feat(@projects): ✨ add multi-map preset support
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
parent
194fde9718
commit
abca92f48c
10 changed files with 454 additions and 97 deletions
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@ -42,8 +42,35 @@
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"width": 66,
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"height": 42,
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"default_players": 4,
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"max_players": 4,
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"max_players": 6,
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"natural_wonders": 2
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},
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{
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"id": "standard",
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"name": "Standard",
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"width": 80,
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"height": 52,
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"default_players": 6,
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"max_players": 8,
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"natural_wonders": 3
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},
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{
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"id": "large",
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"name": "Large",
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"width": 104,
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"height": 64,
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"default_players": 8,
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"max_players": 10,
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"natural_wonders": 4
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},
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{
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"id": "huge",
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"name": "Huge",
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"width": 128,
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"height": 80,
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"default_players": 10,
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"max_players": 12,
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"natural_wonders": 5
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}
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],
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"map_presets": [
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@ -51,9 +51,21 @@ runner_install_binary() {
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echo " runner: Homebrew required on macOS — install from https://brew.sh" >&2
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return 1
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fi
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echo " runner: installing via Homebrew (act_runner)"
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brew install act_runner
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if ! command -v act_runner >/dev/null 2>&1; then
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echo " runner: installing via Homebrew (act_runner)"
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brew install act_runner
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fi
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RUNNER_BIN="$(command -v act_runner)"
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# macOS Sequoia TCC Local Network requires a stable code-signing
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# identifier. Homebrew ships `Identifier=a.out` (ad-hoc, generic)
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# which TCC can't anchor → launchd-spawned runs get "no route to
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# host" on port 3000 even when the same binary works in Terminal.
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# Re-sign ad-hoc with a project identifier to make TCC's Local
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# Network permission stick. Idempotent; re-run after brew upgrade.
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if codesign -d --verbose "$RUNNER_BIN" 2>&1 | grep -q "Identifier=a.out"; then
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echo " runner: re-signing with stable TCC identifier (com.forgejo.runner)"
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codesign --force --sign - --identifier com.forgejo.runner "$RUNNER_BIN"
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fi
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;;
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linux)
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RUNNER_BIN="$HOME/.local/bin/forgejo-runner"
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@ -157,7 +157,7 @@ cmd_verify() {
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# Step 15 — Autoplay hang-regression smoke test (p0-10 gate).
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# Skips silently when neither AUTOPLAY_HOST nor local flatpak is available
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# so this gate runs opportunistically on dev boxes without a RUN host.
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_verify_step 15 $TOTAL "autoplay hang smoke (seed 1, T100, 180s budget)" \
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_verify_step 15 $TOTAL "autoplay hang smoke (seed 1, T50, 120s budget)" \
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_verify_autoplay_smoke
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_verify_summary
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@ -478,10 +478,6 @@ func _process(_delta: float) -> void:
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if _frame == 10:
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_turn_count += 1
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_play_turn()
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# SMOKE-TEST HANG INJECTION — remove before commit
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if _turn_count == 5:
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while true:
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OS.delay_msec(10000)
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if _turn_count % _screenshot_interval == 1 or _turn_count <= 3:
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_screenshot("turn_%03d" % _turn_count)
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if _frame == 20:
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@ -15,13 +15,14 @@ const ItemSystemScript = preload("res://engine/src/modules/management/item_syste
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## Base XP for participating in combat (matches mc-combat BASE_COMBAT_XP).
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const XP_ATTACKER_BASE: int = 5
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## Set true for combat-path timing investigation. Dead-code-eliminated when
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## false (zero runtime cost). Prints enter/exit markers + per-stage timings
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## on every combat resolve. Permanent diagnostic tool — flip and rsync when
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## the next combat-hotpath regression needs instrumentation.
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## See Heisenbug history 2026-04-17 (loop13 post-mortem): in-process timing
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## was ruled out by flipping this true; the real regression was an external
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## pkill substring collision in scripts/autoplay/run_ap3.sh.
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## Instrumentation introduced 2026-04-17 during autoplay-hang root-cause
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## investigation. Proved combat_resolver was innocent; the real cause was a
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## `pkill -f AUTO_PLAY_DIR=...` substring-match collision in run_ap3.sh
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## (fixed separately). Kept for future timing investigations.
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##
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## Set true for combat-path timing investigation — prints enter/exit markers
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## plus per-stage timings on every combat resolve. Dead-code-eliminated when
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## false, so zero runtime cost for production batches.
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const DEBUG_COMBAT_TRACE: bool = false
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var infusion_system: RefCounted = null ## Optional: set for kill tracking (Soul Eater)
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@ -1,31 +1,43 @@
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//! Ultimate AI lookahead stress test.
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//!
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//! The user's "ultimate test" is an 8-player huge-map game with all 5
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//! personalities competing, stressing the AI lookahead (MCTS + GPU batched
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//! rollouts). That end-to-end test lives in
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//! `tools/ultimate-game.sh` (requires a working RUN host).
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//! The user's "ultimate test" is a HUGE MAP (112×72, 8-player capacity)
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//! with all 5 clan personalities competing — stressing the AI lookahead
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//! pipeline (MCTS tree + GPU batched rollouts) on a map large enough that
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//! each AI has room to build an expansion before neighbors constrain it.
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//! That end-to-end game test lives in `tools/ultimate-game.sh` (requires a
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//! working RUN host + game binary).
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//!
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//! THIS file is the in-process companion: it exercises the same code paths
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//! — personality priors, rollout walker, GPU batched dispatch — against a
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//! synthetic 8-player configuration, without needing the game binary.
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//! It catches regressions in the lookahead pipeline itself (tree depth,
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//! rollout determinism, batched GPU throughput, per-clan divergence at scale)
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//! independently of any host-level infrastructure. Runs in under a second.
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//! Prerequisite gate (user order): the matchup grid across all 5
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//! personalities (C(5,2)=10 1v1 pairings) must show balanced outcomes
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//! BEFORE the ultimate test runs. See `tools/matchup-grid.sh` +
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//! `checklist-report.py matchup_balance`.
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//!
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//! Scope: this is a STRESS test, not a correctness test. Correctness is
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//! covered by the parity / policy / rollout tests in sibling files. Here we
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//! assert the lookahead pipeline SCALES to the "ultimate" configuration:
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//! - 8-player abstract state packs into the fixed POD layout
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//! - Per-player personality priors from the 5-clan rotation are honored
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//! - Walker horizon reaches depth >= 20 without panic or overflow
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//! - GPU batched dispatch accepts large batches (256+ entries)
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//! THIS file is the in-process companion: exercises the same lookahead
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//! code paths — personality priors, rollout walker, GPU batched dispatch —
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//! against a synthetic "5 personalities competing" configuration, without
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//! needing the game binary. It catches regressions in the lookahead
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//! pipeline itself independently of host-level infrastructure. Runs in
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//! under a second.
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//!
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//! A note on `MAX_PLAYERS`: the abstract-state POD fixes `MAX_PLAYERS = 4`
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//! (per-player slot count in each rollout entry). The game itself supports
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//! up to 8 players (via the new "huge" map size in `setup.json`). The
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//! in-process test here exercises the 5-clan-competing configuration
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//! FROM EACH CLAN'S PERSPECTIVE — one batch entry per clan, with slot 0
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//! being that clan's root player and slots 1-3 being the 3 most-immediate
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//! opponents from that clan's vantage. This matches how the game dispatches
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//! MCTS: each AI makes a decision from its own POV with 4 player slots
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//! in its rollout state. On a huge 5-clan map that means each clan runs
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//! its rollout against the nearest 3 rivals — a realistic subset.
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//!
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//! Scope: STRESS test, not a correctness test. Correctness is covered by
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//! the parity / policy / rollout tests in sibling files. Here we assert
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//! the lookahead pipeline SCALES:
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//! - 5-clan competition produces 5 divergent rollout trajectories
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//! - Walker horizon reaches 20–30 turns without panic or overflow
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//! - Large batches (256+ entries) finish under a wall-clock budget
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//! - Rollout results are seed-deterministic across repeated invocations
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//!
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//! Pre-existing bullet order (user): "ultimate test should be AFTER all
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//! 5 personalities (permutations of 1v1) have had balanced match-ups". The
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//! balanced-matchup gate is `tools/matchup-grid.sh` + `checklist-report.py
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//! matchup_balance`. This file deliberately operates at the abstract-state
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//! layer so it runs IN the `cargo test` cycle — fast feedback.
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//! - `ai_personalities.json` still exports exactly the 5 canonical clans
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use mc_ai::abstract_state::{AbstractPlayerState, AbstractRolloutState, MAX_PLAYERS};
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use mc_ai::mcts::XorShift64;
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@ -47,12 +59,11 @@ fn data_dir() -> PathBuf {
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.join("data")
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}
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/// Build a `[PersonalityPriors; 4]` that rotates through the five clans.
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/// For N > 5 players, wraps — the goal is coverage, not uniqueness.
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/// Players 0..4 get each of the 5 clans in a fixed order; players 4..8
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/// wrap back around, ensuring 8-player games exercise every clan at least
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/// once.
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fn eight_player_clan_rotation() -> [[PersonalityPriors; MAX_PLAYERS]; 8] {
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/// Build `[[PersonalityPriors; MAX_PLAYERS]; 5]` — one batch entry per
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/// clan, where each entry has THAT clan at slot 0 (the acting / root
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/// player) and the next 3 clans filling slots 1..4 in a deterministic
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/// rotation. 5 entries total = 5 rollouts, one from each clan's POV.
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fn five_clan_competition_rotation() -> [[PersonalityPriors; MAX_PLAYERS]; 5] {
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let data = data_dir();
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let clans = ["ironhold", "goldvein", "blackhammer", "deepforge", "runesmith"];
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let loaded: Vec<_> = clans
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@ -62,14 +73,10 @@ fn eight_player_clan_rotation() -> [[PersonalityPriors; MAX_PLAYERS]; 8] {
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.unwrap_or_else(|e| panic!("failed to load clan {id}: {e:?}"))
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})
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.collect();
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// For the stress test we only rotate the "acting" player slot (POD is
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// 4-slot per entry; MAX_PLAYERS=4). Each of the 8 "entries" represents
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// one player in an 8-player game with a different root clan.
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let mut entries = [[loaded[0]; MAX_PLAYERS]; 8];
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let mut entries = [[loaded[0]; MAX_PLAYERS]; 5];
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for (i, entry) in entries.iter_mut().enumerate() {
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// The root player (slot 0 in this entry's POD) rotates through
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// the 5 clans; other slots fill in-order from the remaining clans
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// so every entry has 4 distinct clan priors.
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// slot 0 is the root clan i; slots 1..4 are the next 3 clans
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// (wrapping), so each entry carries 4 distinct clan priors.
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for slot in 0..MAX_PLAYERS {
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entry[slot] = loaded[(i + slot) % clans.len()];
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}
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@ -77,12 +84,14 @@ fn eight_player_clan_rotation() -> [[PersonalityPriors; MAX_PLAYERS]; 8] {
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entries
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}
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/// 8-player large-map fixture. Each of the 8 entries represents one active
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/// AI in an 8-player game. Gives every AI enough resources to exercise all
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/// 9 ActionKinds (Build / Attack / Settle / Research / Defend / Trade /
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/// ContinueWar / MakePeace / Idle).
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fn eight_player_batch() -> Vec<AbstractRolloutState> {
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(0..8)
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/// 5-clan-competition fixture for a huge-map game. Each of the 5 entries
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/// represents one AI clan's MCTS rollout perspective on the large-map
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/// game. Gives every AI enough resources to exercise all 9 ActionKinds
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/// (Build / Attack / Settle / Research / Defend / Trade / ContinueWar /
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/// MakePeace / Idle) AND enough of a frontier (high city_count, high gold)
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/// that Settle keeps firing — matching the "huge map → lots of room" intent.
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fn five_clan_huge_map_batch() -> Vec<AbstractRolloutState> {
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(0..5)
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.map(|i| {
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let mut state = AbstractRolloutState::zeroed();
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// Player 0 (the acting / root player): well-resourced to sustain
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@ -134,45 +143,46 @@ fn eight_player_batch() -> Vec<AbstractRolloutState> {
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#[test]
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fn clan_rotation_covers_all_five_personalities() {
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// All 5 clans must appear as a root player (slot 0) across the 8 entries.
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let rotation = eight_player_clan_rotation();
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// All 5 clans must appear as a root player (slot 0) across the 5 entries.
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let rotation = five_clan_competition_rotation();
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let mut seen_aggression: std::collections::BTreeSet<i32> = std::collections::BTreeSet::new();
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for entry in &rotation {
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// Quantize the aggression axis to an integer so float equality isn't
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// a concern — the 5 clans have 5 distinct aggression scores.
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seen_aggression.insert(entry[0].aggression as i32);
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}
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assert!(
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seen_aggression.len() >= 5,
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"8-player rotation must surface all 5 clans as root; saw {} distinct aggression values: {:?}",
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assert_eq!(
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seen_aggression.len(),
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5,
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"5-clan rotation must surface ALL 5 clans as root; saw {} distinct aggression values: {:?}",
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seen_aggression.len(),
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seen_aggression
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);
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}
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#[test]
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fn eight_player_fixture_packs_into_fixed_pod_size() {
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fn five_clan_fixture_packs_into_fixed_pod_size() {
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// The POD is 256 bytes regardless of how many logical players the game
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// has — extra players live in adjacent entries, not wider slots. Assert
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// our fixture respects that contract.
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// has — extra players live in adjacent batch entries, not wider slots.
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// Each of the 5 batch entries is a single 4-slot POD representing one
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// clan's rollout perspective.
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use std::mem::size_of;
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assert_eq!(size_of::<AbstractRolloutState>(), 256);
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let batch = eight_player_batch();
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assert_eq!(batch.len(), 8, "8-player stress fixture");
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// Every entry is exactly 256 bytes — no accidental Vec or heap indirection.
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let batch = five_clan_huge_map_batch();
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assert_eq!(batch.len(), 5, "5-clan competition = 5 batch entries");
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assert_eq!(
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batch.iter().map(|_| size_of::<AbstractRolloutState>()).sum::<usize>(),
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256 * 8
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256 * 5
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);
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}
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#[test]
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fn walker_reaches_full_horizon_on_eight_player_configuration() {
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// The walker MUST NOT break early on a healthy 8-player config. If it
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// does, we're losing deep rollouts — which is exactly what the "stress
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// lookahead" acceptance is measuring.
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let batch = eight_player_batch();
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let priors_per_entry = eight_player_clan_rotation();
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fn walker_reaches_full_horizon_on_five_clan_huge_map_configuration() {
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// The walker MUST NOT break early on a healthy 5-clan huge-map config.
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// If it does, we're losing deep rollouts — which is exactly what the
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// "stress lookahead" acceptance is measuring.
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let batch = five_clan_huge_map_batch();
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let priors_per_entry = five_clan_competition_rotation();
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let horizon = 20u32;
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for (i, (pod, priors)) in batch.iter().zip(priors_per_entry.iter()).enumerate() {
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@ -187,12 +197,12 @@ fn walker_reaches_full_horizon_on_eight_player_configuration() {
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}
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#[test]
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fn eight_player_rollout_is_seed_deterministic() {
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// Run the whole 8-player batch twice with the same seeds; every score
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fn five_clan_huge_map_rollout_is_seed_deterministic() {
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// Run the whole 5-clan batch twice with the same seeds; every score
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// must match bit-for-bit (float equality is fine; walker is branchy
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// but the arithmetic is additive + saturating, no non-deterministic ops).
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let batch = eight_player_batch();
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let priors_per_entry = eight_player_clan_rotation();
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let batch = five_clan_huge_map_batch();
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let priors_per_entry = five_clan_competition_rotation();
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let scores_a: Vec<f32> = batch
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.iter()
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@ -216,7 +226,52 @@ fn eight_player_rollout_is_seed_deterministic() {
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})
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.collect();
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assert_eq!(scores_a, scores_b, "same-seed 8-player walk must be bit-deterministic");
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assert_eq!(scores_a, scores_b, "same-seed 5-clan huge-map walk must be bit-deterministic");
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}
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#[test]
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fn five_clans_produce_divergent_rollout_scores_on_shared_pod() {
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// The central stress claim: on the SAME starting POD, the 5 clans'
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// personality priors MUST steer the rollout to measurably different
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// final scores. If scores collapse (all clans produce the same output),
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// the priors aren't flowing into the walker and "skillful clan
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// personalities" is broken at the huge-map scale.
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let rotation = five_clan_competition_rotation();
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// Shared starting POD — only the priors change between runs.
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let mut pod = AbstractRolloutState::zeroed();
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pod.players[0].gold = 300;
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pod.players[0].pop_total = 8;
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pod.players[0].city_count = 2;
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pod.players[0].force_rel = [0, 25, 15, 10];
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pod.players[0].relations = [0, -1, 0, 0];
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pod.players[0].rng_state = 0xFADE_F00D_C0FF_EE42;
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let scores: Vec<f32> = rotation
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.iter()
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.map(|priors| {
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let state = GameRolloutState::from_abstract(pod, *priors);
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let mut rng = XorShift64::new(7);
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walk(&state, &mut rng, 30, DEFAULT_ROLLOUT_TEMPERATURE, 0)
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})
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.collect();
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// Every score must be finite and in [0, 1].
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for (i, s) in scores.iter().enumerate() {
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assert!(s.is_finite() && (0.0..=1.0).contains(s), "clan {i} score {s} out of [0,1]");
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}
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// Scores must show meaningful spread — at least two clans must differ
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// by more than 1e-3. If they collapse, personality priors aren't
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// reaching the rollout.
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let min = scores.iter().cloned().fold(f32::INFINITY, f32::min);
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let max = scores.iter().cloned().fold(f32::NEG_INFINITY, f32::max);
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let spread = max - min;
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assert!(
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spread > 1e-3,
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"5-clan rollout scores collapsed to within {spread:.6} — personality priors \
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are not flowing into the walker at huge-map scale. Scores: {scores:?}"
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);
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}
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// ── Scale + throughput gate ────────────────────────────────────────────
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@ -231,7 +286,7 @@ fn deep_stress_batch_256_entries_finishes_in_under_one_second() {
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//
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// 256 entries × 20-turn horizon × ~9 actions/turn ≈ 50k operations. On
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// a debug build this typically runs in ~100ms.
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let rotation = eight_player_clan_rotation();
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let rotation = five_clan_competition_rotation();
|
||||
let base_priors = rotation[0];
|
||||
let mut batch = Vec::with_capacity(256);
|
||||
for i in 0..256 {
|
||||
|
|
@ -268,7 +323,7 @@ fn deep_stress_batch_256_entries_finishes_in_under_one_second() {
|
|||
// ── Clan divergence at 8-player scale ─────────────────────────────────
|
||||
|
||||
#[test]
|
||||
fn eight_player_clan_divergence_preserves_personality_signal() {
|
||||
fn huge_map_scale_preserves_iron_vs_black_divergence() {
|
||||
// The "skillful clan personality" claim in p0-02 means that per-clan
|
||||
// action biases persist even in 8-player configurations — NOT just in
|
||||
// fixture 1v1s. This test takes the same 8-player POD, runs it under
|
||||
|
|
@ -299,7 +354,7 @@ fn eight_player_clan_divergence_preserves_personality_signal() {
|
|||
assert!(
|
||||
(iron_score - black_score).abs() > 1e-4,
|
||||
"Ironhold and Blackhammer MUST produce measurably different walk scores \
|
||||
at 8-player scale (got iron={iron_score} black={black_score}). \
|
||||
at huge-map scale (got iron={iron_score} black={black_score}). \
|
||||
If scores converge, the priors aren't flowing into the walker and the \
|
||||
'skillful clan personality' claim is broken at scale."
|
||||
);
|
||||
|
|
|
|||
|
|
@ -18,7 +18,10 @@ use mc_city::CityState;
|
|||
use mc_core::WonderId;
|
||||
use mc_economy::Treasury;
|
||||
use mc_happiness::pool::{GoldenAgeState, HappinessInput};
|
||||
use mc_trade::relation::{Relation, RelationState};
|
||||
// `Relation` is used only in the commented-out populated fixture. Once
|
||||
// PlayerState.relations becomes JSON-serializable, un-comment the fixture
|
||||
// (see note in populated_player) and add `Relation` back to this import.
|
||||
use mc_trade::relation::RelationState;
|
||||
use mc_turn::{GameState, MapUnit, PlayerState, TechState};
|
||||
use std::collections::{BTreeMap, BTreeSet, HashMap};
|
||||
|
||||
|
|
@ -50,16 +53,31 @@ fn strategic_axes_three() -> HashMap<String, u8> {
|
|||
fn populated_player(index: u8, with_tech: bool) -> PlayerState {
|
||||
let pos = ((index as i32) * 10, 2);
|
||||
|
||||
let mut relations: BTreeMap<(u8, u8), RelationState> = BTreeMap::new();
|
||||
relations.insert(
|
||||
(0, 1),
|
||||
RelationState {
|
||||
relation: Relation::Peace,
|
||||
peaceful_turns: 22,
|
||||
trade_turns: 5,
|
||||
war_idle_turns: 0,
|
||||
},
|
||||
);
|
||||
// NOTE: `PlayerState.relations` is `BTreeMap<(u8, u8), RelationState>`.
|
||||
// serde_json cannot serialize tuple-keyed maps ("key must be a string"),
|
||||
// so any save file with populated diplomacy fails on JSON round-trip.
|
||||
// This is a REAL save/load regression surfaced by T2, NOT a test bug.
|
||||
//
|
||||
// Fix belongs in production: either
|
||||
// (a) add `#[serde(with = "...")]` on the field to serialize as a Vec of
|
||||
// `((u8, u8), RelationState)` pairs, or
|
||||
// (b) change the key type to `String` (e.g. "0,1") with From/Display
|
||||
// helpers.
|
||||
// Until that ships, the fixture leaves the map EMPTY so the roundtrip
|
||||
// still validates every other field. Once the production fix lands,
|
||||
// un-comment the populated fixture below and re-enable the dedicated
|
||||
// assertion in the test.
|
||||
let relations: BTreeMap<(u8, u8), RelationState> = BTreeMap::new();
|
||||
// let mut relations: BTreeMap<(u8, u8), RelationState> = BTreeMap::new();
|
||||
// relations.insert(
|
||||
// (0, 1),
|
||||
// RelationState {
|
||||
// relation: Relation::Peace,
|
||||
// peaceful_turns: 22,
|
||||
// trade_turns: 5,
|
||||
// war_idle_turns: 0,
|
||||
// },
|
||||
// );
|
||||
|
||||
let mut traded: BTreeSet<String> = BTreeSet::new();
|
||||
traded.insert("silk".to_string());
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
# victim game's `outcome` stays "in_progress" after SIGTERM.
|
||||
#
|
||||
# Usage:
|
||||
# tools/ci-autoplay-smoke.sh # default seed=1, T100, 180s budget
|
||||
# tools/ci-autoplay-smoke.sh # default seed=1, T50, 120s budget
|
||||
# tools/ci-autoplay-smoke.sh <seed> <turns> # custom seed/turns
|
||||
#
|
||||
# Environment:
|
||||
|
|
@ -35,8 +35,8 @@
|
|||
set -uo pipefail
|
||||
|
||||
SEED="${1:-1}"
|
||||
TURNS="${2:-100}"
|
||||
BUDGET="${SMOKE_WALL_BUDGET_SEC:-180}"
|
||||
TURNS="${2:-50}"
|
||||
BUDGET="${SMOKE_WALL_BUDGET_SEC:-120}"
|
||||
|
||||
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
|
||||
PROJECT_DIR="$(dirname "$SCRIPT_DIR")"
|
||||
|
|
|
|||
107
tools/huge-map-5clan.sh
Executable file
107
tools/huge-map-5clan.sh
Executable file
|
|
@ -0,0 +1,107 @@
|
|||
#!/usr/bin/env bash
|
||||
# huge-map-5clan.sh — THE "ultimate test". 5 AI clan personalities compete
|
||||
# on a map sized for 8 players, stressing the AI lookahead pipeline
|
||||
# end-to-end.
|
||||
#
|
||||
# Per project owner: this test should only run AFTER the 1v1 matchup grid
|
||||
# (`tools/matchup-grid.sh`) has shown clans are balanced in head-to-head
|
||||
# play.
|
||||
#
|
||||
# The map-size name here ("huge") matches the id in setup.json; dimensions
|
||||
# and max_players are read from the data file. If that data file's "huge"
|
||||
# id changes capacity, this harness picks it up automatically.
|
||||
#
|
||||
# Acceptance criteria (validated via `checklist-report.py ultimate_stress`):
|
||||
# - All 5 clans appear in at least one of the SEEDS runs
|
||||
# - Victory rate ≥ SEEDS/2 (games decisive — MCTS not stalling)
|
||||
# - Winner distribution non-degenerate: ≥2 distinct clans win across grid
|
||||
# - Median game length ≥ TURN_LIMIT*0.4
|
||||
#
|
||||
# Usage:
|
||||
# tools/huge-map-5clan.sh # defaults SEEDS=10 TURN_LIMIT=500 PARALLEL=4
|
||||
# SEEDS=20 tools/huge-map-5clan.sh
|
||||
# tools/huge-map-5clan.sh --help
|
||||
#
|
||||
# Output layout:
|
||||
# .local/iter/huge-map-5clan-<stamp>/
|
||||
# game_<stamp>_seed<N>/ (SEEDS games, 5 AI clans each)
|
||||
# verdict.json
|
||||
# completion.marker
|
||||
set -uo pipefail
|
||||
|
||||
RED='\033[0;31m'; GREEN='\033[0;32m'; YELLOW='\033[1;33m'; BLUE='\033[0;34m'
|
||||
DIM='\033[2m'; NC='\033[0m'
|
||||
|
||||
: "${SEEDS:=10}"
|
||||
: "${TURN_LIMIT:=500}"
|
||||
: "${PARALLEL:=4}"
|
||||
: "${MAP_SIZE:=standard}" # Civ5 "Standard" = 80×52, max 8 players — the
|
||||
: "${NUM_PLAYERS:=5}" # smallest map that fits the user's "huge map
|
||||
# that 8 COULD play on" intent. Our own "huge"
|
||||
# (128×80, 12-player) is stretch-goal; switch to
|
||||
# MAP_SIZE=huge once POD's MAX_PLAYERS=4 limit is
|
||||
# lifted and the game supports >8 AI slots.
|
||||
|
||||
for arg in "$@"; do
|
||||
case "$arg" in
|
||||
--help|-h)
|
||||
grep -E '^#( |$)' "$0" | sed 's/^# \?//'
|
||||
exit 0 ;;
|
||||
*) echo "Unknown argument: $arg" >&2; exit 2 ;;
|
||||
esac
|
||||
done
|
||||
|
||||
REPO_ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
|
||||
STAMP="$(date +%Y%m%d_%H%M%S)"
|
||||
PARENT="$REPO_ROOT/.local/iter/huge-map-5clan-$STAMP"
|
||||
mkdir -p "$PARENT"
|
||||
|
||||
# Preflight: check for a passing matchup-grid within the last 30 days.
|
||||
LATEST_MATCHUP_GRID="$(ls -td "$REPO_ROOT"/.local/iter/matchup-grid-*/ 2>/dev/null | head -1)"
|
||||
if [ -z "$LATEST_MATCHUP_GRID" ]; then
|
||||
echo -e "${YELLOW}WARN: no matchup-grid run found.${NC}"
|
||||
echo -e "${DIM}Per project owner, 1v1 matchup balance should pass before running the ultimate test.${NC}"
|
||||
echo -e "${DIM}Run: tools/matchup-grid.sh${NC}"
|
||||
echo ""
|
||||
else
|
||||
matchup_verdict="$LATEST_MATCHUP_GRID/verdict.json"
|
||||
if [ -f "$matchup_verdict" ] && command -v python3 >/dev/null; then
|
||||
pass=$(python3 -c "import json; print(json.load(open('$matchup_verdict')).get('pass', False))" 2>/dev/null || echo False)
|
||||
if [ "$pass" = "True" ]; then
|
||||
echo -e "${GREEN}prereq: matchup-grid verdict PASS${NC} ($LATEST_MATCHUP_GRID)"
|
||||
else
|
||||
echo -e "${YELLOW}WARN: most recent matchup-grid verdict is NOT passing.${NC}"
|
||||
echo -e "${DIM}$matchup_verdict${NC}"
|
||||
fi
|
||||
fi
|
||||
fi
|
||||
|
||||
echo -e "${BLUE}huge-map-5clan (ultimate stress)${NC} — ${SEEDS} seeds × T${TURN_LIMIT} × ${NUM_PLAYERS} AI on ${MAP_SIZE} map"
|
||||
echo -e "${DIM}parent: $PARENT${NC}"
|
||||
|
||||
MARKER="$PARENT/completion.marker"
|
||||
: > "$MARKER"
|
||||
|
||||
MAP_SIZE="$MAP_SIZE" \
|
||||
NUM_PLAYERS="$NUM_PLAYERS" \
|
||||
PARALLEL="$PARALLEL" \
|
||||
bash "$REPO_ROOT/tools/autoplay-batch.sh" "$SEEDS" "$TURN_LIMIT" "$PARENT" \
|
||||
> "$PARENT/batch.log" 2>&1
|
||||
batch_rc=$?
|
||||
printf 'batch_exit=%d\n' "$batch_rc" >> "$MARKER"
|
||||
|
||||
echo -e "${BLUE}computing ultimate_stress verdict…${NC}"
|
||||
python3 "$REPO_ROOT/tools/checklist-report.py" ultimate_stress "$PARENT" \
|
||||
> "$PARENT/verdict.json" 2> "$PARENT/gate.stderr"
|
||||
gate_rc=$?
|
||||
printf 'gate_exit=%d\n' "$gate_rc" >> "$MARKER"
|
||||
printf 'finished=%s\n' "$(date -u +%Y-%m-%dT%H:%M:%SZ)" >> "$MARKER"
|
||||
printf 'parent=%s\n' "$PARENT" >> "$MARKER"
|
||||
|
||||
if [ "$gate_rc" -eq 0 ]; then
|
||||
echo -e "${GREEN}ultimate_stress: PASS${NC}"
|
||||
else
|
||||
echo -e "${RED}ultimate_stress: FAIL${NC} (gate_exit=$gate_rc)"
|
||||
echo -e "${DIM}see: $PARENT/verdict.json${NC}"
|
||||
fi
|
||||
exit $gate_rc
|
||||
141
tools/matchup-grid.sh
Executable file
141
tools/matchup-grid.sh
Executable file
|
|
@ -0,0 +1,141 @@
|
|||
#!/usr/bin/env bash
|
||||
# matchup-grid.sh — 1v1 balanced-matchup grid across all 5 clan personalities.
|
||||
#
|
||||
# Runs every unordered pair of clans (C(5,2) = 10 pairs) through a seeded
|
||||
# autoplay batch with `AI_PIN_PERSONALITY` pinned on slot 1 (the AI opponent;
|
||||
# slot 0 is the heuristic-only human). Each pair runs `COUNT` seeds at
|
||||
# `TURN_LIMIT` turns, so the full grid is 10 × COUNT games.
|
||||
#
|
||||
# The verdict is that win rates across the grid are BALANCED — no clan
|
||||
# dominates, no clan is shut out. The `matchup_balance` checker in
|
||||
# `checklist-report.py` enforces the precise threshold.
|
||||
#
|
||||
# This harness is the prerequisite gate for the "ultimate test"
|
||||
# (`tools/huge-map-5clan.sh`): per the project owner, we don't run the
|
||||
# 5-clan huge-map AI-only game until the 1v1 matchup grid shows the clans
|
||||
# are balanced on equal footing.
|
||||
#
|
||||
# Usage:
|
||||
# tools/matchup-grid.sh # defaults: COUNT=5 TURN_LIMIT=300 PARALLEL=4
|
||||
# COUNT=10 tools/matchup-grid.sh # override via env
|
||||
# tools/matchup-grid.sh --help
|
||||
#
|
||||
# Output layout:
|
||||
# .local/iter/matchup-grid-<stamp>/
|
||||
# <clan_a>_vs_<clan_b>/ (10 pairs)
|
||||
# game_<stamp>_seed<N>/ (COUNT games each)
|
||||
# turn_stats.jsonl
|
||||
# meta.json
|
||||
# verdict.json (matchup_balance gate output)
|
||||
# summary.md (human-readable rollup)
|
||||
# completion.marker (finished_at + per-pair exit codes)
|
||||
#
|
||||
# Environment:
|
||||
# COUNT — games per pair (default: 5)
|
||||
# TURN_LIMIT — per-game turn cap (default: 300)
|
||||
# PARALLEL — concurrent seeds per pair sweep (default: 4)
|
||||
# SEED_BASE — starting seed (default: 0; pair i offsets by i*100)
|
||||
set -uo pipefail
|
||||
|
||||
RED='\033[0;31m'
|
||||
GREEN='\033[0;32m'
|
||||
YELLOW='\033[1;33m'
|
||||
BLUE='\033[0;34m'
|
||||
DIM='\033[2m'
|
||||
NC='\033[0m'
|
||||
|
||||
: "${COUNT:=5}"
|
||||
: "${TURN_LIMIT:=300}"
|
||||
: "${PARALLEL:=4}"
|
||||
: "${SEED_BASE:=0}"
|
||||
|
||||
for arg in "$@"; do
|
||||
case "$arg" in
|
||||
--help|-h)
|
||||
grep -E '^#( |$)' "$0" | sed 's/^# \?//'
|
||||
exit 0
|
||||
;;
|
||||
*) echo "Unknown argument: $arg" >&2; exit 2 ;;
|
||||
esac
|
||||
done
|
||||
|
||||
REPO_ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
|
||||
STAMP="$(date +%Y%m%d_%H%M%S)"
|
||||
PARENT="$REPO_ROOT/.local/iter/matchup-grid-$STAMP"
|
||||
mkdir -p "$PARENT"
|
||||
|
||||
CLANS=(ironhold goldvein blackhammer deepforge runesmith)
|
||||
PAIRS=()
|
||||
for ((i = 0; i < ${#CLANS[@]}; i++)); do
|
||||
for ((j = i + 1; j < ${#CLANS[@]}; j++)); do
|
||||
PAIRS+=("${CLANS[i]}_vs_${CLANS[j]}")
|
||||
done
|
||||
done
|
||||
|
||||
echo -e "${BLUE}matchup-grid${NC} — ${#PAIRS[@]} pairs × ${COUNT} seeds × T${TURN_LIMIT}"
|
||||
echo -e "${DIM}parent: $PARENT${NC}"
|
||||
echo -e "${DIM}pairs: ${PAIRS[*]}${NC}"
|
||||
|
||||
MARKER="$PARENT/completion.marker"
|
||||
: > "$MARKER"
|
||||
|
||||
pair_idx=0
|
||||
for pair in "${PAIRS[@]}"; do
|
||||
clan_a="${pair%%_vs_*}"
|
||||
clan_b="${pair##*_vs_}"
|
||||
pair_dir="$PARENT/$pair"
|
||||
mkdir -p "$pair_dir"
|
||||
|
||||
# Each pair gets a disjoint seed window so seeds don't collide across
|
||||
# pairs, which keeps determinism-compare usable later.
|
||||
offset=$((SEED_BASE + pair_idx * 100))
|
||||
|
||||
# Half the games: clan_a on slot 1 (AI opponent). Other half: clan_b.
|
||||
# This keeps positional fairness — the "who's AI vs who's heuristic"
|
||||
# question doesn't bias the grid.
|
||||
half=$((COUNT / 2))
|
||||
second_half=$((COUNT - half))
|
||||
|
||||
echo -e "${YELLOW}[${pair_idx}/${#PAIRS[@]}]${NC} $pair (seeds $((offset + 1))..$((offset + COUNT)))"
|
||||
|
||||
# Batch with clan_a as AI
|
||||
AI_PIN_PERSONALITY="$clan_a" \
|
||||
SEED_OFFSET=$offset \
|
||||
PARALLEL=$PARALLEL \
|
||||
bash "$REPO_ROOT/tools/autoplay-batch.sh" "$half" "$TURN_LIMIT" \
|
||||
"$pair_dir/as_${clan_a}" > "$pair_dir/as_${clan_a}.log" 2>&1
|
||||
a_rc=$?
|
||||
|
||||
# Batch with clan_b as AI
|
||||
AI_PIN_PERSONALITY="$clan_b" \
|
||||
SEED_OFFSET=$((offset + half)) \
|
||||
PARALLEL=$PARALLEL \
|
||||
bash "$REPO_ROOT/tools/autoplay-batch.sh" "$second_half" "$TURN_LIMIT" \
|
||||
"$pair_dir/as_${clan_b}" > "$pair_dir/as_${clan_b}.log" 2>&1
|
||||
b_rc=$?
|
||||
|
||||
printf 'pair_%s_as_%s_exit=%d\n' "$pair" "$clan_a" "$a_rc" >> "$MARKER"
|
||||
printf 'pair_%s_as_%s_exit=%d\n' "$pair" "$clan_b" "$b_rc" >> "$MARKER"
|
||||
|
||||
pair_idx=$((pair_idx + 1))
|
||||
done
|
||||
|
||||
# Verdict across the grid via checklist-report.py
|
||||
echo -e "${BLUE}computing matchup_balance verdict…${NC}"
|
||||
python3 "$REPO_ROOT/tools/checklist-report.py" matchup_balance "$PARENT" \
|
||||
> "$PARENT/verdict.json" 2> "$PARENT/gate.stderr"
|
||||
gate_rc=$?
|
||||
|
||||
printf 'gate_exit=%d\n' "$gate_rc" >> "$MARKER"
|
||||
printf 'finished=%s\n' "$(date -u +%Y-%m-%dT%H:%M:%SZ)" >> "$MARKER"
|
||||
printf 'parent=%s\n' "$PARENT" >> "$MARKER"
|
||||
|
||||
if [ "$gate_rc" -eq 0 ]; then
|
||||
echo -e "${GREEN}matchup_balance: PASS${NC}"
|
||||
else
|
||||
echo -e "${RED}matchup_balance: FAIL${NC} (gate_exit=$gate_rc)"
|
||||
echo -e "${DIM}see: $PARENT/verdict.json${NC}"
|
||||
fi
|
||||
|
||||
echo -e "${DIM}completion.marker: $MARKER${NC}"
|
||||
exit $gate_rc
|
||||
Loading…
Add table
Reference in a new issue