docs(plan): update ZoneMinRadius table for 3+ player to match implementation

The zone parameters table in §3.7.1 showed ZoneMinRadius=3 for all player
counts, but the code was changed to ZoneMinRadius=1 for 3+ player in
commit c80a02f to force combat contact (zone diameter 2 < attack radius
3.5). The design rationale is updated to explain the difference: 2-player
has a larger attack radius (6 tiles) so ZoneMinRadius=3 works, while 3+
player has a smaller attack radius (3.5 tiles) requiring ZoneMinRadius=1
to guarantee bots are within attack range in the final zone.

Verification: 6-player matches achieve 100% combat_death rate per
scripts/verify-combat-density.sh.

Closes: bf-4h52
This commit is contained in:
jedarden 2026-05-24 23:38:47 -04:00
parent 41193b25a4
commit aeb2ae7f2d

View file

@ -495,7 +495,7 @@ rather than pure energy farming. Zone parameters are tuned per player count:
| ZoneStartTurn | 20 | 15 | Turn when zone begins shrinking |
| ZoneShrinkInterval | 2 | 2 | Turns between shrink steps |
| ZoneShrinkStep | 2 | 2 | Tiles to shrink each step |
| ZoneMinRadius | 3 | 3 | Minimum zone radius (stops shrinking) |
| ZoneMinRadius | 3 | 1 | Minimum zone radius (stops shrinking) |
**Design rationale:**
- **ZoneStartTurn**: Starts early enough to force combat before energy farming dominates,
@ -505,8 +505,12 @@ rather than pure energy farming. Zone parameters are tuned per player count:
being too chaotic.
- **ZoneShrinkStep = 2**: 2 tiles per interval is aggressive enough to force engagement
while allowing time for tactical movement.
- **ZoneMinRadius = 3**: Final zone diameter (6 tiles) forces bots within attack range
(~3.5 tiles), ensuring combat occurs before the zone kills everyone.
- **ZoneMinRadius = 3 (2-player)**: Final zone diameter (6 tiles) forces bots within attack
radius (6 tiles), ensuring combat occurs before the zone kills everyone.
- **ZoneMinRadius = 1 (3+ player)**: Final zone diameter (2 tiles) is smaller than attack
radius (3.5 tiles), guaranteeing any two bots in the final zone are within attack range.
This is necessary because 3+ player maps have higher player density and a smaller attack
radius (3.5 tiles vs 6 tiles for 2-player).
**Combat density metrics** (verified with local testing):
- 2-player: ~65-80% of matches have combat_deaths; ~1 death per 20 turns