yxc20098 commited on
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Hard-tier curation: adversarial family (skirmish, siege)

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Both 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
seedโ†’distinct-start integ check passes for all 3 adversarial packs.

openra_bench/scenarios/packs/adversarial-siege.yaml CHANGED
@@ -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: 'Rung 3 โ€” dug-in mixed force, tight clock + loss cap.'
 
 
 
 
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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]
@@ -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:
111
+ 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]
openra_bench/scenarios/packs/adversarial-skirmish.yaml CHANGED
@@ -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: 'Rung 3 โ€” 3 tanks vs 8, loss-capped: maneuver or lose.'
 
 
 
 
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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]
@@ -87,6 +92,24 @@ levels:
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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
78
  max_turns: 70
79
  hard:
80
+ 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:
110
+ position:
111
+ base: [6, 40]
112
+ offset: 3
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  - type: e1
114
  owner: enemy
115
  position: [30, 20]
tests/test_hard_tier.py CHANGED
@@ -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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