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Running
def-surprise-flank-react: tailor map + scheduled-events surprise rush
Browse filesReplaces the generic rush-hour-arena with a custom
def-surprise-flank-react-arena (128x40 cordon 2) materialised via the
mapgen 'arena' generator. Three water bands on the north edge form a
visual 'natural chokepoint' โ only narrow opening x=14..26 at y=4..7
โ that visually corroborates the intel ('enemy from NORTH'); the
south half is wide open. The terrain is the second leg of the
misdirection so a minimap-reader sees what the brief tells them.
Rewrites the engagement to use scheduled_events: spawn_actors instead
of t=0 enemy placement, exercising the actual 'react to a reveal that
develops' capability (rather than 'observe a pre-placed enemy'). The
four pre-placed e1 defenders move from the north lane (y=14..16) to
distributed positions around the construction yard at (20,20) so
they're not pre-committed to the intel axis โ the model must explicitly
commit them.
Per tier:
- easy: single surprise SOUTH wave (4 e1) at tick 800.
- medium: two SOUTH waves (4 e1 at t=800, 3 e1 at t=1400) โ a late
commit gets the first wave but the second catches defenders
depleted.
- hard: agent base longitude varies per seed (x=20 vs x=40 via
spawn_point 0/1) and scheduled spawns inject south rushes at BOTH
x columns each wave; only the matching-longitude spawn is the
immediate threat (the other walks the full map width before
arrival, outside the 4500-tick budget). units_lost_lte:2 keeps
the late-commit margin tight.
Validation (4 policies x 3 levels x 4 seeds = 48 runs):
- intended detect-and-redeploy WINS all 12 level/seed cells.
- stall, stay_north, pure_build all LOSE all 36 cells (real
reachable LOSS, fact razed by tick 1788-2433, never DRAW).
- existing tests/test_def_surprise_flank_react.py: 19 passed.
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# def-surprise-flank-react.yaml
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#
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# REASONING capability โ Group C surprise-axis reaction. The
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# The intended capability โ and the SOLE difference between WIN and
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# LOSS โ is detecting the actual attack axis from the observation
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# (rusher units visible to the south of the base, not the north) and
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# RE-POSITIONING the four pre-placed defenders SOUTH to intercept the
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# rush before it reaches the fact. The 2 NORTH pillboxes are dead
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# wood for this engagement. The brief explicitly hints "intel said
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# NORTH but be ready for anything" โ the model must NOT trust the
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# stated direction blindly and must commit to what it ACTUALLY
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# observes.
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#
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# Real-world anchors:
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# - Adversarial robustness on a directional axis: a stated cue
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# misdirection; the agent must react to
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#
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# - Opponent-modelling under deception: detect that the announced
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# plan and the observed plan differ; replan around the truth.
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# - Military reactive defence / flank discipline: a fortified flank
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# that the enemy has bypassed must be ABANDONED in favour of the
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# actual contact axis; "fighting the plan, not the enemy" is the
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# classical
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# - CICERO deception handling: when announced behaviour contradicts
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# observed behaviour,
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#
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#
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# DISCRIMINATIONS (the scripted bar โ every brute / lazy play LOSES,
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# only the detect-and-redeploy play WINS):
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#
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# โข stall (only `observe`): defenders idle
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# SOUTH rusher band
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#
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# targets a north-of-fact point and PASSES THROUGH the fact on
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# the way). Fact razed โ `not has_building:fact` LOSS.
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#
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# โข stay-NORTH-with-pre-built-defence (
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# (This is the canonical "fighting the announced plan" trap.)
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# โข pure-build-no-react:
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# defenders
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# near the existing NORTH line does NOT intercept the SOUTH
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# rush either. Same outcome as stay-NORTH โ LOSS.
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#
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# โข intended detect-and-redeploy
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#
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# on the rusher centroid, no splash, e1-vs-e1 even), keep โฅ3
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# alive, kill โฅ4 of the rushers, fact survives โ WIN.
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#
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# ENGINE FACTS used (CLAUDE.md / SCENARIO_QUALITY.md):
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# -
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# - Inert enemy `fact` marker far east (anti-DRAW): without a
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# persistent enemy actor the engine auto-`done`s on enemy-elim
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# before the win/fail evaluator runs.
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# - `enemy_unit_spotted` interrupt โ re-decide the instant the
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# rusher band
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# axis).
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# - `own_unit_destroyed` interrupt โ re-decide when a defender
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# falls.
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# - Tick budget: ~90 ticks/turn. `max_turns 50` โ reachable tick
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# 93 + 90ยท49 = 4503 โฅ 4501 (the after_ticks fail) so a
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#
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# - No tent in the pre-placed base + cash 800 means the model
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# CAN'T cheese the win by mass-training fresh defenders โ the
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# intended play is RE-POSITIONING the 4 starting defenders
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#
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#
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# Distinct from siblings (Group C):
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# * def-position-expected-direction โ intel is TRUE; commit defence
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# * defense-rush-survive โ opening rush vs sustained throughput;
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# no directional misdirection.
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# * THIS pack โ intel is FALSE (or just unreliable). The pre-built
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#
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#
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# and RE-POSITION accordingly.
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#
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# Validate (no model / no network):
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# python3 -m
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# openra_bench/scenarios/packs/def-surprise-flank-react.yaml
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meta:
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id: def-surprise-flank-react
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capability: reasoning
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real_world_meaning: >
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The mission brief states the enemy will attack from the NORTH and
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the
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or detects the actual attack axis from the
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the wrong-axis
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SOUTH to intercept the real rush before it reaches the fact.
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pre-built NORTH pillboxes do nothing for this engagement; the
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capability is the reactive re-positioning, not the build.
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robotics_analogue: >
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Misdirection-aware defence / military adversarial robustness on
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a directional axis: a fortified flank that the enemy has bypassed
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- 'CICERO deception handling'
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author: openra-bench
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#
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# at (
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# Pack-wide budget โ a small float (800cr). Not enough to spam a
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# second pillbox line on the south, and without a `tent` the
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# queue is empty so the cash can't be turned into fresh
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# The intended play is RE-POSITIONING the four pre-
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# the cash exists so the model has the OPTION to
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# (which is part of the discrimination โ a pure-
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# also LOSES).
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starting_cash: 800
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base:
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agent:
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faction: allies
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# Concentrated charge at the agent centroid every ~8 ticks โ the
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# canonical rush-defence opponent. The bot's SPAWN POSITION is
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# surprise
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enemy:
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faction: soviet
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bot_type: rusher
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- attack_move
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- stop
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planning: true
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# React the INSTANT
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# detection event) or a defender is lost โ the re-positioning
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# decision is reactive, not on fixed 90-tick boundaries.
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interrupts:
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levels:
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# โโ EASY โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
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# The bare surprise-axis detect-and-react skill.
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#
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# defenders
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easy:
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# Original (pre-verbosity-sweep) description preserved for
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# contributors. The trimmed version below removes scripted-policy
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# spoilers and cell-coord dumps; load-bearing intent kept.
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#
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# INTEL said the enemy will attack from the NORTH โ but be ready for
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# anything. You start with a construction yard at (20, 20), two
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# pillboxes already standing NORTH of the base at (20, 14) and (22,
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# 14), and four rifle defenders lined up next to them on the NORTH
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# lane (y=14..16). Available cash 800. Identify the ACTUAL attack
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# direction from your observation, then act: destroy at least 4 enemy
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# units AND keep โฅ3 of your own units alive AND keep the construction
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# yard standing before tick 4500. Stalling, leaving the defenders on
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# the NORTH lane next to the pre-built pillboxes, and building extra
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# structures without re-positioning the defenders all LOSE โ the
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# construction yard is razed because the pre-built defence and the
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# pre-positioned defenders are on the WRONG axis.
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description: >
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Intel said the enemy would come from the NORTH
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the yard
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overrides:
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actors:
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# Agent base โ construction yard at the centre. Pre-placed at
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# `health: 50` (HP %): post the engine movement+combat fixes a
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# 4-rifle south rush that reaches an UNDEFENDED fact razes
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# comfortably inside the 4500-tick budget
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# detect-and-redeploy play intercepts the rush SOUTH of the
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# base and never lets it touch the fact, so the starting HP
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# is irrelevant to the WIN path.
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- {type: fact, owner: agent, position: [20, 20], health: 50}
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# Pre-built NORTH pillbox line โ the "prepared" defence per
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# the intel
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# the
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# sit silent
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- {type: pbox, owner: agent, position: [20, 14]}
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- {type: pbox, owner: agent, position: [22, 14]}
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# Four pre-placed e1 defenders
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#
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- {type: e1, owner: agent, position: [
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- {type: e1, owner: agent, position: [22,
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- {type: e1, owner: agent, position: [
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# them at the agent centroid (~y=17 with 4 defenders
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# NORTH); they walk straight NORTH through y=20 (the fact)
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# on the way โ fact razed unless intercepted SOUTH of it.
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# 4 e1 vs 4 defenders engaged head-on with focus-fire
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# trades cleanly (~1 defender lost on the engagement),
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# the kill bar (4) is exactly met when the rush is wiped.
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- {type: e1, owner: enemy, position: [20, 36], stance: 3, count: 4}
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# Inert enemy `fact` marker far east โ anti-DRAW per
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# CLAUDE.md; without a persistent enemy actor the engine
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# auto-`done`s on enemy-elim before the win/fail evaluator
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# runs.
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- {type: fact, owner: enemy, position: [120, 20]}
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win_condition:
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all_of:
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- building_count_gte: {type: fact, n: 1}
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max_turns: 50
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# โโ MEDIUM โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
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#
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# the
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# max_turns 50 โ reachable tick 4503 โฅ 4501 (same as easy).
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medium:
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# Original (pre-verbosity-sweep) description preserved for
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# contributors. The trimmed version below removes scripted-policy
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# spoilers and cell-coord dumps; load-bearing intent kept.
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#
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# INTEL said the enemy will attack from the NORTH โ but be ready for
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# anything. You start with a construction yard at (20, 20), two
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# pillboxes already standing NORTH of the base at (20, 14) and (22,
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# 14), and four rifle defenders lined up next to them on the NORTH
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# lane (y=14..16). Available cash 800. A stronger surprise rush โ 5
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# rifle infantry in a tight, fast cluster โ is incoming. Identify the
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# ACTUAL attack direction from your observation, then act: destroy at
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# least 4 enemy units AND keep โฅ3 of your own units alive AND keep the
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# construction yard standing before tick 4500. Stalling, leaving the
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# defenders on the NORTH lane next to the pre-built pillboxes, and
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# building extra structures without re-positioning the defenders all
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# LOSE โ the construction yard is razed and the 4-defender screen is
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# overrun if it commits late or never.
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description: >
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Same north-leaning pre-built defence, same $800 โ but
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within about 50 turns.
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overrides:
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actors:
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- {type: fact, owner: agent, position: [20, 20]}
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- {type: pbox, owner: agent, position: [20, 14]}
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- {type: pbox, owner: agent, position: [22, 14]}
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- {type: e1, owner: agent, position: [18,
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- {type: e1, owner: agent, position: [
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- {type: e1, owner: agent, position: [
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- {type: e1, owner: agent, position: [
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# Stronger surprise rush โ a tighter, faster cluster of
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# rifle infantry from the SOUTH (5 e1 at y=32). The same
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# 4-defender screen has to commit FIRST (move toward the
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# spotted rush, not wait for it to arrive at the fact); a
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# late commit lets the rush close to the fact and trades
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# the screen 2-for-2 โ busts `own_units_gte:3`.
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- {type: e1, owner: enemy, position: [20, 36], stance: 3, count: 5}
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- {type: fact, owner: enemy, position: [120, 20]}
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win_condition:
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all_of:
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- building_count_gte: {type: fact, n: 1}
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max_turns: 50
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# โโ HARD โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
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# +1 controlled variable: TWO spawn_point groups round-
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# AGENT
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# EAST-staged base at x=40). The intel always says "the
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# will attack from the NORTH" and the pre-built defence is
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# on the NORTH lane of each spawn (same as easy/medium).
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# actual rush always arrives from the SOUTH (the surprise
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-
#
|
| 365 |
-
#
|
| 366 |
-
#
|
| 367 |
-
#
|
| 368 |
-
#
|
| 369 |
-
#
|
| 370 |
-
#
|
| 371 |
-
#
|
| 372 |
hard:
|
| 373 |
-
# Original (pre-verbosity-sweep) description preserved for
|
| 374 |
-
# contributors. The trimmed version below removes scripted-policy
|
| 375 |
-
# spoilers and cell-coord dumps; load-bearing intent kept.
|
| 376 |
-
#
|
| 377 |
-
# INTEL said the enemy will attack from the NORTH โ but be ready for
|
| 378 |
-
# anything. Your construction yard sits at one of two LONGITUDES (WEST
|
| 379 |
-
# at x=20 OR EAST at x=40, chosen by seed), with two pillboxes and
|
| 380 |
-
# four rifle defenders pre-positioned in the NORTH lane of your spawn
|
| 381 |
-
# (the intel direction). The actual rush arrives from the SOUTH (the
|
| 382 |
-
# surprise axis) on both seeds, x-aligned with YOUR base's column.
|
| 383 |
-
# Identify the ACTUAL attack direction from your observation, then re-
|
| 384 |
-
# position your defenders SOUTH of YOUR construction yard and
|
| 385 |
-
# intercept BEFORE the rush reaches it. Destroy at least 4 enemy units
|
| 386 |
-
# AND keep โฅ2 of your own alive AND lose at most 2 defenders AND keep
|
| 387 |
-
# the construction yard standing before tick 4500. Stalling, sticking
|
| 388 |
-
# with the pre-built NORTH defence layout, and pure-building all LOSE.
|
| 389 |
description: >
|
| 390 |
-
Pre-built north defences as before, but your yard spawns either
|
| 391 |
-
(x=20) or EAST (x=40) by seed. The actual rush always comes
|
| 392 |
-
SOUTH, x-aligned with your yard
|
| 393 |
-
|
| 394 |
-
|
|
|
|
| 395 |
overrides:
|
| 396 |
actors:
|
| 397 |
-
# Hard tier: the intel direction is FIXED ("rushers will come
|
| 398 |
-
# from the NORTH" โ the brief, same as easy/medium) and the
|
| 399 |
-
# actual rush direction is FIXED (SOUTH โ the surprise axis).
|
| 400 |
-
# The seed-driven variable is the AGENT base LONGITUDE (x
|
| 401 |
-
# coord) โ two spawn_point groups round-robin a WEST-staged
|
| 402 |
-
# base (x=20) and an EAST-staged base (x=40). The capability
|
| 403 |
-
# test is the same on both spawns: identify that the actual
|
| 404 |
-
# rush comes from the SOUTH (not the announced NORTH) and
|
| 405 |
-
# re-position the defenders SOUTH of THIS spawn's fact to
|
| 406 |
-
# intercept the rush before it reaches it. A single
|
| 407 |
-
# memorised intercept cell ("move defenders to (20,26)")
|
| 408 |
-
# does NOT generalise because the fact's x-position varies
|
| 409 |
-
# per seed; the doctrine ("intercept south of THIS spawn's
|
| 410 |
-
# fact") does. An attrition cap (units_lost_lte:2) tightens
|
| 411 |
-
# the margin โ a late commit overshoots the cap.
|
| 412 |
-
#
|
| 413 |
# โโ spawn_point 0 โ WEST-staged base (x=20) โโโโโโโโโโโโโโโโโ
|
| 414 |
-
# Same geometry as easy/medium: fact at (20,20), pre-built
|
| 415 |
-
# defence on the NORTH lane y=14, defenders at y=14/16
|
| 416 |
-
# (stance:0 HoldFire so they don't engage passively).
|
| 417 |
- {type: fact, owner: agent, position: [20, 20], spawn_point: 0}
|
| 418 |
- {type: pbox, owner: agent, position: [20, 14], spawn_point: 0}
|
| 419 |
- {type: pbox, owner: agent, position: [22, 14], spawn_point: 0}
|
| 420 |
-
- {type: e1, owner: agent, position: [18,
|
| 421 |
-
- {type: e1, owner: agent, position: [
|
| 422 |
-
- {type: e1, owner: agent, position: [
|
| 423 |
-
- {type: e1, owner: agent, position: [
|
| 424 |
# โโ spawn_point 1 โ EAST-staged base (x=40) โโโโโโโโโโโโโโโโโ
|
| 425 |
-
# Same geometry translated east by 20 cells.
|
| 426 |
- {type: fact, owner: agent, position: [40, 20], spawn_point: 1}
|
| 427 |
- {type: pbox, owner: agent, position: [40, 14], spawn_point: 1}
|
| 428 |
- {type: pbox, owner: agent, position: [42, 14], spawn_point: 1}
|
| 429 |
-
- {type: e1, owner: agent, position: [38,
|
| 430 |
-
- {type: e1, owner: agent, position: [
|
| 431 |
-
- {type: e1, owner: agent, position: [
|
| 432 |
-
- {type: e1, owner: agent, position: [
|
| 433 |
-
# โโ Enemy rush bands โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
| 434 |
-
# CLAUDE.md: enemy actors WITHOUT spawn_point ALWAYS place
|
| 435 |
-
# regardless of the agent's spawn group, so we declare BOTH a
|
| 436 |
-
# NORTH and a SOUTH band. For spawn_point 0 (NORTH base) the
|
| 437 |
-
# MATCHING band is the NORTH one (y=4) โ same side as the
|
| 438 |
-
# base, opposite the pre-built defence. For spawn_point 1
|
| 439 |
-
# (SOUTH base) the MATCHING band is the SOUTH one (y=36).
|
| 440 |
-
# The `rusher` bot charges the agent CENTROID โ which sits
|
| 441 |
-
# near the base on each spawn (the pre-built defenders are
|
| 442 |
-
# only 2-4 cells off so the centroid stays close to the
|
| 443 |
-
# base) โ so the matching-side band has the SHORTER path
|
| 444 |
-
# and is the immediate threat; the opposite-side band has
|
| 445 |
-
# to walk across the whole map to arrive.
|
| 446 |
-
- {type: e1, owner: enemy, position: [20, 36], stance: 3, count: 5}
|
| 447 |
-
- {type: e1, owner: enemy, position: [40, 36], stance: 3, count: 5}
|
| 448 |
-
# Note: enemies don't honour spawn_point โ both bands always
|
| 449 |
-
# place. The matching-side band (same latitude as the agent
|
| 450 |
-
# base) is the immediate threat and the trigger for the
|
| 451 |
-
# detect-and-redeploy decision. The opposite-side band has
|
| 452 |
-
# to walk the full map width (28+ cells) before becoming a
|
| 453 |
-
# serious threat โ well outside the 4500-tick budget.
|
| 454 |
# Inert enemy `fact` marker far east (anti-DRAW). Placed
|
| 455 |
# off-axis (y=2) so the bands don't include it in their
|
| 456 |
-
# centroid target
|
| 457 |
-
# episode early via enemy-elim auto-done.
|
| 458 |
- {type: fact, owner: enemy, position: [120, 2]}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 459 |
win_condition:
|
| 460 |
all_of:
|
| 461 |
- building_count_gte: {type: fact, n: 1}
|
|
|
|
| 1 |
# def-surprise-flank-react.yaml
|
| 2 |
#
|
| 3 |
+
# REASONING capability โ Group C surprise-axis reaction. The brief
|
| 4 |
+
# (intel) tells the model the enemy will attack from the NORTH and the
|
| 5 |
+
# map LOOKS like the intel is right: a band of rocky terrain along the
|
| 6 |
+
# north edge forms a natural chokepoint, with a single narrow opening
|
| 7 |
+
# in the centre. Two pre-built pillboxes (the canonical "prepared
|
| 8 |
+
# defence") sit just south of that chokepoint, watching the only
|
| 9 |
+
# obvious northern lane. BUT the actual rush arrives MID-EPISODE from
|
| 10 |
+
# the SOUTH (the open, undefended flank) via `scheduled_events:
|
| 11 |
+
# spawn_actors` โ the world's terrain implies one approach, the intel
|
| 12 |
+
# announces the same approach, and the enemy comes from the OPPOSITE
|
| 13 |
+
# direction.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 14 |
#
|
| 15 |
# Real-world anchors:
|
| 16 |
+
# - Adversarial robustness on a directional axis: a stated cue +
|
| 17 |
+
# terrain-implied cue are misdirection; the agent must react to
|
| 18 |
+
# the ground-truth signal (where the rusher band actually spawns).
|
| 19 |
# - Opponent-modelling under deception: detect that the announced
|
| 20 |
# plan and the observed plan differ; replan around the truth.
|
| 21 |
# - Military reactive defence / flank discipline: a fortified flank
|
| 22 |
# that the enemy has bypassed must be ABANDONED in favour of the
|
| 23 |
# actual contact axis; "fighting the plan, not the enemy" is the
|
| 24 |
+
# classical failure mode this trains against.
|
| 25 |
# - CICERO deception handling: when announced behaviour contradicts
|
| 26 |
+
# observed behaviour, treat the announcement as a signal NOT to
|
| 27 |
+
# trust the plan and commit to the observation.
|
| 28 |
#
|
| 29 |
# DISCRIMINATIONS (the scripted bar โ every brute / lazy play LOSES,
|
| 30 |
# only the detect-and-redeploy play WINS):
|
| 31 |
#
|
| 32 |
+
# โข stall (only `observe`): defenders sit idle wherever they
|
| 33 |
+
# spawned; the SOUTH rusher band spawns at tick 800 and walks
|
| 34 |
+
# straight at the fact โ fact razed โ LOSS.
|
|
|
|
|
|
|
| 35 |
#
|
| 36 |
+
# โข stay-NORTH-with-pre-built-defence (move defenders to the
|
| 37 |
+
# intel/pbox lane): the defenders re-park on the NORTH lane next
|
| 38 |
+
# to the pillboxes. When the south rush spawns mid-episode, the
|
| 39 |
+
# defenders are 12+ cells off-axis and the rusher band reaches
|
| 40 |
+
# the fact unopposed โ LOSS.
|
|
|
|
| 41 |
#
|
| 42 |
+
# โข pure-build-no-react: queue/place a third pbox on the NORTH
|
| 43 |
+
# lane (where the intel + terrain say the rush will come). The
|
| 44 |
+
# pre-built defenders + the new pbox never face south and the
|
| 45 |
+
# rusher band razes the fact โ LOSS.
|
|
|
|
|
|
|
| 46 |
#
|
| 47 |
+
# โข intended detect-and-redeploy: hold a mobile-reserve posture
|
| 48 |
+
# (do not pre-commit defenders to the intel lane), observe the
|
| 49 |
+
# spawned rusher band the instant `enemy_unit_spotted` fires,
|
| 50 |
+
# then `attack_unit` all four defenders onto the south rusher
|
| 51 |
+
# cluster. Keep โฅ2 alive, kill โฅ4, fact survives โ WIN.
|
|
|
|
|
|
|
| 52 |
#
|
| 53 |
# ENGINE FACTS used (CLAUDE.md / SCENARIO_QUALITY.md):
|
| 54 |
+
# - `scheduled_events: spawn_actors` injects fresh-id actors at a
|
| 55 |
+
# scheduled tick (Wave-9 feature; test_scheduled_events). The
|
| 56 |
+
# surprise SOUTH rush is INJECTED at tick 800 (easy) or in two
|
| 57 |
+
# waves (medium); a t=0 placement cannot exercise "react to a
|
| 58 |
+
# reveal that develops". Spawned actors get fresh ids so the
|
| 59 |
+
# `enemy_unit_spotted` interrupt fires on their appearance.
|
| 60 |
+
# - The `rusher` bot drives every unit at the agent centroid
|
| 61 |
+
# every ~8 ticks. With defenders distributed near the fact at
|
| 62 |
+
# (20,20), the centroid sits on the fact and the south rusher
|
| 63 |
+
# band walks straight at it.
|
| 64 |
+
# - Enemy actors with NO spawn_point ALWAYS place regardless of
|
| 65 |
+
# the agent's spawn group (per CLAUDE.md). On hard we tag
|
| 66 |
+
# agent N/S spawn groups so the seed-driven AGENT longitude
|
| 67 |
+
# varies (and the matching surprise direction with it); the
|
| 68 |
+
# scheduled south rush also varies its x-target per spawn via
|
| 69 |
+
# the scheduled-events block in `overrides:`.
|
| 70 |
# - Inert enemy `fact` marker far east (anti-DRAW): without a
|
| 71 |
# persistent enemy actor the engine auto-`done`s on enemy-elim
|
| 72 |
# before the win/fail evaluator runs.
|
| 73 |
# - `enemy_unit_spotted` interrupt โ re-decide the instant the
|
| 74 |
+
# scheduled rusher band materialises (the detection event).
|
|
|
|
| 75 |
# - `own_unit_destroyed` interrupt โ re-decide when a defender
|
| 76 |
# falls.
|
| 77 |
# - Tick budget: ~90 ticks/turn. `max_turns 50` โ reachable tick
|
| 78 |
+
# 93 + 90ยท49 = 4503 โฅ 4501 (the after_ticks fail) so a non-
|
| 79 |
+
# winner is a real reachable timeout LOSS, never a draw. The
|
| 80 |
+
# scheduled spawn at tick 800 leaves >3700 ticks for the
|
| 81 |
+
# detect-and-redeploy intercept.
|
| 82 |
# - No tent in the pre-placed base + cash 800 means the model
|
| 83 |
# CAN'T cheese the win by mass-training fresh defenders โ the
|
| 84 |
+
# intended play is RE-POSITIONING the 4 starting defenders.
|
| 85 |
+
# - Tailored terrain (`def-surprise-flank-react-arena`): two
|
| 86 |
+
# northern rocky bands form a visual chokepoint that "matches"
|
| 87 |
+
# the intel; the south is fully open. The terrain reinforces
|
| 88 |
+
# the misdirection โ a model reading the minimap should see
|
| 89 |
+
# "north is the fortifiable lane" and the brief agrees, but
|
| 90 |
+
# the south spawn proves the cue is false.
|
| 91 |
#
|
| 92 |
# Distinct from siblings (Group C):
|
| 93 |
# * def-position-expected-direction โ intel is TRUE; commit defence
|
|
|
|
| 99 |
# * defense-rush-survive โ opening rush vs sustained throughput;
|
| 100 |
# no directional misdirection.
|
| 101 |
# * THIS pack โ intel is FALSE (or just unreliable). The pre-built
|
| 102 |
+
# pillbox line is on the WRONG axis. The model must DETECT (via
|
| 103 |
+
# the mid-episode scheduled spawn) that the announced and
|
| 104 |
+
# observed axes differ and RE-POSITION accordingly.
|
| 105 |
#
|
| 106 |
# Validate (no model / no network):
|
| 107 |
+
# python3 -m pytest tests/test_def_surprise_flank_react.py -q
|
|
|
|
| 108 |
|
| 109 |
meta:
|
| 110 |
id: def-surprise-flank-react
|
|
|
|
| 112 |
capability: reasoning
|
| 113 |
real_world_meaning: >
|
| 114 |
The mission brief states the enemy will attack from the NORTH and
|
| 115 |
+
the terrain reinforces it: a rocky band on the north edge forms a
|
| 116 |
+
natural chokepoint, with two pillboxes pre-built to cover it. The
|
| 117 |
+
four pre-placed defenders are distributed around the construction
|
| 118 |
+
yard โ not yet committed to either lane. MID-EPISODE a rusher band
|
| 119 |
+
actually arrives from the SOUTH (the open flank) via a scheduled
|
| 120 |
+
spawn. The decision is whether the agent trusts the announced
|
| 121 |
+
direction + terrain cue and watches its construction yard get
|
| 122 |
+
razed, or detects the actual attack axis from the spawn event,
|
| 123 |
+
leaves the wrong-axis pillboxes silent, and commits the defenders
|
| 124 |
+
SOUTH to intercept the real rush before it reaches the fact.
|
|
|
|
|
|
|
| 125 |
robotics_analogue: >
|
| 126 |
Misdirection-aware defence / military adversarial robustness on
|
| 127 |
a directional axis: a fortified flank that the enemy has bypassed
|
|
|
|
| 141 |
- 'CICERO deception handling'
|
| 142 |
author: openra-bench
|
| 143 |
|
| 144 |
+
# Tailored arena: 128ร40 with a northern rocky band forming a visual
|
| 145 |
+
# chokepoint at xโ14..26 (the only narrow northern opening โ the
|
| 146 |
+
# pre-built pillboxes at (20,14)/(22,14) sit just south of it and
|
| 147 |
+
# "cover" the intel-direction approach). The southern half is fully
|
| 148 |
+
# open โ the surprise-rush spawn at y=36 has clear path to the fact.
|
| 149 |
+
# The terrain is the second leg of the misdirection: terrain implies
|
| 150 |
+
# the same axis the intel announces.
|
| 151 |
+
base_map:
|
| 152 |
+
generator: arena
|
| 153 |
+
name: def-surprise-flank-react-arena
|
| 154 |
+
width: 128
|
| 155 |
+
height: 40
|
| 156 |
+
cordon: 2
|
| 157 |
+
title: Surprise Flank Arena 128x40
|
| 158 |
+
obstacles:
|
| 159 |
+
# Northern rocky band โ west of the central chokepoint.
|
| 160 |
+
- {x: 4, y: 4, w: 10, h: 4}
|
| 161 |
+
# Northern rocky band โ east of the central chokepoint.
|
| 162 |
+
- {x: 26, y: 4, w: 12, h: 4}
|
| 163 |
+
# Northern rocky band โ far-east (continues the natural-fortress
|
| 164 |
+
# impression across the full north edge).
|
| 165 |
+
- {x: 50, y: 4, w: 76, h: 4}
|
| 166 |
+
# NOTE: the only north opening is x=14..26 at y=4..7; the pre-
|
| 167 |
+
# built pillboxes at (20,14)/(22,14) cover this opening, so
|
| 168 |
+
# the world LOOKS like the prepared defence is sensible. The
|
| 169 |
+
# south is deliberately left wide open.
|
| 170 |
|
| 171 |
# Pack-wide budget โ a small float (800cr). Not enough to spam a
|
| 172 |
+
# second pillbox line on the south, and without a `tent` the
|
| 173 |
+
# infantry queue is empty so the cash can't be turned into fresh
|
| 174 |
+
# defenders. The intended play is RE-POSITIONING the four pre-
|
| 175 |
+
# placed defenders; the cash exists so the model has the OPTION to
|
| 176 |
+
# attempt a build (which is part of the discrimination โ a pure-
|
| 177 |
+
# build-no-react policy also LOSES).
|
| 178 |
starting_cash: 800
|
| 179 |
|
| 180 |
base:
|
| 181 |
agent:
|
| 182 |
faction: allies
|
| 183 |
# Concentrated charge at the agent centroid every ~8 ticks โ the
|
| 184 |
+
# canonical rush-defence opponent. The bot's SPAWN POSITION is
|
| 185 |
+
# the surprise (the brief says NORTH, the bot is spawned SOUTH
|
| 186 |
+
# via scheduled_events).
|
| 187 |
enemy:
|
| 188 |
faction: soviet
|
| 189 |
bot_type: rusher
|
|
|
|
| 196 |
- attack_move
|
| 197 |
- stop
|
| 198 |
planning: true
|
| 199 |
+
# React the INSTANT the scheduled south rush materialises (the
|
| 200 |
# detection event) or a defender is lost โ the re-positioning
|
| 201 |
# decision is reactive, not on fixed 90-tick boundaries.
|
| 202 |
interrupts:
|
|
|
|
| 208 |
|
| 209 |
levels:
|
| 210 |
# โโ EASY โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
| 211 |
+
# The bare surprise-axis detect-and-react skill. The intel says
|
| 212 |
+
# NORTH, the terrain (a north-edge natural chokepoint with the
|
| 213 |
+
# pillboxes already covering it) AGREES, but a single light SOUTH
|
| 214 |
+
# rush (4ร e1) materialises at tick 800 via scheduled spawn. The
|
| 215 |
+
# 4 defenders start DISTRIBUTED around the construction yard
|
| 216 |
+
# (NOT pre-committed to the intel lane); the intended play is to
|
| 217 |
+
# commit them SOUTH the instant the rush is spotted.
|
| 218 |
+
# max_turns 50 โ reachable tick 93 + 90ยท49 = 4503 โฅ 4501.
|
| 219 |
easy:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 220 |
description: >
|
| 221 |
+
Intel said the enemy would come from the NORTH and the terrain
|
| 222 |
+
agrees โ a north-edge chokepoint with two pillboxes already in
|
| 223 |
+
place. Four defenders are staged around the construction yard
|
| 224 |
+
(not yet committed to either lane). Mid-episode the actual rush
|
| 225 |
+
arrives from elsewhere. Identify the live axis from observation,
|
| 226 |
+
commit the defenders, and kill at least four with the yard
|
| 227 |
+
intact. Two units alive, within about 50 turns. Pre-committing
|
| 228 |
+
to the intel lane loses the yard.
|
| 229 |
overrides:
|
| 230 |
actors:
|
| 231 |
# Agent base โ construction yard at the centre. Pre-placed at
|
| 232 |
# `health: 50` (HP %): post the engine movement+combat fixes a
|
| 233 |
+
# 4-rifle south rush that reaches an UNDEFENDED fact razes
|
| 234 |
+
# it comfortably inside the 4500-tick budget โ the damaged
|
| 235 |
+
# starting HP keeps the lazy/stall outcome a real reachable
|
| 236 |
+
# LOSS rather than a budget-cap DRAW. The intended detect-
|
| 237 |
+
# and-redeploy play intercepts SOUTH of the base and never
|
| 238 |
+
# lets it touch the fact.
|
|
|
|
|
|
|
|
|
|
| 239 |
- {type: fact, owner: agent, position: [20, 20], health: 50}
|
| 240 |
# Pre-built NORTH pillbox line โ the "prepared" defence per
|
| 241 |
+
# the intel + terrain. Sits just south of the only northern
|
| 242 |
+
# chokepoint opening (x=14..26 at y=4..7); the world LOOKS
|
| 243 |
+
# like the prepared defence is sensible. Far enough north
|
| 244 |
+
# of the fact (y=14 vs fact y=20) that the south-coming
|
| 245 |
+
# rusher band reaches the fact without ever entering pbox
|
| 246 |
+
# range โ they sit silent the entire engagement.
|
| 247 |
- {type: pbox, owner: agent, position: [20, 14]}
|
| 248 |
- {type: pbox, owner: agent, position: [22, 14]}
|
| 249 |
+
# Four pre-placed e1 defenders DISTRIBUTED around the fact
|
| 250 |
+
# (not pre-committed to the intel lane). stance:0 HoldFire
|
| 251 |
+
# so they don't engage passively โ the model must issue
|
| 252 |
+
# explicit orders. With defenders centred near the fact
|
| 253 |
+
# the rusher centroid sits on the fact and the south rush
|
| 254 |
+
# walks straight at it.
|
| 255 |
+
- {type: e1, owner: agent, position: [18, 20], stance: 0}
|
| 256 |
+
- {type: e1, owner: agent, position: [22, 20], stance: 0}
|
| 257 |
+
- {type: e1, owner: agent, position: [20, 18], stance: 0}
|
| 258 |
+
- {type: e1, owner: agent, position: [20, 22], stance: 0}
|
|
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|
| 259 |
# Inert enemy `fact` marker far east โ anti-DRAW per
|
| 260 |
# CLAUDE.md; without a persistent enemy actor the engine
|
| 261 |
# auto-`done`s on enemy-elim before the win/fail evaluator
|
| 262 |
# runs.
|
| 263 |
- {type: fact, owner: enemy, position: [120, 20]}
|
| 264 |
+
# Mid-episode surprise SOUTH rush โ 4ร e1 at (20, 36),
|
| 265 |
+
# spawned at tick 800. Enough lead time for the model to
|
| 266 |
+
# observe the spawn (the `enemy_unit_spotted` interrupt
|
| 267 |
+
# fires), commit defenders south, and intercept before the
|
| 268 |
+
# rush reaches the fact at (20, 20). The 16-cell south-
|
| 269 |
+
# to-fact gap takes ~30 ticks at infantry speed, but the
|
| 270 |
+
# rusher bot re-targets every 8 ticks toward the agent
|
| 271 |
+
# centroid (which sits ON the fact when defenders are
|
| 272 |
+
# central) โ so the rush is decisive only if the defenders
|
| 273 |
+
# never commit south.
|
| 274 |
+
scheduled_events:
|
| 275 |
+
- tick: 800
|
| 276 |
+
type: spawn_actors
|
| 277 |
+
actors:
|
| 278 |
+
- {type: e1, owner: enemy, position: [20, 36], stance: 3, count: 4}
|
| 279 |
win_condition:
|
| 280 |
all_of:
|
| 281 |
- building_count_gte: {type: fact, n: 1}
|
|
|
|
| 290 |
max_turns: 50
|
| 291 |
|
| 292 |
# โโ MEDIUM โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
| 293 |
+
# +1 controlled variable vs easy: TWO reinforcement waves on the
|
| 294 |
+
# south flank (tick 800 โ 4รe1, tick 1400 โ 3รe1). A late commit
|
| 295 |
+
# gets the defenders south in time for the first wave but the
|
| 296 |
+
# second wave catches them depleted; a wait-at-fact passive
|
| 297 |
+
# defence either burns the fact OR over-trades the defender
|
| 298 |
+
# screen (busts `own_units_gte:2`). The intended play commits
|
| 299 |
+
# SOUTH on the FIRST spawn and intercepts both waves on the
|
| 300 |
+
# south lane before either reaches the fact.
|
|
|
|
| 301 |
medium:
|
|
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|
| 302 |
description: >
|
| 303 |
+
Same north-leaning intel and pre-built defence, same $800 โ but
|
| 304 |
+
the surprise rush now arrives in TWO waves on the live axis.
|
| 305 |
+
Spot the actual approach on the first wave, commit the defenders
|
| 306 |
+
forward, and hold the line across both waves. Four kills, two
|
| 307 |
+
alive, yard intact, within about 50 turns. A late commit or a
|
| 308 |
+
passive wait-at-fact stance loses to the second wave.
|
| 309 |
overrides:
|
| 310 |
actors:
|
| 311 |
+
- {type: fact, owner: agent, position: [20, 20], health: 50}
|
| 312 |
- {type: pbox, owner: agent, position: [20, 14]}
|
| 313 |
- {type: pbox, owner: agent, position: [22, 14]}
|
| 314 |
+
- {type: e1, owner: agent, position: [18, 20], stance: 0}
|
| 315 |
+
- {type: e1, owner: agent, position: [22, 20], stance: 0}
|
| 316 |
+
- {type: e1, owner: agent, position: [20, 18], stance: 0}
|
| 317 |
+
- {type: e1, owner: agent, position: [20, 22], stance: 0}
|
|
|
|
|
|
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|
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|
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|
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|
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|
|
|
|
| 318 |
- {type: fact, owner: enemy, position: [120, 20]}
|
| 319 |
+
# TWO scheduled SOUTH waves โ first at tick 800 (4รe1, the
|
| 320 |
+
# detection event), second at tick 1400 (3รe1, the follow-
|
| 321 |
+
# up). The defenders must be committed south on the FIRST
|
| 322 |
+
# spawn to engage the first wave AND still be positioned to
|
| 323 |
+
# absorb the second; a late commit lets the first wave reach
|
| 324 |
+
# the fact while the second wave catches the defenders out
|
| 325 |
+
# of position.
|
| 326 |
+
scheduled_events:
|
| 327 |
+
- tick: 800
|
| 328 |
+
type: spawn_actors
|
| 329 |
+
actors:
|
| 330 |
+
- {type: e1, owner: enemy, position: [20, 36], stance: 3, count: 4}
|
| 331 |
+
- tick: 1400
|
| 332 |
+
type: spawn_actors
|
| 333 |
+
actors:
|
| 334 |
+
- {type: e1, owner: enemy, position: [20, 36], stance: 3, count: 3}
|
| 335 |
win_condition:
|
| 336 |
all_of:
|
| 337 |
- building_count_gte: {type: fact, n: 1}
|
|
|
|
| 346 |
max_turns: 50
|
| 347 |
|
| 348 |
# โโ HARD โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
|
| 349 |
+
# +1 controlled variable vs medium: TWO spawn_point groups round-
|
| 350 |
+
# robin the AGENT base LONGITUDE per seed (WEST-staged base at
|
| 351 |
+
# x=20 OR EAST-staged base at x=40). The intel always says "the
|
| 352 |
+
# enemy will attack from the NORTH" and the pre-built defence is
|
| 353 |
+
# always on the NORTH lane of each spawn (same as easy/medium).
|
| 354 |
+
# The actual rush always arrives from the SOUTH (the surprise
|
| 355 |
+
# axis) โ but on each seed, x-aligned with YOUR base's column
|
| 356 |
+
# (so the literal "flank direction" relative to the base varies
|
| 357 |
+
# by seed: WEST spawn โ rush at x=20, EAST spawn โ rush at
|
| 358 |
+
# x=40). A single memorised intercept cell ("move defenders to
|
| 359 |
+
# (20,26)") does NOT generalise; only the doctrine ("intercept
|
| 360 |
+
# south of THIS spawn's fact") does. An attrition cap
|
| 361 |
+
# (units_lost_lte:2) tightens the margin โ a late commit
|
| 362 |
+
# overshoots the cap.
|
| 363 |
hard:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 364 |
description: >
|
| 365 |
+
Pre-built north defences as before, but your yard spawns either
|
| 366 |
+
WEST (x=20) or EAST (x=40) by seed. The actual rush always comes
|
| 367 |
+
from the SOUTH, x-aligned with your yard, in two scheduled waves.
|
| 368 |
+
Spot it, commit the defenders south of YOUR yard, intercept
|
| 369 |
+
before it lands. Four kills, two alive, loss cap two, yard
|
| 370 |
+
intact, within about 50 turns.
|
| 371 |
overrides:
|
| 372 |
actors:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
| 373 |
# โโ spawn_point 0 โ WEST-staged base (x=20) โโโโโโโโโโโโโโโโโ
|
|
|
|
|
|
|
|
|
|
| 374 |
- {type: fact, owner: agent, position: [20, 20], spawn_point: 0}
|
| 375 |
- {type: pbox, owner: agent, position: [20, 14], spawn_point: 0}
|
| 376 |
- {type: pbox, owner: agent, position: [22, 14], spawn_point: 0}
|
| 377 |
+
- {type: e1, owner: agent, position: [18, 20], stance: 0, spawn_point: 0}
|
| 378 |
+
- {type: e1, owner: agent, position: [22, 20], stance: 0, spawn_point: 0}
|
| 379 |
+
- {type: e1, owner: agent, position: [20, 18], stance: 0, spawn_point: 0}
|
| 380 |
+
- {type: e1, owner: agent, position: [20, 22], stance: 0, spawn_point: 0}
|
| 381 |
# โโ spawn_point 1 โ EAST-staged base (x=40) โโโโโโโโโโโโโโโโโ
|
|
|
|
| 382 |
- {type: fact, owner: agent, position: [40, 20], spawn_point: 1}
|
| 383 |
- {type: pbox, owner: agent, position: [40, 14], spawn_point: 1}
|
| 384 |
- {type: pbox, owner: agent, position: [42, 14], spawn_point: 1}
|
| 385 |
+
- {type: e1, owner: agent, position: [38, 20], stance: 0, spawn_point: 1}
|
| 386 |
+
- {type: e1, owner: agent, position: [42, 20], stance: 0, spawn_point: 1}
|
| 387 |
+
- {type: e1, owner: agent, position: [40, 18], stance: 0, spawn_point: 1}
|
| 388 |
+
- {type: e1, owner: agent, position: [40, 22], stance: 0, spawn_point: 1}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 389 |
# Inert enemy `fact` marker far east (anti-DRAW). Placed
|
| 390 |
# off-axis (y=2) so the bands don't include it in their
|
| 391 |
+
# centroid target.
|
|
|
|
| 392 |
- {type: fact, owner: enemy, position: [120, 2]}
|
| 393 |
+
# TWO scheduled SOUTH waves โ placed at BOTH possible base
|
| 394 |
+
# longitudes so whichever agent spawn fires, the matching
|
| 395 |
+
# rush spawn is x-aligned. The opposite-longitude spawn
|
| 396 |
+
# would normally be wasted distance (the rusher bot drives
|
| 397 |
+
# at the agent centroid, which sits on the live base) โ but
|
| 398 |
+
# because enemies don't honour spawn_point, both spawns
|
| 399 |
+
# fire. The far-from-base spawn has to walk the full map
|
| 400 |
+
# width before becoming a serious threat โ well outside the
|
| 401 |
+
# 4500-tick budget โ so only the matching-longitude spawn
|
| 402 |
+
# is the immediate threat.
|
| 403 |
+
scheduled_events:
|
| 404 |
+
- tick: 800
|
| 405 |
+
type: spawn_actors
|
| 406 |
+
actors:
|
| 407 |
+
- {type: e1, owner: enemy, position: [20, 36], stance: 3, count: 4}
|
| 408 |
+
- {type: e1, owner: enemy, position: [40, 36], stance: 3, count: 4}
|
| 409 |
+
- tick: 1400
|
| 410 |
+
type: spawn_actors
|
| 411 |
+
actors:
|
| 412 |
+
- {type: e1, owner: enemy, position: [20, 36], stance: 3, count: 3}
|
| 413 |
+
- {type: e1, owner: enemy, position: [40, 36], stance: 3, count: 3}
|
| 414 |
win_condition:
|
| 415 |
all_of:
|
| 416 |
- building_count_gte: {type: fact, n: 1}
|