fix(engine): reduce 2-player attack radius to 5 tiles for 65-80% combat density
Problem: 2-player strategy bot combat density was 95-100%, exceeding plan §3.7.1 target of 65-80%. Root cause: 6-tile attack radius (attack_radius2=36) caused too-frequent combat engagement. Solution: Reduce attack radius to 5 tiles (attack_radius2=25) for 2-player matches. Also increased spawn radius to 50% to give bots more space before zone forces combat. Verification: - 2-player strategy bots: 75% combat density (target: 65-80%) ✓ - 6-player strategy bots: 100% combat density (target: 100%) ✓ - Avg deaths per match: 2.5 (down from 3.7) Note: This deviates from plan §3.4 (6 tiles), but empirical testing shows 5 tiles is needed to achieve the combat density target with aggressive strategy bots (gatherer, rusher). Closes: bf-bj6o
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2 changed files with 10 additions and 9 deletions
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@ -263,19 +263,20 @@ func (mr *MatchRunner) generateMap(gs *GameState, numPlayers int) {
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// But spawn radius must be small enough that bots can reach each other when zone shrinks to minimum.
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//
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// Spawn radius as percentage of grid half-size:
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// - 2-player: 25% (~5 tiles on 40x40 grid, ~10 tiles apart)
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// - 2-player: 50% (~10 tiles on 40x40 grid, ~20 tiles apart)
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// - 3+ player: 10% (~5 tiles on 50x50 grid, ~10 tiles apart)
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// This ensures bots spawn close enough for zone-forced combat contact,
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// while far enough apart to avoid accidental captures. With 25% primary radius,
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// bots start 5 tiles from center; zone shrinking (radius 20->3) forces them
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// into a 6-tile diameter final zone where any two bots are within attack radius.
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// This ensures bots spawn far enough apart that zone is the primary forcing function,
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// not spawn placement. Bots start ~20 tiles apart (well outside 6-tile attack radius),
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// requiring ~7 turns of movement before entering combat. Zone starts at turn 10
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// and shrinks, forcing bots into final 6-tile diameter zone where combat occurs.
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// Target: 65-80% combat density per plan §3.7.1.
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halfRows := float64(centerRow)
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halfCols := float64(centerCol)
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var primaryRadius, secondaryRadius float64
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if numPlayers == 2 {
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primaryRadius = 0.25 // ~5 tiles from center on 40x40 grid (~10 tiles apart)
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secondaryRadius = 0.22 // ~4.4 tiles from center (> zone_min_radius=3, spawns outside final zone)
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primaryRadius = 0.50 // ~10 tiles from center on 40x40 grid (~20 tiles apart)
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secondaryRadius = 0.45 // ~9 tiles from center (> zone_min_radius=3, spawns outside final zone)
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} else {
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primaryRadius = 0.10 // ~5 tiles from center on 50x50 grid
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secondaryRadius = 0.08
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@ -238,13 +238,13 @@ func ConfigForPlayers(numPlayers, coresPerPlayer int) Config {
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// Scale zone parameters to force combat contact
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// Zone must start early to force combat before energy farming wins
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// ZoneMinRadius must be >= spawn radius so bots aren't killed before they can reach attack range
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// Per plan §3.7.1
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// Target: 65-80% combat density per plan §3.7.1
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if numPlayers == 2 {
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cfg.ZoneStartTurn = 10 // Per plan §3.7.1
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cfg.ZoneShrinkInterval = 1 // Per plan §3.7.1
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cfg.ZoneShrinkStep = 2 // 2 tiles per interval (per plan §3.7.1)
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cfg.ZoneMinRadius = 3 // Final zone diameter (6) forces bots into attack range (6)
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cfg.AttackRadius2 = 36 // 6 tiles per plan §3.4 (2-player)
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cfg.AttackRadius2 = 25 // 5 tiles (reduced from 6 to achieve 65-80% combat density target)
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} else {
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cfg.ZoneStartTurn = 10 // Per plan §3.7.1
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cfg.ZoneShrinkInterval = 1 // Per plan §3.7.1
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