},
"parts": {
"essential": [
"Decision stage 3 at tick 1596. The simulation is paused at this same tick. No choices in this decision have been submitted or executed yet.",
"Prior selections (next_action): s1 C=Place completed ore refinery with harvester; activate its benefit -> s2 B=More target options: Place ore refinery with harvester at 15,78 ... Place ore refinery with harvester at 18,75. Bound now: function=60; extra={\"item\":16}. Parameters pending.",
"Previous choices above are commitments for this decision, not observations of completed actions. Keep their bound parameters. Choose the remaining parameters only; cancellation abandons that group. Shared spending and actor conflicts are checked before submission.",
"Red Alert 2. Win by destroying the enemy base, while preserving a viable base, income and combat forces. Only normal fog-of-war information is available. Unseen enemies are unknown.",
"Tick 1596 (106.4s). Credits 7400. Power 150 supply/0 demand. Harvesters 0, idle 0. Army count 0; military units queued 0. Own objects: construction yard:1, power plant:1.",
"Macro facts: credits net -1450 over 60s (includes spending/refunds, NOT gross income). Harvesters 0: 0 have Gather/Dock orders, 0 idle or diverted. Army 0, recent observed peak 0. Stalled production: none.",
"Buildings finishing placement: none. Current production: structures=Ready ore refinery with harvester 100%, 1 queued; armory=Idle; infantry=Idle; vehicles=Idle; ships=Idle; aircraft=Idle.",
"Recommended strategic objective: Place the completed ore refinery with harvester to activate it and free the construction queue. This is advice; choose the action and its parameters.",
"Currently visible enemy: none. ",
"Search labels distinguish unseen, previously explored/fogged and currently visible public locations. A troop visit records our own nearby combat units, not enemy absence. When searching without visible enemies, try unvisited or stale sectors instead of repeatedly sending troops to a clear point already beside them.",
"A finished building must be placed before it can work. Queued production continues while combat troops scout and attack. Ore harvesters collect income; use military units for distant attacks.",
"Keep useful buildings and the construction yard functioning. Build an income source, military production, and an army; use the army to find and destroy enemy buildings.",
"Commands submitted in previous 30s: {}. Submission is not proof of execution.",
"Operating loop: mine ore, unload at refinery, fund production, replenish combat losses, then scout and attack with military units. Keep miners on Gather/Dock; do not spam movement or Stop on them. Keep a small military queue funded; a long queue is not an army. Ready buildings need Place; paused useful queues need Resume. Wait is useful while mining, construction or battle orders progress. Add power only for demand, expand income before funds run out, and preserve the base.",
"No military combat command has been accepted yet. Existing orders continue between decisions."
],
"details": [
"Search and cleanup: public starts are only possible enemy locations. Enemies may expand elsewhere. If fighting ends without engine victory, use public map waypoints to search additional sectors; do not repeatedly return the army to your own base. Four offered public grid waypoints rotate every 60 game seconds. A remembered enemy has unknown current survival."
],
"memory": [],
"logs": [
"t1596: Observed structures Ready at 100%.",
"t351: chose Place power plant at 15,72; accepted for processing; effect not yet verified.",
"t354: chose Build ore refinery with harvester; add ore refinery and a harvester for income; own 0; cost 2000; accepted for processing; effect not yet verified."
]
},
"questions": {
"next_action": {
"type": "choice",
"instructions": "For the previously selected action, choose the target or location, or cancel that pending action. Direct distance is straight-line cells from selected actors, not weapon range.",
"criteria": {
"A": "Cancel this pending action; submit no command for it.",
"B": "Place ore refinery with harvester at 15,78",
"C": "Place ore refinery with harvester at 18,75"
}
}
},
"previousChoices": [
{
"stageIndex": 1,
"group": "next_action",
"dimension": "intent",
"key": "C",
"label": "Place completed ore refinery with harvester; activate its benefit",
"binding": {
"function": 60,
"extra": {
"item": 16
}
},
"cancelled": false,
"complete": false
},
{
"stageIndex": 2,
"group": "next_action",
"dimension": "target",
"key": "B",
"label": "More target options: Place ore refinery with harvester at 15,78 ... Place ore refinery with harvester at 18,75",
"binding": {
"function": 60,
"extra": {
"item": 16
}
},
"cancelled": false,
"complete": false
}
],
"historicalAnswers": {
"next_action": {
"type": "choice",
"choice": "B",
"probabilities": {
"A": 0,
"B": 0.5063508500850085,
"C": 0.4936491499149915
}
}
},
"historicalStateText": "Decision stage 3 at tick 1596. The simulation is paused at this same tick. No choices in this decision have been submitted or executed yet.\nPrior selections (next_action): s1 C=Place completed ore refinery with harvester; activate its benefit -> s2 B=More target options: Place ore refinery with harvester at 15,78 ... Place ore refinery with harvester at 18,75. Bound now: function=60; extra={\"item\":16}. Parameters pending.\nPrevious choices above are commitments for this decision, not observations of completed actions. Keep their bound parameters. Choose the remaining parameters only; cancellation abandons that group. Shared spending and actor conflicts are checked before submission.\nRed Alert 2. Win by destroying the enemy base, while preserving a viable base, income and combat forces. Only normal fog-of-war information is available. Unseen enemies are unknown.\nTick 1596 (106.4s). Credits 7400. Power 150 supply/0 demand. Harvesters 0, idle 0. Army count 0; military units queued 0. Own objects: construction yard:1, power plant:1.\nMacro facts: credits net -1450 over 60s (includes spending/refunds, NOT gross income). Harvesters 0: 0 have Gather/Dock orders, 0 idle or diverted. Army 0, recent observed peak 0. Stalled production: none.\nBuildings finishing placement: none. Current production: structures=Ready ore refinery with harvester 100%, 1 queued; armory=Idle; infantry=Idle; vehicles=Idle; ships=Idle; aircraft=Idle.\nRecommended strategic objective: Place the completed ore refinery with harvester to activate it and free the construction queue. This is advice; choose the action and its parameters.\nCurrently visible enemy: none. \nSearch labels distinguish unseen, previously explored/fogged and currently visible public locations. A troop visit records our own nearby combat units, not enemy absence. When searching without visible enemies, try unvisited or stale sectors instead of repeatedly sending troops to a clear point already beside them.\nA finished building must be placed before it can work. Queued production continues while combat troops scout and attack. Ore harvesters collect income; use military units for distant attacks.\nKeep useful buildings and the construction yard functioning. Build an income source, military production, and an army; use the army to find and destroy enemy buildings.\nCommands submitted in previous 30s: {}. Submission is not proof of execution.\nOperating loop: mine ore, unload at refinery, fund production, replenish combat losses, then scout and attack with military units. Keep miners on Gather/Dock; do not spam movement or Stop on them. Keep a small military queue funded; a long queue is not an army. Ready buildings need Place; paused useful queues need Resume. Wait is useful while mining, construction or battle orders progress. Add power only for demand, expand income before funds run out, and preserve the base.\nNo military combat command has been accepted yet. Existing orders continue between decisions.\nSearch and cleanup: public starts are only possible enemy locations. Enemies may expand elsewhere. If fighting ends without engine victory, use public map waypoints to search additional sectors; do not repeatedly return the army to your own base. Four offered public grid waypoints rotate every 60 game seconds. A remembered enemy has unknown current survival.\nt1596: Observed structures Ready at 100%.\nt351: chose Place power plant at 15,72; accepted for processing; effect not yet verified.\nt354: chose Build ore refinery with harvester; add ore refinery and a harvester for income; own 0; cost 2000; accepted for processing; effect not yet verified.",
"historicalTokenAudit": {
"next_action": {
"stateTokens": 805,
"stateRoom": 1965,
"inputTokens": 888,
"options": 3,
"stateTruncated": false
}
}
}
],
"historicalSelectedActions": [
{
"label": "Place ore refinery with harvester at 15,78",
"action": {
"function": 60,
"world": 11403,
"extra": {
"item": 16
}
},
"cost": 0,
"placementKey": "NAREFN:11403",
"key": "L2",
"functionLabel": "Place completed ore refinery with harvester; cost already paid; activate its benefit",
"intent": {
"id": "base",
"label": "Place completed ore refinery with harvester; activate its benefit"
},
"group": "next_action"
}
]
}