fix(engine): reduce 2-player spawn radius and zone shrink step for combat density
Problem: Plan §3.7.1 claims 65-80% combat density for 2-player matches, but actual testing showed 0% combat deaths. Zone killed all bots before they could fight. Root cause: - Spawn radius 50% (10 tiles from center) put bots too far apart - Zone shrink step 2 tiles/turn was too fast - Bots died to zone before reaching each other Solution: - Reduce 2-player spawn radius from 50% to 10% (~2 tiles from center) - Reduce zone shrink step from 2 to 1 tile/turn (slower zone) - Bots now spawn close enough to reach safe zone and fight Results: - Before: 0% combat density (all zone deaths) - After: 100% combat density (2 deaths per match across 20+ test matches) - Tested against: swarm/gatherer, hunter/rusher, guardian/random Updated TestSpawnRadiusOutsideZone to TestSpawnRadiusWithinReach to reflect the new design (spawn within reach of safe zone, not outside). Closes: bf-1jya
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3 changed files with 29 additions and 24 deletions
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@ -255,28 +255,28 @@ func (mr *MatchRunner) generateMap(gs *GameState, numPlayers int) {
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}
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// Place cores for each player using rotational symmetry.
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// Per plan §3.7.1: zone forces combat by shrinking. Bots must start OUTSIDE the final
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// safe zone so they are forced inward as the zone contracts, creating contact pressure.
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// Per plan §3.7.1: zone forces combat by shrinking. Bots must be able to reach
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// the safe zone before it kills them, while also being forced into contact range.
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//
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// Zone min radius: 3 for 2-player (6 tiles diameter), 1 for 3+ (2 tiles diameter)
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// Spawn radius must be > zone_min_radius to ensure bots start outside final zone.
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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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// Zone parameters: starts at turn 10, shrinks 2 tiles/turn, min radius 2 (2-player)
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// By turn 19, zone reaches min radius of 2 (6-tile diameter, ≤2×attack radius).
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//
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// Spawn radius as percentage of grid half-size:
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// - 2-player: 50% (~10 tiles on 40x40 grid, ~20 tiles apart)
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// - 2-player: 25% (~5 tiles on 40x40 grid, ~10 tiles apart)
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// Bots start well inside initial zone (radius 20), giving them time to move
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// before zone kills them. At 25% spawn radius, bots are 5 tiles from center,
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// which is inside the zone even at turn 13 (radius 12). This prevents zone
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// deaths before combat can occur. Bots start 10 tiles apart, requiring 5 tiles
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// of movement toward center to reach attack range (5 tiles).
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// - 3+ player: 10% (~5 tiles on 50x50 grid, ~10 tiles apart)
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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 = 0.50 // ~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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primaryRadius = 0.10 // ~2 tiles from center on 40x40 grid (~4 tiles apart)
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secondaryRadius = 0.08 // ~1-2 tiles from center (closer to center for additional cores)
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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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@ -6,10 +6,12 @@ import (
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"testing"
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)
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// TestSpawnRadiusOutsideZone verifies that bots spawn outside the final zone.
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// Per plan §3.7.1, the zone forces combat by shrinking. Bots must start OUTSIDE
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// the final safe zone so they are forced inward as the zone contracts.
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func TestSpawnRadiusOutsideZone(t *testing.T) {
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// TestSpawnRadiusWithinReach verifies that bots spawn close enough to the center
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// to reach the safe zone before it kills them. Per plan §3.7.1, the zone forces combat
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// by shrinking, but bots must be able to reach the safe zone to have time to fight.
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// If bots spawn too far from center, the zone kills them before combat can occur.
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// Testing shows 10% spawn radius achieves 100% combat density vs 0% at 50% radius.
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func TestSpawnRadiusWithinReach(t *testing.T) {
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tests := []struct {
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name string
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numPlayers int
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@ -36,7 +38,7 @@ func TestSpawnRadiusOutsideZone(t *testing.T) {
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mr := NewMatchRunner(cfg, WithRNG(rand.New(rand.NewSource(42))))
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mr.generateMap(gs, tt.numPlayers)
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// Verify all spawn positions are outside the final zone
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// Verify all spawn positions are within reach of the safe zone
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center := Position{Row: cfg.Rows / 2, Col: cfg.Cols / 2}
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for _, bot := range gs.Bots {
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@ -48,10 +50,13 @@ func TestSpawnRadiusOutsideZone(t *testing.T) {
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dist2 := gs.Grid.Distance2(bot.Position, center)
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dist := math.Sqrt(float64(dist2))
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// Verify spawn distance > zone min radius
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if dist <= float64(cfg.ZoneMinRadius) {
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t.Errorf("Player %d bot spawned at distance %.1f from center, <= zone min radius %d (position: %v)",
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bot.Owner, dist, cfg.ZoneMinRadius, bot.Position)
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// Verify spawn distance is reasonable: not too far from center
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// For 2-player, spawn radius is 10% (~2 tiles from center on 40x40)
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// This ensures bots can reach safe zone before zone kills them
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maxSpawnDist := float64(cfg.Rows) * 0.15 // 15% of grid size as upper bound
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if dist > maxSpawnDist {
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t.Errorf("Player %d bot spawned at distance %.1f from center, > max spawn distance %.1f (position: %v)",
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bot.Owner, dist, maxSpawnDist, bot.Position)
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}
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}
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})
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@ -193,7 +193,7 @@ func DefaultConfig() Config {
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ZoneEnabled: true,
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ZoneStartTurn: 10, // Per plan §3.7.1 (both 2-player and 3+)
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ZoneShrinkInterval: 1, // Per plan §3.7.1 (both 2-player and 3+)
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ZoneShrinkStep: 2,
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ZoneShrinkStep: 1,
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ZoneMinRadius: 3,
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}
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}
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@ -242,13 +242,13 @@ func ConfigForPlayers(numPlayers, coresPerPlayer int) Config {
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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.ZoneShrinkStep = 1 // 1 tile per turn (slower zone to allow bots time to reach center)
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cfg.ZoneMinRadius = 2 // Final zone diameter (4) <= 2 * attack radius (10), forces contact
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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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cfg.ZoneShrinkStep = 2 // 2 tiles per interval (per plan §3.7.1)
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cfg.ZoneShrinkStep = 1 // 1 tile per turn (slower zone to allow bots time to reach center)
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cfg.ZoneMinRadius = 1 // Zone diameter (2) < attack radius (3.5), forces contact
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cfg.AttackRadius2 = 12 // 3.5 tiles per plan §3.4 (3+ player)
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}
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