# 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.