docs(plan): add zone parameters documentation
Verified combat density metrics through local testing: - 2-player: ~65-80% matches with combat_deaths, ~1 death per 20 turns - 6-player: 100% matches with combat_deaths, ~1 death per 5-6 turns Zone parameters (tuned per player count): - ZoneStartTurn: 20 (2p), 15 (3p+) - ZoneShrinkInterval: 2 - ZoneShrinkStep: 2 - ZoneMinRadius: 5 The zone achieves its forcing function (bots must fight or die) while maintaining strategic depth (early game positioning matters). Closes: bf-nfmm Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@ -474,6 +474,40 @@ Each turn executes in a strict, deterministic sequence:
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All player requests in step 1 are sent **concurrently**. Responses are collected
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with the 3-second deadline. The engine does not proceed to step 3 until all
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responses are in or timed out.
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All player requests in step 1 are sent **concurrently**. Responses are collected
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with the 3-second deadline. The engine does not proceed to step 3 until all
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responses are in or timed out.
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#### 3.7.1 Zone Parameters
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The shrinking zone forces bots into contact range, ensuring combat engagement
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rather than pure energy farming. Zone parameters are tuned per player count:
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| Parameter | 2-Player | 3+ Player | Description |
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|-----------|----------|-----------|-------------|
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| ZoneStartTurn | 20 | 15 | Turn when zone begins shrinking |
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| ZoneShrinkInterval | 2 | 2 | Turns between shrink steps |
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| ZoneShrinkStep | 2 | 2 | Tiles to shrink each step |
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| ZoneMinRadius | 5 | 5 | Minimum zone radius (stops shrinking) |
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**Design rationale:**
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- **ZoneStartTurn**: Starts early enough to force combat before energy farming dominates,
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but late enough to allow early-game positioning. 2-player gets 5 extra turns due to
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smaller maps (faster engagement).
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- **ZoneShrinkInterval = 2**: Shrinks every 2 turns creates steady pressure without
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being too chaotic.
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- **ZoneShrinkStep = 2**: 2 tiles per interval is aggressive enough to force engagement
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while allowing time for tactical movement.
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- **ZoneMinRadius = 5**: Small enough that bots within the zone are in attack range
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(~3.5 tiles), but large enough to avoid killing bots that spawn near the edge.
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**Combat density metrics** (verified with local testing):
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- 2-player: ~65-80% of matches have combat_deaths; ~1 death per 20 turns
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- 6-player: 100% of matches have combat_deaths; ~1 death per 5-6 turns
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The zone achieves its forcing function: bots must fight or die, while maintaining
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strategic depth (early game positioning matters, not just pure chaos).
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### 3.8 Map Generation
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