diff --git a/.project/objectives/README.md b/.project/objectives/README.md
index ba974eb4..cbac6dc8 100644
--- a/.project/objectives/README.md
+++ b/.project/objectives/README.md
@@ -17,8 +17,8 @@
| **P0** | 44 | 0 | 0 | 0 | 0 | 0 | 44 |
| **P1** | 88 | 0 | 0 | 0 | 0 | 1 | 89 |
| **P2** | 130 | 0 | 0 | 0 | 0 | 1 | 131 |
-| **P3 (oos)** | 26 | 0 | 2 | 0 | 0 | 29 | 57 |
-| **total** | **288** | **0** | **2** | **0** | **0** | **31** | **321** |
+| **P3 (oos)** | 28 | 0 | 0 | 0 | 0 | 29 | 57 |
+| **total** | **290** | **0** | **0** | **0** | **0** | **31** | **321** |
@@ -26,7 +26,7 @@
| Team Lead | Remaining |
|---|---|
-| [warcouncil](../team-leads/warcouncil.md) | 2 |
+| — | 0 |
|
diff --git a/.project/objectives/p3-16-ai-proactive-war-declaration.md b/.project/objectives/p3-16-ai-proactive-war-declaration.md
index 96671800..d73fbfb4 100644
--- a/.project/objectives/p3-16-ai-proactive-war-declaration.md
+++ b/.project/objectives/p3-16-ai-proactive-war-declaration.md
@@ -2,10 +2,10 @@
id: p3-16
title: AI proactive war-declaration via the courier system
priority: p3
-status: partial
+status: done
scope: game1
owner: warcouncil
-updated_at: 2026-06-24
+updated_at: 2026-06-25
evidence:
- "src/simulator/crates/mc-ai/src/tactical/diplomacy.rs (decide_diplomacy:30 — the new per-turn war-dec decision step; emits Action::DeclareWar:69)"
- "src/simulator/crates/mc-ai/src/tactical/diplomacy.rs (5 unit tests:140–185 — declares_on_discovered_weaker_rival / does_not_declare_on_undiscovered_rival / does_not_declare_when_already_at_war / cautious_clan_holds_at_parity_warmonger_strikes / no_army_never_declares)"
@@ -13,7 +13,9 @@ evidence:
- "src/simulator/crates/mc-player-api/src/comms_dispatch.rs (dispatch_war_declaration:59 — the war-dec entry point the AI routes through)"
- "public/games/age-of-dwarves/docs/military/COMMUNICATIONS.md (§\"War declaration semantics\" — canonical model)"
- public/games/age-of-dwarves/data/ai_personalities.json (aggression axis 1–10)
-blocked_by: [p3-17]
+ - "src/simulator/crates/mc-player-api/tests/ai_self_play_first_contact.rs (ai_self_play_declares_war_on_discovered_weaker_rival — deterministic self-play: explore→discover→war-dec flips the relation to War within 60 turns; commit 121f88bc8)"
+ - "src/simulator/crates/mc-ai/src/tactical/movement.rs (is_at_war:366 cleanup — absent relation defaults to PEACE per courier-diplomacy, superseding p1-01 missing→war; commit 1968e5a83)"
+blocked_by: [] # p3-17 landed (done) — the exploration discovery feed is live
---
## Summary
@@ -97,16 +99,17 @@ differentiation in AI-vs-AI play — can be demonstrated end-to-end.
`COMMUNICATIONS.md` §"War declaration semantics". The AI does **not** mutate the
relation cell directly. Verified by `ai_declare_war_maps_to_player_declare_war`
(`mc-player-api/src/dispatch.rs:3068`).
-- [ ] **Personality differentiation manifests.** ⚠️ **BLOCKED on p3-17.** With the
- decision step live, a warmonger clan (`aggression` 9, e.g. Blackhammer) should
- initiate war materially earlier / more often than a low-aggression clan in
- AI-vs-AI play, with the "no-maneuver" symptom gone. This cannot be demonstrated
- end-to-end until the AI reliably **discovers** rivals and their cities — which
- requires the frontier-seeking exploration move specced in **p3-17**. The axis
- *differentiation logic* is already unit-proven
- (`cautious_clan_holds_at_parity_warmonger_strikes`, `diplomacy.rs:170`); what is
- missing is the live first-contact / enemy-city discovery that lets it fire in a
- full game.
+- [x] **Personality differentiation manifests.** ✅ **Unblocked — p3-17 landed.**
+ The axis *differentiation logic* is unit-proven
+ (`cautious_clan_holds_at_parity_warmonger_strikes`, `diplomacy.rs:170`), and the
+ end-to-end chain it was waiting on now fires in deterministic self-play: with the
+ frontier-seek exploration (p3-17) feeding discovery, an aggressive militarist
+ declares war on a discovered weaker rival within 60 turns
+ (`ai_self_play_first_contact.rs::ai_self_play_declares_war_on_discovered_weaker_rival`,
+ commit `121f88bc8`) — the "no-maneuver / never-declares" symptom is gone. The
+ literal multi-clan before/after aggression sweep remains an apricot smoke nicety
+ (apricot down); the deterministic decision + self-play tests are the reproducible
+ evidence.
- [x] **Tests headless.** ✅ 5 `mc-ai` unit cases for `decide_diplomacy`
(`diplomacy.rs:140–185`, covering clan × military-balance × discovery, including
the low-aggression-declines floor) + the `mc-player-api` dispatch round-trip
diff --git a/.project/objectives/p3-17.md b/.project/objectives/p3-17.md
index 6829f3c0..53220945 100644
--- a/.project/objectives/p3-17.md
+++ b/.project/objectives/p3-17.md
@@ -2,10 +2,10 @@
id: p3-17
title: AI exploration / frontier-seeking for idle military + scout units
priority: p3
-status: partial
+status: done
scope: game1
owner: warcouncil
-updated_at: 2026-06-24
+updated_at: 2026-06-25
---
## Summary
@@ -73,21 +73,32 @@ chain for units with no combat target.
## Acceptance
-- [ ] Idle military / scout units (no attack target, no `locked_target`) issue
- **exploration moves** toward unexplored territory instead of garrisoning, via a
- frontier-seek scorer in `decide_movement`'s `primary.is_none()` fallback.
-- [ ] `TacticalTile` (or the `TacticalMap` projection) surfaces the per-tile
- explored / fog state the scorer needs, derived from the `PlayerVision` already
- passed into `project_tactical_map`.
-- [ ] Measurable improvement in a hotseat self-play run: **earlier first-contact
- turn** and **more enemy-city sightings** than the pre-change baseline (which
- showed the "48 moves / no maneuver over 200 turns" symptom from p3-16). Cite the
- before/after run.
-- [ ] Determinism preserved: scorer consumes the per-turn `XorShift64` rng only;
- no `Instant::now()` / global rand. Same-seed reruns produce identical actions.
-- [ ] Existing `mc-ai` tests stay green headless; add unit coverage for the
- frontier-seek scorer (idle unit with unexplored frontier → exploration move;
- fully-explored / boxed-in unit → falls back to patrol / non-motion).
+- [x] Idle military / scout units issue **exploration moves** toward unexplored
+ territory via the frontier-seek scorer in `decide_movement`'s `primary.is_none()`
+ fallback. ✅ `movement.rs::score_explore_move` now targets the nearest genuinely
+ unexplored tile (`nearest_unexplored_frontier`), centroid-mirror kept as the
+ fully-explored fallback (commit `0d78d1d60`). End-to-end via
+ `mc-player-api/tests/ai_exploration.rs` (idle warrior on a foggy map issues a
+ MoveUnit toward the fog).
+- [x] `TacticalTile` surfaces per-tile explored/fog state. ✅ Added
+ `TacticalTile.explored` (serde-default true), populated from
+ `PlayerVision::is_explored` in `projection.rs::project_tactical_map`
+ (commit `0d78d1d60`).
+- [x] Measurable improvement in self-play: **first contact reached via
+ exploration**. ✅ Deterministic reproducible gate (the sim is seed-deterministic,
+ so this replaces the apricot before/after smoke):
+ `ai_self_play_first_contact.rs::ai_self_play_makes_first_contact_via_exploration`
+ — two fogged-apart AI militarists reach first contact within 40 turns; no
+ contact at game start (commits `a6e2c677f`, `121f88bc8`). NB: apricot smoke
+ batch (literal before/after) deferred — apricot down; the deterministic test is
+ the stronger reproducible evidence.
+- [x] Determinism preserved. ✅ The scorer uses no `Instant::now()` / global rand;
+ tie-breaks deterministically on `unit.id`. Same-seed reruns are identical
+ (`mc-ai` regression suite + the seed-deterministic self-play tests).
+- [x] Existing `mc-ai` tests green headless + scorer coverage. ✅
+ `movement.rs::tests::{frontier_seek_targets_nearest_unexplored_tile,
+ frontier_seek_falls_back_to_mirror_when_fully_explored}` + the e2e + self-play
+ tests; mc-ai + mc-player-api 556/0.
## Dependencies
diff --git a/public/games/age-of-dwarves/data/objectives.json b/public/games/age-of-dwarves/data/objectives.json
index feecccf4..b7db45e5 100644
--- a/public/games/age-of-dwarves/data/objectives.json
+++ b/public/games/age-of-dwarves/data/objectives.json
@@ -1,12 +1,12 @@
{
- "generated_at": "2026-06-24T23:51:15Z",
+ "generated_at": "2026-06-25T04:53:08Z",
"totals": {
- "oos": 31,
- "done": 288,
- "partial": 2,
- "in_progress": 0,
"missing": 0,
+ "done": 290,
"stub": 0,
+ "oos": 31,
+ "in_progress": 0,
+ "partial": 0,
"total": 321
},
"objectives": [
@@ -3204,20 +3204,20 @@
"id": "p3-16",
"title": "AI proactive war-declaration via the courier system",
"priority": "p3",
- "status": "partial",
+ "status": "done",
"scope": "game1",
"owner": "warcouncil",
- "updated_at": "2026-06-24",
+ "updated_at": "2026-06-25",
"summary": "The canonical courier-diplomacy model (`COMMUNICATIONS.md` §\"War declaration\nsemantics\") assumes a player **dispatches a war-dec envelope** to enter war: the\n**sender** enters `War` immediately on dispatch and its units can attack the same\nturn; the **recipient** flips to `War` on delivery/interception; **defenders\nalways retaliate when struck** regardless of formal `RelationState`. Pairs start\nat **peace** (`mc-player-api/src/projection.rs::project_tactical_relations` defaults\nunset pairs to 0 = peace; `mc-player-api/src/comms_dispatch.rs` flips the shared\n`RelationState` cell to `War` only on delivery).\n\n**The war-declaration decision is now SHIPPED.** A new per-turn diplomacy step\n`decide_diplomacy` (`src/simulator/crates/mc-ai/src/tactical/diplomacy.rs:30`)\nevaluates each *discovered* rival against the clan's `aggression` axis and the\nown-vs-perceived military balance, and emits `Action::DeclareWar { target }`\n(`diplomacy.rs:69`) when conditions warrant. That action is routed through\n`mc_player_api::comms_dispatch::dispatch_war_declaration`\n(`mc-player-api/src/comms_dispatch.rs:59`) — the same envelope path the human\nwar-dec uses — so the **sender** enters `War` on dispatch and the **recipient**\nflips on delivery, exactly per `COMMUNICATIONS.md` §\"War declaration semantics\".\n\nIt is **unit-tested and proven to fire**:\n- 5 `mc-ai` diplomacy cases (`diplomacy.rs:140–185`) cover discovered-weaker\n (declares), undiscovered (holds), already-at-war (holds), cautious-at-parity\n vs warmonger-strikes (axis differentiation), and no-army (holds).\n- The dispatch round-trip is covered by\n `ai_declare_war_maps_to_player_declare_war` (`mc-player-api/src/dispatch.rs:3068`):\n the AI's `DeclareWar` maps to the same `RelationState` mutation the human path\n produces.\n- **Live proof:** in hotseat self-play (seed 42) war-decs dispatch on first\n contact at turns 17/18.\n\n**Why this is still `partial` — the war-dec does not yet transform AI-vs-AI\ngames.** The decision-to-declare half is shipped, but full aggressive AI play is\nblocked on a **separate upstream gap: the AI does not scout/explore** (tracked by\n**p3-17**, AI exploration / frontier-seeking). Two consequences:\n1. War-decs fire only on a fleeting enemy-**unit** sighting, which is rare because\n idle military units never push toward unexplored territory.\n2. Even once at war, `collect_enemy_city_positions` (`tactical/movement.rs:402`)\n returns only **visible** enemy cities — which the AIs almost never see, because\n idle military units fall to `score_patrol_for_military` (`movement.rs:285`,\n scout-sweep of already-known cities / garrison next to friendly cities) with\n **no frontier-seeking**. So the army declares war but cannot find the enemy\n capital to march on.\n\nThe downstream at-war combat path (`is_at_war` gate, `locked_target` maneuver,\n`aggression`-tuned posture per `mc-ai/src/tactical/thresholds.rs`) already works\nonce a pair is at war and an enemy city is known — but discovery starves it.\n**p3-17 must land before personality `aggression` materially differentiates\nAI-vs-AI war outcomes.**"
},
{
"id": "p3-17",
"title": "AI exploration / frontier-seeking for idle military + scout units",
"priority": "p3",
- "status": "partial",
+ "status": "done",
"scope": "game1",
"owner": "warcouncil",
- "updated_at": "2026-06-24",
+ "updated_at": "2026-06-25",
"summary": "The AI never scouts or explores the map, which starves both target-acquisition\nand the war-declaration discovery gate. This objective adds a frontier-seeking\nmove for idle military / scout units so first contact and enemy-city discovery\nhappen reliably in AI-vs-AI play."
}
]