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OpenRA-Bench — Scenario Catalog

21 active scenarios · the title, why it exists, and the exact objective the model is given per runnable config.
action (6) adversarial (1) perception (3) reasoning (11)

action

Multi-Squad Coordination — Drive Several Groups to Different Objectives at Onceaction
action-multiunit-coordination · rush-hour-arena
Why: Multi-region task allocation under a shared deadline is not a planning problem here — the split is obvious. It tests whether the controller can actually drive several effector groups in parallel instead of completing one objective then the next, which serialized control fails to do in time.

Robotics analogue: Coordinated multi-robot fleet dispatch: a logistics swarm must place distinct sub-teams at separate depots within one delivery window; one-at-a-time control blows the schedule.
easy (level easy · fog vision)
Two regions, 6 units. Put >=2 units in EACH region (NE ~110,6 and SE ~110,33) before tick 2400. One direct parallel dispatch makes it (~17-20 turns); touring both with one column does not. Lose if the deadline passes or the force is wiped.
WIN WHEN: get ≥2 units into region (110,6) r=8 AND get ≥2 units into region (110,33) r=8 AND before game tick 2400.
YOU LOSE IF: (your whole force is destroyed OR not before game tick 2401).
You have at most 30 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Three DISPERSED regions, 8 units, attrition cap. Put >=2 units in EACH of: NE corner (115,6), bottom-left (20,36), SE corner (115,34) before tick 2800, losing <=2. The regions are in three different directions — a single eastward column cannot reach the bottom-left one — so this needs genuine multi-vector dispatch, not one fanned-out march. Enemy infantry contest the two eastern lanes; the bottom-left route is clear.
WIN WHEN: get ≥2 units into region (115,6) r=7 AND get ≥2 units into region (20,36) r=7 AND get ≥2 units into region (115,34) r=7 AND before game tick 2800 AND lose ≤2 of your own units.
YOU LOSE IF: (your whole force is destroyed OR not before game tick 2801).
You have at most 36 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Three dispersed regions, 8 units, attrition cap — but you are NOT given coordinates. Put >=2 units into EACH of: the NORTH-EAST corner, the SOUTH-WEST (bottom-left) corner, and the SOUTH-EAST corner before tick 2800, losing <=2. Each region holds one enemy building (visible on the minimap once scouted) — use the map to localize the targets. The three lie in three different directions; a single eastward column cannot reach the south-west one, so this needs genuine multi-vector dispatch. Enemy infantry contest the two eastern lanes; the south-west route is clear.
WIN WHEN: get ≥2 units into the NORTH-EAST corner of the map AND get ≥2 units into the SOUTH-WEST (bottom-left) corner of the map AND get ≥2 units into the SOUTH-EAST corner of the map AND before game tick 2800 AND lose ≤2 of your own units.
YOU LOSE IF: (your whole force is destroyed OR not before game tick 2801).
You have at most 36 decision turns; acting decisively and early matters.
Non-Stop Route Execution — Run an Ordered Path Without Stallingaction
action-sequenced-execution · rush-hour-arena
Why: The route is already planned; the open problem is faithful, non-stalling execution of an ordered objective sequence — issuing the next move the instant a leg completes rather than idling, re-deliberating, or skipping a waypoint, which is what makes long autonomous missions fail.

Robotics analogue: Manipulator / mobile-base task sequencing: a robot must hit a fixed ordered set of stations (pick, transit, place) within a cycle-time budget; pausing or reordering between steps misses the takt time.
easy (level easy · fog vision)
Two-leg route: go to waypoint W1 (SW-mid), then the final objective (far SE). The after_ticks gate means the agent must already be moving; arriving at the end only counts once W1's leg time has elapsed, and the overall deadline punishes any stall.
WIN WHEN: get a unit into region (118,33) r=8 AND not before game tick 1200 AND before game tick 6000.
You have at most 30 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Three-leg route W1 -> W2 -> final with a contested first leg and an attrition cap. A model that stalls to re-plan between legs cannot clear all three before the tighter deadline.
WIN WHEN: get a unit into region (120,34) r=7 AND not before game tick 2200 AND before game tick 5000 AND lose ≤1 of your own units.
You have at most 36 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Four-leg serpentine route across the full arena with defended waypoints, a strict attrition cap and a tight budget. Every leg must be executed back-to-back; any idling, re-deliberation, or skipped leg overruns the clock or loses too many units.
WIN WHEN: get a unit into region (122,6) r=7 AND not before game tick 3400 AND before game tick 4400 AND lose ≤1 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 46 decision turns; acting decisively and early matters.
Search & Destroy \u2014 Find and Eliminate Scattered Enemy Squadsaction
rush-hour · rush-hour-arena
Why: A large arena hides several separate enemy groups in fog. The task is to SEARCH the map, locate each group, and destroy enough of them before the clock runs out \u2014 the skill is coordinated coverage of unknown space (spread out, scout, converge), not single-unit micro. This is the find-the-enemy counterpart to the close-range 1v1 duel.

Robotics analogue: Multi-robot search-and-destroy: sweep and clear a bounded area with several dispersed targets within a time budget.
easy (level easy · fog vision)
Rush Hour Sweep — easy difficulty (ported).
WIN WHEN: destroy ≥3 enemy units AND before game tick 16000.
You have at most 40 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Rush Hour Sweep — medium difficulty (ported).
WIN WHEN: destroy ≥6 enemy units AND before game tick 13000.
You have at most 40 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Rush Hour Sweep \u2014 hard. The agent force already round-robins between two base spawn_point groups by seed (start corner varies, anti-memorisation); hard adds a tight clock, an attrition cap, and a real loss on force destruction.
WIN WHEN: destroy ≥9 enemy units AND before game tick 10000 AND lose ≤3 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 40 decision turns; acting decisively and early matters.
Two-Pronged Attack — Coordinate Two Squads to Destroy the Enemy Economyaction
strategy-twobody · singles-twobody
Why: Two separated squads must be driven in parallel and converged through a weak gap to reach the objective: simultaneous multi-group control, not serial play.
Robotics analogue: Coordinated multi-robot rendezvous: independently steer two teams to a common staging point.
easy (level easy · fog vision)
Two-Body Coordination \u2014 drive the two separated squads in parallel, converge through the weak gap, and destroy the enemy's key economic buildings (construction yard + refinery). Serial play or a brute-force push through the strong center loses.
WIN WHEN: destroy the enemy fact+proc AND before game tick 16000.
YOU LOSE IF: your whole force is destroyed.
You have at most 100 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Same objective (fact+proc), tighter clock + attrition cap \u2014 only coordinated parallel control reaches base cheaply enough.
WIN WHEN: destroy the enemy fact+proc AND before game tick 12000 AND lose ≤8 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 90 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
fact+proc destroyed, tight clock, strict attrition: both squads must converge and raid cleanly; brute force loses.
WIN WHEN: destroy the enemy fact+proc AND before game tick 9000 AND lose ≤4 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 80 decision turns; acting decisively and early matters.
Exact Build Order — Produce the Precise Bill of Materials Under Budgetaction
strict-production-bom · rush-hour-arena
Why: Produce an EXACT bill of materials under a hard budget: build only the tech-tree prerequisites needed, in the right order, and produce exactly the specified units — no more, no less. Overproducing one type, or erecting an unnecessary structure, exhausts the budget and fails the spec. The objective is instruction/spec fidelity itself, not combat — the OpenRA analogue of strict tool/function-calling benchmarks (BFCL / τ²-bench): do exactly and only what was asked.

Robotics analogue: Manufacturing-cell order fulfilment under a resource cap: satisfy a precise parts list respecting assembly prerequisites without over-building or wasting stock.
easy (level easy · fog vision)
Spec: exactly 3 e1 rifle infantry — requires building a barracks first (tech prerequisite). Budget covers the barracks + exactly 3 e1; a 4th e1 or any extra structure breaks the spec.
WIN WHEN: have EXACTLY 3 'e1' (no more, no fewer) AND before game tick 20000.
YOU LOSE IF: have ≥4 'e1'.
You have at most 70 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Spec: exactly 3 e1 + 2 e3 (rocket). e3 shares the barracks tech but costs more — the budget forces correct allocation, no waste.
WIN WHEN: have EXACTLY 3 'e1' (no more, no fewer) AND have EXACTLY 2 'e3' (no more, no fewer) AND before game tick 18000.
YOU LOSE IF: (have ≥4 'e1' OR have ≥3 'e3').
You have at most 80 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Spec: exactly 3 e1 + 2 e3 + 1 tesla coil (tsla). tsla adds a deeper tech path (power-dependent) and a tight budget — any overproduction or unnecessary building exhausts cash and fails.
WIN WHEN: have EXACTLY 3 'e1' (no more, no fewer) AND have EXACTLY 2 'e3' (no more, no fewer) AND own ≥1 'tsla' building(s) AND before game tick 16000.
YOU LOSE IF: (have ≥4 'e1' OR have ≥3 'e3' OR own ≥2 'tsla' building(s)).
You have at most 90 decision turns; acting decisively and early matters.
Follow the Procedure — Reach the Region in the Exact Ordered Time Windowaction
strict-sequence · rush-hour-arena
Why: Follow a precise procedure: reach a marked staging region FIRST, and only AFTER that has been achieved is the mission complete — doing the steps out of order, or skipping the constraint, fails. Tests literal instruction-following and precondition ordering under a strict action API rather than free-form goal seeking.

Robotics analogue: Procedural compliance: a robot must satisfy an ordered checklist (reach checkpoint, hold, then proceed) where step order is graded, not just the end state.
easy (level easy · fog vision)
Reach the staging region (≈ x18,y22) within the deadline using only move_units. The strict part: attack/economy tools are not offered — a valid solution must be expressed in the allowed API.
WIN WHEN: get a unit into region (18,22) r=4 AND before game tick 12000.
You have at most 50 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Two-step procedure: only after holding past tick 3000 does reaching the region count (after_ticks gates the win).
WIN WHEN: get a unit into region (22,26) r=4 AND not before game tick 3000 AND before game tick 14000.
You have at most 60 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Tight ordered window: reach the region within a narrow tick band (not before 4000, not after 9000) — precise timing compliance. The unit stages from a seed-chosen position (two spawn_point groups) so the exact timed move can't be replayed from memory.
WIN WHEN: get a unit into region (26,30) r=3 AND not before game tick 4000 AND before game tick 9000.
You have at most 60 decision turns; acting decisively and early matters.

adversarial

1v1 Combat Duel — Beat a Reactive Enemy at Close Rangeadversarial
adversarial-duel · rush-hour-arena
Why: A close-quarters force-on-force fight against an enemy that shoots back: the decision is combat micro — concentrate fire on one target, retreat damaged units, trade favourably. The enemy starts just to the east, in or near sight, so this is a DUEL, not a search (finding scattered enemies on a big map is tested separately). Difficulty escalates the opponent, not the search.

Robotics analogue: Adversarial multi-agent engagement at close range: prevail over a reactive opponent team by target selection and damage trading.
easy (level easy · fog structured)
Even duel: your 4 vehicles vs 3 enemy rifle infantry a short move east. Win by destroying the enemy force without losing all of yours.
WIN WHEN: destroy ≥3 enemy units AND before game tick 14000.
YOU LOSE IF: your whole force is destroyed.
You have at most 30 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Tougher opponent: the enemy rifle squad is backed by light armour. Same close engagement; concentrate fire to win the trade.
WIN WHEN: destroy ≥5 enemy units AND before game tick 12000.
YOU LOSE IF: your whole force is destroyed.
You have at most 40 decision turns; acting decisively and early matters.

perception

Pure Navigation — Reach the Goal Zone in a Confined Map (No Enemy)perception
custom-map-no-enemy · singles-maginot
Why: Pure spatial navigation inside a confined custom region with no adversary: read the map, plan a route through the bounded playable area, and reach the designated zone. Success depends only on perceiving the terrain and committing a path — not on combat.

Robotics analogue: Confined-space autonomous navigation (warehouse aisle, indoor map): reach a goal cell within a bounded region from a map read alone.
easy (level easy · fog vision)
Move your units to the goal zone near (30,16). No enemy on this map — success is purely reading the terrain and committing a route. Win: a unit reaches the zone within the time limit.
WIN WHEN: get a unit into region (30,16) r=6 AND before game tick 12000.
You have at most 50 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Same task, harder: the goal zone is farther at (55,18) and the clock is tighter. Plan the longer route and go directly. Win: a unit reaches the zone in time.
WIN WHEN: get a unit into region (55,18) r=5 AND before game tick 10000.
You have at most 55 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Whole squad must reach the far corner of the playable bounds together within a short deadline, starting from a seed-chosen position (two spawn_point groups) so the route can't be replayed from memory. (No adversary on this map → no force-loss fail; the only failure mode is missing the deadline.)
WIN WHEN: get EVERY unit into region (70,24) r=6 AND before game tick 9000.
You have at most 60 decision turns; acting decisively and early matters.
Read the Fog — Infer Where to Scout From the Explored Frontierperception
perception-frontier-reading · rush-hour-arena
Why: Path planning is solved; the hard part is reading an occupancy grid correctly to tell explored cells from the unknown frontier and pushing sensors into the unknown instead of re-scanning known space.

Robotics analogue: SLAM frontier detection — picking the next unexplored cell to drive a scout robot toward
easy (level easy · fog vision)
One contiguous unexplored mass directly east of spawn along the open lane. The frontier is obvious and reachable; generous clock.
WIN WHEN: reveal ≥45% of the map AND before game tick 8000.
You have at most 30 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Unexplored area is split: a near pocket bottom-left already partly visible, and the real bulk of the frontier lies far NE. A decoy enemy squad sits inside the ALREADY-explored band to bait the scouts into re-treading seen ground. Tighter clock, fewer scouts.
WIN WHEN: reveal ≥55% of the map AND before game tick 6000.
You have at most 35 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Frontier is fragmented across three corners (far NE, far SE, and a thin NW strip). Two decoy squads sit in the explored center to pull scouts off the true frontier, attrition is real (must keep >=4 of 5 scouts), and the deadline is short — only correct, simultaneous reading of all three fog pockets clears the coverage bar in time.
WIN WHEN: reveal ≥62% of the map AND before game tick 4800 AND lose ≤1 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 40 decision turns; acting decisively and early matters.
Find the Hidden Target — Locate the Real Objective Among Fog Decoysperception
perception-target-vs-fog · rush-hour-arena
Why: The real search problem is not "go to fog" but inferring which of several unexplored regions could actually contain the target given what the empty regions rule out, then committing sensors there.

Robotics analogue: Search-and-rescue: choosing which unexplored room can still hold the victim after clearing the near ones
easy (level easy · fog vision)
One target building, one unexplored region — both far east. The near area is already open (no decoy fog). Reading "fog is east, therefore the target is east" is direct. Generous clock.
WIN WHEN: spot ≥1 enemy buildings AND before game tick 8000.
You have at most 30 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Two unexplored regions: a NEAR one (NE, closer to spawn) that is EMPTY, and a FAR one (SE, opposite corner) that holds the real target. The model must not stop after clearing the near fog and finding nothing — it must infer the target is in the remaining unexplored region. Decoy enemy units sit in the empty near region.
WIN WHEN: spot ≥1 enemy buildings AND before game tick 6000.
You have at most 35 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Three unexplored regions. Two are decoys: a NEAR-NE pocket with a noisy enemy squad (pure bait) and a MID-SOUTH pocket with a single enemy *building of the wrong kind already implicitly elsewhere* — both contain no usable target. The real target is a lone building tucked in the far-NW strip, the LEAST intuitive direction from a spawn that naturally pushes east. Short deadline and attrition: only a correct read of which fog pocket can still hold the target — after the near ones are ruled out — discovers it in time.
WIN WHEN: spot ≥1 enemy buildings AND before game tick 4800 AND lose ≤1 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 40 decision turns; acting decisively and early matters.

reasoning

Decoy Sacrifice — Spend a Bait Unit to Pull Defenders Off the Objectivereasoning
artofwar-decoy-sacrifice · rush-hour-arena
Why: 以利动之 — "move the enemy with the prospect of gain." A small bait detachment must be deliberately spent to pull a reactive guarding force off the objective so the main body can reach it. An agent that keeps every unit safe and pushes head-on is destroyed; the winning policy accepts an early, local loss for the delayed mission payoff — long-horizon credit assignment, not greedy unit preservation.

Robotics analogue: Sacrificial-decoy planning: expend a cheap agent to divert a reactive obstacle/defender, accepting negative short-term reward for a later objective gain.
easy (level easy · fog vision)
Reach the objective region with the main body. The guards will chase whatever they see — bait them aside, then drive through.
WIN WHEN: get a unit into region (44,24) r=4 AND before game tick 16000.
YOU LOSE IF: your whole force is destroyed.
You have at most 70 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
More guards; the head-on route is now clearly fatal.
WIN WHEN: get a unit into region (44,24) r=4 AND before game tick 14000.
YOU LOSE IF: your whole force is destroyed.
You have at most 80 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
The main body must arrive nearly intact (loss cap) — only the bait may be spent. The force stages from a seed-chosen latitude (two spawn_point groups, same main+bait formation) so the decoy line that works can't be memorised; guards sit on the objective beyond initial sight.
WIN WHEN: get a unit into region (44,24) r=3 AND before game tick 12000 AND lose ≤2 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 90 decision turns; acting decisively and early matters.
The Long Way Round — Take a Costly Detour Because the Direct Path Is Lethalreasoning
artofwar-indirect-approach · rush-hour-arena
Why: 迂直之计 — "make the devious route the most direct." The short path to the objective is a killing ground; the only winning policy is a long detour that looks strictly worse for many turns (objective progress stays flat or dips) before it pays off. Tests temporal credit assignment over a long horizon against a greedy shortest-path bias.

Robotics analogue: Hazard-aware long-horizon routing: reject the locally optimal short path for a circuitous survivable one whose payoff is far delayed.
easy (level easy · fog vision)
The objective is due east but the direct lane is a gauntlet. Survive to the region — charging straight loses the force.
WIN WHEN: get a unit into region (40,26) r=4 AND before game tick 18000 AND lose ≤1 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 80 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Denser gun line; the detour is longer and costlier.
WIN WHEN: get a unit into region (44,26) r=4 AND before game tick 16000 AND lose ≤1 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 90 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Zero-loss traversal, seed-chosen start latitude. Two spawn_point groups (y26 / y34); the gun line is split to span BOTH corridors so the short route is lethal from either start — the safe detour differs by seed and can't be memorised.
WIN WHEN: get EVERY unit into region (46,26) r=4 AND before game tick 14000 AND lose ≤0 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 95 decision turns; acting decisively and early matters.
Lure the Guard Away — Bait a Mobile Defender, Then Slip the Main Force Throughreasoning
artofwar-lure-the-tiger · rush-hour-arena
Why: 调虎离山 — draw the enemy from its strong position. A mobile reactive defender sits astride the only lane to the objective. Phase 1 (send a probe to bait the defender out of position) yields ZERO objective progress; only in phase 2, through the vacated lane, does the main force score. Two-phase plan with no reward for the enabling first phase.

Robotics analogue: Two-phase manipulation: a no-reward enabling action (displace a reactive obstacle) must precede the rewarded objective action.
easy (level easy · fog vision)
The tiger guards the lane at (~26,24). Bait it north with the jeep, then run the main force east to the objective.
WIN WHEN: get a unit into region (42,24) r=4 AND before game tick 16000.
YOU LOSE IF: your whole force is destroyed.
You have at most 75 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
A heavier tiger; baiting must be more deliberate.
WIN WHEN: get a unit into region (46,24) r=4 AND before game tick 14000.
YOU LOSE IF: your whole force is destroyed.
You have at most 85 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Loss-capped: the bait may die, the main force may not. Force stages from a seed-chosen latitude (two spawn_point groups, same main+lure formation) — the lure path that works can't be memorised. The tiger blocks the lane beyond initial sight.
WIN WHEN: get a unit into region (48,24) r=3 AND before game tick 12000 AND lose ≤1 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 95 decision turns; acting decisively and early matters.
Staged Assault — Reach Waypoints in Order, Then Seize the Objectivereasoning
artofwar-sequenced-citadel · rush-hour-arena
Why: 攻其无备 — strike where unprepared, but only after the prerequisite moves. The mission is a strict sub-goal chain: stage at A, then (and only after a hold) advance through B, and finally seize C. Reward lands only at C; A and B are unrewarded prerequisites whose *ordering* is graded. Long-horizon sub-goal sequencing with delayed terminal credit.

Robotics analogue: Ordered multi-waypoint mission (stage → transit-after-hold → objective) where only terminal success is rewarded and step order is graded — the Blocksworld/GAIA-style long-horizon plan.
easy (level easy · fog vision)
Stage at A (~20,20), hold past tick 3000, then seize the citadel region C (~44,20). Arriving at C before the hold does not count.
WIN WHEN: get a unit into region (44,20) r=4 AND not before game tick 3000 AND before game tick 18000.
YOU LOSE IF: your whole force is destroyed.
You have at most 85 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Longer prerequisite hold; tighter terminal deadline.
WIN WHEN: get a unit into region (46,20) r=4 AND not before game tick 5000 AND before game tick 16000.
YOU LOSE IF: your whole force is destroyed.
You have at most 90 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Narrow ordered window AND a loss cap: seize C only inside the tick band, with the force near-intact.
WIN WHEN: get a unit into region (48,20) r=3 AND not before game tick 6000 AND before game tick 12000 AND lose ≤1 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 95 decision turns; acting decisively and early matters.
Base Building — Construct Structures Respecting the Tech Treereasoning
building-and-planning · rush-hour-arena
Why: Construction planning under dependency and spatial constraints: decide a build order that respects tech-tree prerequisites, place structures where the objective requires (a defended direction), and when needed relocate to found a new base in a designated region. The decision is the plan — order, placement, and commitment — not the motor control of any single build.

Robotics analogue: Autonomous construction / facility-layout planning: a task-graph with prerequisites (B needs A) plus spatial goals (assemble in zone Z, relocate the depot near region R) under a time budget.
easy (level easy · fog vision)
Base + budget given. Build the required structures — including a barracks that depends on power (tech-tree prerequisite). Win = reach the target building total AND the tech-dependent barracks.
WIN WHEN: own ≥4 buildings total AND own a 'tent' AND before game tick 20000.
You have at most 60 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Build a defensive line to the EAST (toward the enemy): place at least two pillboxes inside the designated eastern region within the deadline. Placement direction is the decision.
WIN WHEN: have 2 building(s) near (40,20) AND before game tick 22000.
You have at most 70 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
No starting base economy here — an MCV and a scout. Relocate to the designated eastern region, deploy a construction yard there, and stand up a power plant: found a new base near the region.
WIN WHEN: have 2 building(s) near (60,20) AND before game tick 30000 AND lose ≤1 of your own units.
You have at most 90 decision turns; acting decisively and early matters.
Force Buildup — Spend a Limited Budget to Field the Strongest Armyreasoning
economy-force-buildup · rush-hour-arena
Why: Resource allocation under a hard budget and deadline: given finite funds and a production facility, decide how much to spend and when to commit, so a sufficient force is fielded before time runs out. Spend too slow and the deadline is missed; the budget caps how much is even possible — the decision is the spend/commit schedule.

Robotics analogue: Autonomous fleet/agent provisioning under an energy or money budget — deciding how many sub-agents to spin up and when, given a finite resource pool and a mission deadline.
easy (level easy · fog vision)
Generous budget and clock. Build a small force from the barracks; the only failure mode is not committing funds at all.
WIN WHEN: keep ≥4 units alive AND before game tick 16000.
You have at most 45 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Tighter budget — only a few units are affordable; spend must start promptly to make the deadline.
WIN WHEN: keep ≥5 units alive AND before game tick 12000.
You have at most 45 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Lean budget and a short clock with an attrition cap: every credit and tick must convert to fielded force, losing nothing.
WIN WHEN: keep ≥6 units alive AND before game tick 9000 AND lose ≤0 of your own units.
You have at most 50 decision turns; acting decisively and early matters.
Capital Allocation — Split One Budget Between Economy and Militaryreasoning
economy-investment · rush-hour-arena
Why: A capital-allocation decision under a single indivisible budget: the same cash buys EITHER a wide economy (a second refinery plus supporting power — depot/throughput capacity) OR a deep one (one refinery plus a larger forward force — collection/utilisation). The budget covers exactly one coherent path; splitting it builds neither. The test is committing to and completing one allocation, not the mechanics of either build.

Robotics analogue: Fleet capital allocation: a fixed budget that buys either added depot/processing capacity or added collector/worker agents — the classic throughput-versus-collection trade in an autonomous foraging fleet, where indecision (a split budget) yields neither.
easy (level easy · fog vision)
Wide-economy path, generous clock: invest the budget into a second refinery plus supporting power (added throughput capacity). Splitting the budget into scattered units instead fails the building bar.
WIN WHEN: own ≥2 'proc' building(s) AND own ≥2 'powr' building(s) AND before game tick 22000.
You have at most 70 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Budget covers exactly one coherent path. The wide-economy allocation is scored here (second refinery + power + a small utilising force) under a tighter clock; the deep alternative is the hard level.
WIN WHEN: own ≥2 'proc' building(s) AND own ≥2 'powr' building(s) AND keep ≥3 units alive AND before game tick 16000.
You have at most 80 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Lean budget forces the DEEP allocation: keep the single refinery and instead convert the budget into a larger forward force under a short clock with an attrition cap. Only a committed (unsplit) allocation clears the bar in time.
WIN WHEN: keep ≥6 units alive AND own ≥1 'proc' building(s) AND lose ≤0 of your own units AND before game tick 14000.
You have at most 90 decision turns; acting decisively and early matters.
Commit Under Uncertainty — Pick the One Region That Hides the Survivorreasoning
reasoning-frontier-commit · rush-hour-arena
Why: Path planning to any point is solved. The unsolved problem is deciding which of several unexplored regions to commit a time/fuel-limited searcher to when only one hides the target and going to the wrong one first means you never reach the right one in time. That commitment-under-uncertainty step is the real search-and-rescue problem, not the navigation.

Robotics analogue: UAV/UGV search-and-rescue frontier selection: with limited endurance and several candidate search cells, choose the cell most likely to contain the survivor before the battery dies.
easy (level easy · fog vision)
One survivor, one plausible region. The objective marker sits in the far-NE region and nothing else does — perception is honest, the only task is to plan a direct commitment within the deadline.
WIN WHEN: spot ≥1 enemy buildings AND before game tick 6500.
You have at most 30 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Two candidate regions, one decoy. A decoy marker sits in the far-SE region; the real survivor is in the far-NE. From the corner both are equidistant-looking, but only the NE building counts toward 'buildings_discovered'. Committing to the SE decoy first wastes enough ticks to miss the deadline — the model must reason about which to commit to, not just navigate.
WIN WHEN: spot ≥1 enemy buildings AND before game tick 5200.
You have at most 34 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Three candidate regions, two decoys, a tighter deadline, and an attrition constraint. Decoy unit clusters sit in the SE and mid-S regions; the real survivor marker is in the far-NE. One decoy cluster is hostile (stance 2) so a careless route into it can get the lone scout killed — the model must pick the commitment that finds the building, fits the clock, AND avoids the lethal frontier. Reasoning must trade route safety against time without splitting (only one unit).
WIN WHEN: spot ≥1 enemy buildings AND before game tick 4200 AND lose ≤0 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 38 decision turns; acting decisively and early matters.
Safe vs Fast — Choose the Survivable Longer Route Over the Deadly Shortcutreasoning
reasoning-risk-route · rush-hour-arena
Why: Shortest-path is solved. The unsolved decision is whether the shortest path is the right path: a direct corridor may pass through a hazard that destroys the vehicle, while a longer perimeter route completes the mission intact. Choosing the survivable plan over the fastest one, given a deadline that the detour still satisfies, is the actual mission-planning problem.

Robotics analogue: Field-robot route selection under hazard: a delivery/inspection robot must reject the shortest path when it crosses a no-go hazard zone and instead commit to a longer but survivable route that still meets the time window.
easy (level easy · fog vision)
One central hazard, one obvious safe detour. The direct line x-axis route passes through a tesla coil + rocket infantry that shred the jeep; the top and bottom edges are completely open. Generous deadline: any safe detour wins. The model only has to recognise the corridor is lethal and not drive into it.
WIN WHEN: get a unit into region (120,20) r=7 AND lose ≤0 of your own units AND before game tick 7500.
You have at most 32 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
The bottom detour is now also guarded, so only the top-edge route is safe — a longer commitment that the deadline still allows but with less slack. The model must reason that the shortest route is lethal, the bottom route is also lethal, and the top route, though longest, is the only plan that satisfies both the no-loss constraint and the tighter clock.
WIN WHEN: get a unit into region (120,20) r=7 AND lose ≤0 of your own units AND before game tick 6000.
You have at most 36 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Both edges are partly contested and the deadline is tight enough that the longest fully-safe path is too slow — the model must reason about a graduated tradeoff: the top edge is fastest but grazes a defended pocket, the bottom edge is fully safe but too long for the clock, so the only winning plan threads the narrow safe seam near the top while staying out of weapon range. Risk and route must be traded against the deadline, not avoided outright.
WIN WHEN: get a unit into region (122,20) r=6 AND lose ≤0 of your own units AND before game tick 4800.
You have at most 40 decision turns; acting decisively and early matters.
Risk Dilemma — Destroy the Enemy Economy via the Safer Routereasoning
strategy-dilemma · singles-dilemma
Why: Two routes to the objective: a safe-but-long path vs a short-but-lethal one. The decision is route risk assessment under a deadline, not pathfinding itself.
Robotics analogue: Field-robot route selection rejecting a hazardous shortest path for a survivable longer one within a time window.
easy (level easy · fog vision)
Risk Dilemma \u2014 destroy the enemy's key economic buildings (construction yard + refinery). The enemy is deliberately strong: brute-forcing every defender bleeds the force and loses. Take the safer route, reach the base, eliminate fact+proc.
WIN WHEN: destroy the enemy fact+proc AND before game tick 16000.
YOU LOSE IF: your whole force is destroyed.
You have at most 100 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Same objective (fact+proc), tighter clock and an attrition cap \u2014 a costly brawl no longer counts as a win even if you reach base.
WIN WHEN: destroy the enemy fact+proc AND before game tick 12000 AND lose ≤8 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 90 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
fact+proc destroyed, tight clock, strict attrition: only a clean raid that avoids the strong defenses wins; brute force loses.
WIN WHEN: destroy the enemy fact+proc AND before game tick 9000 AND lose ≤4 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 80 decision turns; acting decisively and early matters.
The Gauntlet — Run a Defended Corridor to Destroy the Enemy Economyreasoning
strategy-gauntlet · singles-gauntlet
Why: Reach the objective through a defended corridor: sequence commitment and timing so the force survives the run — planning under attrition, not motor control.
Robotics analogue: Autonomous traversal of a hazardous corridor: plan a timed run that survives staged threats.
easy (level easy · fog vision)
The Gauntlet \u2014 run the defended corridor and destroy the enemy's key economic buildings (construction yard + refinery). The corridor is lethal to a brute-force push; sequence and time the run so the force survives to kill fact+proc.
WIN WHEN: destroy the enemy fact+proc AND before game tick 16000.
YOU LOSE IF: your whole force is destroyed.
You have at most 100 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Same objective (fact+proc), tighter clock + attrition cap \u2014 a costly run no longer counts as a win.
WIN WHEN: destroy the enemy fact+proc AND before game tick 12000 AND lose ≤8 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 90 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
fact+proc destroyed, tight clock, strict attrition: only a well-timed run that survives the gauntlet wins.
WIN WHEN: destroy the enemy fact+proc AND before game tick 9000 AND lose ≤4 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 80 decision turns; acting decisively and early matters.
\ No newline at end of file +

OpenRA-Bench — Scenario Catalog

21 active scenarios · the title, why it exists, and the exact objective the model is given per runnable config.
action (6) adversarial (1) perception (3) reasoning (11)

action

Multi-Squad Coordination — Drive Several Groups to Different Objectives at Onceaction
action-multiunit-coordination · rush-hour-arena
Why: Multi-region task allocation under a shared deadline is not a planning problem here — the split is obvious. It tests whether the controller can actually drive several effector groups in parallel instead of completing one objective then the next, which serialized control fails to do in time.

Robotics analogue: Coordinated multi-robot fleet dispatch: a logistics swarm must place distinct sub-teams at separate depots within one delivery window; one-at-a-time control blows the schedule.
easy (level easy · fog vision)
Two regions, 6 units. Put >=2 units in EACH region (NE ~110,6 and SE ~110,33) before tick 2400. One direct parallel dispatch makes it (~17-20 turns); touring both with one column does not. Lose if the deadline passes or the force is wiped.
WIN WHEN: get ≥2 units into region (110,6) r=8 AND get ≥2 units into region (110,33) r=8 AND before game tick 2400.
YOU LOSE IF: (your whole force is destroyed OR not before game tick 2401).
You have at most 30 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Three DISPERSED regions, 8 units, attrition cap. Put >=2 units in EACH of: NE corner (115,6), bottom-left (20,36), SE corner (115,34) before tick 2800, losing <=2. The regions are in three different directions — a single eastward column cannot reach the bottom-left one — so this needs genuine multi-vector dispatch, not one fanned-out march. Enemy infantry contest the two eastern lanes; the bottom-left route is clear.
WIN WHEN: get ≥2 units into region (115,6) r=7 AND get ≥2 units into region (20,36) r=7 AND get ≥2 units into region (115,34) r=7 AND before game tick 2800 AND lose ≤2 of your own units.
YOU LOSE IF: (your whole force is destroyed OR not before game tick 2801).
You have at most 36 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Three dispersed regions, 8 units, attrition cap — but you are NOT given coordinates. Instead, each target region is marked by a specific enemy building you must reach. Put >=2 units next to EACH of: the enemy Construction Yard in the NORTH-EAST, the enemy Power Plant in the SOUTH-WEST (bottom-left), and the enemy Ore Refinery in the SOUTH-EAST, before tick 2800, losing <=2. Identify each building on the minimap and drive to it. The three lie in three different directions; a single eastward column cannot reach the south-west one, so this needs genuine multi-vector dispatch. Enemy infantry contest the two eastern lanes; the south-west route is clear.
WIN WHEN: get ≥2 units into the enemy Construction Yard (fact) in the NORTH-EAST AND get ≥2 units into the enemy Power Plant (powr) in the SOUTH-WEST (bottom-left) AND get ≥2 units into the enemy Ore Refinery (proc) in the SOUTH-EAST AND before game tick 2800 AND lose ≤2 of your own units.
YOU LOSE IF: (your whole force is destroyed OR not before game tick 2801).
You have at most 36 decision turns; acting decisively and early matters.
Non-Stop Route Execution — Run an Ordered Path Without Stallingaction
action-sequenced-execution · rush-hour-arena
Why: The route is already planned; the open problem is faithful, non-stalling execution of an ordered objective sequence — issuing the next move the instant a leg completes rather than idling, re-deliberating, or skipping a waypoint, which is what makes long autonomous missions fail.

Robotics analogue: Manipulator / mobile-base task sequencing: a robot must hit a fixed ordered set of stations (pick, transit, place) within a cycle-time budget; pausing or reordering between steps misses the takt time.
easy (level easy · fog vision)
Two-leg route: go to waypoint W1 (SW-mid), then the final objective (far SE). The after_ticks gate means the agent must already be moving; arriving at the end only counts once W1's leg time has elapsed, and the overall deadline punishes any stall.
WIN WHEN: get a unit into region (118,33) r=8 AND not before game tick 1200 AND before game tick 6000.
You have at most 30 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Three-leg route W1 -> W2 -> final with a contested first leg and an attrition cap. A model that stalls to re-plan between legs cannot clear all three before the tighter deadline.
WIN WHEN: get a unit into region (120,34) r=7 AND not before game tick 2200 AND before game tick 5000 AND lose ≤1 of your own units.
You have at most 36 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Four-leg serpentine route across the full arena with defended waypoints, a strict attrition cap and a tight budget. Every leg must be executed back-to-back; any idling, re-deliberation, or skipped leg overruns the clock or loses too many units.
WIN WHEN: get a unit into region (122,6) r=7 AND not before game tick 3400 AND before game tick 4400 AND lose ≤1 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 46 decision turns; acting decisively and early matters.
Search & Destroy \u2014 Find and Eliminate Scattered Enemy Squadsaction
rush-hour · rush-hour-arena
Why: A large arena hides several separate enemy groups in fog. The task is to SEARCH the map, locate each group, and destroy enough of them before the clock runs out \u2014 the skill is coordinated coverage of unknown space (spread out, scout, converge), not single-unit micro. This is the find-the-enemy counterpart to the close-range 1v1 duel.

Robotics analogue: Multi-robot search-and-destroy: sweep and clear a bounded area with several dispersed targets within a time budget.
easy (level easy · fog vision)
Rush Hour Sweep — easy difficulty (ported).
WIN WHEN: destroy ≥3 enemy units AND before game tick 16000.
You have at most 40 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Rush Hour Sweep — medium difficulty (ported).
WIN WHEN: destroy ≥6 enemy units AND before game tick 13000.
You have at most 40 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Rush Hour Sweep \u2014 hard. The agent force already round-robins between two base spawn_point groups by seed (start corner varies, anti-memorisation); hard adds a tight clock, an attrition cap, and a real loss on force destruction.
WIN WHEN: destroy ≥9 enemy units AND before game tick 10000 AND lose ≤3 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 40 decision turns; acting decisively and early matters.
Two-Pronged Attack — Coordinate Two Squads to Destroy the Enemy Economyaction
strategy-twobody · singles-twobody
Why: Two separated squads must be driven in parallel and converged through a weak gap to reach the objective: simultaneous multi-group control, not serial play.
Robotics analogue: Coordinated multi-robot rendezvous: independently steer two teams to a common staging point.
easy (level easy · fog vision)
Two-Body Coordination \u2014 drive the two separated squads in parallel, converge through the weak gap, and destroy the enemy's key economic buildings (construction yard + refinery). Serial play or a brute-force push through the strong center loses.
WIN WHEN: destroy the enemy fact+proc AND before game tick 16000.
YOU LOSE IF: your whole force is destroyed.
You have at most 100 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Same objective (fact+proc), tighter clock + attrition cap \u2014 only coordinated parallel control reaches base cheaply enough.
WIN WHEN: destroy the enemy fact+proc AND before game tick 12000 AND lose ≤8 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 90 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
fact+proc destroyed, tight clock, strict attrition: both squads must converge and raid cleanly; brute force loses.
WIN WHEN: destroy the enemy fact+proc AND before game tick 9000 AND lose ≤4 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 80 decision turns; acting decisively and early matters.
Exact Build Order — Produce the Precise Bill of Materials Under Budgetaction
strict-production-bom · rush-hour-arena
Why: Produce an EXACT bill of materials under a hard budget: build only the tech-tree prerequisites needed, in the right order, and produce exactly the specified units — no more, no less. Overproducing one type, or erecting an unnecessary structure, exhausts the budget and fails the spec. The objective is instruction/spec fidelity itself, not combat — the OpenRA analogue of strict tool/function-calling benchmarks (BFCL / τ²-bench): do exactly and only what was asked.

Robotics analogue: Manufacturing-cell order fulfilment under a resource cap: satisfy a precise parts list respecting assembly prerequisites without over-building or wasting stock.
easy (level easy · fog vision)
Spec: exactly 3 e1 rifle infantry — requires building a barracks first (tech prerequisite). Budget covers the barracks + exactly 3 e1; a 4th e1 or any extra structure breaks the spec.
WIN WHEN: have EXACTLY 3 'e1' (no more, no fewer) AND before game tick 20000.
YOU LOSE IF: have ≥4 'e1'.
You have at most 70 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Spec: exactly 3 e1 + 2 e3 (rocket). e3 shares the barracks tech but costs more — the budget forces correct allocation, no waste.
WIN WHEN: have EXACTLY 3 'e1' (no more, no fewer) AND have EXACTLY 2 'e3' (no more, no fewer) AND before game tick 18000.
YOU LOSE IF: (have ≥4 'e1' OR have ≥3 'e3').
You have at most 80 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Spec: exactly 3 e1 + 2 e3 + 1 tesla coil (tsla). tsla adds a deeper tech path (power-dependent) and a tight budget — any overproduction or unnecessary building exhausts cash and fails.
WIN WHEN: have EXACTLY 3 'e1' (no more, no fewer) AND have EXACTLY 2 'e3' (no more, no fewer) AND own ≥1 'tsla' building(s) AND before game tick 16000.
YOU LOSE IF: (have ≥4 'e1' OR have ≥3 'e3' OR own ≥2 'tsla' building(s)).
You have at most 90 decision turns; acting decisively and early matters.
Follow the Procedure — Reach the Region in the Exact Ordered Time Windowaction
strict-sequence · rush-hour-arena
Why: Follow a precise procedure: reach a marked staging region FIRST, and only AFTER that has been achieved is the mission complete — doing the steps out of order, or skipping the constraint, fails. Tests literal instruction-following and precondition ordering under a strict action API rather than free-form goal seeking.

Robotics analogue: Procedural compliance: a robot must satisfy an ordered checklist (reach checkpoint, hold, then proceed) where step order is graded, not just the end state.
easy (level easy · fog vision)
Reach the staging region (≈ x18,y22) within the deadline using only move_units. The strict part: attack/economy tools are not offered — a valid solution must be expressed in the allowed API.
WIN WHEN: get a unit into region (18,22) r=4 AND before game tick 12000.
You have at most 50 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Two-step procedure: only after holding past tick 3000 does reaching the region count (after_ticks gates the win).
WIN WHEN: get a unit into region (22,26) r=4 AND not before game tick 3000 AND before game tick 14000.
You have at most 60 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Tight ordered window: reach the region within a narrow tick band (not before 4000, not after 9000) — precise timing compliance. The unit stages from a seed-chosen position (two spawn_point groups) so the exact timed move can't be replayed from memory.
WIN WHEN: get a unit into region (26,30) r=3 AND not before game tick 4000 AND before game tick 9000.
You have at most 60 decision turns; acting decisively and early matters.

adversarial

1v1 Combat Duel — Beat a Reactive Enemy at Close Rangeadversarial
adversarial-duel · rush-hour-arena
Why: A close-quarters force-on-force fight against an enemy that shoots back: the decision is combat micro — concentrate fire on one target, retreat damaged units, trade favourably. The enemy starts just to the east, in or near sight, so this is a DUEL, not a search (finding scattered enemies on a big map is tested separately). Difficulty escalates the opponent, not the search.

Robotics analogue: Adversarial multi-agent engagement at close range: prevail over a reactive opponent team by target selection and damage trading.
easy (level easy · fog structured)
Even duel: your 4 vehicles vs 3 enemy rifle infantry a short move east. Win by destroying the enemy force without losing all of yours.
WIN WHEN: destroy ≥3 enemy units AND before game tick 14000.
YOU LOSE IF: your whole force is destroyed.
You have at most 30 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Tougher opponent: the enemy rifle squad is backed by light armour. Same close engagement; concentrate fire to win the trade.
WIN WHEN: destroy ≥5 enemy units AND before game tick 12000.
YOU LOSE IF: your whole force is destroyed.
You have at most 40 decision turns; acting decisively and early matters.

perception

Pure Navigation — Reach the Goal Zone in a Confined Map (No Enemy)perception
custom-map-no-enemy · singles-maginot
Why: Pure spatial navigation inside a confined custom region with no adversary: read the map, plan a route through the bounded playable area, and reach the designated zone. Success depends only on perceiving the terrain and committing a path — not on combat.

Robotics analogue: Confined-space autonomous navigation (warehouse aisle, indoor map): reach a goal cell within a bounded region from a map read alone.
easy (level easy · fog vision)
Move your units to the goal zone near (30,16). No enemy on this map — success is purely reading the terrain and committing a route. Win: a unit reaches the zone within the time limit.
WIN WHEN: get a unit into region (30,16) r=6 AND before game tick 12000.
You have at most 50 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Same task, harder: the goal zone is farther at (55,18) and the clock is tighter. Plan the longer route and go directly. Win: a unit reaches the zone in time.
WIN WHEN: get a unit into region (55,18) r=5 AND before game tick 10000.
You have at most 55 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Whole squad must reach the far corner of the playable bounds together within a short deadline, starting from a seed-chosen position (two spawn_point groups) so the route can't be replayed from memory. (No adversary on this map → no force-loss fail; the only failure mode is missing the deadline.)
WIN WHEN: get EVERY unit into region (70,24) r=6 AND before game tick 9000.
You have at most 60 decision turns; acting decisively and early matters.
Read the Fog — Infer Where to Scout From the Explored Frontierperception
perception-frontier-reading · rush-hour-arena
Why: Path planning is solved; the hard part is reading an occupancy grid correctly to tell explored cells from the unknown frontier and pushing sensors into the unknown instead of re-scanning known space.

Robotics analogue: SLAM frontier detection — picking the next unexplored cell to drive a scout robot toward
easy (level easy · fog vision)
One contiguous unexplored mass directly east of spawn along the open lane. The frontier is obvious and reachable; generous clock.
WIN WHEN: reveal ≥45% of the map AND before game tick 8000.
You have at most 30 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Unexplored area is split: a near pocket bottom-left already partly visible, and the real bulk of the frontier lies far NE. A decoy enemy squad sits inside the ALREADY-explored band to bait the scouts into re-treading seen ground. Tighter clock, fewer scouts.
WIN WHEN: reveal ≥55% of the map AND before game tick 6000.
You have at most 35 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Frontier is fragmented across three corners (far NE, far SE, and a thin NW strip). Two decoy squads sit in the explored center to pull scouts off the true frontier, attrition is real (must keep >=4 of 5 scouts), and the deadline is short — only correct, simultaneous reading of all three fog pockets clears the coverage bar in time.
WIN WHEN: reveal ≥62% of the map AND before game tick 4800 AND lose ≤1 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 40 decision turns; acting decisively and early matters.
Find the Hidden Target — Locate the Real Objective Among Fog Decoysperception
perception-target-vs-fog · rush-hour-arena
Why: The real search problem is not "go to fog" but inferring which of several unexplored regions could actually contain the target given what the empty regions rule out, then committing sensors there.

Robotics analogue: Search-and-rescue: choosing which unexplored room can still hold the victim after clearing the near ones
easy (level easy · fog vision)
One target building, one unexplored region — both far east. The near area is already open (no decoy fog). Reading "fog is east, therefore the target is east" is direct. Generous clock.
WIN WHEN: spot ≥1 enemy buildings AND before game tick 8000.
You have at most 30 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Two unexplored regions: a NEAR one (NE, closer to spawn) that is EMPTY, and a FAR one (SE, opposite corner) that holds the real target. The model must not stop after clearing the near fog and finding nothing — it must infer the target is in the remaining unexplored region. Decoy enemy units sit in the empty near region.
WIN WHEN: spot ≥1 enemy buildings AND before game tick 6000.
You have at most 35 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Three unexplored regions. Two are decoys: a NEAR-NE pocket with a noisy enemy squad (pure bait) and a MID-SOUTH pocket with a single enemy *building of the wrong kind already implicitly elsewhere* — both contain no usable target. The real target is a lone building tucked in the far-NW strip, the LEAST intuitive direction from a spawn that naturally pushes east. Short deadline and attrition: only a correct read of which fog pocket can still hold the target — after the near ones are ruled out — discovers it in time.
WIN WHEN: spot ≥1 enemy buildings AND before game tick 4800 AND lose ≤1 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 40 decision turns; acting decisively and early matters.

reasoning

Decoy Sacrifice — Spend a Bait Unit to Pull Defenders Off the Objectivereasoning
artofwar-decoy-sacrifice · rush-hour-arena
Why: 以利动之 — "move the enemy with the prospect of gain." A small bait detachment must be deliberately spent to pull a reactive guarding force off the objective so the main body can reach it. An agent that keeps every unit safe and pushes head-on is destroyed; the winning policy accepts an early, local loss for the delayed mission payoff — long-horizon credit assignment, not greedy unit preservation.

Robotics analogue: Sacrificial-decoy planning: expend a cheap agent to divert a reactive obstacle/defender, accepting negative short-term reward for a later objective gain.
easy (level easy · fog vision)
Reach the objective region with the main body. The guards will chase whatever they see — bait them aside, then drive through.
WIN WHEN: get a unit into region (44,24) r=4 AND before game tick 16000.
YOU LOSE IF: your whole force is destroyed.
You have at most 70 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
More guards; the head-on route is now clearly fatal.
WIN WHEN: get a unit into region (44,24) r=4 AND before game tick 14000.
YOU LOSE IF: your whole force is destroyed.
You have at most 80 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
The main body must arrive nearly intact (loss cap) — only the bait may be spent. The force stages from a seed-chosen latitude (two spawn_point groups, same main+bait formation) so the decoy line that works can't be memorised; guards sit on the objective beyond initial sight.
WIN WHEN: get a unit into region (44,24) r=3 AND before game tick 12000 AND lose ≤2 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 90 decision turns; acting decisively and early matters.
The Long Way Round — Take a Costly Detour Because the Direct Path Is Lethalreasoning
artofwar-indirect-approach · rush-hour-arena
Why: 迂直之计 — "make the devious route the most direct." The short path to the objective is a killing ground; the only winning policy is a long detour that looks strictly worse for many turns (objective progress stays flat or dips) before it pays off. Tests temporal credit assignment over a long horizon against a greedy shortest-path bias.

Robotics analogue: Hazard-aware long-horizon routing: reject the locally optimal short path for a circuitous survivable one whose payoff is far delayed.
easy (level easy · fog vision)
The objective is due east but the direct lane is a gauntlet. Survive to the region — charging straight loses the force.
WIN WHEN: get a unit into region (40,26) r=4 AND before game tick 18000 AND lose ≤1 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 80 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Denser gun line; the detour is longer and costlier.
WIN WHEN: get a unit into region (44,26) r=4 AND before game tick 16000 AND lose ≤1 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 90 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Zero-loss traversal, seed-chosen start latitude. Two spawn_point groups (y26 / y34); the gun line is split to span BOTH corridors so the short route is lethal from either start — the safe detour differs by seed and can't be memorised.
WIN WHEN: get EVERY unit into region (46,26) r=4 AND before game tick 14000 AND lose ≤0 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 95 decision turns; acting decisively and early matters.
Lure the Guard Away — Bait a Mobile Defender, Then Slip the Main Force Throughreasoning
artofwar-lure-the-tiger · rush-hour-arena
Why: 调虎离山 — draw the enemy from its strong position. A mobile reactive defender sits astride the only lane to the objective. Phase 1 (send a probe to bait the defender out of position) yields ZERO objective progress; only in phase 2, through the vacated lane, does the main force score. Two-phase plan with no reward for the enabling first phase.

Robotics analogue: Two-phase manipulation: a no-reward enabling action (displace a reactive obstacle) must precede the rewarded objective action.
easy (level easy · fog vision)
The tiger guards the lane at (~26,24). Bait it north with the jeep, then run the main force east to the objective.
WIN WHEN: get a unit into region (42,24) r=4 AND before game tick 16000.
YOU LOSE IF: your whole force is destroyed.
You have at most 75 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
A heavier tiger; baiting must be more deliberate.
WIN WHEN: get a unit into region (46,24) r=4 AND before game tick 14000.
YOU LOSE IF: your whole force is destroyed.
You have at most 85 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Loss-capped: the bait may die, the main force may not. Force stages from a seed-chosen latitude (two spawn_point groups, same main+lure formation) — the lure path that works can't be memorised. The tiger blocks the lane beyond initial sight.
WIN WHEN: get a unit into region (48,24) r=3 AND before game tick 12000 AND lose ≤1 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 95 decision turns; acting decisively and early matters.
Staged Assault — Reach Waypoints in Order, Then Seize the Objectivereasoning
artofwar-sequenced-citadel · rush-hour-arena
Why: 攻其无备 — strike where unprepared, but only after the prerequisite moves. The mission is a strict sub-goal chain: stage at A, then (and only after a hold) advance through B, and finally seize C. Reward lands only at C; A and B are unrewarded prerequisites whose *ordering* is graded. Long-horizon sub-goal sequencing with delayed terminal credit.

Robotics analogue: Ordered multi-waypoint mission (stage → transit-after-hold → objective) where only terminal success is rewarded and step order is graded — the Blocksworld/GAIA-style long-horizon plan.
easy (level easy · fog vision)
Stage at A (~20,20), hold past tick 3000, then seize the citadel region C (~44,20). Arriving at C before the hold does not count.
WIN WHEN: get a unit into region (44,20) r=4 AND not before game tick 3000 AND before game tick 18000.
YOU LOSE IF: your whole force is destroyed.
You have at most 85 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Longer prerequisite hold; tighter terminal deadline.
WIN WHEN: get a unit into region (46,20) r=4 AND not before game tick 5000 AND before game tick 16000.
YOU LOSE IF: your whole force is destroyed.
You have at most 90 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Narrow ordered window AND a loss cap: seize C only inside the tick band, with the force near-intact.
WIN WHEN: get a unit into region (48,20) r=3 AND not before game tick 6000 AND before game tick 12000 AND lose ≤1 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 95 decision turns; acting decisively and early matters.
Base Building — Construct Structures Respecting the Tech Treereasoning
building-and-planning · rush-hour-arena
Why: Construction planning under dependency and spatial constraints: decide a build order that respects tech-tree prerequisites, place structures where the objective requires (a defended direction), and when needed relocate to found a new base in a designated region. The decision is the plan — order, placement, and commitment — not the motor control of any single build.

Robotics analogue: Autonomous construction / facility-layout planning: a task-graph with prerequisites (B needs A) plus spatial goals (assemble in zone Z, relocate the depot near region R) under a time budget.
easy (level easy · fog vision)
Base + budget given. Build the required structures — including a barracks that depends on power (tech-tree prerequisite). Win = reach the target building total AND the tech-dependent barracks.
WIN WHEN: own ≥4 buildings total AND own a 'tent' AND before game tick 20000.
You have at most 60 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Build a defensive line to the EAST (toward the enemy): place at least two pillboxes inside the designated eastern region within the deadline. Placement direction is the decision.
WIN WHEN: have 2 building(s) near (40,20) AND before game tick 22000.
You have at most 70 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
No starting base economy here — an MCV and a scout. Relocate to the designated eastern region, deploy a construction yard there, and stand up a power plant: found a new base near the region.
WIN WHEN: have 2 building(s) near (60,20) AND before game tick 30000 AND lose ≤1 of your own units.
You have at most 90 decision turns; acting decisively and early matters.
Force Buildup — Spend a Limited Budget to Field the Strongest Armyreasoning
economy-force-buildup · rush-hour-arena
Why: Resource allocation under a hard budget and deadline: given finite funds and a production facility, decide how much to spend and when to commit, so a sufficient force is fielded before time runs out. Spend too slow and the deadline is missed; the budget caps how much is even possible — the decision is the spend/commit schedule.

Robotics analogue: Autonomous fleet/agent provisioning under an energy or money budget — deciding how many sub-agents to spin up and when, given a finite resource pool and a mission deadline.
easy (level easy · fog vision)
Generous budget and clock. Build a small force from the barracks; the only failure mode is not committing funds at all.
WIN WHEN: keep ≥4 units alive AND before game tick 16000.
You have at most 45 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Tighter budget — only a few units are affordable; spend must start promptly to make the deadline.
WIN WHEN: keep ≥5 units alive AND before game tick 12000.
You have at most 45 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Lean budget and a short clock with an attrition cap: every credit and tick must convert to fielded force, losing nothing.
WIN WHEN: keep ≥6 units alive AND before game tick 9000 AND lose ≤0 of your own units.
You have at most 50 decision turns; acting decisively and early matters.
Capital Allocation — Split One Budget Between Economy and Militaryreasoning
economy-investment · rush-hour-arena
Why: A capital-allocation decision under a single indivisible budget: the same cash buys EITHER a wide economy (a second refinery plus supporting power — depot/throughput capacity) OR a deep one (one refinery plus a larger forward force — collection/utilisation). The budget covers exactly one coherent path; splitting it builds neither. The test is committing to and completing one allocation, not the mechanics of either build.

Robotics analogue: Fleet capital allocation: a fixed budget that buys either added depot/processing capacity or added collector/worker agents — the classic throughput-versus-collection trade in an autonomous foraging fleet, where indecision (a split budget) yields neither.
easy (level easy · fog vision)
Wide-economy path, generous clock: invest the budget into a second refinery plus supporting power (added throughput capacity). Splitting the budget into scattered units instead fails the building bar.
WIN WHEN: own ≥2 'proc' building(s) AND own ≥2 'powr' building(s) AND before game tick 22000.
You have at most 70 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Budget covers exactly one coherent path. The wide-economy allocation is scored here (second refinery + power + a small utilising force) under a tighter clock; the deep alternative is the hard level.
WIN WHEN: own ≥2 'proc' building(s) AND own ≥2 'powr' building(s) AND keep ≥3 units alive AND before game tick 16000.
You have at most 80 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Lean budget forces the DEEP allocation: keep the single refinery and instead convert the budget into a larger forward force under a short clock with an attrition cap. Only a committed (unsplit) allocation clears the bar in time.
WIN WHEN: keep ≥6 units alive AND own ≥1 'proc' building(s) AND lose ≤0 of your own units AND before game tick 14000.
You have at most 90 decision turns; acting decisively and early matters.
Commit Under Uncertainty — Pick the One Region That Hides the Survivorreasoning
reasoning-frontier-commit · rush-hour-arena
Why: Path planning to any point is solved. The unsolved problem is deciding which of several unexplored regions to commit a time/fuel-limited searcher to when only one hides the target and going to the wrong one first means you never reach the right one in time. That commitment-under-uncertainty step is the real search-and-rescue problem, not the navigation.

Robotics analogue: UAV/UGV search-and-rescue frontier selection: with limited endurance and several candidate search cells, choose the cell most likely to contain the survivor before the battery dies.
easy (level easy · fog vision)
One survivor, one plausible region. The objective marker sits in the far-NE region and nothing else does — perception is honest, the only task is to plan a direct commitment within the deadline.
WIN WHEN: spot ≥1 enemy buildings AND before game tick 6500.
You have at most 30 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Two candidate regions, one decoy. A decoy marker sits in the far-SE region; the real survivor is in the far-NE. From the corner both are equidistant-looking, but only the NE building counts toward 'buildings_discovered'. Committing to the SE decoy first wastes enough ticks to miss the deadline — the model must reason about which to commit to, not just navigate.
WIN WHEN: spot ≥1 enemy buildings AND before game tick 5200.
You have at most 34 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Three candidate regions, two decoys, a tighter deadline, and an attrition constraint. Decoy unit clusters sit in the SE and mid-S regions; the real survivor marker is in the far-NE. One decoy cluster is hostile (stance 2) so a careless route into it can get the lone scout killed — the model must pick the commitment that finds the building, fits the clock, AND avoids the lethal frontier. Reasoning must trade route safety against time without splitting (only one unit).
WIN WHEN: spot ≥1 enemy buildings AND before game tick 4200 AND lose ≤0 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 38 decision turns; acting decisively and early matters.
Safe vs Fast — Choose the Survivable Longer Route Over the Deadly Shortcutreasoning
reasoning-risk-route · rush-hour-arena
Why: Shortest-path is solved. The unsolved decision is whether the shortest path is the right path: a direct corridor may pass through a hazard that destroys the vehicle, while a longer perimeter route completes the mission intact. Choosing the survivable plan over the fastest one, given a deadline that the detour still satisfies, is the actual mission-planning problem.

Robotics analogue: Field-robot route selection under hazard: a delivery/inspection robot must reject the shortest path when it crosses a no-go hazard zone and instead commit to a longer but survivable route that still meets the time window.
easy (level easy · fog vision)
One central hazard, one obvious safe detour. The direct line x-axis route passes through a tesla coil + rocket infantry that shred the jeep; the top and bottom edges are completely open. Generous deadline: any safe detour wins. The model only has to recognise the corridor is lethal and not drive into it.
WIN WHEN: get a unit into region (120,20) r=7 AND lose ≤0 of your own units AND before game tick 7500.
You have at most 32 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
The bottom detour is now also guarded, so only the top-edge route is safe — a longer commitment that the deadline still allows but with less slack. The model must reason that the shortest route is lethal, the bottom route is also lethal, and the top route, though longest, is the only plan that satisfies both the no-loss constraint and the tighter clock.
WIN WHEN: get a unit into region (120,20) r=7 AND lose ≤0 of your own units AND before game tick 6000.
You have at most 36 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
Both edges are partly contested and the deadline is tight enough that the longest fully-safe path is too slow — the model must reason about a graduated tradeoff: the top edge is fastest but grazes a defended pocket, the bottom edge is fully safe but too long for the clock, so the only winning plan threads the narrow safe seam near the top while staying out of weapon range. Risk and route must be traded against the deadline, not avoided outright.
WIN WHEN: get a unit into region (122,20) r=6 AND lose ≤0 of your own units AND before game tick 4800.
You have at most 40 decision turns; acting decisively and early matters.
Risk Dilemma — Destroy the Enemy Economy via the Safer Routereasoning
strategy-dilemma · singles-dilemma
Why: Two routes to the objective: a safe-but-long path vs a short-but-lethal one. The decision is route risk assessment under a deadline, not pathfinding itself.
Robotics analogue: Field-robot route selection rejecting a hazardous shortest path for a survivable longer one within a time window.
easy (level easy · fog vision)
Risk Dilemma \u2014 destroy the enemy's key economic buildings (construction yard + refinery). The enemy is deliberately strong: brute-forcing every defender bleeds the force and loses. Take the safer route, reach the base, eliminate fact+proc.
WIN WHEN: destroy the enemy fact+proc AND before game tick 16000.
YOU LOSE IF: your whole force is destroyed.
You have at most 100 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Same objective (fact+proc), tighter clock and an attrition cap \u2014 a costly brawl no longer counts as a win even if you reach base.
WIN WHEN: destroy the enemy fact+proc AND before game tick 12000 AND lose ≤8 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 90 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
fact+proc destroyed, tight clock, strict attrition: only a clean raid that avoids the strong defenses wins; brute force loses.
WIN WHEN: destroy the enemy fact+proc AND before game tick 9000 AND lose ≤4 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 80 decision turns; acting decisively and early matters.
The Gauntlet — Run a Defended Corridor to Destroy the Enemy Economyreasoning
strategy-gauntlet · singles-gauntlet
Why: Reach the objective through a defended corridor: sequence commitment and timing so the force survives the run — planning under attrition, not motor control.
Robotics analogue: Autonomous traversal of a hazardous corridor: plan a timed run that survives staged threats.
easy (level easy · fog vision)
The Gauntlet \u2014 run the defended corridor and destroy the enemy's key economic buildings (construction yard + refinery). The corridor is lethal to a brute-force push; sequence and time the run so the force survives to kill fact+proc.
WIN WHEN: destroy the enemy fact+proc AND before game tick 16000.
YOU LOSE IF: your whole force is destroyed.
You have at most 100 decision turns; acting decisively and early matters.
medium (level medium · fog vision)
Same objective (fact+proc), tighter clock + attrition cap \u2014 a costly run no longer counts as a win.
WIN WHEN: destroy the enemy fact+proc AND before game tick 12000 AND lose ≤8 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 90 decision turns; acting decisively and early matters.
hard (level hard · fog vision)
fact+proc destroyed, tight clock, strict attrition: only a well-timed run that survives the gauntlet wins.
WIN WHEN: destroy the enemy fact+proc AND before game tick 9000 AND lose ≤4 of your own units.
YOU LOSE IF: your whole force is destroyed.
You have at most 80 decision turns; acting decisively and early matters.
\ No newline at end of file diff --git a/eval_stats.json b/eval_stats.json new file mode 100644 index 0000000000000000000000000000000000000000..5df49d6ff48e822f048279ccf08283d4875c902d --- /dev/null +++ b/eval_stats.json @@ -0,0 +1,75 @@ +{ + "run_id": "20260519-062413", + "model": "qwen/qwen3.6-flash", + "truncated": false, + "resumed": 0, + "cost": { + "calls": 32, + "prompt_tokens": 224855, + "completion_tokens": 20468, + "usd": 0.0, + "max_usd": 0.0 + }, + "summary": { + "action-multiunit-coordination:hard": { + "n": 1, + "win_rate": 0.0, + "composite_mean": 0.2674, + "composite_std": 0.0, + "perception_mean": 0.688, + "reasoning_mean": 0.6914, + "action_mean": 1.0, + "objective_mean": 0.3942, + "weakest_link_hist": { + "perception": 1 + } + } + }, + "overall": { + "n": 1, + "win_rate": 0.0, + "composite_mean": 0.2674, + "composite_std": 0.0, + "perception_mean": 0.688, + "reasoning_mean": 0.6914, + "action_mean": 1.0, + "objective_mean": 0.3942, + "weakest_link_hist": { + "perception": 1 + } + }, + "reward_vector_mean": { + "economy": 0.5, + "military": 0.2, + "territory": 0.64, + "scouting": 0.4, + "objective": 0.3942 + }, + "episodes": [ + { + "cell": "action-multiunit-coordination:hard", + "capability": "action", + "split": "public", + "seed": 1, + "outcome": "loss", + "composite": 0.2674, + "perception": 0.688, + "reasoning": 0.6914, + "action": 1.0, + "weakest_link": "perception", + "objective_progress": 0.3942, + "reward_vector": { + "economy": 0.5, + "military": 0.2, + "territory": 0.64, + "scouting": 0.4, + "objective": 0.3942 + }, + "turns": 32, + "notes": [ + "objective not met (loss); weakest link: perception" + ] + } + ], + "skipped": [] +} \ No newline at end of file diff --git a/openra_bench/scenarios/packs/action-multiunit-coordination.yaml b/openra_bench/scenarios/packs/action-multiunit-coordination.yaml index 35cba32dfe2efe89fc2aebad46cedef2dc613cfc..6185e1a57c7204ca4d4a89897d5eea64a740bc64 100644 --- a/openra_bench/scenarios/packs/action-multiunit-coordination.yaml +++ b/openra_bench/scenarios/packs/action-multiunit-coordination.yaml @@ -97,22 +97,24 @@ levels: hard: # Identical setup to MEDIUM (same regions, same enemy pickets, same # deadline + attrition). The ONLY changed variable is disclosure: - # objective_coords:relative gives compass labels instead of (x,y), - # so the model must ground each target on the minimap itself. An - # enemy building still sits in each region (fact NE / proc SE / powr - # SW) as the on-map landmark to localize against. A hard failure - # therefore attributes to spatial grounding, not extra combat. + # objective_coords:relative names the enemy building TYPE in each + # direction instead of (x,y), so the model must find that specific + # structure on the minimap and converge on it. Each named building + # sits at the region centre (fact NE / proc SE / powr SW). A hard + # failure attributes to spatial grounding, not extra combat. objective_coords: relative description: > Three dispersed regions, 8 units, attrition cap — but you are NOT - given coordinates. Put >=2 units into EACH of: the NORTH-EAST - corner, the SOUTH-WEST (bottom-left) corner, and the SOUTH-EAST - corner before tick 2800, losing <=2. Each region holds one enemy - building (visible on the minimap once scouted) — use the map to - localize the targets. The three lie in three different directions; - a single eastward column cannot reach the south-west one, so this - needs genuine multi-vector dispatch. Enemy infantry contest the - two eastern lanes; the south-west route is clear. + given coordinates. Instead, each target region is marked by a + specific enemy building you must reach. Put >=2 units next to EACH + of: the enemy Construction Yard in the NORTH-EAST, the enemy Power + Plant in the SOUTH-WEST (bottom-left), and the enemy Ore Refinery + in the SOUTH-EAST, before tick 2800, losing <=2. Identify each + building on the minimap and drive to it. The three lie in three + different directions; a single eastward column cannot reach the + south-west one, so this needs genuine multi-vector dispatch. + Enemy infantry contest the two eastern lanes; the south-west + route is clear. overrides: actors: - {type: 2tnk, owner: agent, position: [5, 6], count: 3} @@ -126,11 +128,11 @@ levels: win_condition: all_of: - {units_in_region_gte: {x: 115, y: 6, radius: 7, n: 2, - label: "the NORTH-EAST corner of the map"}} + label: "the enemy Construction Yard (fact) in the NORTH-EAST"}} - {units_in_region_gte: {x: 20, y: 36, radius: 7, n: 2, - label: "the SOUTH-WEST (bottom-left) corner of the map"}} + label: "the enemy Power Plant (powr) in the SOUTH-WEST (bottom-left)"}} - {units_in_region_gte: {x: 115, y: 34, radius: 7, n: 2, - label: "the SOUTH-EAST corner of the map"}} + label: "the enemy Ore Refinery (proc) in the SOUTH-EAST"}} - {within_ticks: 2800} - {units_lost_lte: 2} fail_condition: diff --git a/playback/run1/20260519-062413__qwen_qwen3.6-flash/_journal.jsonl b/playback/run1/20260519-062413__qwen_qwen3.6-flash/_journal.jsonl new file mode 100644 index 0000000000000000000000000000000000000000..04b2b9d9e5148d730b5bdd8ed64278d6261951f1 --- /dev/null +++ b/playback/run1/20260519-062413__qwen_qwen3.6-flash/_journal.jsonl @@ -0,0 +1 @@ +{"cell": "action-multiunit-coordination:hard", "capability": "action", "split": "public", "seed": 1, "outcome": "loss", "composite": 0.2674, "perception": 0.688, "reasoning": 0.6914, "action": 1.0, "weakest_link": "perception", "objective_progress": 0.3942, "reward_vector": {"economy": 0.5, "military": 0.2, "territory": 0.64, "scouting": 0.4, "objective": 0.3942}, "turns": 32, "notes": ["objective not met (loss); weakest link: perception"], "_key": "action-multiunit-coordination|hard|public|1"} diff --git a/playback/run1/20260519-062413__qwen_qwen3.6-flash/action-multiunit-coordination:hard:public/seed1/manifest.json b/playback/run1/20260519-062413__qwen_qwen3.6-flash/action-multiunit-coordination:hard:public/seed1/manifest.json new file mode 100644 index 0000000000000000000000000000000000000000..0e712ca5611d751cde867c53956135613a8fd9c6 --- /dev/null +++ b/playback/run1/20260519-062413__qwen_qwen3.6-flash/action-multiunit-coordination:hard:public/seed1/manifest.json @@ -0,0 +1,33 @@ +{ + "scenario": "action-multiunit-coordination:hard", + "pack_id": "action-multiunit-coordination", + "level": "hard", + "capability": "action", + "run_id": "20260519-062413", + "model": "qwen/qwen3.6-flash", + "seed": 1, + "outcome": "loss", + "turns": 32, + "max_turns": 36, + "actions_issued": 46, + "actions_warned": 0, + "agent_stats": { + "turns": 32, + "tool_calls": 46, + "empty_replies": 0 + }, + "objective_progress": 0.3942, + "reward_vector": { + "economy": 0.5, + "military": 0.2, + "territory": 0.64, + "scouting": 0.4, + "objective": 0.3942 + }, + "signals": { + "economy_value": 5000, + "explored_percent": 64.0, + "units_killed": 2, + "units_lost": 0 + } +} \ No newline at end of file diff --git a/playback/run1/20260519-062413__qwen_qwen3.6-flash/action-multiunit-coordination:hard:public/seed1/messages.json b/playback/run1/20260519-062413__qwen_qwen3.6-flash/action-multiunit-coordination:hard:public/seed1/messages.json new file mode 100644 index 0000000000000000000000000000000000000000..92504ecc4de0de617ed07fa00b545e928925e731 --- /dev/null +++ b/playback/run1/20260519-062413__qwen_qwen3.6-flash/action-multiunit-coordination:hard:public/seed1/messages.json @@ -0,0 +1,1203 @@ +[ + { + "role": "system", + "content": "You are playing Command & Conquer: Red Alert.\nEach turn you receive a BRIEFING with the current game state and a MINIMAP image.\nIssue orders to your units via tool calls; the game advances asynchronously and\ninterrupts you when something happens (unit arrived, enemy spotted, etc.).\n\nUnit format in briefings (one unit per line):\n @(,) unit is idle / not moving\n @(,), moving to (,) unit is en route to (tx,ty)\nExample:\n 1004 jeep @(15,27)\n 1005 jeep @(15,27), moving to (40,30)\n\nWhen issuing tool calls, pass the numeric unit ID (e.g. unit_ids=[1004]).\n\nIdle units are also listed at the end as `Idle: 1004, 1006, ...`\nfor quick scanning.\n\nEvery turn MUST include at least one tool call.\n\nCombat model (read once, applies to every turn):\n * Two ways to fight:\n - `move` to a cell \u2014 units take the path; auto-fire at any hostile\n in weapon range *opportunistically* (no detour); they stop when\n they reach the cell. Use this to POSITION (e.g. flank, retreat).\n - `attack_target(unit_ids, target_id)` \u2014 units pathfind toward the\n named actor and focus-fire it, even if other enemies are closer.\n Use this for PRIORITY: kill THIS tesla, ignore the e3 next to it.\n After the target dies, units go idle and you re-decide on the\n next briefing.\n * \"Range\" in the codex is in cells. A unit with rng=4.8c attacks\n targets at \u22644.8 cells away. A defense with rng=7c hits you at 7 cells.\n * If your range < enemy range, you take damage before you can hit back.\n Counter by:\n (a) flanking from multiple sides so attention splits, or\n (b) sending sacrificial high-HP units (2tnk, apc) to soak hits while\n longer-burst units do damage, or\n (c) bypassing the threat entirely (route around).\n * DPS in the codex assumes sustained fire; concentrating 4 tanks on one\n tesla coil burns it down 4\u00d7 faster than sending one at a time. Send\n GROUPS via `attack_target` with the same target_id, not single units.\n * Sight (`sight Nc`) means you see N cells out from that unit \u2014 if your\n sight \u2265 enemy attack range, scout safely from outside their range.\n\nOBJECTIVE (this scenario): Three dispersed regions, 8 units, attrition cap \u2014 but you are NOT given coordinates. Put >=2 units into EACH of: the NORTH-EAST corner, the SOUTH-WEST (bottom-left) corner, and the SOUTH-EAST corner before tick 2800, losing <=2. Each region holds one enemy building (visible on the minimap once scouted) \u2014 use the map to localize the targets. The three lie in three different directions; a single eastward column cannot reach the south-west one, so this needs genuine multi-vector dispatch. Enemy infantry contest the two eastern lanes; the south-west route is clear.\nWIN WHEN: get \u22652 units into the NORTH-EAST corner of the map AND get \u22652 units into the SOUTH-WEST (bottom-left) corner of the map AND get \u22652 units into the SOUTH-EAST corner of the map AND before game tick 2800 AND lose \u22642 of your own units.\nYOU LOSE IF: (your whole force is destroyed OR not before game tick 2801).\nYou have at most 36 decision turns; acting decisively and early matters.\n\nUNIT CODEX (this scenario). Each line: $cost hp rng dps sight (role). Unarmed units list their function instead of rng/dps; buildings list their purpose.\n 1tnk Light tank \u2014 cheap, fast, modest armour/gun; anti-vehicle. $700 hp300 rng4c dps14 sight6c tracked\n 2tnk Medium tank \u2014 the main battle tank, balanced armour/firepower. $850 hp400 rng4.75c dps22 sight6c tracked\n e1 Rifle infantry \u2014 cheap basic foot soldier, good vs infantry. $100 hp50 rng3c dps6 sight4c foot\n fact Construction yard \u2014 builds all structures; LOSS-CRITICAL base building.\n jeep Ranger jeep \u2014 fast lightly-armed scout, best for vision. $600 hp150 rng4c dps8 sight7c wheeled\n powr Power plant \u2014 supplies power; structures fail without enough power.\n proc Ore refinery \u2014 converts harvested ore into credits; the economy core." + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 3, ~0s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 4.1%\nUnits (8):\n 1004 1tnk @(7,10)\n 1005 1tnk @(7,10)\n 1006 1tnk @(7,10)\n 1001 2tnk @(5,6)\n 1002 2tnk @(5,6)\n 1003 2tnk @(5,6)\n 1007 jeep @(5,14)\n 1008 jeep @(5,14)\nIdle: 1004, 1005, 1006, 1001, 1002, 1003, 1007, 1008\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: none visible\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "Based on the objective to place units in the three corners (North-East, South-West, South-East), I will split my forces. The South-West route is clear, while the Eastern lanes are contested. I will send one group Southwest, and two groups East to secure the North-East and South-East corners, with backups for the Eastern fronts.\n\n**Plan:**\n1. **South-West:** Send `1005`, `1006` (Light Tanks) to the SW corner `(0, 40)`.\n2. **South-East:** Send `1001`, `1004` (Medium/Light Tanks) and `1002` (Medium Tank) to the SE corner `(127, 40)`.\n3. **North-East:** Send `1003` (Medium Tank) and `1007`, `1008` (Jeeps) to the NE corner `(127, 0)`.\n\nThis ensures at least 2 units in each corner, with extra coverage in the contested Eastern regions.\n\n", + "reasoning": "The goal is to position at least 2 units into each of three corners (North-East, South-West, South-East) before tick 2800, losing no more than 2 units.\nThe enemy is currently unscouted, but based on the objective, there are buildings in the three corners.\nFrom the minimap, I can see my units are clustered on the left side (x < 20).\nThe South-West corner corresponds to the bottom-left of the map, which is roughly (0, 40) or similar. The units are already quite close to the South-West area.\nThe North-East corner is top-right, roughly (127, 0).\nThe South-East corner is bottom-right, roughly (127, 40).\n\nMy units:\n- Light Tanks (1tnk): 1004, 1005, 1006 at (7,10).\n- Medium Tanks (2tnk): 1001, 1002, 1003 at (5,6).\n- Jeeps: 1007, 1008 at (5,14).\n\nStrategy:\nI need to split my forces.\nSouth-West Target: (approx 0, 40). Units 1004, 1005 are close. They can move there.\nSouth-East Target: (approx 127, 40). Units 1001, 1002 are closer to the center/left.\nNorth-East Target: (approx 127, 0). Units 1003, 1007, 1008 can go there.\n\nLet's refine the grouping based on position and speed.\n1tnk are faster/lighter. 2tnk are heavier.\nCurrent positions:\n- 1004, 1005, 1006 @ (7, 10) -> roughly central-left.\n- 1001, 1002, 1003 @ (5, 6) -> central-left, slightly higher.\n- 1007, 1008 @ (5, 14) -> central-left, lower.\n\nGrouping Plan:\n**South-West (Bottom-Left):** Needs 2 units.\n- 1005 (1tnk) and 1006 (1tnk) are at (7,10). They are already quite close to the SW corner (0,40) compared to the other corners. Let's send them there.\n\n**South-East (Bottom-Right):** Needs 2 units.\n- 1001 (2tnk) and 1002 (2tnk) are at (5,6). They have good HP.\n- 1004 (1tnk) is at (7,10).\n- 1007, 1008 (jeeps) are at (5,14).\n- I'll send 1004 (1tnk) and 1001 (2tnk) towards SE. Or maybe 1002 and 1004. Let's use 1004 and 1001.\n\n**North-East (Top-Right):** Needs 2 units.\n- 1003 (2tnk) is at (5,6).\n- 1007, 1008 (jeeps) are at (5,14).\n- I'll send 1003 (2tnk) and 1007 (jeep) towards NE.\n\nWait, the prompt says \"Enemy infantry contest the two eastern lanes; the south-west route is clear.\" This implies I should be careful moving east. I should probably use the tanks to punch through or just move fast. The 1tnk are fast.\n\nLet's adjust:\n- **SW**: 1005, 1006 (1tnk) -> Move to (0, 40) or close to corner.\n- **SE**: 1004 (1tnk), 1001 (2tnk) -> Move to (127, 40) or close.\n- **NE**: 1003 (2tnk), 1007 (jeep) -> Move to (127, 0) or close.\n- **Reserve/Backup**: 1002 (2tnk), 1008 (jeep). Keep them near center or send to the most contested lane. Since the SW route is clear, maybe send 1002 there as well? No, I need 2 in each.\nLet's stick to 2 per corner for now.\n\nCoordinates:\nMap size looks like roughly 127x40 based on the grid lines.\nSW Corner: (0, 40)\nSE Corner: (127, 40)\nNE Corner: (127, 0)\n\nOrders:\n1. Move 1005, 1006 to (10, 35) - heading SW.\n2. Move 1004, 1001 to (117, 35) - heading SE.\n3. Move 1003, 1007 to (117, 5) - heading NE.\n4. 1002, 1008 stay idle or move to support. Let's keep them close for now.\n\nWait, looking at the map, the green area (grass) seems to be on the left. The right side is dark (unexplored). I don't know the terrain perfectly, but I must move towards the corners.\n\nLet's refine the targets to be the corners themselves.\nSW: (0, 40)\nSE: (127, 40)\nNE: (127, 0)\n\nI will move:\n- 1005, 1006 to (0, 40)\n- 1004, 1002 to (127, 40)\n- 1001, 1003 to (127, 0)\n- 1007, 1008 to (63, 20) - wait, I need 2 units in each corner. I have 8 units. 2*3 = 6. I have 2 extras.\nLet's put the extras in the most contested area or keep them as a reserve.\nThe prompt says \"Enemy infantry contest the two eastern lanes\". This suggests SE and NE are risky. SW is clear.\nSo, SW (0,40) should be easy.\nSE (127,40) and NE (127,0) are risky.\n\nRevised Plan:\n- **SW (Clear)**: Send the heavy tanks here to secure it easily? Or send the fast ones? Since it's clear, send the fast ones (1tnk) to secure it quickly, and keep the heavy tanks for the fight.\n - 1005, 1006 (1tnk) -> (0, 40)\n- **SE (Risky)**: Send 1004 (1tnk) and 1001 (2tnk).\n - 1004, 1001 -> (127, 40)\n- **NE (Risky)**: Send 1003 (2tnk) and 1007 (jeep).\n - 1003, 1007 -> (127, 0)\n- **Reserve**: 1002 (2tnk), 1008 (jeep).\n - 1002 -> (127, 40) as backup? Or (63, 20) central?\n - Let's send 1002 to SE (127, 40) to ensure 2 units survive there. And 1008 to NE (127, 0) to ensure 2 units survive there.\n - Actually, the prompt says \"lose <= 2\". So I can afford some loss.\n - Let's just send the initial 6. If a unit dies, I send a spare.\n - But to be safe, I'll send 2 spare units to the eastern corners as well.\n - 1002 (2tnk) -> (127, 40) [SE]\n - 1008 (jeep) -> (127, 0) [NE]\n - Wait, I need 2 units in EACH corner.\n - SW: 1005, 1006\n - SE: 1001, 1004\n - NE: 1003, 1007\n - Extras: 1002, 1008.\n - I'll send 1002 to SE and 1008 to NE as well, just to have numbers on the ground, or keep them in the middle.\n - Let's send 1002 to (127, 40) and 1008 to (127, 0). That gives me 3 units in SE and 3 in NE, and 2 in SW. That satisfies the condition robustly.\n\nLet's check coordinates again.\nMap width ~127, height ~40.\nSW: (0, 40)\nSE: (127, 40)\nNE: (127, 0)\n\nMoves:\n- 1005, 1006 -> (0, 40)\n- 1001, 1004 -> (127, 40)\n- 1003, 1007 -> (127, 0)\n- 1002 -> (127, 40)\n- 1008 -> (127, 0)\n\nThis seems like a solid plan. I'll execute the moves.\nI need to make sure I don't overlap moves on the same unit.\n1004, 1005, 1006 are at (7,10).\n1001, 1002, 1003 are at (5,6).\n1007, 1008 are at (5,14).\n\nSo:\n- Move 1005, 1006 to (0, 40)\n- Move 1001, 1004 to (127, 40)\n- Move 1003, 1007 to (127, 0)\n- Move 1002 to (127, 40)\n- Move 1008 to (127, 0)\n\nThis covers all units. 1002 and 1008 are extras to ensure the eastern corners are secured even if casualties occur.\n\nWait, is (0,40) the exact corner? The minimap shows grid lines. The bottom left is (0,40). The top right is (127,0).\nYes.\n\nLet's do it.\n", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1005, + 1006 + ], + "target_x": 0, + "target_y": 40 + } + } + }, + { + "id": "c1", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1001, + 1004, + 1002 + ], + "target_x": 127, + "target_y": 40 + } + } + }, + { + "id": "c2", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1003, + 1007, + 1008 + ], + "target_x": 127, + "target_y": 0 + } + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "tool", + "tool_call_id": "c1", + "content": "ok" + }, + { + "role": "tool", + "tool_call_id": "c2", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 93, ~3s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 8.5%\nUnits (8):\n 1004 1tnk @(14,10), moving to (124,36)\n 1005 1tnk @(7,19), moving to (2,36)\n 1006 1tnk @(7,19), moving to (3,36)\n 1001 2tnk @(10,6), moving to (123,36)\n 1002 2tnk @(10,6), moving to (125,36)\n 1003 2tnk @(10,6), moving to (124,3)\n 1007 jeep @(16,14), moving to (125,3)\n 1008 jeep @(16,14), moving to (123,4)\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: none visible\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "The units are moving towards their respective corners. The SW units are moving straight west/southwest. The SE and NE units are moving east. The map shows the units are still relatively close to the start, and the map is largely unexplored. I need to let them continue moving to reach their destinations. No new orders are needed yet as they are en route.", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "observe", + "arguments": {} + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 183, ~7s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 15.8%\nUnits (8):\n 1004 1tnk @(23,10), moving to (124,36)\n 1005 1tnk @(7,28), moving to (2,36)\n 1006 1tnk @(7,28), moving to (3,36)\n 1001 2tnk @(16,6), moving to (123,36)\n 1002 2tnk @(16,6), moving to (125,36)\n 1003 2tnk @(16,6), moving to (124,3)\n 1007 jeep @(29,14), moving to (125,3)\n 1008 jeep @(29,14), moving to (123,4)\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: none visible\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "The units are moving towards their respective corners.\n- SW group (1005, 1006) is at (7, 28), moving to (2, 36) - looks good.\n- SE group (1001, 1002, 1004) is moving East/South-East. 1004 is at (23, 10), others at (16, 6).\n- NE group (1003, 1007, 1008) is moving North-East. 1003 at (16, 6), jeeps at (29, 14).\n\nI will observe to let them progress.", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "observe", + "arguments": {} + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 273, ~10s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 21.9%\nUnits (8):\n 1004 1tnk @(32,10), moving to (124,36)\n 1005 1tnk @(3,35), moving to (2,36)\n 1006 1tnk @(4,35), moving to (3,36)\n 1001 2tnk @(22,6), moving to (123,36)\n 1002 2tnk @(22,6), moving to (125,36)\n 1003 2tnk @(22,6), moving to (124,3)\n 1007 jeep @(41,14), moving to (125,3)\n 1008 jeep @(41,14), moving to (123,4)\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: none visible\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "The units are progressing well towards their destinations.\n- SW group (1005, 1006) is very close to (2,36) and (3,36), essentially there.\n- SE group (1001, 1002, 1004) is moving east.\n- NE group (1003, 1007, 1008) is moving east/north-east.\n\nI'll continue to observe and let them reach their targets. The SW corner is practically secured.", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "observe", + "arguments": {} + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 363, ~14s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 27.1%\nUnits (8):\n 1004 1tnk @(41,10), moving to (124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(28,6), moving to (123,36)\n 1002 2tnk @(28,6), moving to (125,36)\n 1003 2tnk @(28,6), moving to (124,3)\n 1007 jeep @(54,14), moving to (125,3)\n 1008 jeep @(54,14), moving to (123,4)\nIdle: 1005, 1006\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: none visible\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "The SW corner units (1005, 1006) have arrived. The other units are still en route. I will wait for the other units to reach their destinations.\n", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "observe", + "arguments": {} + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 453, ~18s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 32.2%\nUnits (8):\n 1004 1tnk @(50,10), moving to (124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(34,6), moving to (123,36)\n 1002 2tnk @(34,6), moving to (125,36)\n 1003 2tnk @(34,6), moving to (124,3)\n 1007 jeep @(67,14), moving to (125,3)\n 1008 jeep @(67,14), moving to (123,4)\nIdle: 1005, 1006\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: none visible\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "The South-West corner is secured with 2 tanks (1005, 1006). The other units are still approaching the SE and NE corners. I should continue to observe and wait for them to arrive or for enemies to appear. No action is needed right now as units are moving.\n", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "observe", + "arguments": {} + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 543, ~21s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 37.4%\nUnits (8):\n 1004 1tnk @(59,10), moving to (124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(40,6), moving to (123,36)\n 1002 2tnk @(40,6), moving to (125,36)\n 1003 2tnk @(40,6), moving to (124,3)\n 1007 jeep @(80,14), moving to (125,3)\n 1008 jeep @(80,14), moving to (123,4)\nIdle: 1005, 1006\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 2xe1[1012@(60,8),1013@(60,8)] center (60,8)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "The enemy infantry (e1) at (60,8) are contesting the eastern lanes. The SE group (1001, 1002) is approaching from the left, and the NE group (1003, 1007, 1008) is approaching from the right. The SE group is closest to the infantry. I should order the SE group to attack the infantry to clear the path to the SE corner. The NE group is further away but should continue towards the NE corner. The SW group is already there. The SE group (1001, 1002) should focus-fire the enemy infantry.\n", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "attack_unit", + "arguments": { + "unit_ids": [ + 1001, + 1002 + ], + "target_id": 1012 + } + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 633, ~25s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 43.3%\nUnits (8):\n 1004 1tnk @(68,10), moving to (124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(56,6), moving to (62,8)\n 1002 2tnk @(56,7), moving to (62,8)\n 1003 2tnk @(46,6), moving to (124,3)\n 1007 jeep @(93,14), moving to (125,3)\n 1008 jeep @(93,14), moving to (123,4)\nIdle: 1005, 1006\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: none visible\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "The tanks 1001 and 1002 are engaging the enemy infantry at (60,8). I need to wait for them to finish the fight or continue moving towards the SE corner if the enemy is dead. The briefing says \"Enemies: none visible\", which implies the infantry might have been destroyed or moved out of sight. I will observe to see the result of the engagement.\n", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "observe", + "arguments": {} + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 723, ~28s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 48.4%\nUnits (8):\n 1004 1tnk @(77,10), moving to (124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(61,6)\n 1002 2tnk @(61,7)\n 1003 2tnk @(52,6), moving to (124,3)\n 1007 jeep @(106,14), moving to (125,3)\n 1008 jeep @(106,14), moving to (123,4)\nIdle: 1005, 1006, 1001, 1002\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: none visible\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "The two tanks (1001, 1002) have cleared the infantry threat at (60,8) and are now idle. They should continue toward the SE corner. I will order them to move to the SE corner coordinates (127, 40). The other units are still in transit.", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1001, + 1002 + ], + "target_x": 127, + "target_y": 40 + } + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 813, ~32s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 53.2%\nUnits (8):\n 1004 1tnk @(86,10), moving to (124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(67,6), moving to (123,36)\n 1002 2tnk @(67,7), moving to (124,36)\n 1003 2tnk @(58,6), moving to (124,3)\n 1007 jeep @(117,11), moving to (125,3)\n 1008 jeep @(116,11), moving to (123,4)\nIdle: 1005, 1006\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xe1[1013@(81,9)] 1xfact[1009@(115,6)] center (98,7)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "The enemy factory `1009` and infantry `1013` are spotted at `(115,6)` and `(81,9)`. The `1007` and `1008` jeeps are moving to `(125,3)` and `(123,4)` which are very close to the factory. I should order the jeeps to attack the factory and the infantry to clear the North-East corner. The `1003` tank is also moving towards the NE corner.\n\nMy plan for the North-East corner:\n- `1003` (2tnk) is already moving there.\n- `1007`, `1008` (jeeps) are very close.\n- I'll order `1007`, `1008` to attack `1009` (factory) and `1013` (e1).\n- I'll also have `1003` join the attack.\n\nMy plan for the South-East corner:\n- `1001`, `1002` are moving to `(123,36)` / `(124,36)`.\n- `1004` is moving to `(124,36)`.\n\nMy plan for the South-West corner:\n- `1005`, `1006` are already there at `(2,36)` and `(3,36)`.\n\nSo, I need to secure the NE corner first to ensure the objective is met.\n", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "attack_unit", + "arguments": { + "unit_ids": [ + 1003, + 1007, + 1008 + ], + "target_id": 1009 + } + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 903, ~36s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 57.2%\nUnits (8):\n 1004 1tnk @(95,10), moving to (124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(73,6), moving to (123,36)\n 1002 2tnk @(73,7), moving to (124,36)\n 1003 2tnk @(111,5), moving to (115,6)\n 1007 jeep @(116,10), moving to (115,6)\n 1008 jeep @(115,10), moving to (115,6)\nIdle: 1005, 1006\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xfact[1009@(115,6)] center (115,6)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "The enemy factory `1009` is at `(115,6)`. My units `1003`, `1007`, `1008` are attacking it. I should continue the attack until it dies, then move those units to the NE corner `(127,0)`.", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "observe", + "arguments": {} + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 993, ~39s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 57.2%\nUnits (8):\n 1004 1tnk @(102,14), moving to (124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(79,6), moving to (123,36)\n 1002 2tnk @(79,7), moving to (124,36)\n 1003 2tnk @(111,5), moving to (115,6)\n 1007 jeep @(116,10), moving to (115,6)\n 1008 jeep @(115,10), moving to (115,6)\nIdle: 1005, 1006\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xfact[1009@(115,6)] center (115,6)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "The enemy factory is still visible at (115,6). My units (1003, 1007, 1008) are moving to attack it. The enemy has not moved or been destroyed yet, suggesting they might have just spawned or are just being targeted. I should continue the attack to destroy the factory and secure the NE corner.\n\nUnits 1005 and 1006 are already in the SW corner (near 0,36).\nUnits 1001 and 1002 are moving to SE corner.\nUnit 1004 is moving to SE corner.\nUnits 1003, 1007, 1008 are attacking the factory in NE.\n\nI will check the status of the attack.", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "observe", + "arguments": {} + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 1083, ~43s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 58.1%\nUnits (8):\n 1004 1tnk @(109,21), moving to (124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(85,6), moving to (123,36)\n 1002 2tnk @(85,7), moving to (124,36)\n 1003 2tnk @(111,5), moving to (115,6)\n 1007 jeep @(116,10), moving to (115,6)\n 1008 jeep @(115,10), moving to (115,6)\nIdle: 1005, 1006\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xfact[1009@(115,6)] center (115,6)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "The enemy factory is still active at (115,6). My units 1003, 1007, and 1008 are adjacent to it. I ordered them to attack it previously, but they seem to be idle or just arriving. I should re-issue the attack command to ensure they engage the factory. Meanwhile, 1004 is moving towards SE, 1001/1002 are also moving SE. 1005/1006 are already in SW.\n\nI will force the units near the factory to attack it again to make sure it gets destroyed.", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "attack_unit", + "arguments": { + "unit_ids": [ + 1003, + 1007, + 1008 + ], + "target_id": 1009 + } + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 1173, ~46s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 60.4%\nUnits (8):\n 1004 1tnk @(116,28), moving to (124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(91,6), moving to (123,36)\n 1002 2tnk @(91,7), moving to (124,36)\n 1003 2tnk @(111,5), moving to (115,6)\n 1007 jeep @(116,10), moving to (115,6)\n 1008 jeep @(115,10), moving to (115,6)\nIdle: 1005, 1006\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xfact[1009@(115,6)] center (115,6)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "The enemy factory at `(115,6)` is still alive and engaging my NE units. I need to focus fire it down again. My SE units (`1001`, `1002`) are close to their target. My SW units (`1005`, `1006`) are already there. `1004` is also close to SE. I will continue focusing the NE building.", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "attack_unit", + "arguments": { + "unit_ids": [ + 1003, + 1007, + 1008 + ], + "target_id": 1009 + } + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 1263, ~50s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 62.0%\nUnits (8):\n 1004 1tnk @(123,35), moving to (124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(95,8), moving to (123,36)\n 1002 2tnk @(96,8), moving to (124,36)\n 1003 2tnk @(111,5), moving to (115,6)\n 1007 jeep @(116,10), moving to (115,6)\n 1008 jeep @(115,10), moving to (115,6)\nIdle: 1005, 1006\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xfact[1009@(115,6)] center (115,6)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "The NE enemy building (1009) is still alive and my units are engaged but slow. I have 3 units attacking it. I should also check on the other fronts.\n- SW: 1005, 1006 are at (2,36) and (3,36). They are in the SW corner. Mission accomplished for SW.\n- SE: 1001, 1002 are moving to (123,36)/(124,36). 1004 is at (123,35) moving to (124,36). So SE has 3 tanks approaching.\n- NE: 1003, 1007, 1008 are attacking 1009.\n\nI should continue attacking 1009 to clear the NE. Meanwhile, 1004 should reach SE soon. 1001, 1002 are close.\nLet's keep attacking 1009.\n", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "attack_unit", + "arguments": { + "unit_ids": [ + 1003, + 1007, + 1008 + ], + "target_id": 1009 + } + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 1353, ~54s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 62.0%\nUnits (8):\n 1004 1tnk @(124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(99,12), moving to (123,36)\n 1002 2tnk @(100,12), moving to (124,36)\n 1003 2tnk @(111,5), moving to (115,6)\n 1007 jeep @(116,10), moving to (115,6)\n 1008 jeep @(115,10), moving to (115,6)\nIdle: 1004, 1005, 1006\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xfact[1009@(115,6)] center (115,6)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "I have successfully placed units in the SW corner (1005, 1006) and the SE corner is being approached by 1001, 1002. 1004 is now in the SE corner at (124,36). The NE building (1009) is still active, so I need to take it out to secure the NE region. I'll continue attacking it with the units assigned to that flank (1003, 1007, 1008).", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "attack_unit", + "arguments": { + "unit_ids": [ + 1003, + 1007, + 1008 + ], + "target_id": 1009 + } + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 1443, ~57s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 62.1%\nUnits (8):\n 1004 1tnk @(124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(104,17), moving to (123,36)\n 1002 2tnk @(104,16), moving to (124,36)\n 1003 2tnk @(111,5), moving to (115,6)\n 1007 jeep @(116,10), moving to (115,6)\n 1008 jeep @(115,10), moving to (115,6)\nIdle: 1004, 1005, 1006\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xfact[1009@(115,6)] center (115,6)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "I need to keep pushing my units to destroy the enemy factory. The 2tnk and jeeps are still approaching it. Let me continue the attack.", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "attack_unit", + "arguments": { + "unit_ids": [ + 1003, + 1007, + 1008 + ], + "target_id": 1009 + } + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 1533, ~61s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 62.3%\nUnits (8):\n 1004 1tnk @(124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(108,21), moving to (123,36)\n 1002 2tnk @(108,20), moving to (124,36)\n 1003 2tnk @(111,5), moving to (115,6)\n 1007 jeep @(116,10), moving to (115,6)\n 1008 jeep @(115,10), moving to (115,6)\nIdle: 1004, 1005, 1006\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xfact[1009@(115,6)] center (115,6)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "I see the map. The factory (fact) is at approximately (115, 6) which is in the NORTH-EAST area. I have two units already in the SOUTH-WEST corner (1005, 1006 at (2,36) and (3,36)). I need to get at least 2 units into the NORTH-EAST corner and 2 units into the SOUTH-EAST corner.\n\nLooking at the map:\n- SOUTH-WEST corner: (2,36) and (3,36) - I have 1tnk units there.\n- NORTH-EAST corner: The factory is at (115, 6). The top-right area seems to be the goal.\n- SOUTH-EAST corner: The bottom-right area near (125, 36) or similar.\n\nMy current units:\n- 1004: 1tnk at (124, 36) - This is SOUTH-EAST corner!\n- 1005: 1tnk at (2, 36) - SOUTH-WEST corner.\n- 1006: 1tnk at (3, 36) - SOUTH-WEST corner.\n- 1001, 1002: 2tnks moving to (123, 36) / (124, 36) - These are heading to SOUTH-EAST.\n- 1003: 2tnk moving to (115, 6) - This is heading to the factory in NORTH-EAST.\n- 1007, 1008: jeeps moving to (115, 6) - Also heading to NORTH-EAST factory.\n\nSo currently:\n- SOUTH-WEST: 2 units (1005, 1006) - Done.\n- SOUTH-EAST: 1 unit (1004) + 2 units en route (1001, 1002). I just need to wait for them to arrive.\n- NORTH-EAST: 0 units yet. 3 units en route (1003, 1007, 1008) to the factory.\n\nI need to confirm the factory is destroyed or just hold positions. The objective is to \"get >=2 units into EACH of... the NORTH-EAST corner... SOUTH-WEST... SOUTH-EAST\". It doesn't explicitly say destroy, but usually holding the area implies defeating the enemy there or just being present. Given \"attrition cap\", I should probably destroy the buildings to secure the area, but the primary win condition is position.\n\nLet's keep attacking the factory with the units converging on it.\n1003, 1007, 1008 are attacking 1009.\n\nI will observe to see if the factory is destroyed and if the other units arrive.\n", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "observe", + "arguments": {} + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 1623, ~64s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 62.5%\nUnits (8):\n 1004 1tnk @(124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(112,25), moving to (123,36)\n 1002 2tnk @(113,25), moving to (124,36)\n 1003 2tnk @(111,5), moving to (115,6)\n 1007 jeep @(116,10), moving to (115,6)\n 1008 jeep @(115,10), moving to (115,6)\nIdle: 1004, 1005, 1006\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xfact[1009@(115,6)] center (115,6)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "I see the map now. Let me analyze the positions:\n\n1. **South-West corner (bottom-left)**: I have units 1005 and 1006 (both 1tnk) already at (2,36) and (3,36). These are in the SW corner. That's 2 units in SW. \u2713\n\n2. **South-East corner (bottom-right)**: I have unit 1004 (1tnk) at (124,36). But I need 2 units here. Units 1001 and 1002 are moving toward (123,36) and (124,36), which should be the SE corner area. Once they arrive, that will give me 3 units in SE.\n\n3. **North-East corner (top-right)**: I see the enemy factory at (115,6) in the NE area. I have units 1003, 1007, and 1008 moving toward it. Once they reach it, that should cover the NE corner.\n\nWait, let me re-read the objective:\n- \"get \u22652 units into the NORTH-EAST corner of the map AND get \u22652 units into the SOUTH-WEST (bottom-left) corner of the map AND get \u22652 units into the SOUTH-EAST corner of the map\"\n\nLooking at the minimap:\n- SW corner (bottom-left): Units 1005, 1006 are there. That's 2. \u2713\n- SE corner (bottom-right): Unit 1004 is at (124,36). Units 1001, 1002 are moving to (123,36) and (124,36). Once they arrive, that will be 3 units in SE. \u2713\n- NE corner (top-right): The factory is at (115,6). Units 1003, 1007, 1008 are moving toward it. Once they arrive, that will be 3 units in NE. \u2713\n\nSo the strategy is:\n1. Keep 1005, 1006 in SW (already there, just need to keep them there).\n2. Let 1001, 1002, 1004 arrive at SE corner.\n3. Let 1003, 1007, 1008 attack the NE factory and stay there.\n\nThe main risk is enemy infantry contesting the eastern lanes. I saw e1 units earlier at (60,8) and (60,8). The two 2tnks (1001, 1002) were engaging them earlier but then moved on. I should check if they're still alive or if there are more.\n\nCurrently:\n- 1005, 1006 are idle at SW corner. Good.\n- 1004 is at SE corner (124,36). Good.\n- 1001, 1002 are moving to SE corner. Good.\n- 1003, 1007, 1008 are attacking the NE factory. Good.\n\nI should just observe and let the units reach their destinations. The key is to not lose more than 2 units.\n\nLet me observe to see the current state.", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "observe", + "arguments": {} + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 1713, ~68s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 62.7%\nUnits (8):\n 1004 1tnk @(124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(116,29), moving to (123,36)\n 1002 2tnk @(117,29), moving to (124,36)\n 1003 2tnk @(111,5), moving to (115,6)\n 1007 jeep @(116,10), moving to (115,6)\n 1008 jeep @(115,10), moving to (115,6)\nIdle: 1004, 1005, 1006\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xe1[1013@(120,31)] 1xfact[1009@(115,6)] 1xproc[1010@(115,34)] center (116,23)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "We have 8 units.\nCurrent positions:\n- 1004 (1tnk) is at (124,36), which is the South-East corner.\n- 1005 (1tnk) is at (2,36), which is the South-West corner.\n- 1006 (1tnk) is at (3,36), which is the South-West corner.\n- 1001 (2tnk) is moving to (123,36), approaching South-East.\n- 1002 (2tnk) is moving to (124,36), approaching South-East.\n- 1003 (2tnk) is moving to (115,6), approaching North-East.\n- 1007 (jeep) is moving to (115,6), approaching North-East.\n- 1008 (jeep) is moving to (115,6), approaching North-East.\n\nWait, looking at the map and coordinates:\nThe map size seems to be roughly 127x39 based on coordinates.\nSouth-West corner would be low x, high y (e.g., 2,36). 1005 and 1006 are there.\nSouth-East corner would be high x, high y (e.g., 124,36). 1004 is there. 1001 and 1002 are moving there.\nNorth-East corner would be high x, low y (e.g., 115,6). 1003, 1007, 1008 are moving there.\n\nLet's check the objective:\n\"get >=2 units into the NORTH-EAST corner... SOUTH-WEST corner... and SOUTH-EAST corner... before tick 2800\"\n\nCurrent status:\n- South-West: 1005, 1006 (2 units). Condition met.\n- South-East: 1004 (1 unit), 1001, 1002 approaching. Condition nearly met.\n- North-East: 1003, 1007, 1008 approaching. Condition nearly met.\n\nWait, 1001 and 1002 are moving to (123,36) and (124,36). That's South-East.\n1003, 1007, 1008 are moving to (115,6) or similar. That's North-East.\n\nSo we have:\nSouth-West: 2 units (1005, 1006).\nSouth-East: 1 unit (1004) + 2 moving (1001, 1002).\nNorth-East: 3 moving (1003, 1007, 1008).\n\nIt seems we are well on our way. I just need to ensure they arrive.\n1004 is already at (124,36).\n1001 and 1002 are close.\n1003, 1007, 1008 are close to (115,6).\n\nI should probably just let them move. Or maybe move 1005/1006 to the North-East if needed, but the objective says >=2 in each corner.\nSouth-West has 2.\nSouth-East has 1 + 2 incoming.\nNorth-East has 3 incoming.\n\nLet's verify the \"South-East\" and \"North-East\" locations.\nThe map has water on the right side (x > 115 roughly).\n(124,36) is bottom right.\n(115,6) is top right.\n(2,36) is bottom left.\n\nSo:\n- South-West: (2,36) -> 1005, 1006. OK.\n- South-East: (124,36) -> 1004 (there), 1001, 1002 (moving there). OK.\n- North-East: (115,6) -> 1003, 1007, 1008 (moving there). OK.\n\nWait, are 1005 and 1006 staying there? They are idle.\nAre 1001 and 1002 going to SE? Yes, target (123,36) and (124,36).\nAre 1003, 1007, 1008 going to NE? Yes, target (115,6).\n\nSo we have:\nSW: 2 units.\nSE: 3 units (1004 + 1001 + 1002).\nNE: 3 units (1003 + 1007 + 1008).\n\nThis satisfies the condition of >=2 in each corner.\nI just need to wait for them to arrive.\n1001, 1002, 1003, 1007, 1008 are moving.\n1004 is already at SE.\n1005, 1006 are at SW.\n\nI should just observe until they arrive.\nTick is 1713. Time limit is 2800. Plenty of time.\n\nI'll just observe.\n", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "observe", + "arguments": {} + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 1803, ~72s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 62.9%\nUnits (8):\n 1004 1tnk @(124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(121,34), moving to (123,36)\n 1002 2tnk @(121,33), moving to (124,36)\n 1003 2tnk @(111,5), moving to (115,6)\n 1007 jeep @(116,10), moving to (115,6)\n 1008 jeep @(115,10), moving to (115,6)\nIdle: 1004, 1005, 1006\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xe1[1013@(120,31)] 1xfact[1009@(115,6)] 1xproc[1010@(115,34)] center (116,23)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "The situation has improved:\n- 1004 is at (124,36) - this is the NORTH-EAST corner. (124,36) is already in the NE corner.\n- 1001, 1002 are moving towards 123/124, 36 - the NE corner.\n- 1003, 1007, 1008 are at (111,5) and (116,10)/(115,10) moving to (115,6). This is the SOUTH-EAST area. The enemy factory is at (115,6).\n- 1005, 1006 are at (2,36) and (3,36) - this is the SOUTH-WEST corner.\n\nLet's check the coordinates:\nNorth-East corner: 127, 0 (top right). My target was (124, 36) which is actually South-East. Wait, the minimap shows y=0 at the top and y=39 at the bottom.\nSo:\n- (124, 36) is South-East corner.\n- (2, 36) is South-West corner.\n- (115, 6) is North-East area.\n\nLet's re-read the prompt: \"get >=2 units into EACH of: the NORTH-EAST corner, the SOUTH-WEST (bottom-left) corner, and the SOUTH-EAST corner\".\nThe prompt says: \"The three lie in three different directions; a single eastward column cannot reach the south-west one\".\nSo:\n- South-West corner: (2, 36) -> 1005, 1006 are here.\n- South-East corner: (124, 36) -> 1004 is here. 1001, 1002 are moving here.\n- North-East corner: (115, 6) -> 1003, 1007, 1008 are moving here.\n\nSo I need to get >=2 units into NE, SW, SE.\nCurrently:\n- SW: 1005, 1006 (2 units) -> Condition met for SW.\n- SE: 1004 (1 unit), 1001, 1002 moving there. I should move them to (124, 36) or nearby.\n- NE: 1003, 1007, 1008 moving to (115, 6). They are close.\n\nWait, 1003, 1007, 1008 are attacking 1009 at (115, 6). That's the NE corner building.\n1001, 1002 are moving to 123, 36 / 124, 36. That's the SE corner.\n1004 is already at 124, 36.\n\nI need to make sure 1001 and 1002 actually arrive at the SE corner. They are moving to (123,36) and (124,36).\nI need to make sure 1003, 1007, 1008 actually arrive at the NE corner. They are attacking (115,6).\n\nLet's just observe and see if they arrive. If they do, the objective is met.\nWait, 1003 is at (111,5), target (115,6). It's close.\n1001, 1002 are at (121,34), (121,33). Target (123,36), (124,36). They are close.\n\nI should probably just let them move/attack. But I must issue a command every turn.\nI can order 1001, 1002 to move to (124, 36) explicitly.\nI can order 1003 to attack 1009.\n\nLet's verify the coordinates again.\nMap is 0-127 x, 0-39 y.\nNE corner: (127, 0). 115, 6 is somewhat NE.\nSW corner: (0, 39). 2, 36 is SW.\nSE corner: (127, 39). 124, 36 is SE.\n\nThe briefing says 1003 is moving to (115,6). 1007, 1008 are moving to (115,6).\n1001, 1002 are moving to (123,36), (124,36).\n1004 is at (124,36).\n1005, 1006 are at (2,36), (3,36).\n\nSo:\nSW: 1005, 1006 -> 2 units.\nSE: 1004 -> 1 unit. 1001, 1002 -> 2 units moving. Total 3.\nNE: 1003, 1007, 1008 -> 3 units moving.\n\nI just need to let them finish moving.\nI will order 1001, 1002 to move to (124, 36).\nI will order 1003 to attack 1009.\nI will order 1007, 1008 to move to (115, 6).\n\nWait, 1003, 1007, 1008 are already attacking/moving to 115,6.\n1001, 1002 are moving to 123,36 / 124,36.\n\nLet's just observe for a turn or two to see if they arrive.\nActually, I should move them slightly to ensure they are fully in the corner.\nFor SE corner (124, 36), I can move 1001, 1002 to (124, 36).\nFor NE corner (115, 6), I can move 1003, 1007, 1008 to (115, 6).\n\nLet's issue move commands to be safe.\n1001, 1002 -> (124, 36)\n1003, 1007, 1008 -> (115, 6)\nThis confirms positioning.", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1001, + 1002 + ], + "target_x": 124, + "target_y": 36 + } + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 1893, ~75s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 63.0%\nUnits (8):\n 1004 1tnk @(124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(123,35)\n 1002 2tnk @(124,35)\n 1003 2tnk @(111,5), moving to (115,6)\n 1007 jeep @(116,10), moving to (115,6)\n 1008 jeep @(115,10), moving to (115,6)\nIdle: 1004, 1005, 1006, 1001, 1002\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xfact[1009@(115,6)] center (115,6)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "I have 1004, 1001, 1002 in the north-east corner. I need to get 2 units to the south-west (bottom-left) and 2 to the south-east.\nLooking at the minimap and briefing:\n- South-west corner is around (2,36) to (6,36). I have 1005 and 1006 there.\n- South-east corner is around (124,36) area? Wait, 1004, 1001, 1002 are at (124,35), (124,36). That's south-east.\nWait, the objective says:\n- NORTH-EAST corner\n- SOUTH-WEST (bottom-left) corner\n- SOUTH-EAST corner\n\nLet's re-read the positions.\nMap seems to be roughly 0-127 x, 0-39 y.\nNorth-East: High x, Low y. Around (120, 0-10).\nSouth-West: Low x, High y. Around (0-10, 30-39).\nSouth-East: High x, High y. Around (120, 30-39).\n\nCurrent positions:\n- 1005, 1006 are at (2,36), (3,36). That is South-West.\n- 1004 is at (124,36). That is South-East.\n- 1001, 1002 are at (123,35), (124,35). That is South-East.\n- 1003, 1007, 1008 are moving to (115,6). That is North-East.\n\nSo I have:\n- North-East: 0 units (they are en route)\n- South-West: 2 units (1005, 1006) - Condition met for SW.\n- South-East: 3 units (1004, 1001, 1002) - Condition met for SE.\n\nI just need to get 2 units to the North-East corner.\n1003, 1007, 1008 are moving to (115,6). This is North-East.\nI need to confirm they arrive and stay there.\n\nLet's wait for them to arrive or move them further if needed. The target (115,6) seems to be the enemy factory/proc area.\nThe objective is just to put units into the corners.\nLet's observe to see if 1003, 1007, 1008 arrive.\n\nWait, looking at the previous turn, 1003, 1007, 1008 were moving to (115,6).\nLet's check the minimap.\nTop right (North East) has a green patch with a yellow square (enemy fact) and a blue square (jeep?).\nThe units 1003, 1007, 1008 are heading there.\nI need >=2 units in NE.\nI have 3 units heading there.\nI should wait for them to arrive.\n\nLet's issue a move command to ensure they stay or just observe.\nActually, I should probably move them slightly further into the corner if possible, or just let them arrive.\nThe coordinates (115,6) are in the top right area.\nLet's observe.", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "observe", + "arguments": {} + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 1983, ~79s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 63.0%\nUnits (8):\n 1004 1tnk @(124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(123,35)\n 1002 2tnk @(124,35)\n 1003 2tnk @(111,5), moving to (115,6)\n 1007 jeep @(116,10), moving to (115,6)\n 1008 jeep @(115,10), moving to (115,6)\nIdle: 1004, 1005, 1006, 1001, 1002\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xfact[1009@(115,6)] center (115,6)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "Current situation:\n- 1004 is at (124,36) - this is the SOUTH-EAST corner.\n- 1001 and 1002 are at (123,35) and (124,35) - also in the SOUTH-EAST corner.\n- 1005 and 1006 are at (2,36) and (3,36) - these are in the SOUTH-WEST corner.\n- 1003, 1007, 1008 are still moving towards (115,6) which is the NORTH-EAST area (based on the minimap showing the enemy factory there).\n\nLet's verify the corners:\n- Map seems to be 127x39 based on the minimap grid.\n- SOUTH-EAST corner: (124,36), (123,35) - 1004, 1001, 1002 are here. That's 3 units. Requirement: >=2. MET.\n- SOUTH-WEST corner: (2,36), (3,36) - 1005, 1006 are here. That's 2 units. Requirement: >=2. MET.\n- NORTH-EAST corner: The enemy factory is at (115,6). The units 1003, 1007, 1008 are heading there. Once they arrive, that will be the NORTH-EAST corner.\n\nI need to make sure 1003, 1007, 1008 reach the NORTH-EAST corner and stay there or arrive before tick 2800. They are currently moving to (115,6).\n\nLet's check if there are any other movements needed.\n1004, 1001, 1002 are already in SE.\n1005, 1006 are already in SW.\n1003, 1007, 1008 are moving to NE.\n\nI should just observe and let them move. Or I can move them explicitly to the corners if needed, but they are already moving.\nActually, looking at the minimap, the NE corner is around (110-120, 0-10). The enemy factory is at (115,6).\nThe units are moving there.\n\nI will observe to let them advance.", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "observe", + "arguments": {} + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 2073, ~82s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 63.0%\nUnits (8):\n 1004 1tnk @(124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(123,35)\n 1002 2tnk @(124,35)\n 1003 2tnk @(111,5), moving to (115,6)\n 1007 jeep @(116,10), moving to (115,6)\n 1008 jeep @(115,10), moving to (115,6)\nIdle: 1004, 1005, 1006, 1001, 1002\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xfact[1009@(115,6)] center (115,6)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "I need to get units into the south-west corner. The south-west corner appears to be around (2,36) and (3,36). I already have 1005 and 1006 there. But they are idle. I need to verify the objective - I need >=2 units in NE corner, >=2 in SW corner, and >=2 in SE corner.\n\nLooking at the minimap:\n- North-East corner: around (124,3) area where 1003, 1007, 1008 are heading.\n- South-West corner: around (2,36)/(3,36) where 1005, 1006 are.\n- South-East corner: around (124,36) where 1004, 1001, 1002 are.\n\nWait, let's re-read the objective: \"get >=2 units into EACH of: the NORTH-EAST corner, the SOUTH-WEST (bottom-left) corner, and the SOUTH-EAST corner\".\n\nCurrent status:\n- NE: 1003, 1007, 1008 are moving there.\n- SW: 1005, 1006 are already there.\n- SE: 1004, 1001, 1002 are already there.\n\nIt seems I have units in all three corners already. But the objective says \"get >=2 units into EACH\". I have:\n- NE: 3 units en route (1003, 1007, 1008)\n- SW: 2 units (1005, 1006)\n- SE: 3 units (1004, 1001, 1002)\n\nThe units in SW and SE are already there. The units for NE are still moving. I should just observe until they arrive or the tick limit is reached. Since the objective is to get them into the corners before tick 2800, and I'm at tick 2073, I should wait for the NE units to arrive.\n\nHowever, looking at the briefing, the units 1003, 1007, 1008 are still moving to (115,6) which is the enemy fact, not the NE corner. Wait, the target for 1003, 1007, 1008 was originally (115,6) or similar. Let me check the previous moves.\n\nActually, looking at the minimap, the NE corner seems to be around (124,3) or (125,3). The units 1003, 1007, 1008 were ordered to attack target 1009 at (115,6). They are still moving there.\n\nI need to reconsider the strategy. The objective is to get units into specific corners, not necessarily to attack buildings. But the briefing says \"Each region holds one enemy building... use the map to localize the targets.\"\n\nLooking at the minimap again:\n- There's an enemy fact at (115,6) which is in the NE area.\n- There's a proc at (115,34) which is in the SE area.\n- The SW area at (2,36) seems clear.\n\nWait, the objective says \"get >=2 units into EACH of: the NORTH-EAST corner, the SOUTH-WEST (bottom-left) corner, and the SOUTH-EAST corner\". This likely means the corners of the map itself, not just near buildings.\n\nMap coordinates seem to be roughly 0-127 in X and 0-39 in Y (based on the minimap grid).\n- NE corner: high X, low Y -> around (124, 3)\n- SW corner: low X, high Y -> around (2, 36)\n- SE corner: high X, high Y -> around (124, 36)\n\nCurrent positions:\n- 1004 1tnk @(124,36) -> SE corner (good)\n- 1005 1tnk @(2,36) -> SW corner (good)\n- 1006 1tnk @(3,36) -> SW corner (good)\n- 1001 2tnk @(123,35) -> SE corner (good)\n- 1002 2tnk @(124,35) -> SE corner (good)\n- 1003 2tnk @(111,5), moving to (115,6) -> This is heading to (115,6), which is NE area but not the corner. I should redirect it to the NE corner.\n- 1007 jeep @(116,10), moving to (115,6) -> Same, redirect to NE corner.\n- 1008 jeep @(115,10), moving to (115,6) -> Same, redirect to NE corner.\n\nI need to move 1003, 1007, 1008 to the NE corner, which is around (124,3) or (125,3).\n\nLet me order them to move to (124,3).\n\nBut wait, the units are currently engaging or moving to attack the fact at (115,6). I should stop them first or just move them directly. The move_units function will pathfind to the target cell.\n\nLet me order 1003, 1007, 1008 to move to (124,3).", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1003, + 1007, + 1008 + ], + "target_x": 124, + "target_y": 3 + } + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 2163, ~86s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 64.0%\nUnits (8):\n 1004 1tnk @(124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(123,35)\n 1002 2tnk @(124,35)\n 1003 2tnk @(117,5), moving to (124,3)\n 1007 jeep @(123,4)\n 1008 jeep @(122,6), moving to (124,4)\nIdle: 1004, 1005, 1006, 1001, 1002, 1007\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xfact[1009@(115,6)] center (115,6)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "I have units in the South-East (1004, 1001, 1002) and North-East (1007, 1008, 1003 moving there).\nI still need 2 units in the North-East corner (1007, 1008 are there, 1003 is moving) and 2 units in the South-West corner (1005, 1006 are there).\nThe objective is to have >=2 units in EACH of the three corners before tick 2800.\nCurrent status:\n- South-East: 3 units (1004, 1001, 1002) - OK\n- North-East: 2 units (1007, 1008), 1 moving (1003) - OK\n- South-West: 2 units (1005, 1006) - OK\n\nIt seems I have satisfied the condition of having >=2 units in each corner.\nWait, let's verify the coordinates.\nSouth-East corner is likely around (124, 36) or similar bottom-right. 1004, 1001, 1002 are around there.\nNorth-East corner is likely around (124, 3) or similar top-right. 1007, 1008 are around there. 1003 is moving there.\nSouth-West corner is likely around (2, 36) or similar bottom-left. 1005, 1006 are around there.\n\nSo I have:\nSE: 1004, 1001, 1002 (3 units)\nNE: 1007, 1008 (2 units) + 1003 (moving)\nSW: 1005, 1006 (2 units)\n\nThe condition is \"get >=2 units into EACH of the corners\".\nI have 2 in NE, 2 in SW, 3 in SE.\nThis should satisfy the win condition.\nI should just stop moving them or let them sit there.\nThe prompt says \"Issue orders to your units...\". I can just issue a stop order or move them slightly to confirm position, or just observe.\nActually, 1003 is moving to (124,3). 1008 is moving to (124,4). 1007 is idle at (123,4).\nSo NE has 1007, 1008, 1003 (soon). That's 3.\nSE has 1004, 1001, 1002. That's 3.\nSW has 1005, 1006. That's 2.\n\nI have satisfied the condition. I should probably just let them stay or stop them to be safe.\nI will issue a stop command to keep them in place.", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "stop", + "arguments": { + "unit_ids": [ + 1004, + 1001, + 1002, + 1005, + 1006, + 1007, + 1008, + 1003 + ] + } + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 2253, ~90s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 64.0%\nUnits (8):\n 1004 1tnk @(124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(123,35)\n 1002 2tnk @(124,35)\n 1003 2tnk @(117,5), moving to (115,6)\n 1007 jeep @(123,4)\n 1008 jeep @(122,6)\nIdle: 1004, 1005, 1006, 1001, 1002, 1007, 1008\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xfact[1009@(115,6)] center (115,6)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "Looking at the current situation:\n1. **South-West Corner (0, 39):**\n * Unit 1005 (1tnk) is at (2, 36).\n * Unit 1006 (1tnk) is at (3, 36).\n * Action: Move both to (3, 39) or similar to secure the corner.\n\n2. **North-East Corner (127, 0):**\n * Unit 1003 (2tnk) is moving to (115, 6) (Center).\n * Unit 1007 (jeep) is at (123, 4).\n * Unit 1008 (jeep) is at (122, 6).\n * Action: Move 1007 and 1008 to the North-East corner (e.g., 127, 0 or 126, 1).\n\n3. **South-East Corner (127, 39):**\n * Unit 1004 (1tnk) is at (124, 36).\n * Unit 1001 (2tnk) is at (123, 35).\n * Unit 1002 (2tnk) is at (124, 35).\n * Action: Move these three to the South-East corner (e.g., 127, 39).\n\nLet's execute these moves.", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1005, + 1006 + ], + "target_x": 3, + "target_y": 39 + } + } + }, + { + "id": "c1", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1007, + 1008 + ], + "target_x": 126, + "target_y": 1 + } + } + }, + { + "id": "c2", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1004, + 1001, + 1002 + ], + "target_x": 126, + "target_y": 38 + } + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "tool", + "tool_call_id": "c1", + "content": "ok" + }, + { + "role": "tool", + "tool_call_id": "c2", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 2343, ~93s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 64.0%\nUnits (8):\n 1004 1tnk @(124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(125,36)\n 1002 2tnk @(124,35)\n 1003 2tnk @(117,5), moving to (115,6)\n 1007 jeep @(124,3)\n 1008 jeep @(125,3)\nIdle: 1004, 1005, 1006, 1001, 1002, 1007, 1008\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xfact[1009@(115,6)] center (115,6)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "Looking at the minimap, I can see the layout of the map:\n- Top-right area (around x=115-124, y=0-10) has the enemy factory (1009). This is the NORTH-EAST corner.\n- Bottom-left area (around x=0-10, y=30-39) has some grass but appears to be the SOUTH-WEST corner.\n- Bottom-right area (around x=115-126, y=30-39) has some grass and appears to be the SOUTH-EAST corner.\n\nMy current unit positions:\n- 1004 1tnk @(124,36) - South-East area, idle\n- 1005 1tnk @(2,36) - South-West area, idle\n- 1006 1tnk @(3,36) - South-West area, idle\n- 1001 2tnk @(125,36) - South-East area, moving to (124,35)\n- 1002 2tnk @(124,35) - South-East area, idle\n- 1003 2tnk @(117,5), moving to (115,6) - North-East area, moving to factory\n- 1007 jeep @(124,3) - North-East area, idle\n- 1008 jeep @(125,3) - North-East area, idle\n\nI have already placed units in all three corners:\n- North-East: 1003, 1007, 1008 (3 units)\n- South-West: 1005, 1006 (2 units)\n- South-East: 1004, 1001, 1002 (3 units)\n\nThis satisfies the requirement of having >=2 units in EACH corner. I have 8 units total, and none have been lost yet. The game tick is 2343, which is well before the 2800 limit.\n\nLet me verify the positions are correct:\n- North-East corner: (124,36) is actually South-East based on standard map orientation (y=0 is top, y=39 is bottom). Let me re-evaluate.\n\nStandard map orientation in RTS games:\n- x=0 is left, x=127 is right\n- y=0 is top, y=39 is bottom\n\nSo:\n- NORTH-EAST corner would be: high x, low y (e.g., x>100, y<10)\n- SOUTH-WEST corner would be: low x, high y (e.g., x<10, y>30)\n- SOUTH-EAST corner would be: high x, high y (e.g., x>100, y>30)\n\nLooking at my units:\n- 1003 2tnk @(117,5) - This is NORTH-EAST (x=117 is high, y=5 is low)\n- 1007 jeep @(124,3) - This is NORTH-EAST\n- 1008 jeep @(125,3) - This is NORTH-EAST\n- 1005 1tnk @(2,36) - This is SOUTH-WEST (x=2 is low, y=36 is high)\n- 1006 1tnk @(3,36) - This is SOUTH-WEST\n- 1004 1tnk @(124,36) - This is SOUTH-EAST (x=124 is high, y=36 is high)\n- 1001 2tnk @(125,36) - This is SOUTH-EAST\n- 1002 2tnk @(124,35) - This is SOUTH-EAST\n\nSo I have:\n- NORTH-EAST: 1003, 1007, 1008 (3 units)\n- SOUTH-WEST: 1005, 1006 (2 units)\n- SOUTH-EAST: 1004, 1001, 1002 (3 units)\n\nAll three corners have >=2 units. No units have been lost. The game tick is 2343, which is before 2800.\n\nI have satisfied the win condition. I should observe to let the game progress and confirm the win, or I can just observe to advance the game. Since all conditions are met, I'll observe to let the game check the win condition.\n\nWait, let me double-check the enemy positions. The enemy factory is at (115,6), which is in the NORTH-EAST area. I have units there. The minimap shows explored areas in green. The SOUTH-WEST corner (x=0-10, y=30-39) has some grass but appears explored. The SOUTH-EAST corner (x=115-126, y=30-39) has grass and appears explored.\n\nI have successfully positioned my units. I should observe to let the game progress and check if the win condition is met. However, since I have already satisfied all conditions, I can just observe to advance the game.\n\nActually, looking more carefully, I should make sure the units are truly in the corners. The corners might be defined as the extreme edges of the map. Let me check:\n- NORTH-EAST corner: x=127, y=0 (top-right)\n- SOUTH-WEST corner: x=0, y=39 (bottom-left)\n- SOUTH-EAST corner: x=127, y=39 (bottom-right)\n\nMy units are:\n- 1003: (117,5) - close to NORTH-EAST but not at the extreme corner\n- 1007: (124,3) - closer to NORTH-EAST\n- 1008: (125,3) - closer to NORTH-EAST\n- 1005: (2,36) - close to SOUTH-WEST\n- 1006: (3,36) - close to SOUTH-WEST\n- 1004: (124,36) - close to SOUTH-EAST\n- 1001: (125,36) - close to SOUTH-EAST\n- 1002: (124,35) - close to SOUTH-EAST\n\nThe objective says \"get >=2 units into EACH of: the NORTH-EAST corner, the SOUTH-WEST corner, and the SOUTH-EAST corner\". It doesn't specify exact coordinates, so being in the general corner area should suffice. My units are all within 5-10 cells of the extreme corners, which should be acceptable.\n\nI have satisfied the win condition. I'll observe to let the game progress.", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "observe", + "arguments": {} + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 2433, ~97s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 64.0%\nUnits (8):\n 1004 1tnk @(124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(125,36)\n 1002 2tnk @(124,35)\n 1003 2tnk @(117,5), moving to (115,6)\n 1007 jeep @(124,3)\n 1008 jeep @(125,3)\nIdle: 1004, 1005, 1006, 1001, 1002, 1007, 1008\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xfact[1009@(115,6)] center (115,6)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "Based on the minimap and briefing:\n- 1005, 1006 are at (2,36), (3,36) -> South-West corner.\n- 1004, 1001, 1002 are around (124,36), (125,36), (124,35) -> South-East corner.\n- 1007, 1008 are at (124,3), (125,3) -> North-East corner.\n- 1003 is moving to (115,6) which is the center (fact).\n\nI need to get >= 2 units into each of the three corners.\nSouth-West: 1005, 1006 (2 units) - Done.\nSouth-East: 1004, 1001, 1002 (3 units) - Done.\nNorth-East: 1007, 1008 (2 units) - Done.\n\nWait, looking at the map, the North-East corner is around (126, 0) or similar. 1007, 1008 are at (124,3), (125,3). I should move them further north/east to the corner.\nActually, the prompt says \"NORTH-EAST corner\". The map shows the top right area. (124,3) is close. I'll move them to (126, 0) or (127, 0) to be safe in the corner.\nSouth-West corner: (0, 39). 1005, 1006 are at (2,36), (3,36). I'll move them to (0, 39).\nSouth-East corner: (127, 39). 1004, 1001, 1002 are around (124,36). I'll move them to (127, 39).\n\nLet's move units to the exact corners.\nSW: 1005, 1006 to (0, 39)\nSE: 1004, 1001, 1002 to (127, 39)\nNE: 1007, 1008 to (127, 0)\n\nAlso, 1003 is attacking the center fact. That's fine.\n\nLet's execute the moves.\n", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1005, + 1006 + ], + "target_x": 0, + "target_y": 39 + } + } + }, + { + "id": "c1", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1004, + 1001, + 1002 + ], + "target_x": 127, + "target_y": 39 + } + } + }, + { + "id": "c2", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1007, + 1008 + ], + "target_x": 127, + "target_y": 0 + } + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "tool", + "tool_call_id": "c1", + "content": "ok" + }, + { + "role": "tool", + "tool_call_id": "c2", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 2523, ~100s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 64.0%\nUnits (8):\n 1004 1tnk @(124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(125,36)\n 1002 2tnk @(123,35)\n 1003 2tnk @(117,5), moving to (115,6)\n 1007 jeep @(124,3)\n 1008 jeep @(125,3)\nIdle: 1004, 1005, 1006, 1001, 1002, 1007, 1008\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xfact[1009@(115,6)] center (115,6)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "I need to move the units into the corners. Let me analyze the map:\n- North-East corner: top-right (around 127, 0)\n- South-West corner: bottom-left (around 0, 39)\n- South-East corner: bottom-right (around 127, 39)\n\nUnits:\n- 1004 1tnk @(124,36)\n- 1005 1tnk @(2,36)\n- 1006 1tnk @(3,36)\n- 1001 2tnk @(125,36)\n- 1002 2tnk @(123,35)\n- 1003 2tnk @(117,5) moving to (115,6)\n- 1007 jeep @(124,3)\n- 1008 jeep @(125,3)\n\nCurrent positions:\n- 1005, 1006 are near SW corner (2,36), (3,36) - close to SW\n- 1004, 1001, 1002 are near SE corner (124,36), (125,36), (123,35) - close to SE\n- 1007, 1008 are near NE corner (124,3), (125,3) - close to NE\n\nI need to get >=2 units into each corner.\nSW: 1005, 1006 (both near 2,36 and 3,36). I should move them to (0, 39) or similar.\nSE: 1004, 1001, 1002 (near 124-125, 35-36). I should move them to (127, 39).\nNE: 1007, 1008 (near 124-125, 3), 1003 (moving towards 115,6). I should move 1007, 1008 to (127, 0). 1003 might need to go there too, but I already have 2 jeeps.\n\nLet's move:\n- 1005, 1006 to (0, 39) for SW\n- 1004, 1001, 1002 to (127, 39) for SE\n- 1007, 1008 to (127, 0) for NE\n\nWait, 1003 is at (117,5) moving to (115,6). It's heading to the factory. I should probably stop it or redirect it to NE corner since it's already close. Actually, the factory is at (115,6). The NE corner is (127,0). I'll just leave 1003 alone or move it to NE corner later if needed. I have 2 jeeps for NE already.\n\nLet's execute the moves.", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1005, + 1006 + ], + "target_x": 0, + "target_y": 39 + } + } + }, + { + "id": "c1", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1004, + 1001, + 1002 + ], + "target_x": 127, + "target_y": 39 + } + } + }, + { + "id": "c2", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1007, + 1008 + ], + "target_x": 127, + "target_y": 0 + } + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "tool", + "tool_call_id": "c1", + "content": "ok" + }, + { + "role": "tool", + "tool_call_id": "c2", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 2613, ~104s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 64.0%\nUnits (8):\n 1004 1tnk @(124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(125,36)\n 1002 2tnk @(123,35)\n 1003 2tnk @(117,5), moving to (115,6)\n 1007 jeep @(124,3)\n 1008 jeep @(125,3)\nIdle: 1004, 1005, 1006, 1001, 1002, 1007, 1008\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xfact[1009@(115,6)] center (115,6)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "The units are not moving because they are idle and I just gave them move orders. The game tick advanced, but the units haven't started moving yet or the briefing is showing them at their starting positions for this tick. I need to check if the move orders were actually processed. Looking at the positions:\n- 1004 is at (124,36) - should be moving to (127,39)\n- 1005 is at (2,36) - should be moving to (0,39)\n- 1006 is at (3,36) - should be moving to (0,39)\n- 1001 is at (125,36) - should be moving to (127,39)\n- 1002 is at (123,35) - should be moving to (127,39)\n- 1003 is at (117,5) - moving to (115,6)\n- 1007 is at (124,3) - should be moving to (127,0)\n- 1008 is at (125,3) - should be moving to (127,0)\n\nThe units are listed as \"Idle\" despite my previous move command. This suggests the move command might not have been applied or they haven't started moving yet. I should re-issue the move commands to ensure they start moving towards the corners.\n\nLooking at the minimap:\n- The south-west corner is around (0,39) - I see some green terrain there.\n- The south-east corner is around (127,39) - I see some green terrain there.\n- The north-east corner is around (127,0) - I see some green terrain there.\n\nI need to get units into these three corners. I have:\n- Two 1tnks (1005, 1006) at the bottom-left area - send them to SW corner (0,39)\n- Three tanks (1004, 1001, 1002) at the bottom-right area - send them to SE corner (127,39)\n- Two jeeps (1007, 1008) at the top-right area - send them to NE corner (127,0)\n- One 2tnk (1003) is moving towards the center factory - this might be a problem, I should redirect it or let it be if it's not needed for the corner objectives.\n\nWait, looking at the objective again: \"get >=2 units into EACH of: the NORTH-EAST corner, the SOUTH-WEST (bottom-left) corner, and the SOUTH-EAST corner\". So I need:\n- 2 units in NE corner (127,0 area)\n- 2 units in SW corner (0,39 area)\n- 2 units in SE corner (127,39 area)\n\nI have 8 units total, so I can spare 2 for each corner, leaving 2 idle or for other purposes. But the objective says \"losing <=2\" of my own units, so I need to be careful.\n\nLet me re-issue the move commands to ensure the units start moving. I'll be more explicit about the target coordinates based on the minimap.\n\nFrom the minimap:\n- SW corner is around (0,39) - there's a small green patch there.\n- SE corner is around (127,39) - there's a green patch there.\n- NE corner is around (127,0) - there's a green patch there.\n\nI'll send:\n- 1005, 1006 to (0,39) for SW\n- 1004, 1001, 1002 to (127,39) for SE (I only need 2, but I can send 3 to be safe, or adjust later)\n- 1007, 1008 to (127,0) for NE\n\nActually, looking at the current positions:\n- 1005 is at (2,36), 1006 is at (3,36) - they are near the SW corner already. Moving to (0,39) should work.\n- 1004 is at (124,36), 1001 is at (125,36), 1002 is at (123,35) - they are near the SE corner. Moving to (127,39) should work.\n- 1007 is at (124,3), 1008 is at (125,3) - they are near the NE corner. Moving to (127,0) should work.\n\nI'll re-issue the move commands.", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1005, + 1006 + ], + "target_x": 0, + "target_y": 39 + } + } + }, + { + "id": "c1", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1004, + 1001, + 1002 + ], + "target_x": 127, + "target_y": 39 + } + } + }, + { + "id": "c2", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1007, + 1008 + ], + "target_x": 127, + "target_y": 0 + } + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "tool", + "tool_call_id": "c1", + "content": "ok" + }, + { + "role": "tool", + "tool_call_id": "c2", + "content": "ok" + }, + { + "role": "user", + "content": "--- TURN BRIEFING (tick 2703, ~108s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 64.0%\nUnits (8):\n 1004 1tnk @(124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(125,36)\n 1002 2tnk @(123,35)\n 1003 2tnk @(117,5), moving to (115,6)\n 1007 jeep @(124,3)\n 1008 jeep @(125,3)\nIdle: 1004, 1005, 1006, 1001, 1002, 1007, 1008\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xfact[1009@(115,6)] center (115,6)\nProduction: IDLE" + }, + { + "role": "assistant", + "content": "", + "reasoning": "The units are not moving despite my last orders. Looking at the briefing:\n- 1005, 1006 are at (2,36) and (3,36)\n- 1004, 1001, 1002 are around (124,36) and (125,36)\n- 1007, 1008 are around (124,3) and (125,3)\n\nThe goal is:\n1. >=2 units in NORTH-EAST corner\n2. >=2 units in SOUTH-WEST corner\n3. >=2 units in SOUTH-EAST corner\n\nFrom the minimap:\n- Top right (North-East) has the enemy factory at (115,6). My units 1007, 1008 are nearby at (124,3), (125,3). I should move them further NE.\n- Bottom left (South-West) is open. My units 1005, 1006 are at (2,36), (3,36). They need to go further SW (lower X, higher Y).\n- Bottom right (South-East) has water and some land. I have 1004, 1001, 1002 around (124,36). I need to move them SE.\n\nThe issue is likely that (0,39) or (127,0) or (127,39) might be out of bounds or blocked.\nMap size seems to be roughly 127x39 based on the minimap coordinates (0 to 127 x, 0 to 39 y).\nSo (127, 0) is NE corner.\n(0, 39) is SW corner.\n(127, 39) is SE corner.\n\nLet's try slightly more conservative coordinates to ensure they are inside the valid playable area.\nSW: (1, 38)\nNE: (126, 1)\nSE: (126, 38)\n\nAlso, 1003 is moving to (115,6) which is the enemy factory. I should probably stop it or use it to attack, but the main goal is positioning. The prompt says \"get >=2 units into EACH of...\". It doesn't strictly say they have to survive, but losing <=2 units is the constraint.\n\nLet's re-order the movement to the corners.\nNE: 1007, 1008 -> (126, 1)\nSW: 1005, 1006 -> (1, 38)\nSE: 1004, 1001, 1002 -> (126, 38)\n\nWait, 1003 is heading to (115,6). Is that useful? It's near the NE corner. Maybe I should keep it there or move it to NE. But it's a 2tnk, good for fighting. The enemy factory is there. I'll leave it for now or move it to NE corner after the factory is dealt with, but the objective is just \"get units into corners\".\n\nLet's execute the moves.", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1005, + 1006 + ], + "target_x": 1, + "target_y": 38 + } + } + }, + { + "id": "c1", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1007, + 1008 + ], + "target_x": 126, + "target_y": 1 + } + } + }, + { + "id": "c2", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1004, + 1001, + 1002 + ], + "target_x": 126, + "target_y": 38 + } + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "tool", + "tool_call_id": "c1", + "content": "ok" + }, + { + "role": "tool", + "tool_call_id": "c2", + "content": "ok" + }, + { + "role": "user", + "content": [ + { + "type": "text", + "text": "--- TURN BRIEFING (tick 2793, ~111s game time) ---\nFunds: $5000 (cash=$5000 + ore=$0) | Power: +0 | Harvesters: 0 | Explored: 64.0%\nUnits (8):\n 1004 1tnk @(124,36)\n 1005 1tnk @(2,36)\n 1006 1tnk @(3,36)\n 1001 2tnk @(125,36)\n 1002 2tnk @(123,35)\n 1003 2tnk @(117,5), moving to (115,6)\n 1007 jeep @(124,3)\n 1008 jeep @(125,3)\nIdle: 1004, 1005, 1006, 1001, 1002, 1007, 1008\nBuildings: none (you command mobile units only; enemy buildings appear under Enemies once scouted)\nEnemies: 1xfact[1009@(115,6)] center (115,6)\nProduction: IDLE" + }, + { + "type": "image_url", + "image_url": { + "url": 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CCEAAAAQggAAIAQAgAACCEAAIAQAgAAEMwTEkKda6oe0/prXtmgogAAwfwhRcixnhKHgpg/JD/vj2p22OVfLn0qGAkBAACCy7EAAACEEAAAQAgBAACEEAAAACEEAAAQQgAAAMJpNk/IWQ37HsvqC8KpeIiy+UYAAIL5Q0Ihm/TjFMrvJH/rimeCkRAAACC4HAsAAPj+hpDEEtEvDDz7i0kpqRNSHr29QlRUCCHc0q3s56+lbJyYctc15fQXAAAQCvCekJs6lSkeEy64/pPEhOg3Hq3Son7JLTv297+hfKe7U9MzcqY/ce68FXuWf7hXrwEAAAUTQoaN3RJ5UbpkdAhh6879HZsmjZ+zY81n+0II42bv6NgkSQgBAABCwd4TMmrAWWtfrrFpa9ZHGzOqViz+2ZeZkeWpm7IqJsfoMgAAoIBDyM+GfFn72o+LRUfd3iM5Jzdk78+NLM/Nzc3OydVlAADAdxGVmFg2781f7zt7wjs7J8zdGUK48+rkqhVjv96WXSI+etAz/wohDL75zB179j/+t2+Oe2O7dm3R4wAA8P2RlJQcjnxPyNwP9tzcteyCVenxcVE9W5X+07gt/0jNGPfQOaPe2JYQF3V169Jd+6d+x0ZUaT7g6Fdu8LMFhaJnT/TkhvlN7nO62bstI6FMnCOtqFJf9UV9Ud+TqbBPYlhQkxJO7DO/++jmp89+vT+q2TGtn99khf8TQkZP3V63evzy56vvy8odPXXbuNk7QggjJmyZP6Lq/pzw0OivP0zNcKgDAAChoJ6OlZmd2+/JtH5PpoX/fWRW3lOzAAAAghnTAQAAIQQAAEAIAQAAhBAAACB8n29MJxToI9hO9KN7AQCKqvymKCjsj+4lGAkBAACEEAAAQAgBAAAQQgAAACEEAABACAEAAIQQAAAgmCcEAACC+UNCwcwXRzASAgAACCEAAIAQAgAAIIQAAABCCAAAgBACAAAIIQAAAME8IeE0eG70mlc2hGN57jUAAKFQzR9CMBICAAAIIQAAgBACAAAghAAAAEIIAACAEAIAAAghAAAAwTwhAAAE84eYPyQYCQEAAIQQAAAAIQQAABBCAAAAhBAAAEAIAQAAEEIAAIBgnhAAAAin1/whda6pWqj3d2Kf+fn9qPvo5kIIAABQ8GovSTt04fpGFYPLsQAAgOCeEAAAACEEAAAQQgAAAIQQAABACAEAAIJ5QkKhe55xOJ2ec3ys8nvOdH7PqwYAIJzS+UOO9bzuNJTf03iP7ZS7T6jSfEDRnyfkusM8zji8XDHf5QAAQDi6/6mf2Gd+fufVJ3ReEZdjAQAAwT0hAACAEAIAACCEAAAAQggAAIAQAgAABPOEHJ38nrqb3/L3RzU7/Tv9y6VP5fOT2ML+fcpKj3VQFWHqq76oL+r7vbVh9o7DLs/cfYJPPvuc4PPbPvmeVxfU03gLXwgpkJlQAACA0+p82+VYAACAEAIAAAghAAAAQggAACCEAAAACCEAAIAQAgAACCEAAABCCAAAUJRDSGKJ6BcGnv3FpJTUCSmP3l4hKipER4Uht56ZOiHls/E1b+1eVn8BAADfUcyBb27qVKZ4TLjg+k8SE6LfeLRKi/olzywT88NaCZfc9GmJ+OhJj5yzcFX6qk/36TUAAKBgQsiwsVsiL0qXjA4hbN25v2PTpNfm7Px6W3YI4Z3391zZOFEIAQAAQsHeEzJqwFlrX66xaWvWRxszPtqY0a5xYpmkYudWjG3VoOQZZWJ0GQAAUMAh5GdDvqx97cfFoqNu75H80rTtm7Zmr325xtjBlVd+sm/P3hxdBgAAhIK6HOuv95094Z2dE+bu/GJz1tRFu6pWjM3Mzr3l0a9uefSryE/XbsjQZQAAEPHl0qcOu/yshn11TjjKkZC5H+y5uWvZM8rEnFOheM9WpReuTr+5S5kJQ84pnVjsykaJTeuWmLFkly4DAABCQY2EjJ66vW71+OXPV9+XlTt66rZxs3eUiItu1SDxo1dq/Gtr9s+GfLlzj8uxAACAggshmdm5/Z5M6/dkWt6S9Iyc3vf/UzcBAADBjOkAAIAQAgAAIIQAAABCCAAA8L0VlZhY9qRtbNeuLXocAAC+P5KSkk9xCAEAAHA5FgAAIIQAAABCCAAAgBACAAAIIQAAAKdPCElJqblixdLIn4UL33nyyceSkpLi4mLzFn7wwZLp0yd3794lsv7cuW9XrXpuCCEuLu6ee349a9b0JUvmjx496uKLL4qsULly5QULZh+4iUWL5laqVPG1117J+8zInwED7s6vVS1aNBs69LH8lnfs2P6g323UqOGf//zkkff0wgvrHPSZZ555Rl5jFi2a+8c//qFcueQDdzPSObfd9ou8X7nsspYrVizt0qXTd+z2o2nwkd15Z9+rrup6fHsXQihTpsx7773bt++teUvyK3rVqudOm/Z6ZJ2EhIRnn/3LE088GhMTc6K/mQXeRafQrl1bjuaPVgEAp1DMSd7eP//5RefOV4UQSpcu/eSTj3Xv3uXVV8eFEBo1apaRkRkdHX3JJRcPHz7snXfmb9u2Le+3HntsSFRU1I03/nzz5m9at271pz890atX76++SstvKz16XBM5o33xxWdbtmx75CbNm7dg3rwF+S3v2LF9Qe373r17mzRpGUKoWLFiv363PfbYkJ/+9OcHrrB167a2bVuPGPF05O0VV7TesmVrYfkmHWHvOnS4cteuXR06tBs+fGRubu4Bp/4HFz3vRyVKlHjqqaHbt2+/557fZmdnO1CPSffRzY+8wsQ+809+q6o0H3DkFVLnDzmOjy1XLnnMmOfbt++q7gAQjIR8+4ajo2Niin355VcHLszJyVmyZNn27dvPOKN83sILLji/Tp0L+vcfmJq6MT09/Y03psycObtTpw7Ht90XXnjmyiv/HUsmThxbq1ZKZMSjZMkSf/7zk4sWzZ0w4dULL6wbDhghKVu27HPPPb1gwezBg++LjY3937TTffr0ye+889bDD/++ZMkSR9mGtLS0Bx54qHr16rVr1zpw+TffbNm5c2fNmueFEGJjYy+6qN7y5e8fkq/+Z4t9+946fPiwEMLFFzd4440JJUqU6Nix/ZAhg0eN+svChe/cf/+gA4cRbr75xpkzp86ZM+OOO26LioqKjACMGPGn554beccdtx30ydHR0b/61Z3z5s167bVXzj77rKPv4UP3rnPnjo899mTp0qXq16936PqHFr1kyRIjRgw7NIG0atXy8ccfibz+wx8eatWqZYsWzZ544tGhQx9fuHDO0KGPx8XFFoouOt3063f7vHmzXnllzIMP3t+lS6cDdzny0/nzZ82dO/Ouu+6IVOfAI+XQA6dAjB49qlmzpiGEUaP+8rvfDQghdOnSaeDA3xzanjFjnq9YseLf/vbSoaU/aEcAgO9vCKlc+ezIRThz5swoUaLE8uUfHJRMmjZtnJub+/nnqXkL69S5YM2atenp6XlL7rtv8DPPPBd5nZiYeOBlVwkJCUduwNSp0y+//LIQQvXq1XJzcz/88B+R5R07dti9e/dll7UdOvTPgwb95sBfufjiBo899kTnzj0qVz67Z8/u4b9XJdVt0+by6677SefOPYoVK3bttT86+n7Yt2/fxx9/cu65Vf5396Peemtm27ZtQghNmzZetmz5QYMAh27x6adHVaxYoWvXzr/73YAHH3wk0kstWjQbNmx41649q1Wr2qNH97wz+CuuaHP99Tdee+2PGzdumDfC06BB/WHDhs+bt+CgT27btnWjRpdcfXXvu+8ecNFF9Y6pygfu3XnnVT/rrEozZ86ePXtuhw7tDhtHDyx6bGzcX/7yVL16F/7pT8OPZgzk0kubvvLKuHbtulSqVKlJkyaFpYtOH23aXH7ppU169br2t7+9t3HjRgfu8lNP/aVataqtWrXs2rVnt269WrRoXqtWykFHyhEOnO/i3XcXN2x4SVxcXK1aKZFWNW3a+N13Fx3anhtuuDEtLa137x8f9njM2xF/1wNAcDlWJDz86lf9Bg7sP2jQfSGEJUv+e0HUkCGPZWRk/LeJMTF5J6MjRvypadPGIYQlS5b94he3hxB2797drNnl4YB7Qo7cgLfemtW3763Fixdv27b1lCnT8pavWbP2F7/42e9+99vFi5cedJXUW2+9HckqY8e+1rz5pZ9+uiGyvGXL5k2aNJo1a3rkbWZm5jF1RXZ21oHXJoUQoqKi3npr1jPPDB8+fGTbtq2nTXurQ4crD1zh0C1mZWXde+/vR48eNWnS5CVLlkaWz549d/XqNSGE116b1Lhxw8jJffPml/7972M3bdoUQnj11fEXX9zgzTenhhBWrFi5atXqO+647aBPrlLlnFdfHb9p079CCDNmvH2shc7buy5dOr399qzMzMzp02c8/PDgP/zh8bxqHrboycll586dt2TJ0t///t6f/vTn+/fvP/KGli5dtnjxkhDCypWrypQpXbfuBYWli04TjRo1fPXVcf/619chhJkzZ0UWRnY5hLBhw+cvvPBS3763ZmZmJicnJyYmHnSkVKlyTn4HznexaNHigQN/s3jxkkWLltSte8E551T+4Q8vHjx4SHp6+kHt+eabb/I7OlavXpu3IwDA9zqE5Nm9e/fEiZMffPD+g24PaNjwkmHDHh8/fkLe2eenn37Wp8/1kShy2239QggdOrTr2rXz8W13x44dK1eubtjwh5df3urOO3+dt3zduvVduvRo1OiSpk0b33LLzV269Dj0d4sVK3ZQOho58tmRI589jmYkJCTUrVvnkUceP2j55s2bt2/fXqfOBQ0a1L/vvsEHhZDDbjE5uWxWVlZyctlwuCud8l4XLx6blZUVeR0fH5+V9e/IlJWVfdhPfvjh3x+448e3d9HR0R06tCtXLvmqq7pFftSsWdN33pmXX9EjPTB48JDo6OhLL23685/f9Je/PHNQTou8KFWqVORFXkVycvZHRUUVli46fcTGFo/sYAihZMmSB+5yCKFz54433NB7/PiJ6el7atSocdgj5aC3B3bpcVuzZl2FCme2a3fFsmXv7d6956abfpKaunHPnj1dunQ6qD1HODoaNWqYtyMAQHBPSAghKSmpZ8/ua9asPeiMcPHiJdHR0UlJSeGA/+revn37ffcNqlSpYlxcXIMG9W+8sc932fTUqdN/8pMf79q1My0t7cCnG/Xte+uiRUteeWVcqVKlDrz344or2qak1CxbtkyvXj0WLlyUt3zZsuUdO7Y/++yzypYt8/TTTx39bSrJyWUHDLh79eq1GzZ8Hg4zVjNz4MD+h16LddgtJiYmDhhwz2239atcuXK7dldEVmvevGlKSs1y5cpde+3V773377tKli9//5prep1xRvkKFc7s1euq+fMXHvmTly59r2fPq8qXL1+9erU2bVofffceuHdNmzbJzs5q0KBx/foN69dv+Pe/jz30Rv+Dip6dnZ2bm7t///6BA+/98Y+vu+ii+uG/T1janZJSs0yZMo0aXdKgQf3Dbr1QdNFpZe3a9V27dipdutSFF9Zt0eLgO9orVaq4bt36KVOmbd26rXbtlOLFYw46Uu66q19+B853kZOTs3Tpe5FOXrx4SefOHRctWnzY9uTk5MTHx8fExBz38QgAhCI/EhK5JySEkJGRuXTpsnvv/X043GDF9ddfm3cZd05Ozq233nHnnX3/+tcXExLily//4N57H+jX7/bjbsM778y7997fPv740AMX/vWvf3v44cFz5szYuXPXE08M27dvX96PlixZOnjw/RUqnDlx4uszZ85u2PCSyPIFCxbWrp0yZszzMTExkya9ceDFXSGf8YHIvqenpy9cuKh//4GHXe3tt2ffffevhg9/+tAfHbrFe+8dOH/+wvffXzF48JAnnnh0yZJlIYRVq9bcf/+gKlXOmTZtxqRJk3/4w4tDCJMnv1mjxnnjxv09IyNj7NjxB51hH/rJUVFRtWrVnDRp3MaNG+fMmRuOYvTj0L3r0qXjK6+My/uv8fHjJ/ztby+VLFkyOzvrsEU/sA83bPj8qadGPvzwA716Xbd79+4QwooVK9euXTdlysS1a9fPnv3OYZtxOnfR6WnChEl169aZNm3yxo3/XLly1YFjfSGESZMmDx36+MyZU2fMePv550ffc8+vf/azWw48UubPX5DfgRO+620hi+rVu/Dzz1O3b98RFRX17ruLDtue7t2v3rz5m5deeq537z4HFSjvUAUATjdRiYll9UJR0rFj+4suqvfgg4/oiu9nF+3ateVoHtGblPTviVy6dOnUsWP7X/3qnjPOKD98+LDbb7/zsAN0371VR/OI3rxWAQDBSAhQVE2bNqNJk0YzZ05NT9/7wgsvnYgEAgAQjIRAEXaU846f5DGH07NVAIAQAgAABE/HAgAAEEIAAAAhBAAAQAgBAACEkFMnISGhefNLp017/VvXbNWq5X33DTo5rfrxj6+bPXvG/Pmzfv/7e4881fRJa1WLFs0ef9wcIwAABPOEhON77mfeEz9nz56ekJDw9debI2/LlUseM+b59u27nsJW1axZ44Ybev/iF7dv3br1yScf69Xrqhkz3j5xrTq0kYd9HOr8+QsXLHjXgQEAQNEJIVdd1fWKK1pHRxebPfudV18d/8ADgyZMeH3FilX33jsgLW3Ts8++0LJl8/POq/7BBytatWoZHR11/vm1161bP3To8KysrAcfvG/q1Bnvvrv4wA+8Li3fbb1c8b+vmzRpWbly5eeeGxl5O2bM8xUrVvzb314aOfKZbt26REdHX3LJxcuWLe/f/7d5v9K5c4devXrceusde/akH+tu1l6Sb7PWN/p3s+rXrzdz5pyPP/4khDBz5uzzzjvv+uuvPaGtOpqY1Lz5pV26dPq///tNjx7db775p/Hx8e++u/ihhx6JbO6ghZdd1rJZs6bly5erXbv222/PfPDBR7Kzsx1UAACE0+dyrEsuubhx44aDBj0wYMDv6ta9oFmzpitXrq5T54LY2Nhzz61St26dEEK9enVXrVodQqhf/8Lp02f27XtX+fLl69WrG0IYNOiBgxLIcbvhhhvT0tJ69/5xCOHSS5u+8sq4du26VKpUqUmTJpEVWrZs3rPnVbfddud3Odc/srFjx//hD4+HEBISEtq2bb1s2Xsns1VTdhwpilx4Yd02bS6/7rqfdO7co1ixYtde+6P8FrZo0WzYsOFdu/asVq1qjx7dHVEAAITTaiSkfv16M2a8/c03W0IIb7016/zza82ePfemm36yevWa1avXVq9erUKFCuefX/vZZ1+oXTtlzZq1q1evCSH84x8fJyUlnbhWLV26bPHiJSGElStXlSlTevv2HbVrp3TocOWgQffv3r37RPdJmzaX33HHbW++OXXq1OnlyiWfhFbt2rVlyo5vWadly+ZNmjSaNWt65G1mZuZhF6albZo9e26kTK+9Nqlx44avvjrOQQUAwGkUQooXj8m7XCcuLjYrK/uTTz5NTi7btGnjNWvWpaend+vWKS1t0969e0MImZlZkTVzc3OioqJOXKsyMjIiL3Jy9kc2FBMT85vfDPr1r385b96CvJ8WuKioqMGD70tOTr7jjrs2bvznyW9VZDDksHeGxMTEjBz57MiRzx55YceO7fNe5+TkOJwAAAin2+VY69d/eMUVbcqWLZOcXLZNm8s/+GBlbm7u2rXrmje/dO3adatWrWnZsvnKlatPQktycnLi4+NjYg6fwVavXjtnztz16z/8+c9vOnFtuPLKtomJibfd1i8vgZyEVh3NMEgIYdmy5R07tj/77LPKli3z9NNPderUIb+FzZs3TUmpWa5cuWuvvfq99953RAEAcHqFkLlzF3z00cePPvrw4MH3LVq05IMPVoQQVq5cvX37jq++SluzZl0IYdWqVfn9+oMP3te0aeMCacnWrds2b/7mpZeeO8I6f/zj0Kuv7lGtWtUT1BsXX9zgsstafPDBkhUrlq5YsXTw4PtOfqvyuzNkwYKFkye/OWbM86+/Pv6jjz6ZMmVafgtXrVpz//2DJk8ev379h5MmTXZEAQDwraISE8uGwvyI3iM/Heuw1xqdhFYd+elYp6RV+Q2DdCz9P73UqlXL9u2vvOee3x7NB3bs2P6ii+o9+KB5RQAACCYrJBzHYMh551Xv3///5s1boFsAAAgmKyScgGGQg3zyyaft2nU+hgAzZVrkoiwAAAjfn8uxwtHNmK5Vp2erAAAQQgAAAIJ7QgAAACEEAAAgfJ9uTN+9e+vRr+ySMwAACEZCTrKnnx7+xhsT1BsAAIKRkO8i95NmR14h6rwFIYSEhIQLL6zTokWbo/nMcuWSx4x5vn37rr4cAAAQisDTsVq3btW9e5e4uNiVK1c/99yLtWvXatWqZXR01Pnn1163bv3QocOzsrIOXefKK9vm5ubWrl3r9dffKF26VLNmTX/0ox8dfQiZOXPWuedWSUtLa9++a79+t/fqdVVOTu6kSa8/+eSfQwi33HLz1Vf3jI6OevHFMS++OGbatNcrVqy4bt2HvXv/2PcDAABCob4cq2bN8xo1umTgwPt/+cu7ixUrduWVV4QQ6te/cPr0mX373lW+fPl69eoedp1atVLGjZtwzz2/7dGj27Zt2/v1+79j2m7v3n22bNnavn3XatWqtmrVsmvXnt269WrRonmtWimXX35Z27ate/fu07t3nz59rq9QocINN9yYlpYmgQAAQCgCl2M1aHDRhRfWefrpP0feZmZmbdy4cc2atatXrwkh/OMfHyclJZ13XvVD1/nHPz769NPPQgjp6XvnzJm3Z8+e42vAhg2fv/DCS3373pqZmZmcnJyYmHjppU3eeGPKpk2bQgitWl0ZQihXzpx9AABQVEJITEyx8eMnjh8/8YBYUj8zMyvyOjc3Jyoq6rDr7N27N+9tdnbWcTegc+eON9zQe/z4ienpe2rUqBFCiIuL27lzp+8BAACEInk51tq165s3v/SMM84oVarUwIH9mze/9PjWOW6VKlVct279lCnTtm7dVrt2SvHiMcuWLe/WrUuZMmWqVas6d+7b5col5+TkxMfHx8TE+HIAAEAo7CMhH3ywsmrVcx988L5ixYq98868BQveveiiesexznGbNGny0KGPz5w5dcaMt59/fvQ99/y6R49ratVKmTx5fHr63j/+cdg332wJIWze/M1LLz3Xu3cf3w8AAAiF/elYoUAnKzzKp2OZrBAAAILJCgEAACEEAABACAEAAIIb008bkVs+AACAYCQEAAAgFKWnYwEAAMFICAAAgBACAAAIIQAAgBACAAAghAAAAEIIAACAEAIAAAghAAAAQggAACCEAAAAQggAAIAQAgAACCEAAABCCAAAIIQAAAAIIQAAgBACAAAIIQAAAEIIAAAghAAAAAghAACAEAIAACCEAAAAQggAACCEAAAACCEAAIAQAgAAIIQAAABCCAAAIIQAAAAIIQAAgBACAAAghAAAAEIIAADAof4fWUvBUndx8i4AAAAASUVORK5CYII=" + } + } + ] + }, + { + "role": "assistant", + "content": "", + "reasoning": "I need to get units into the three corners:\n1. **North-East:** Units 1007, 1008 are at (124,3)/(125,3). Target corner is roughly (127, 0) or (126, 0).\n2. **South-East:** Units 1004, 1001, 1002 are at (124,36)/(125,36)/(123,35). Target corner is roughly (127, 39) or (126, 39).\n3. **South-West:** Units 1005, 1006 are at (2,36)/(3,36). Target corner is roughly (0, 39) or (1, 39).\n\nThe map shows:\n- Top Right (NE) has a fact at (115,6) but the corner is further right/up. The green patch is at the top right.\n- Bottom Right (SE) has a green patch.\n- Bottom Left (SW) has a green patch.\n\nLet's move the groups to the corners.\n- NE: Move 1007, 1008 to (126, 0) or (127, 0).\n- SE: Move 1004, 1001, 1002 to (126, 39) or (127, 39).\n- SW: Move 1005, 1006 to (0, 39) or (1, 39).\n\nWait, looking at the minimap:\n- Top right corner (NE) seems to be around x=127, y=0.\n- Bottom right corner (SE) seems to be around x=127, y=39.\n- Bottom left corner (SW) seems to be around x=0, y=39.\n\nLet's try to move them there.\n- 1007, 1008 -> (127, 0)\n- 1004, 1001, 1002 -> (127, 39)\n- 1005, 1006 -> (0, 39)\n\nThe current positions are:\n- 1007: (124, 3)\n- 1008: (125, 3)\n- 1004: (124, 36)\n- 1001: (125, 36)\n- 1002: (123, 35)\n- 1005: (2, 36)\n- 1006: (3, 36)\n\nThe move commands from the previous turn might not have registered or they are waiting. I will issue new move commands to the specific corner coordinates.\n\nCoordinates for corners (approximate based on map edges):\n- NE: (127, 0)\n- SE: (127, 39)\n- SW: (0, 39)\n\nLet's try these targets.", + "tool_calls": [ + { + "id": "c0", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1007, + 1008 + ], + "target_x": 127, + "target_y": 0 + } + } + }, + { + "id": "c1", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1004, + 1001, + 1002 + ], + "target_x": 127, + "target_y": 39 + } + } + }, + { + "id": "c2", + "type": "function", + "function": { + "name": "move_units", + "arguments": { + "unit_ids": [ + 1005, + 1006 + ], + "target_x": 0, + "target_y": 39 + } + } + } + ] + }, + { + "role": "tool", + "tool_call_id": "c0", + "content": "ok" + }, + { + "role": "tool", + "tool_call_id": "c1", + "content": "ok" + }, + { + "role": "tool", + "tool_call_id": "c2", + "content": "ok" + } +] \ No 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#####################################################################\n################################################################################################################################", "signals": {"cash": 5000, "economy_value": 5000, "explored_percent": 64.0, "units_killed": 2, "units_lost": 0, "enemies_seen": 2}, "units": [{"id": "1001", "cell_x": 125, "cell_y": 36, "type": "2tnk", "hp": 1.0, "activity": "idle", "idle": true, "can_attack": true}, {"id": "1002", "cell_x": 124, "cell_y": 35, "type": "2tnk", "hp": 1.0, "activity": "idle", "idle": true, "can_attack": true}, {"id": "1003", "cell_x": 117, "cell_y": 5, "type": "2tnk", "hp": 1.0, "activity": "attacking", "idle": false, "can_attack": true, "target_x": 115, "target_y": 6}, {"id": "1004", "cell_x": 124, "cell_y": 36, "type": "1tnk", "hp": 0.6913043260574341, "activity": "idle", "idle": true, "can_attack": true}, {"id": "1005", "cell_x": 2, "cell_y": 36, "type": "1tnk", "hp": 1.0, "activity": "idle", "idle": true, "can_attack": true}, {"id": "1006", "cell_x": 3, "cell_y": 36, "type": "1tnk", "hp": 1.0, "activity": "idle", "idle": true, "can_attack": true}, {"id": "1007", "cell_x": 124, "cell_y": 3, "type": 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#####################################################################\n################################################################################################################################", "signals": {"cash": 5000, "economy_value": 5000, "explored_percent": 64.0, "units_killed": 2, "units_lost": 0, "enemies_seen": 2}, "units": [{"id": "1001", "cell_x": 125, "cell_y": 36, "type": "2tnk", "hp": 1.0, "activity": "idle", "idle": true, "can_attack": true}, {"id": "1002", "cell_x": 123, "cell_y": 35, "type": "2tnk", "hp": 1.0, "activity": "idle", "idle": true, "can_attack": true}, {"id": "1003", "cell_x": 117, "cell_y": 5, "type": "2tnk", "hp": 1.0, "activity": "attacking", "idle": false, "can_attack": true, "target_x": 115, "target_y": 6}, {"id": "1004", "cell_x": 124, "cell_y": 36, "type": "1tnk", "hp": 0.6913043260574341, "activity": "idle", "idle": true, "can_attack": true}, {"id": "1005", "cell_x": 2, "cell_y": 36, "type": "1tnk", "hp": 1.0, "activity": "idle", "idle": true, "can_attack": true}, {"id": "1006", "cell_x": 3, "cell_y": 36, "type": "1tnk", "hp": 1.0, "activity": "idle", "idle": true, "can_attack": true}, {"id": "1007", "cell_x": 124, "cell_y": 3, "type": 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#####################################################################\n################################################################################################################################", "signals": {"cash": 5000, "economy_value": 5000, "explored_percent": 64.0, "units_killed": 2, "units_lost": 0, "enemies_seen": 2}, "units": [{"id": "1001", "cell_x": 125, "cell_y": 36, "type": "2tnk", "hp": 1.0, "activity": "idle", "idle": true, "can_attack": true}, {"id": "1002", "cell_x": 123, "cell_y": 35, "type": "2tnk", "hp": 1.0, "activity": "idle", "idle": true, "can_attack": true}, {"id": "1003", "cell_x": 117, "cell_y": 5, "type": "2tnk", "hp": 1.0, "activity": "attacking", "idle": false, "can_attack": true, "target_x": 115, "target_y": 6}, {"id": "1004", "cell_x": 124, "cell_y": 36, "type": "1tnk", "hp": 0.6913043260574341, "activity": "idle", "idle": true, "can_attack": true}, {"id": "1005", "cell_x": 2, "cell_y": 36, "type": "1tnk", "hp": 1.0, "activity": "idle", "idle": true, "can_attack": true}, {"id": "1006", "cell_x": 3, "cell_y": 36, "type": "1tnk", "hp": 1.0, "activity": "idle", "idle": true, "can_attack": true}, {"id": "1007", "cell_x": 124, "cell_y": 3, "type": 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#####################################################################\n################################################################################################################################", 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