diff --git a/agents/plans/2026-09-25-dojo-board-and-sim.md b/agents/plans/2026-09-25-dojo-board-and-sim.md index d2b9390..caca654 100644 --- a/agents/plans/2026-09-25-dojo-board-and-sim.md +++ b/agents/plans/2026-09-25-dojo-board-and-sim.md @@ -173,7 +173,7 @@ Deliverables: - One change at a time. When a change is adopted, re-run the 6.1 baseline so later steps start from the current rules, and log the decision (D-number) here and in `RULES.md`. - Results go in this file as a table per step (command line, scenario, key measures). -**Next action:** 6.3 style dynamics, when the developer says to continue. 6.2 is suspended (D43), 6.9 skipped (D44); 6.4.1 (chance square) stays optional. Order of the steps: D41. Everything up to D43 and RULES.md v0.8 is committed (bbc95b6); 6.10 and D44–D46 are not; commit only when the developer asks. +**Next action:** developer review of the 6.3 results; then 6.6 Kiai, when the developer says to continue. 6.2 is suspended (D43), 6.9 skipped (D44); 6.4.1 (chance square) stays optional. Order of the steps: D41. Everything up to 6.10 and D46 is committed (0ca905e); the 6.3 results are not; commit only when the developer asks. **Targets** (confirmed by the developer as a starting point, D32): @@ -246,7 +246,21 @@ Deliverables: Findings: (1) at 3 belts the contention targets are met with a wide margin (5% of player-turns, worst player 10–15%). (2) Fatica on crossing on the current board (5 F per quadrant, 20 in all, 10% of the squares) barely touches the heuristic bots (−0.03 to −0.05 per turn) but costs the casual bot −0.12 per turn and adds ~44 minutes (127 mean, p90 174): the board has too many Fatica on ordinary routes for players who do not plan around them. (3) No Kumite in round 1 alone moves seat 3 by about 1 pp (within the ±1.4 pp noise of 1,000 games); 6.2 measures it on 4,000 games. (4) Mixed v0.8 shows seat 0 at 30% and seat 2 at 20%: not seen in the same-bot lineups; to confirm in 6.2 before reading anything into it. - [ ] 6.2 Seat order — **suspended (D43)**; runs stopped before any result (monitor; developer concerned): 4,000 games, 4 players, lineups mixed and `random`; 2,000 games at 3 and 6 players. If a seat is outside 25% ± 3 pp, diagnose with the 6.0.3 breakdown (hypotheses: moving last means seeing everyone else move first; Exam defender selection; Sensei / Peso cards) and bring candidate fixes to the developer. No fix without agreement. -- [ ] 6.3 Style dynamics: same-style lineups (`farmer`, `aggressive`, `balanced`, `casual`) and one-against-three (`aggressive,farmer,farmer,farmer`, `farmer,aggressive,aggressive,aggressive`, `balanced,farmer,farmer,farmer`). Watch: all-farmer stalling (length, games finished, Kumite per round), a dominant style, time out of contention. +- [x] 6.3 Style dynamics: same-style lineups (`farmer`, `aggressive`, `balanced`, `casual`) and one-against-three (`aggressive,farmer,farmer,farmer`, `farmer,aggressive,aggressive,aggressive`, `balanced,farmer,farmer,farmer`). Watch: all-farmer stalling (length, games finished, Kumite per round), a dominant style, time out of contention. + - Run: `uv run dojo sim --games 1000 --seed 0 --lineup farmer aggressive balanced casual aggressive,farmer,farmer,farmer farmer,aggressive,aggressive,aggressive balanced,farmer,farmer,farmer` (rules v0.8, board draft 2, 4 players; 17 s on 16 workers). + + | Lineup | Minutes mean / p90 | Kumite / round | Square gain / loss per turn | Halfway leader wins | Out of contention; worst player | Rivals within 1 belt | Win rate by bot | + |---|---|---|---|---|---|---|---| + | farmer ×4 | 63 / 81 | 0.80 | +0.71 / −0.01 | 34% | 1%; 4% | 1.47 | — | + | aggressive ×4 | **90 / 127** | 1.32 | +0.56 / −0.13 | 41% | 8%; 21% | 0.50 | — | + | balanced ×4 | 68 / 92 | 1.04 | +0.64 / −0.03 | 39% | 3%; 10% | 0.81 | — | + | casual ×4 | 91 / 122 | 0.61 | +0.58 / −0.10 | 39% | 4%; 12% | 1.42 | — | + | aggressive + 3 farmer | 68 / 92 | 0.94 | +0.67 / −0.04 | 43% | 3%; 11% | 1.14 | aggressive 26%, farmer 25% | + | farmer + 3 aggressive | 81 / 117 | 1.20 | +0.60 / −0.10 | 42% | 7%; 20% | 0.64 | farmer 24%, aggressive 26% | + | balanced + 3 farmer | 64 / 84 | 0.87 | +0.69 / −0.01 | 36% | 2%; 7% | 1.24 | balanced 29%, farmer 24% | + + All games finished; Exam pass rate 42–43% everywhere. + - Reading: no stalling (all-farmer is the shortest game). No dominant style: a lone bot wins 24–26%, except balanced among farmers at 29% (±1.4 pp at 1,000 games, so a real but small edge; the style spread target, ≤ 6 pp, holds). More aggression makes games longer and less close: all-aggressive is the only heuristic lineup over the p90 limit (127 min) and at the edge of the rivals target (0.50); fights cost stripes both ways (+0.45 / −0.43 per turn) and aggressive bots also pay more Fatica (−0.13). Input for the length tuning (D39). - [ ] 6.4 Fatica and the square economy (D33; Fatica on crossing became the baseline, D36; board draft 2 adopted, D42). Each candidate is a board draft in `board/drafts/` (new square codes need `Square`, `board/FORMAT.md`, validator stats and `RULES.md` entries) and/or a `RulesConfig` switch, compared with the 6.1 baseline on square gains / losses per turn, reachability (6.0.4), game length, style win rates, casual vs heuristic gap: - [x] 6.4.0 Board draft 2 (drafted as `board/drafts/quadrant-2.txt`, now `board/quadrant.txt`), built for Fatica on crossing. Principles approved by the developer: Fatica as tolls on short routes, fewer Fatica, Allenamento away from the Safe Rooms (covers 6.5), validator / Tatami 30–40% / 11-step walk / tunnels kept; judged on casual minutes (≤ ~93, i.e. v0.7 casual + 10) and heuristic bots paying some tolls. - Method: walls of draft 1 kept (approved layout); only square codes changed. Route analysis showed every square on a shortest Safe Room → Dojo walk has a detour of at most 1 step, so "detour 2–4" is not reachable without wall changes; tolls were placed by measured traffic instead (bots' walks per square, home players vs visitors, on the board without Fatica). Home players load the row-3 corridor and the inner Dojo approach (5,5); visitors load the ring next to the Dojo.