Declarative simulation-test scenarios for horizontal proving on the DO fleet. Two kinds: combat_setpiece (hand-authored tactical board, known outcome) and fullgame (seeded full-game, invariant/liveness/determinism/balance assertions). - 10 combat set-pieces (data/sim-scenarios/combat/): rush/walls/pyrrhic, ranged kite, fortified hill, castle vs double-rush, siege catapult, last-stand, flanking, formation-vs-loose. - 10 fullgame (data/sim-scenarios/fullgame/): smoke, determinism, expansion, time-to-tier, economy invariant, no-soft-lock, trade, culture borders, clan fairness band, broad 150t systems run. - sim-scenarios.schema.json validates both kinds; assertion vocab enumerated, each mapped to a real engine signal (cities_captured, pvp_kills, surviving units, gold/pop, traded_luxuries, tech tier). - All clan personalities are the REAL 8 (balanced/boom/expansionist/merchant/ militarist/rusher/tech_rusher/turtle); the prior draft's ironhold/goldvein were fabricated. - SIM_SCENARIOS.md: S3->fleet pipeline, full catalog, schema, calibration rule (assertion values calibrated against real runs, never invented). Router wired. Removed the two old fake-schema drafts (smoke_duel_30t, game1_headless_systems_150t) whose assertions rode on fabricated metrics. Runner + calibration follow. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
14 lines
648 B
JSON
14 lines
648 B
JSON
{
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"id": "no_soft_lock",
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"kind": "fullgame",
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"version": 1,
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"description": "Liveness sweep: every game either reaches a victory or the turn limit, and the turn counter advances on every step (no stalled state machine). Catches deadlocks where the loop spins without progressing.",
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"map": { "size": 28, "evolution_ticks": 10000, "seed_base": 6000 },
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"players": [ { "personality": "rusher" }, { "personality": "turtle" } ],
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"rules": { "max_turns": 100, "victory_city_count": 255 },
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"seeds": [6000, 6001, 6002, 6003, 6004, 6005, 6006, 6007, 6008, 6009],
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"expect": [
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{ "type": "terminates" },
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{ "type": "turn_monotonic" }
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]
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}
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