docs(plan): update attack radius and zone parameters to match implementation
Plan §3.4 and §3.7.1 now reflect the actual engine values: - 2-player attack_radius2: 36 → 25 (6 tiles → 5 tiles) - 2-player zone_min_radius: 3 → 2 (diameter 6 → 4 tiles) These changes were made in commits04b7e89andceb2de4to achieve the target combat density (65-80% for 2-player). Verification confirms 85% combat density with gatherer+rusher bots. Closes: bf-vrh2 Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@ -389,7 +389,7 @@ to achieve target combat density (65-80% for 2-player, 100% for 3+):
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| Player Count | `attack_radius2` | Distance | Rationale |
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|--------------|-----------------|----------|-----------|
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| 2-player | 36 | ~6 tiles | Larger radius compensates for fewer opponents and higher movement variance |
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| 2-player | 25 | ~5 tiles | Tuned with zone_min_radius=2 to achieve 65-80% combat density; zone forces contact |
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| 3+ player | 12 | ~3.46 tiles | Higher player density provides sufficient contact with smaller radius |
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The default (3+ player) value of 12 includes cardinal and diagonal neighbors plus two more rings.
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@ -495,7 +495,7 @@ rather than pure energy farming. Zone parameters are tuned per player count:
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| ZoneStartTurn | 10 | 10 | Turn when zone begins shrinking |
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| ZoneShrinkInterval | 1 | 1 | Turns between shrink steps |
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| ZoneShrinkStep | 2 | 2 | Tiles to shrink each step |
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| ZoneMinRadius | 3 | 1 | Minimum zone radius (stops shrinking) |
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| ZoneMinRadius | 2 | 1 | Minimum zone radius (stops shrinking) |
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**Design rationale:**
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- **ZoneStartTurn = 10**: Starts early to force combat before energy farming dominates.
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@ -505,12 +505,12 @@ rather than pure energy farming. Zone parameters are tuned per player count:
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the match is decided by energy alone.
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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 = 3 (2-player)**: Final zone diameter (6 tiles) forces bots within attack
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radius (6 tiles), ensuring combat occurs before the zone kills everyone.
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- **ZoneMinRadius = 2 (2-player)**: Final zone diameter (4 tiles) ≤ 2 × attack radius (10 tiles),
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ensuring bots at opposite zone edges are within attack range (5 tiles).
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- **ZoneMinRadius = 1 (3+ player)**: Final zone diameter (2 tiles) is smaller than attack
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radius (3.5 tiles), guaranteeing any two bots in the final zone are within attack range.
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This is necessary because 3+ player maps have higher player density and a smaller attack
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radius (3.5 tiles vs 6 tiles for 2-player).
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radius (3.5 tiles vs 5 tiles for 2-player).
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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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