Phase 9 implementation: Map Evolution (§14.6) - Parent selection weighted by engagement × vote multiplier - Crossover with sector-based wall inheritance - Symmetry-preserving mutation (wall flips, energy node shifts) - Validation: connectivity, wall density bounds, energy node access - Smoke test validation (simplified: connectivity + energy count checks) - PostgreSQL maps, map_votes, map_fairness tables for lifecycle management - Maps stored with status: active, probation, retired, classic Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
478 lines
11 KiB
Go
478 lines
11 KiB
Go
package main
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import (
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"math/rand"
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"testing"
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"time"
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)
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func TestGenerateMapID(t *testing.T) {
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rng := rand.New(rand.NewSource(42))
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id1 := generateMapID(rng)
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id2 := generateMapID(rng)
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// Check format
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if len(id1) != 12 { // "map_" + 8 chars
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t.Errorf("Expected ID length 12, got %d", len(id1))
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}
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if id1[:4] != "map_" {
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t.Errorf("Expected ID to start with 'map_', got %s", id1[:4])
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}
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// Check uniqueness
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if id1 == id2 {
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t.Error("Expected different IDs")
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}
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}
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func TestSelectWeighted(t *testing.T) {
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evolver := &MapEvolver{
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cfg: &Config{PlayerCount: 2},
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rng: rand.New(rand.NewSource(time.Now().UnixNano())),
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}
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parents := []*ParentMap{
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{Engagement: 10.0, VoteMult: 1.0},
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{Engagement: 5.0, VoteMult: 1.0},
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{Engagement: 2.0, VoteMult: 1.0},
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}
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// Run selection many times and count
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counts := make(map[int]int)
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for i := 0; i < 1000; i++ {
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selected := evolver.selectWeighted(parents)
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for idx, p := range parents {
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if selected == p {
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counts[idx]++
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break
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}
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}
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}
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// Parent 0 should be selected most often (highest weight)
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if counts[0] < counts[1] || counts[0] < counts[2] {
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t.Errorf("Expected parent 0 to be selected most often, got counts: %v", counts)
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}
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}
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func TestCrossover(t *testing.T) {
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evolver := &MapEvolver{
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cfg: &Config{PlayerCount: 2},
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rng: rand.New(rand.NewSource(42)),
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}
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p1 := &Map{
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Players: 2,
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Rows: 40,
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Cols: 40,
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WallDensity: 0.15,
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Walls: []Position{
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{Row: 10, Col: 10},
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{Row: 10, Col: 11},
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{Row: 10, Col: 12},
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},
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Cores: []Core{
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{Position: Position{Row: 10, Col: 20}, Owner: 0},
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{Position: Position{Row: 30, Col: 20}, Owner: 1},
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},
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EnergyNodes: []Position{
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{Row: 15, Col: 15},
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{Row: 25, Col: 25},
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},
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}
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p2 := &Map{
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Players: 2,
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Rows: 40,
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Cols: 40,
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WallDensity: 0.20,
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Walls: []Position{
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{Row: 20, Col: 20},
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{Row: 20, Col: 21},
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},
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Cores: []Core{
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{Position: Position{Row: 10, Col: 20}, Owner: 0},
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{Position: Position{Row: 30, Col: 20}, Owner: 1},
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},
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EnergyNodes: []Position{
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{Row: 18, Col: 18},
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{Row: 22, Col: 22},
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},
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}
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child := evolver.crossover(p1, p2)
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if child == nil {
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t.Fatal("Expected child map, got nil")
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}
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if child.Rows != p1.Rows {
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t.Errorf("Expected rows %d, got %d", p1.Rows, child.Rows)
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}
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if child.Cols != p1.Cols {
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t.Errorf("Expected cols %d, got %d", p1.Cols, child.Cols)
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}
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if len(child.Cores) != len(p1.Cores) {
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t.Errorf("Expected %d cores, got %d", len(p1.Cores), len(child.Cores))
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}
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}
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func TestValidate(t *testing.T) {
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evolver := &MapEvolver{
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cfg: &Config{PlayerCount: 2},
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rng: rand.New(rand.NewSource(42)),
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}
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// Valid map
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validMap := &Map{
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Players: 2,
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Rows: 60,
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Cols: 60,
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WallDensity: 0.15,
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Walls: []Position{
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{Row: 10, Col: 10}, // Some walls far from cores
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{Row: 10, Col: 11},
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},
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Cores: []Core{
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{Position: Position{Row: 15, Col: 30}, Owner: 0},
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{Position: Position{Row: 45, Col: 30}, Owner: 1},
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},
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EnergyNodes: []Position{
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{Row: 20, Col: 25},
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{Row: 20, Col: 35},
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{Row: 40, Col: 25},
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{Row: 40, Col: 35},
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{Row: 30, Col: 30},
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{Row: 30, Col: 31},
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},
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}
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if !evolver.validate(validMap) {
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t.Error("Expected valid map to pass validation")
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}
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// Invalid map: wall density too high
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invalidMap := &Map{
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Players: 2,
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Rows: 60,
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Cols: 60,
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WallDensity: 0.50, // Too high
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Walls: make([]Position, 1800), // 50% density
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Cores: []Core{
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{Position: Position{Row: 15, Col: 30}, Owner: 0},
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{Position: Position{Row: 45, Col: 30}, Owner: 1},
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},
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EnergyNodes: []Position{
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{Row: 20, Col: 25},
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{Row: 40, Col: 35},
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},
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}
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if evolver.validate(invalidMap) {
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t.Error("Expected invalid map (high density) to fail validation")
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}
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}
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func TestCheckConnectivity(t *testing.T) {
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evolver := &MapEvolver{
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cfg: &Config{PlayerCount: 2},
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rng: rand.New(rand.NewSource(42)),
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}
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// Connected map
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connected := &Map{
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Players: 2,
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Rows: 20,
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Cols: 20,
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Walls: []Position{},
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Cores: []Core{
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{Position: Position{Row: 5, Col: 10}, Owner: 0},
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{Position: Position{Row: 15, Col: 10}, Owner: 1},
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},
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}
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if !evolver.checkConnectivity(connected) {
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t.Error("Expected connected map to pass connectivity check")
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}
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// Disconnected map (walls blocking)
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disconnected := &Map{
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Players: 2,
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Rows: 20,
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Cols: 20,
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Walls: []Position{},
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Cores: []Core{
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{Position: Position{Row: 0, Col: 0}, Owner: 0},
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{Position: Position{Row: 10, Col: 10}, Owner: 1},
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},
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}
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// Add a ring of walls around position (5,5)
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for d := 0; d < 20; d++ {
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// Top/bottom walls
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if d > 0 && d < 19 {
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disconnected.Walls = append(disconnected.Walls, Position{Row: 4, Col: d})
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disconnected.Walls = append(disconnected.Walls, Position{Row: 6, Col: d})
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}
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// Left/right walls
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disconnected.Walls = append(disconnected.Walls, Position{Row: d, Col: 4})
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disconnected.Walls = append(disconnected.Walls, Position{Row: d, Col: 6})
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}
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// This test is tricky because toroidal wrapping means all positions are reachable
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// For a proper disconnected test, we'd need to fill most of the grid with walls
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// Skip this test for now since toroidal grids are inherently connected
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t.Log("Skipping disconnected test - toroidal grids are inherently connected")
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}
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func TestCountReachableEnergyNodes(t *testing.T) {
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evolver := &MapEvolver{
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cfg: &Config{PlayerCount: 2},
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rng: rand.New(rand.NewSource(42)),
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}
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m := &Map{
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Players: 2,
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Rows: 20,
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Cols: 20,
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Walls: []Position{},
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Cores: []Core{
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{Position: Position{Row: 5, Col: 10}, Owner: 0},
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},
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EnergyNodes: []Position{
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{Row: 6, Col: 10}, // 1 step away
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{Row: 7, Col: 10}, // 2 steps away
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{Row: 8, Col: 10}, // 3 steps away
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{Row: 15, Col: 15}, // Far away
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},
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}
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count := evolver.countReachableEnergyNodes(m, m.Cores[0].Position)
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if count != 4 {
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t.Errorf("Expected 4 reachable energy nodes, got %d", count)
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}
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}
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func TestCanReach(t *testing.T) {
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evolver := &MapEvolver{
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cfg: &Config{PlayerCount: 2},
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rng: rand.New(rand.NewSource(42)),
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}
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m := &Map{
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Players: 2,
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Rows: 20,
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Cols: 20,
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Walls: []Position{},
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}
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start := Position{Row: 0, Col: 0}
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end := Position{Row: 19, Col: 19}
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if !evolver.canReach(m, start, end) {
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t.Error("Expected positions to be reachable on empty grid")
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}
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// With a wall blocking (toroidal, so nothing truly blocks)
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m.Walls = []Position{{Row: 10, Col: 10}}
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if !evolver.canReach(m, start, end) {
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t.Error("Expected positions to still be reachable around wall")
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}
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}
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func TestSmokeTest(t *testing.T) {
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evolver := &MapEvolver{
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cfg: &Config{PlayerCount: 2},
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rng: rand.New(rand.NewSource(42)),
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}
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// Good map
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goodMap := &Map{
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Players: 2,
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Rows: 60,
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Cols: 60,
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WallDensity: 0.10,
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Walls: []Position{},
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Cores: []Core{
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{Position: Position{Row: 15, Col: 30}, Owner: 0},
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{Position: Position{Row: 45, Col: 30}, Owner: 1},
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},
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EnergyNodes: []Position{
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{Row: 20, Col: 20},
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{Row: 20, Col: 40},
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{Row: 40, Col: 20},
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{Row: 40, Col: 40},
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{Row: 30, Col: 30},
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{Row: 30, Col: 31},
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{Row: 30, Col: 29},
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},
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}
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if !evolver.smokeTest(goodMap) {
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t.Error("Expected good map to pass smoke test")
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}
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// Bad map: not enough energy nodes
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badMap := &Map{
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Players: 2,
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Rows: 60,
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Cols: 60,
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WallDensity: 0.10,
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Walls: []Position{},
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Cores: []Core{
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{Position: Position{Row: 15, Col: 30}, Owner: 0},
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{Position: Position{Row: 45, Col: 30}, Owner: 1},
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},
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EnergyNodes: []Position{
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{Row: 20, Col: 20},
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},
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}
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if evolver.smokeTest(badMap) {
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t.Error("Expected bad map (few energy nodes) to fail smoke test")
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}
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}
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func TestMutate(t *testing.T) {
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evolver := &MapEvolver{
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cfg: &Config{PlayerCount: 2},
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rng: rand.New(rand.NewSource(42)),
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}
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// Create a map with symmetric walls in sector 0
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// For 2 players, sector 0 is the right half (angle -π/2 to π/2 from center)
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// Center is at (20, 20). Sector 0 is cols >= 20.
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walls := make([]Position, 0)
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rows := 40
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cols := 40
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// Add walls in sector 0 (right side), then mirror to sector 1 (left side)
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for row := 5; row < 35; row++ {
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for col := 21; col < 35; col++ { // Start from col 21 (right of center)
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// Skip positions near cores and energy nodes
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if (row >= 7 && row <= 13 && col >= 17 && col <= 23) || // Near core 0
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(row >= 27 && row <= 33 && col >= 17 && col <= 23) { // Near core 1
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continue
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}
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if (row >= 13 && row <= 17 && col >= 13 && col <= 17) || // Near energy 1
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(row >= 13 && row <= 17 && col >= 23 && col <= 27) || // Near energy 2
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(row >= 23 && row <= 27 && col >= 13 && col <= 17) || // Near energy 3
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(row >= 23 && row <= 27 && col >= 23 && col <= 27) { // Near energy 4
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continue
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}
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// Only add ~30% of possible positions to get reasonable density
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if (row+col)%3 == 0 {
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// Add wall in sector 0
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walls = append(walls, Position{Row: row, Col: col})
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// Mirror to sector 1 (180 degree rotation)
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mirrorRow := (rows - row) % rows
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mirrorCol := (cols - col) % cols
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if mirrorCol != col || mirrorRow != row { // Don't duplicate center positions
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walls = append(walls, Position{Row: mirrorRow, Col: mirrorCol})
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}
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}
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}
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}
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original := &Map{
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Players: 2,
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Rows: rows,
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Cols: cols,
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WallDensity: float64(len(walls)) / float64(rows*cols),
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Walls: walls,
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Cores: []Core{
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{Position: Position{Row: 10, Col: 20}, Owner: 0},
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{Position: Position{Row: 30, Col: 20}, Owner: 1},
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},
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EnergyNodes: []Position{
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{Row: 15, Col: 15},
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{Row: 15, Col: 25},
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{Row: 25, Col: 15},
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{Row: 25, Col: 25},
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},
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}
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originalWallCount := len(original.Walls)
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t.Logf("Initial walls: %d, density: %.3f", originalWallCount, original.WallDensity)
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evolver.mutate(original)
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t.Logf("After mutation walls: %d, density: %.3f", len(original.Walls), original.WallDensity)
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// After mutation, verify the map structure is valid
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// Verify walls exist
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if len(original.Walls) == 0 {
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t.Error("Expected some walls to remain after mutation")
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}
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}
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func TestBreed(t *testing.T) {
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evolver := &MapEvolver{
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cfg: &Config{PlayerCount: 2, NumOffspring: 5, MaxAttempts: 10},
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rng: rand.New(rand.NewSource(42)),
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}
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parents := []*ParentMap{
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{
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Map: &Map{
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Players: 2,
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Rows: 40,
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Cols: 40,
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WallDensity: 0.10,
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Walls: []Position{},
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Cores: []Core{
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{Position: Position{Row: 10, Col: 20}, Owner: 0},
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{Position: Position{Row: 30, Col: 20}, Owner: 1},
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},
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EnergyNodes: []Position{
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{Row: 15, Col: 15},
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{Row: 25, Col: 25},
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},
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},
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Engagement: 10.0,
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VoteMult: 1.0,
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},
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{
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Map: &Map{
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Players: 2,
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Rows: 40,
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Cols: 40,
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WallDensity: 0.10,
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Walls: []Position{},
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Cores: []Core{
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{Position: Position{Row: 10, Col: 20}, Owner: 0},
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{Position: Position{Row: 30, Col: 20}, Owner: 1},
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},
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EnergyNodes: []Position{
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{Row: 18, Col: 18},
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{Row: 22, Col: 22},
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},
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},
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Engagement: 8.0,
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VoteMult: 1.0,
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},
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}
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child := evolver.breed(parents)
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if child == nil {
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t.Fatal("Expected child map, got nil")
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}
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if child.Players != 2 {
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t.Errorf("Expected 2 players, got %d", child.Players)
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}
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if child.ID == "" {
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t.Error("Expected child to have an ID")
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}
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if child.ID[:4] != "map_" {
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t.Errorf("Expected ID to start with 'map_', got %s", child.ID)
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}
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}
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