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fix(scenario): defense-rush-survive — recalibrate after engine movement fixes
Browse filesThe engine combat rebalance (moving units fire and take fire; the
pbox now actively fires) made an undefended fact survive longer: a
full 60-turn no-win episode reaches only ~t3768 in interrupt mode,
so the old after_ticks:4801 deadline was INERT — never reached
inside max_turns. all-defense (3 pbox, 0 units) and all-economy
(no pbox) therefore SURVIVED to the end without winning and
without any fail clause biting → DRAW degeneracy.
Recalibration: the deadline is realigned to after_ticks:3200 /
within_ticks:3199 on every tier — reliably reached by every
60-turn episode, so a survive-but-not-win policy (all-defense's
static turret line, all-economy's undefended-but-not-yet-razed
base) is a real reachable timeout LOSS, never a draw. The intended
pbox+e1 defense-first play wins by tick <=1923 on every level and
seed, well inside the new clock.
Bar re-verified scripted, 3 levels x seeds 1-4: intended balanced
pbox+e1 play WINS every tier and seed; stall / all-defense /
all-economy / brute-army all LOSE every tier and seed as a real
fact-razed or deadline LOSS, never a draw.
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@@ -82,23 +82,31 @@ levels:
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# ── EASY ── the bare rush-defense skill. ONE smaller wave (4× e1)
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# rushes the fact; respond with at least one pbox covering the lane
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# mouth AND three trained defenders, kill 4 of the rushers before the
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# deadline. Stall loses (fact razed
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#
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#
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# pbox) loses to the rush
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#
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#
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#
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#
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# timeout LOSS, never a draw. The intended pbox+e1 parallel-queue
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# play wins by tick ≤
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easy:
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description: >
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A single concentrated wave of 4 rifle infantry charges your base
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(fact+tent+powr already standing). Win by holding the line and
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sustaining production: build at least one pillbox (pbox) covering
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the lane mouth AND have ≥3 of your own units alive AND destroy
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≥4 of the rushers before tick
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pillboxes (no units), building no pillbox, or spending only on
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defenders without a pillbox all fail.
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overrides:
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@@ -121,13 +129,13 @@ levels:
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- building_count_gte: {type: pbox, n: 1}
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- own_units_gte: 3
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- units_killed_gte: 4
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- within_ticks:
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# No `not own_units_gte:1` fail clause: the agent starts unit-less
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# and the throughput bar is enforced by the WIN condition
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# (own_units_gte:3). Loss is by clock or by losing the fact.
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fail_condition:
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any_of:
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- after_ticks:
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- not: {building_count_gte: {type: fact, n: 1}}
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max_turns: 60
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@@ -142,7 +150,7 @@ levels:
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keep producing: at least one pillbox at the lane mouth AND ≥3
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own units AND ≥6 enemy kills AND ≥4 own buildings (the
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pre-placed fact+tent+powr plus at least one more — the pillbox
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counts) before tick
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fail easy fail here.
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overrides:
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actors:
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@@ -163,10 +171,10 @@ levels:
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- own_units_gte: 3
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- units_killed_gte: 6
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- building_total_gte: 4
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- within_ticks:
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fail_condition:
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any_of:
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- after_ticks:
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- not: {building_count_gte: {type: fact, n: 1}}
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max_turns: 60
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@@ -232,10 +240,10 @@ levels:
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- units_killed_gte: 8
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- building_total_gte: 4
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- units_lost_lte: 3
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- within_ticks:
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fail_condition:
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any_of:
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- after_ticks:
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- not: {building_count_gte: {type: fact, n: 1}}
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- not: {units_lost_lte: 3}
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max_turns: 60
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# ── EASY ── the bare rush-defense skill. ONE smaller wave (4× e1)
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# rushes the fact; respond with at least one pbox covering the lane
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# mouth AND three trained defenders, kill 4 of the rushers before the
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# deadline. Stall loses (fact razed); all-defense (3 pbox, 0 units)
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# loses on own_units_gte:3 — the static defence survives so the
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# `after_ticks` deadline is the catch-all that converts it to a
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# real LOSS; all-economy (no pbox) loses to the rush / the
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# deadline; brute-army (e1 only) loses on building_count_gte:pbox
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# at the deadline.
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#
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# Engine recalibration note (movement fixes): with the engine
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# combat rebalance an undefended fact survives long enough that a
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# full 60-turn no-win episode reaches only ~t3768 in interrupt
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# mode (each step is cut short by enemy-spotted / own-destroyed
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# events). The old `after_ticks: 4801` was therefore INERT —
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# never reached inside max_turns — so all-defense / all-economy
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# ended as a DRAW. The deadline is realigned to `after_ticks:
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# 3200` (within_ticks 3199), reliably reached by every 60-turn
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# episode, so a survive-but-not-win policy is a real reachable
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# timeout LOSS, never a draw. The intended pbox+e1 parallel-queue
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# play wins by tick ≤1923 (every level + seed), well inside.
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easy:
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description: >
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A single concentrated wave of 4 rifle infantry charges your base
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(fact+tent+powr already standing). Win by holding the line and
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sustaining production: build at least one pillbox (pbox) covering
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the lane mouth AND have ≥3 of your own units alive AND destroy
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+
≥4 of the rushers before tick 3199. Stalling, building only
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pillboxes (no units), building no pillbox, or spending only on
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defenders without a pillbox all fail.
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overrides:
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- building_count_gte: {type: pbox, n: 1}
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- own_units_gte: 3
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- units_killed_gte: 4
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- within_ticks: 3199
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# No `not own_units_gte:1` fail clause: the agent starts unit-less
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# and the throughput bar is enforced by the WIN condition
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# (own_units_gte:3). Loss is by clock or by losing the fact.
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fail_condition:
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any_of:
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- after_ticks: 3200
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- not: {building_count_gte: {type: fact, n: 1}}
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max_turns: 60
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keep producing: at least one pillbox at the lane mouth AND ≥3
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own units AND ≥6 enemy kills AND ≥4 own buildings (the
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pre-placed fact+tent+powr plus at least one more — the pillbox
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counts) before tick 3199. The same lazy/single-axis policies that
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fail easy fail here.
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overrides:
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actors:
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- own_units_gte: 3
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- units_killed_gte: 6
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- building_total_gte: 4
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- within_ticks: 3199
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fail_condition:
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any_of:
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- after_ticks: 3200
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- not: {building_count_gte: {type: fact, n: 1}}
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max_turns: 60
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- units_killed_gte: 8
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- building_total_gte: 4
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- units_lost_lte: 3
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- within_ticks: 3199
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fail_condition:
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any_of:
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- after_ticks: 3200
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- not: {building_count_gte: {type: fact, n: 1}}
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- not: {units_lost_lte: 3}
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max_turns: 60
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