ai-code-battle/notes/bf-413-verification.md
jedarden f0d4e661d7 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.
2026-06-17 03:58:27 -04:00

1.3 KiB

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)

if e.Owner < len(gs.Players) {
    gs.Players[e.Owner].Score += gs.Config.KillScore
}

Fitness Formula (cmd/acb-evolver/run.go:608)

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)

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.