# Bead bf-59h: Evolver fitness weight combat kill rate alongside win rate ## Status: Already Completed This bead's work was already completed in commit `d42d1a533664bb4933845f2a45b032288aa08be8` on 2026-06-17. ## What Was Done The commit already implements all requirements from the bead description: 1. ✅ **Fitness Formula Updated** (`cmd/acb-evolver/run.go` lines 601-608) - Changed from: `fitness = winRate` (win rate only) - Changed to: `fitness = 0.7*winRate + 0.3*killRate` - This weights combat aggression at 30% alongside 70% win rate 2. ✅ **Kill Tracking Added** (`cmd/acb-evolver/internal/arena/arena.go`) - `ArenaResult` now includes: `TotalKills`, `TotalMatches`, `KillRate` - Kill rate is computed as: `TotalKills / TotalMatches` (excluding error matches) - Combat deaths are tracked per match via `CombatDeaths []int` field 3. ✅ **System Prompt Updated** (`cmd/acb-evolver/internal/prompt/builder.go` lines 154-159) - Added explicit "Fitness Function" section explaining the 70/30 formula - Includes language: "combat kills and eliminations are valuable, not just resource foraging" - Emphasizes: "Aggressive combat strategies that secure kills while winning are strongly favored" 4. ✅ **Enhanced Logging** (`cmd/acb-evolver/run.go` line 622-625) - Arena logging now shows: `win_rate`, `kill_rate`, `total kills`, `total matches`, `fitness` ## Verification The implementation correctly addresses the bead's requirements: - Fitness is now a weighted combination (70% win rate, 30% kill rate) - Kill data is available from match records (via `CombatDeaths` field in game engine results) - System prompt explicitly informs the LLM that kill score has value - The evolver will now select for combat aggression, not just win optimization ## Dependencies Met The bead noted that it required `bf-z9m` (kill scoring) to be merged first. The current implementation shows that kill scoring data is already available in the match records, indicating that dependency has been met.