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Hard-tier curation: adversarial family (skirmish, siege)
Browse filesBoth hard tiers reworked to two complete agent spawn_point groups
(upper-left / lower-left staging, wider randomize) so Env round-robins
the start axis by seed; enemy stays mid-map (fog-dependence); existing
fail_conditions retained. UPGRADED += skirmish, siege โ live
seedโdistinct-start integ check passes for all 3 adversarial packs.
openra_bench/scenarios/packs/adversarial-siege.yaml
CHANGED
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@@ -77,9 +77,14 @@ levels:
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own_units_gte: 1
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max_turns: 75
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hard:
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-
description:
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overrides:
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actors:
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- type: 2tnk
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owner: agent
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position: [6, 10]
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@@ -87,6 +92,24 @@ levels:
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health: 100
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facing: -1
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count: 5
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- type: e1
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owner: enemy
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position: [40, 26]
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own_units_gte: 1
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max_turns: 75
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hard:
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description: >
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Rung 3 โ dug-in mixed force, tight clock + loss cap, and the
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assault force stages from a seed-chosen corner (two spawn_point
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groups โ the approach vector onto the entrenched position varies
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by seed). Defenders sit mid-map beyond initial sight.
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overrides:
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actors:
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# spawn_point 0 โ full assault force, upper-left
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- type: 2tnk
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owner: agent
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position: [6, 10]
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health: 100
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facing: -1
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count: 5
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spawn_point: 0
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randomize:
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position:
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base: [6, 10]
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offset: 3
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# spawn_point 1 โ full assault force, lower-left
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- type: 2tnk
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owner: agent
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position: [6, 42]
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stance: 3
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health: 100
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facing: -1
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count: 5
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spawn_point: 1
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randomize:
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position:
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base: [6, 42]
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offset: 3
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- type: e1
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owner: enemy
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position: [40, 26]
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openra_bench/scenarios/packs/adversarial-skirmish.yaml
CHANGED
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@@ -77,9 +77,14 @@ levels:
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own_units_gte: 1
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max_turns: 70
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hard:
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-
description:
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overrides:
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actors:
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- type: 2tnk
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owner: agent
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position: [6, 9]
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health: 100
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facing: -1
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count: 3
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- type: e1
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owner: enemy
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position: [30, 20]
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own_units_gte: 1
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max_turns: 70
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hard:
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description: >
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Rung 3 โ 3 tanks vs 8, loss-capped, and the outnumbered force
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starts from a seed-chosen corner (two spawn_point groups โ start
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axis varies by seed, so a memorised kite line can't generalise).
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Enemy is mid-map beyond initial sight: engage selection under fog.
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overrides:
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actors:
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# spawn_point 0 โ full force, upper-left
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- type: 2tnk
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owner: agent
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position: [6, 9]
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health: 100
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facing: -1
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count: 3
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spawn_point: 0
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randomize:
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position:
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base: [6, 9]
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offset: 3
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# spawn_point 1 โ full force, lower-left (different approach)
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- type: 2tnk
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owner: agent
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position: [6, 40]
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stance: 3
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health: 100
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facing: -1
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count: 3
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spawn_point: 1
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randomize:
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position:
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base: [6, 40]
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offset: 3
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- type: e1
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owner: enemy
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position: [30, 20]
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tests/test_hard_tier.py
CHANGED
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@@ -25,6 +25,8 @@ PACKS = Path(__file__).parent.parent / "openra_bench" / "scenarios" / "packs"
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# economy-*/building-and-planning/strict-production-bom are N/A).
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UPGRADED = [
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"adversarial-duel",
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]
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# economy-*/building-and-planning/strict-production-bom are N/A).
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UPGRADED = [
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"adversarial-duel",
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"adversarial-skirmish",
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"adversarial-siege",
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]
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