From f0d4e661d71735c512e375c77fe404268a3a157a Mon Sep 17 00:00:00 2001 From: jedarden Date: Wed, 17 Jun 2026 03:58:27 -0400 Subject: [PATCH] verify(bf-413): confirm all mechanics iteration work completed Verified all 5 backlog items: - Combat kill scoring (engine/turn.go:272-275) - Fitness formula blending win rate + kill rate (run.go:608) - CombatDeaths tracking through arena (arena.go:204-221) - Behavior vector derived from actual kill rate (run.go:614-625) - Flee thresholds with outnumber logic (farmer/gatherer/siege bots) All mechanics now make combat economically necessary for the evolver. --- notes/bf-413-verification.md | 46 ++++++++++++++++++++++++++++++++++++ 1 file changed, 46 insertions(+) create mode 100644 notes/bf-413-verification.md diff --git a/notes/bf-413-verification.md b/notes/bf-413-verification.md new file mode 100644 index 0000000..fe79a69 --- /dev/null +++ b/notes/bf-413-verification.md @@ -0,0 +1,46 @@ +# Bead bf-413 Verification + +## Date: 2025-06-17 + +Verified that all backlog items from the Genesis AI Code Battle Mechanics Iteration bead are complete: + +### Code Verification Results + +✅ **Combat Kill Scoring** (engine/turn.go:272-275) +```go +if e.Owner < len(gs.Players) { + gs.Players[e.Owner].Score += gs.Config.KillScore +} +``` + +✅ **Fitness Formula** (cmd/acb-evolver/run.go:608) +```go +fitness := 0.7*winRate + 0.3*killRate +``` + +✅ **CombatDeaths Tracking** (cmd/acb-evolver/internal/arena/arena.go:204-221) +- TotalKills and KillRate computed from arena outcomes +- CombatDeaths array tracks kills per player + +✅ **Behavior Vector from Kill Rate** (cmd/acb-evolver/run.go:614-625) +```go +aggression := killRate +if aggression > 1.0 { + aggression = 1.0 +} +behaviorVec = []float64{aggression, program.BehaviorVector[1]} +``` + +✅ **Flee Thresholds with Outnumber Logic** +- bots/farmer/strategy.go:262-296 +- bots/gatherer/strategy.go:112-142 +- bots/siege/strategy.go:282-312 + +All mechanics now make combat economically necessary: +- Bots only flee when locally outnumbered AND enemies are in attack range +- Kill rate contributes 30% to evolver fitness +- Aggression is derived from actual combat performance, not LLM self-report + +## Status + +All 5 backlog items completed and verified. The evolutionary loop now has proper incentives for combat aggression.