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combat-prevent-retreat: per-tier maps reinforce encirclement geometry
Browse filesReplaces the generic rush-hour-arena with three custom-built 128x48
arenas that physically reinforce what this pack measures (establish
the eastern cut-off BEFORE engaging the centre). The actor layouts,
predicates, and survival/kill bars are unchanged; the new maps add
a WATER wall y=15..25 across x=63..78 that closes the direct
east-on-y=20 corridor between the centre cluster (x=60) and the
cut-off disc (85,20,r=8). The flanker MUST transit via the FAR
NORTH lane (y=2..7) or FAR SOUTH lane (y=33..45) to reach (85,20),
descending east of the wall (x>=79). A naive brute attack-move on
y=20 still drives into the cluster (LOSS by survival cap) and
cannot satisfy the in-region clause.
Map design (mapgen 'arena' generator + obstacle clusters):
* easy - combat-prevent-retreat-easy 128x48 cordon 2
ONE flank lane (NORTH y=2..7). South half y=27..45
walled across x=10..125 so the south flank is
unavailable on easy. Mid-east wall y=15..25 at x=63..78
blocks the y=20 cut-off corridor.
* medium - combat-prevent-retreat-medium 128x48 cordon 2
TWO flank lanes (NORTH y=2..7 + SOUTH y=33..45). Same
mid-east wall.
* hard - combat-prevent-retreat-hard 128x48 cordon 2
Same mid-east wall plus the existing spawn-point round-
robin (NORTH staging y=12..15 / SOUTH staging y=25..28).
Both flank lanes open; the natural corridor flips per
seed.
Cluster at (60, y=17..22) sits west of the wall (x=63..78), in the
open band; cut-off disc at (85,20) sits east of the wall, in the
open band. Sentinel `fact` at (120,4) inside the cleared north band.
Smoke check: every level compiles with map_supported=True; all
actors in-bounds (x in [0..127], y in [0..47]); no actor placed
on a WATER cell.
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@@ -66,7 +66,20 @@
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# satisfied โ WIN.
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#
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# Engine guardrails (per CLAUDE.md):
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# - Map:
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# - All declared cells are well within playable bounds.
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# - Persistent unarmed enemy `fact` at (120, 4) keeps the episode
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# alive past the moment the cluster is wiped (otherwise the
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@@ -165,6 +178,29 @@ levels:
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while the other three grind down the cluster. Six kills, one tank
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east of (85,20), three tanks alive, within about 50 turns.
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overrides:
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actors:
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# Strike force โ 4 medium tanks staged at the west edge.
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# Stance:1 ReturnFire so they don't auto-charge across the
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@@ -233,6 +269,20 @@ levels:
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three focus-fire the cluster from range. Seven kills, one tank in
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the cutoff, three tanks alive, within about 50 turns.
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overrides:
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actors:
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- {type: 2tnk, owner: agent, position: [6, 18], stance: 1}
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- {type: 2tnk, owner: agent, position: [6, 19], stance: 1}
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@@ -295,6 +345,20 @@ levels:
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at (85,20), grind the cluster down with the rest. Eight kills, one
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tank in the cutoff disc, three tanks alive, within about 50 turns.
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overrides:
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actors:
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# spawn_point 0 โ NORTH staging corridor (y=12..15). Already
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# off-axis from the e1/e3 cluster (e3 Dragon range ~5, so a
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# satisfied โ WIN.
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#
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# Engine guardrails (per CLAUDE.md):
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+
# - Map: per-tier custom 128x48 arena (cordon 2 โ playable y in
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# [2..45]) generated via mapgen's `arena` generator with WATER
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# walls that physically reinforce the encirclement doctrine. A
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# mid-east wall band y=15..25 across x=63..78 closes the direct
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# east-on-y=20 route to the cut-off region (85,20,r=8): the
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# cluster at (60, y=17..22) sits west of the wall (clear); the
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# cut-off disc is east of the wall (clear); the wall blocks the
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# y=20 corridor between them so the cut-off tank must transit
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# via a NORTH flank (y=2..7) or SOUTH flank (y=33..45) to reach
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# (85,20). Walls also close shallow shortcuts on easy / medium so
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# the flanker is geometrically forced to the FAR flank, well
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# outside e3 Dragon range. Hard adds two seed-driven agent
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# spawn-point groups (NORTH y=12..15 vs SOUTH y=25..28); the
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# mid-east wall is the same on every tier.
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# - All declared cells are well within playable bounds.
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# - Persistent unarmed enemy `fact` at (120, 4) keeps the episode
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# alive past the moment the cluster is wiped (otherwise the
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while the other three grind down the cluster. Six kills, one tank
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east of (85,20), three tanks alive, within about 50 turns.
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overrides:
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# EASY MAP โ 128x48 arena (cordon 2 -> playable y in [2..45]).
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# ONE flank lane (NORTH y=2..7). Mid-east wall y=15..25 across
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# x=63..78 closes the direct east-on-y=20 route to the
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# cut-off region (85,20,r=8). South half y=27..45 walled
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# across x=10..125 (south flank unavailable on easy). The
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# cluster at (60, y=17..22) sits west of the wall (clear);
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# the cut-off at (85,20) sits east of the wall (clear).
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base_map:
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generator: arena
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name: combat-prevent-retreat-easy
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width: 128
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height: 48
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cordon: 2
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title: 'Prevent Retreat โ Easy (North Flank Only)'
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obstacles:
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# Mid-east wall โ closes y=15..25 across x=63..78, the
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# direct route between the cluster (x=60) and the cut-off
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# disc (x=85). The flanker MUST transit via the north
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# lane y=2..7, descend at x>=79.
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- {x: 63, y: 15, w: 16, h: 11}
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# South wall โ closes y=27..45 across x=10..125 so the
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# south flank lane is unavailable on easy.
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- {x: 10, y: 27, w: 116, h: 19}
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actors:
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# Strike force โ 4 medium tanks staged at the west edge.
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# Stance:1 ReturnFire so they don't auto-charge across the
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three focus-fire the cluster from range. Seven kills, one tank in
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the cutoff, three tanks alive, within about 50 turns.
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overrides:
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# MEDIUM MAP โ 128x48 arena (cordon 2 -> playable y in [2..45]).
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# TWO flank lanes (NORTH y=2..7 + SOUTH y=33..45). Mid-east wall
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# y=15..25 across x=63..78 still closes the direct east-on-y=20
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# route. The flanker can transit via either lane.
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base_map:
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generator: arena
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name: combat-prevent-retreat-medium
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width: 128
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height: 48
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cordon: 2
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title: 'Prevent Retreat โ Medium (Two Flank Lanes)'
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obstacles:
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# Mid-east wall โ same as easy.
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- {x: 63, y: 15, w: 16, h: 11}
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actors:
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- {type: 2tnk, owner: agent, position: [6, 18], stance: 1}
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- {type: 2tnk, owner: agent, position: [6, 19], stance: 1}
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at (85,20), grind the cluster down with the rest. Eight kills, one
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tank in the cutoff disc, three tanks alive, within about 50 turns.
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overrides:
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# HARD MAP โ 128x48 arena (cordon 2 -> playable y in [2..45]).
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# Same mid-east wall y=15..25 across x=63..78 as easy/medium.
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# Both NORTH (y=2..7) and SOUTH (y=33..45) flank lanes open;
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# spawn-point round-robin (NORTH staging y=12..15 / SOUTH
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# staging y=25..28) varies the natural flank corridor per seed.
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base_map:
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generator: arena
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name: combat-prevent-retreat-hard
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width: 128
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height: 48
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cordon: 2
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title: 'Prevent Retreat โ Hard (Spawn-Varied)'
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obstacles:
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- {x: 63, y: 15, w: 16, h: 11}
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actors:
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# spawn_point 0 โ NORTH staging corridor (y=12..15). Already
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# off-axis from the e1/e3 cluster (e3 Dragon range ~5, so a
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