feat(p1-29h): 🧪 gridded fair-duel surface — army-lock engages, elimination measured-negative

Phase 2 (bullets 5+6). Builds option (b): a gridded GameState Rust harness so
compute_vision populates and both combatant slots run the scripted-default
controller through the persistent drive_ai_slot mem::take seam (fair two-
scripted:default — a passive ender drives every other slot via apply_end_turn).

Findings on the fair surface (160t): lock ENGAGES (ever_committed=true,
committed_with_target=true), 20 CityCaptured fire, but 0 eliminations and both
empires grow (15 vs 22 cities). min_total_cities never dips below start despite
20 captures (38 refounds offset every loss). Verdict: targeting lock works;
bottleneck is capture-stickiness / refound-suppression — confirms p1-29d's
indecisive-war root cause + the spec's weight-insensitivity risk, empirically.

- gridded_fair_surface_engages_army_lock: green always-on guard (vision>0 +
  lock engages) — the Phase-1-on-production-seam coverage the gridless
  p1_29h_persistent_memory_seam guard could not provide.
- fair_scripted_duel_elimination_measurement (#[ignore]): records the 160t
  signals; elimination NOT asserted (measured-negative, bullet 3 stays open).

p1-29h stays partial K=5/6; resume note redirects next wave at refound-
suppression, not the targeting lock. mc-player-api 126 + integration green;
cargo check --workspace --tests clean.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
autocommit 2026-06-04 11:50:22 -07:00
parent e48a6d5acf
commit 4f2f15219a
3 changed files with 434 additions and 38 deletions

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@ -1,5 +1,5 @@
{
"generated_at": "2026-06-04T18:36:52Z",
"generated_at": "2026-06-04T18:50:09Z",
"totals": {
"done": 242,
"in_progress": 1,

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@ -75,10 +75,12 @@ D1 gate. Either build the `AUTO_PLAY_ALL_AI` de-juiced surface (so slot 0 runs
plain mc-ai and tier_peak is real) or an asymmetric harness that pits the new
decisive controller against a baseline.
## Status — 🟡 partial (Wave 2, 2026-06-04)
## Status — 🟡 partial (Wave 3, 2026-06-04)
K = 3 of 6 acceptance bullets met. Phase 1 (the capability) is landed and green;
Phase 2 (the elimination measurement + non-juiced harness surface) is not.
K = 5 of 6 acceptance bullets met. Phase 1 (the capability) is landed and green.
Phase 2 built the fair gridded measurement surface and re-scored p1-29d on it
(bullets 5 + 6 ✓); the elimination dial (bullet 3) is **measured-negative** and
stays ☐ — see the Phase-2 findings below.
### Phase 1 — capability (DONE, commit 2ed93956d)
@ -108,44 +110,72 @@ Phase 2 (the elimination measurement + non-juiced harness surface) is not.
--tests` clean on apricot; mc-turn 235/235, mc-player-api 126+, mc-mod-host all
green.
### Phase 2 — measurement (NOT DONE)
### Phase 2 — measurement (Wave 3, 2026-06-04)
- ☐ ≥1 elimination on a fair two-`scripted:default` surface. **Not measured.**
Blocked on the surface below — no existing full-game driver exercises the
persistent path with real vision (see resume note).
- ☐ Non-juiced measurement surface (`AUTO_PLAY_ALL_AI` or asymmetric harness).
**Partial:** `tests/p1_29h_persistent_memory_seam.rs` (mc-player-api) is a
green regression guard that drives the persistent `apply_end_turn →
drive_ai_slot` seam for 60 turns, but it does NOT establish a *working*
engagement-measurement surface — its `GameState::default()` fixture is
gridless, so `compute_vision` yields an EMPTY visible set
(`sees_own_city=false`, `visible_tiles=0`) and the fog-gated projection
surfaces zero enemy cities → `want_attack` never fires. A real surface needs
a populated grid + vision.
- ☐ `p1-29d` re-scored on the new surface. **Not done** (depends on the surface).
- ☐ ≥1 elimination on a fair two-`scripted:default` surface.
**MEASURED-NEGATIVE — 0 eliminations.** This is now a real measurement, not a
blocked one. On the fair gridded surface (option b, below) over 160 turns: the
army-lock **engages** (`ever_committed=true`, `committed_with_target=true`),
20 `Event::CityCaptured` fire, yet **0 eliminations** and both empires GROW
(final cities 15 vs 22). The discriminating signal: combined city count NEVER
dips below its starting value (`min_total_cities=2`, `city-dip-below-start=
false`) despite 20 captures, because every capture is immediately offset by a
refound (38 founds). **Verdict: the targeting lock works; the bottleneck is
capture-stickiness / refound-suppression, NOT target acquisition.** This
confirms p1-29d's "indecisive war" root cause and the spec's own
weight-insensitivity risk note empirically. The bullet stays ☐ because the
*outcome* (an elimination) did not occur — but it is no longer unknown.
- ✓ Non-juiced measurement surface built (option b — the gridded Rust harness).
`tests/p1_29h_gridded_elimination.rs` (mc-player-api): attaches a real
`flat_grid(24,24)` to the `GameState` so `compute_vision` populates
(`visible_tiles_max=138`), then loops `apply_action(EndTurn)` from a PASSIVE
ender slot so BOTH combatant slots (0+1) run the SAME scripted-default
controller through the SAME persistent `drive_ai_slot` mem::take seam — a fair
two-`scripted:default` surface (neither juiced, no MCTS, no GDScript harness
lock). `gridded_fair_surface_engages_army_lock` is a green always-on guard
asserting vision>0 AND lock-engages; `fair_scripted_duel_elimination_
measurement` (`#[ignore]`) records the 160-turn signals. This is the surface
the prior `p1_29h_persistent_memory_seam.rs` guard could not provide (its
gridless `GameState::default()` → empty vision → lock never engaged).
- ✓ `p1-29d` re-scored on the new surface. On the fair gridded duel, D1
convergence is **0/1 (no elimination)** — the army-lock removed the
target-acquisition gap but the decisiveness gap (capture → kill) persists.
Matches p1-29d's clean-baseline 0/10 finding; the lock is necessary but not
sufficient. (p1-29g trained-vs-scripted re-verification is downstream of a
controller that can actually close out a win, so it stays parked until the
refound-suppression follow-up lands.)
## Resume note (precise hand-off for the next wave)
## Resume note (precise hand-off for the next wave) — UPDATED Wave 3
The persistent army-lock memory lives ONLY on the `drive_ai_slot` /
`apply_end_turn` path (the `mem::take` + write-back seam in `dispatch.rs`).
Both existing full-game drivers BYPASS it:
- `tools/p1-clean-baseline.py` advances via `client.suggest()`
`suggest_actions`, which deliberately CLONES the memory (read-only `&GameState`
probe — must not advance the timer), so the lock never persists there.
- `mc-player-api/tests/full_game_transcript.rs` calls `run_ai_turn` directly with
a transient `TacticalMemory::default()`.
**The measurement surface now EXISTS** (`tests/p1_29h_gridded_elimination.rs`,
option b). The Phase-2 question — "does the army-lock move the elimination
dial?" — is **answered: no, on a fair symmetric surface.** The lock engages and
captures land (20 over 160t), but refounds keep pace and no empire is ever
eliminated.
To score Phase 2, build a surface that drives AI slots through `apply_end_turn`
on a state WITH a real grid + vision (so enemy cities are visible and
`want_attack` engages) — either:
- (a) the full Godot autoplay scene with an `AUTO_PLAY_ALL_AI` mode that de-juices
slot 0 and lets every slot run plain mc-ai via `end_turn`, OR
- (b) a Rust harness that builds a gridded `GameState` (mapgen) + computes vision
and loops `apply_action(EndTurn)`, counting eliminations.
Engagement on a full-visibility state is already proven by
`movement::tests::army_lock_concentrates_and_persists_across_turns`, so once a
gridded surface exists the lock will engage; the open question is whether it
moves the elimination dial (the spec's own risk note flags weight-insensitivity).
**The remaining work is NOT in the targeting lock — it demonstrably works.** The
next investigator should target **capture-stickiness / refound-suppression**,
the decisiveness gap p1-29d named:
- A captured city is held too weakly / the loser refounds too freely, so the
combined city count never trends down (measured `min_total_cities` stays at the
starting value through 20 captures). Candidate levers (Rust source-of-truth,
data-thresholds where applicable):
- raise the cost / cooldown / site-restriction on refounding after a recent
loss (mc-turn `try_found_city` / expansion-point economy), so a captured
empire cannot instantly replace the lost city;
- garrison/hold semantics so a captured city is not trivially recaptured and
flip-flopped (the 20 captures with no net city loss suggests churn, not
consolidation);
- a "press the broken empire" escalation once an opponent is reduced below N
cities, to convert a lead into a kill.
- Re-run `fair_scripted_duel_elimination_measurement` (`--ignored`) after each
lever; the gate to clear bullet 3 is `eliminations >= 1` AND
`min_total_cities < start_total_cities` (a real net city loss, not churn).
The persistent army-lock memory still lives ONLY on the `drive_ai_slot` /
`apply_end_turn` seam; the two non-seam drivers (`tools/p1-clean-baseline.py`
suggest-clone path; `full_game_transcript.rs` transient default) remain bypasses
and are NOT the surface to measure on — use the gridded harness.
## Source-of-truth rails

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@ -0,0 +1,366 @@
//! p1-29h Phase 2 — gridded, fair, two-`scripted:default` elimination surface.
//!
//! This is option (b) from the p1-29h resume note: a Rust harness that builds a
//! GRIDDED `GameState` (so `compute_vision` populates and the fog-gated tactical
//! projection surfaces enemy cities → `want_attack` can fire) and loops
//! `apply_action(EndTurn)` through the PERSISTENT `drive_ai_slot` seam, counting
//! eliminations.
//!
//! # Why a grid is the load-bearing fix
//!
//! The pre-existing seam guard (`p1_29h_persistent_memory_seam.rs`) used
//! `GameState::default()` with no grid, so `compute_vision` returned an EMPTY
//! visible set → zero enemy cities visible → the army-lock never engaged. Here
//! `state.grid = Some(flat_grid(...))`, so vision is real and the lock can
//! commit. Engagement on a full-visibility state is independently proven by
//! `mc_ai::tactical::movement::tests::army_lock_concentrates_and_persists_across_turns`.
//!
//! # Why this is a FAIR two-`scripted:default` surface
//!
//! `apply_end_turn` (dispatch.rs:368) drives EVERY slot through `drive_ai_slot`
//! except (a) the slot that called `EndTurn` and (b) env-listed external slots.
//! So we add a passive non-combatant "ender" slot that owns nothing, and call
//! `apply_action(state, ender_slot, EndTurn)`. Both combatant slots (0 + 1) then
//! run the SAME scripted-default controller through the SAME persistent-memory
//! seam — neither is juiced (no MCTS, no GDScript harness lock). This is the
//! exact symmetry the p1-29d clean baseline requires.
//!
//! # Attribution discipline (p1-29h bullet 3)
//!
//! An elimination only counts toward the bullet if the army-lock actually
//! engaged: the prior seam guard recorded `ever_committed=false` and correctly
//! refused to attribute any capture to the lock. Here we record both
//! `ever_committed` (with `locked_target=Some`) AND eliminations, and the gate
//! asserts BOTH — so a green run proves a lock-attributable elimination, not an
//! incidental one.
use std::collections::BTreeMap;
use mc_ai::evaluator::ScoringWeights;
use mc_player_api::action::PlayerAction;
use mc_player_api::apply_action;
use mc_trade::relation::{Relation, RelationState};
use mc_turn::game_state::{GameState, MapUnit, PlayerState};
mod common;
use common::{build_runtime_units_catalog, build_building_catalog, build_unit_catalog};
/// Flat grid of one biome — mirrors `ai_fairness::flat_grid`.
fn flat_grid(width: i32, height: i32, biome: &str) -> mc_core::grid::GridState {
let mut g = mc_core::grid::GridState::new(width, height);
for t in &mut g.tiles {
t.biome_label_id = biome.into();
}
g
}
/// Aggressive militarist with a city + a warrior stack, co-located so the two
/// combatants are within tactical reach. Personality axes mirror the seam guard
/// (`aggression=9`, `grudge=8`) so commitment fires readily; the clan id stamps
/// the personality-derived commitment length (Rail 2, `ai_personalities.json`).
fn militarist(
state: &mut GameState,
city_col: i32,
city_row: i32,
clan: &str,
n_warriors: i32,
) -> u8 {
let pi = state.players.len() as u8;
let mut axes: BTreeMap<String, u8> = BTreeMap::new();
axes.insert("expansion".into(), 2);
axes.insert("production".into(), 5);
axes.insert("aggression".into(), 9);
axes.insert("grudge_persistence".into(), 8);
let units: Vec<MapUnit> = (0..n_warriors)
.map(|i| {
let id = state.next_unit_id;
state.next_unit_id = state.next_unit_id.saturating_add(1);
let mut u = MapUnit::new(
"dwarf_warrior",
city_col + i,
city_row,
pi,
&state.units_catalog,
);
u.id = id;
u.hp = 60;
u.max_hp = 60;
u.attack = 16;
u.defense = 2;
u
})
.collect();
state.players.push(PlayerState {
player_index: pi,
gold: 60,
cities: vec![mc_city::CityState::starter()],
unit_upkeep: Vec::new(),
strategic_axes: axes,
scoring_weights: ScoringWeights::default(),
expansion_points: 0,
city_buildings: vec![Vec::new()],
city_improvements: vec![Vec::new()],
city_ecology: vec![Default::default()],
tech_state: None,
science_pool: 0,
player_tech: None,
science_yield: 0,
units,
city_positions: vec![(city_col, city_row)],
capital_position: Some((city_col, city_row)),
culture_total: 0,
culture_pool: mc_culture::CulturePool::default(),
arcane_lore_pop_deducted: false,
traded_luxuries: Default::default(),
relations: Default::default(),
strategic_ledger: Default::default(),
wonders_built: Default::default(),
explored_deposits: Default::default(),
clan_id: clan.to_string(),
promotion_offense_weight: 1.0,
promotion_defense_weight: 1.0,
promotion_mobility_weight: 1.0,
..Default::default()
});
pi
}
/// A passive non-combatant "ender" slot — owns no units and no cities, so it
/// never decides anything, but ending its turn drives every OTHER slot through
/// the persistent `drive_ai_slot` seam (the fair two-`scripted:default` setup).
fn passive_ender(state: &mut GameState) -> u8 {
let pi = state.players.len() as u8;
state.players.push(PlayerState {
player_index: pi,
gold: 0,
cities: Vec::new(),
city_buildings: Vec::new(),
city_improvements: Vec::new(),
city_ecology: Vec::new(),
units: Vec::new(),
city_positions: Vec::new(),
capital_position: None,
culture_pool: mc_culture::CulturePool::default(),
scoring_weights: ScoringWeights::default(),
clan_id: "observer".into(),
..Default::default()
});
pi
}
/// Build the gridded fair surface: two aggressive combatants in close contact at
/// war, plus a passive ender. Real grid → real vision.
fn build_gridded_duel(attacker_warriors: i32) -> (GameState, u8) {
let mut state = GameState::default();
state.turn = 1;
state.units_catalog = build_runtime_units_catalog();
state.ai_unit_catalog = build_unit_catalog();
state.ai_building_catalog = build_building_catalog();
state.ai_difficulty_threshold_mult = 1.0;
state.grid = Some(flat_grid(24, 24, "grassland"));
// Two combatants 5 tiles apart on the same row — within a few turns'
// march so contact is made early. Attacker gets a heavier stack so a
// killing blow is reachable (the spec's whole point is whether the LOCK
// turns a capture into an elimination, not whether a 1:1 fight stalls).
let p0 = militarist(&mut state, 6, 12, "blackhammer", attacker_warriors);
let p1 = militarist(&mut state, 11, 12, "deepforge", 2);
let ender = passive_ender(&mut state);
// War between the two combatants (authoritative table on players[0]).
let war = RelationState { relation: Relation::War, ..Default::default() };
state.players[0].relations.insert((p0, p1), war.clone());
state.players[0].relations.insert((p1, p0), war);
(state, ender)
}
/// Per-turn engagement record for the diagnostic recap.
#[derive(Default, Clone)]
struct Probe {
ever_committed: bool,
committed_with_target: bool,
max_visible_tiles: usize,
eliminations: usize,
eliminated_slots: Vec<u8>,
final_cities: Vec<usize>,
turns_run: u32,
/// Count of `Event::CityCaptured` emitted across the whole run. The direct
/// (a)-vs-(b) discriminator: >0 ⇒ captures DO occur (real p1-29d
/// indecisive-war pathology — captures happen, refounds prevent
/// elimination); =0 ⇒ no decisive contact (geometry/harness artifact).
captures: usize,
/// City founds across the run — sprawl signal.
founds: usize,
/// Lowest combined city count seen at any turn. A dip below the starting
/// total (2) corroborates that a city was lost (captured/razed) even if it
/// was later refounded.
min_total_cities: usize,
/// Starting combined city count (for the dip comparison).
start_total_cities: usize,
}
/// Drive the gridded fair surface for `max_turns`, recording engagement.
fn drive(max_turns: u32) -> Probe {
use mc_player_api::wire::Event;
let (mut state, ender) = build_gridded_duel(4);
let mut probe = Probe::default();
let combatants = [0u8, 1u8];
probe.start_total_cities = combatants
.iter()
.map(|&c| state.players[c as usize].cities.len())
.sum();
probe.min_total_cities = probe.start_total_cities;
for _ in 0..max_turns {
// Re-assert war each loop (defensive against a peace flip).
for &(a, b) in &[(0u8, 1u8), (1u8, 0u8)] {
state
.players[0]
.relations
.entry((a, b))
.or_insert(RelationState { relation: Relation::War, ..Default::default() })
.relation = Relation::War;
}
let result = apply_action(&mut state, ender, &PlayerAction::EndTurn);
if let Ok(events) = &result {
for ev in events {
match ev {
Event::CityCaptured { .. } => probe.captures += 1,
Event::CityFounded { .. } => probe.founds += 1,
_ => {}
}
}
}
probe.turns_run = state.turn;
let total_cities: usize = combatants
.iter()
.map(|&c| state.players[c as usize].cities.len())
.sum();
probe.min_total_cities = probe.min_total_cities.min(total_cities);
// Vision sanity — the whole point of the grid.
let vs = mc_vision::compute_vision(&state, &mc_vision::VisionCatalog::default(), None);
for &c in &combatants {
if let Some(pv) = vs.for_player(c) {
probe.max_visible_tiles = probe.max_visible_tiles.max(pv.visible.len());
}
}
// Lock engagement on either combatant (persistent path).
for &c in &combatants {
let mem = &state.players[c as usize].tactical_memory;
if mem.is_committed() {
probe.ever_committed = true;
if mem.locked_target.is_some() {
probe.committed_with_target = true;
}
}
}
// Elimination = a combatant with zero cities.
for &c in &combatants {
if state.players[c as usize].cities.is_empty()
&& !probe.eliminated_slots.contains(&c)
{
probe.eliminated_slots.push(c);
}
}
}
probe.eliminations = probe.eliminated_slots.len();
probe.final_cities = combatants
.iter()
.map(|&c| state.players[c as usize].cities.len())
.collect();
probe
}
fn report(tag: &str, probe: &Probe) {
eprintln!(
"p1-29h {tag}: visible_tiles_max={} ever_committed={} committed_with_target={} \
captures={} founds={} eliminations={} eliminated_slots={:?} \
start_cities={} min_total_cities={} final_cities={:?} turns_run={}",
probe.max_visible_tiles,
probe.ever_committed,
probe.committed_with_target,
probe.captures,
probe.founds,
probe.eliminations,
probe.eliminated_slots,
probe.start_total_cities,
probe.min_total_cities,
probe.final_cities,
probe.turns_run,
);
}
/// Phase-1-on-the-production-seam regression guard (always runs). Proves the two
/// things p1-29h bullets 1+2 require and the gridless seam guard COULD NOT show:
/// (1) a real grid yields real vision, and (2) the army-lock engages on the
/// persistent `drive_ai_slot` seam (committed with a locked target). The
/// elimination outcome is RECORDED, never asserted — the elimination bullet is
/// measured-negative (see the ignored gate below), so encoding `>=1` here would
/// hide a known-false assertion behind `cargo test`'s skip-ignored behaviour.
#[test]
fn gridded_fair_surface_engages_army_lock() {
let probe = drive(40);
report("engage-guard (40t)", &probe);
// (1) Real grid → real vision (the fix the whole objective hinges on).
assert!(
probe.max_visible_tiles > 0,
"gridded surface must produce non-empty vision (was {})",
probe.max_visible_tiles
);
// (2) The army-lock engages on the production persistent seam — bullets 1+2
// capability, now exercised by a full-game driver (not just the unit test).
assert!(
probe.ever_committed && probe.committed_with_target,
"army-lock must engage (committed with a locked target); \
ever_committed={} committed_with_target={}",
probe.ever_committed,
probe.committed_with_target
);
assert!(probe.turns_run >= 40, "turn loop must advance at least 40 turns");
}
/// Phase-2 elimination MEASUREMENT (bullet 3). NOT an assertion gate — the
/// measured result on the fair two-`scripted:default` surface is 0 eliminations
/// (the army-lock targets correctly but the heuristic war stays indecisive,
/// confirming p1-29d's root cause + the spec's own weight-insensitivity risk).
/// Records the discriminating signals (captures / min-city-dip) so the next
/// investigator can see WHETHER captures occur, then asserts only the
/// always-true surface facts so the recorded negative can never silently
/// "pass" by being skipped.
///
/// `#[ignore]` because it runs a longer game; invoke via `--ignored`.
#[test]
#[ignore = "p1-29h Phase 2 elimination measurement (recorded, not gated); invoke via --ignored"]
fn fair_scripted_duel_elimination_measurement() {
let probe = drive(160);
report("FAIR-DUEL measurement (160t)", &probe);
// Always-true surface facts — the run is real and the lock engaged.
assert!(probe.max_visible_tiles > 0, "fair surface must produce non-empty vision");
assert!(
probe.ever_committed && probe.committed_with_target,
"army-lock must engage for the measurement to be meaningful"
);
// Recorded findings (NOT asserted as pass/fail — they ARE the deliverable):
// * eliminations: the measured-negative bullet-3 result.
// * captures / min_total_cities dip: the (a) indecisive-war vs
// (b) no-contact discriminator.
eprintln!(
"p1-29h finding: lock engages, eliminations={}, captures={}, \
city-dip-below-start={}",
probe.eliminations,
probe.captures,
probe.min_total_cities < probe.start_total_cities,
);
}