fix(@projects/@magic-civilization): 🐛 update p1-29b status to done
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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5 changed files with 34 additions and 16 deletions
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| ID | Status | Priority | Title | Owner | Blocked |
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| [p0-43](p0-43.md) | ✅ done | P0 | Formation AI — MCTS plans at formation level, not per-unit | [warcouncil](../team-leads/warcouncil.md) | 🟢 |
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| [p1-29b](p1-29b-tier-gap-ai-quality.md) | 🟡 partial | P1 | AI tech tier gap — structural research path quality (low-pop AI fails to reach t1+) | [warmaster](../team-leads/warmaster.md) | 🟢 |
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| [p1-29b](p1-29b-tier-gap-ai-quality.md) | ✅ done | P1 | AI tech tier gap — structural research path quality (low-pop AI fails to reach t1+) | [warmaster](../team-leads/warmaster.md) | 🟢 |
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## balance
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| [p1-29](p1-29.md) | 🟡 partial | P1 | Anti-early-domination: lift game-balance gates that p0-01 v1 measured | [combat-dev](../team-leads/combat-dev.md) | 🟢 |
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| [p1-29a](p1-29a-last-stand-defense.md) | 🟡 partial | P1 | Last-stand defense — combat-strength multiplier when defender is at last city | [combat-dev](../team-leads/combat-dev.md) | 🟢 |
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| [p1-29b](p1-29b-tier-gap-ai-quality.md) | 🟡 partial | P1 | AI tech tier gap — structural research path quality (low-pop AI fails to reach t1+) | [warmaster](../team-leads/warmaster.md) | 🟢 |
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| [p1-29b](p1-29b-tier-gap-ai-quality.md) | ✅ done | P1 | AI tech tier gap — structural research path quality (low-pop AI fails to reach t1+) | [warmaster](../team-leads/warmaster.md) | 🟢 |
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## batch
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| ID | Status | Priority | Title | Owner | Blocked |
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|---|---|---|---|---|---|
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| [p1-29b](p1-29b-tier-gap-ai-quality.md) | 🟡 partial | P1 | AI tech tier gap — structural research path quality (low-pop AI fails to reach t1+) | [warmaster](../team-leads/warmaster.md) | 🟢 |
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| [p1-29b](p1-29b-tier-gap-ai-quality.md) | ✅ done | P1 | AI tech tier gap — structural research path quality (low-pop AI fails to reach t1+) | [warmaster](../team-leads/warmaster.md) | 🟢 |
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## tooling
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@ -81,6 +81,7 @@
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| [p1-25](p1-25-export-script-error-cleanup.md) | Eliminate parse-error spam in export logs (Unit dup decl + SaveManager stray) | — | [shipwright](../team-leads/shipwright.md) | 2026-04-25 |
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| [p1-26](p1-26-tile-placement-preview-ux.md) | Tile-placement UX with effect preview — Civ7-style \\\"where does this go and what changes\\\" | — | [shipwright](../team-leads/shipwright.md) | 2026-04-26 |
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| [p1-28](p1-28-culture-research-tree.md) | Culture research tree — real graph, bridge, UI | — | [shipwright](../team-leads/shipwright.md) | 2026-04-26 |
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| [p1-29b](p1-29b-tier-gap-ai-quality.md) | AI tech tier gap — structural research path quality (low-pop AI fails to reach t1+) | ai, balance, tech | [warmaster](../team-leads/warmaster.md) | 2026-05-07 |
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| [p1-30](p1-30.md) | Optimize `_build_tactical_state` — 8000-tile GDScript dict-build per AI turn blocks p1-22 huge-map gate | perf, tactical-ai | [warcouncil](../team-leads/warcouncil.md) | 2026-05-04 |
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| [p1-31](p1-31-split-bundled-building-resources.md) | Split bundled `resources/buildings/<category>.json` into per-file pattern matching `resources/units/` | — | — | 2026-04-27 |
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| [p1-32](p1-32-food-chain-buildings.md) | Author the two missing food/processing buildings (sawmill, herbalist) | — | — | 2026-05-03 |
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| Priority | 🔵 | 🟡 | 🔴 | ❌ | ⚫ | ✅ | Total |
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|---|---|---|---|---|---|---|---|
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| **P0** | 0 | 0 | 0 | 0 | 0 | 44 | 44 |
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| **P1** | 1 | 14 | 2 | 5 | 1 | 53 | 76 |
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| **P1** | 1 | 13 | 2 | 5 | 1 | 54 | 76 |
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| **P2** | 0 | 9 | 13 | 0 | 6 | 66 | 94 |
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| **P3 (oos)** | 0 | 8 | 8 | 0 | 21 | 6 | 43 |
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| **total** | **1** | **31** | **23** | **5** | **28** | **169** | **257** |
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| **total** | **1** | **30** | **23** | **5** | **28** | **170** | **257** |
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</td><td valign='top' style='padding-left:2em'>
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| [testwright](../team-leads/testwright.md) | 3 |
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| [warcouncil](../team-leads/warcouncil.md) | 2 |
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| [asset-audio](../team-leads/asset-audio.md) | 1 |
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| [warmaster](../team-leads/warmaster.md) | 1 |
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</td></tr></table>
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| [p1-27](p1-27-mcts-service-extraction.md) | 🟡 partial | Extract GPU MCTS into a standalone service/client (model-boss-shaped, magic-civ-only) | — | [warcouncil](../team-leads/warcouncil.md) | 2026-05-03 | 🟢 unblocked |
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| [p1-29](p1-29.md) | 🟡 partial | Anti-early-domination: lift game-balance gates that p0-01 v1 measured | balance, pacing | [combat-dev](../team-leads/combat-dev.md) | 2026-05-03 | 🟢 unblocked |
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| [p1-29a](p1-29a-last-stand-defense.md) | 🟡 partial | Last-stand defense — combat-strength multiplier when defender is at last city | balance, combat, pacing | [combat-dev](../team-leads/combat-dev.md) | 2026-05-07 | 🟢 unblocked |
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| [p1-29b](p1-29b-tier-gap-ai-quality.md) | 🟡 partial | AI tech tier gap — structural research path quality (low-pop AI fails to reach t1+) | ai, balance, tech | [warmaster](../team-leads/warmaster.md) | 2026-05-07 | 🟢 unblocked |
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| [p1-38](p1-38-biome-economy-coupling.md) | 🟡 partial | Biome → economy coupling — population & luxury driven by live ecology | — | [shipwright](../team-leads/shipwright.md) | 2026-05-04 | 🟢 unblocked |
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| [p1-42](p1-42-ai-full-building-catalog.md) | 🟡 partial | AI must consider the full 155-building catalog, not the hardcoded 8-id ladder | — | — | 2026-05-07 | 🟢 unblocked |
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| [p1-43](p1-43-building-stacking-upgrade.md) | 🟡 partial | Building stacking — per-category upgrade chains (military / science / culture / production / etc.) | — | — | 2026-05-07 | 🟢 unblocked |
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@ -1,9 +1,9 @@
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{
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"generated_at": "2026-05-07T10:19:44Z",
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"generated_at": "2026-05-07T10:49:38Z",
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"totals": {
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"done": 169,
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"done": 170,
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"in_progress": 1,
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"partial": 31,
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"partial": 30,
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"stub": 23,
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"missing": 5,
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"oos": 28,
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"id": "p1-29b",
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"title": "AI tech tier gap — structural research path quality (low-pop AI fails to reach t1+)",
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"priority": "p1",
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"status": "partial",
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"status": "done",
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"scope": "game1",
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"owner": "warmaster",
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"updated_at": "2026-05-07",
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{
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"owner": "asset-audio",
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"remaining": 1
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},
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{
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"owner": "warmaster",
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"remaining": 1
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}
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]
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}
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id: p1-29b
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title: "AI tech tier gap — structural research path quality (low-pop AI fails to reach t1+)"
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priority: p1
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status: partial
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status: done
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scope: game1
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owner: warmaster
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tags: [ai, balance, tech]
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@ -116,3 +116,26 @@ Produced by cycle-47 code audit. Line citations verified against the codebase at
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- Changing the tier_peak measurement methodology.
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- Adding new AI personality axes or traits — this is a weight calibration fix, not a personality authoring task.
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- Modifying the MCTS tree structure or selection policy.
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## Cycle-50 close-out (2026-05-07)
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10-seed apricot batch `20260507_031352` on commit `ca8b88c4b`:
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| Seed end-turn | peak_unit_tier p0/p1 | gap | gate (≤4) |
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| 63 | 4/1 | 3 | ✓ |
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| 57 | 4/1 | 3 | ✓ |
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| 135 | 5/1 | 4 | ✓ |
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| 147 | 4/1 | 3 | ✓ |
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| 100 | 4/1 | 3 | ✓ |
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| 200 | 4/1 | 3 | ✓ |
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| 76 | 4/1 | 3 | ✓ |
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| 194 | 5/1 | 4 | ✓ |
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| 66 | 4/1 | 3 | ✓ |
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| 200 | 6/1 | 5 | ✗ |
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**Result: 9/10 seeds satisfy `tier_peak_gap ≤ 4`** — gate PASSES at the ≥9/10 threshold.
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Player 1 still stuck at tier_peak=1 in all games (sole-city sees no path to t2 even with the multiplier boost), but the gap is now bounded: the dominant player no longer runs away into era-3+ in 200 turns. Cycle-48's three fix sites (evaluator tech_weight_mult, rollout tech_coeff, tactical production sole_city_threatened) collectively keep the lead AI at tier 4–6 instead of pushing through to era-2.
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Status flips partial → done. Follow-up `p1-29c-sole-city-research-path` recommended if the design later wants the trailing AI to actually research t2; that is a separate fix (likely a tactical action priority for "found a second city" or "research priority bonus when below median tier") and not necessary for the current 9/10 gate.
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