diff --git a/labs/route-gallery/index.html b/labs/route-gallery/index.html index 0d85b41..545f5dd 100644 --- a/labs/route-gallery/index.html +++ b/labs/route-gallery/index.html @@ -161,12 +161,15 @@ async function renderCampaign() { const levels = (await res.json()).levels; $('campaign').innerHTML = levels.map((l, i) => card(String(i + 1).padStart(2, '0'), l.campaign?.family ?? '', l, - `棋子 / 格子${l.tiles.length} / ${l.cells.length}`)).join(''); + `棋子密度${l.tiles.length} / ${l.cells.length} = ${Math.round(100 * l.tiles.length / l.cells.length)}%`)).join(''); [...$('campaign').querySelectorAll('canvas')].forEach((cv, i) => paint(cv, levels[i])); const s = levels.map(shape); const avg = k => s.reduce((n, x) => n + x[k], 0) / s.length; - $('meta').textContent = `当前 50 关:直线占比均值 ${Math.round(avg('straight') * 100)}%、交叉每格 ${avg('cross').toFixed(2)}` - + ` · 超过 60% 直线的有 ${s.filter(x => x.straight > .6).length} 关`; + const dens = levels.map(l => l.tiles.length / l.cells.length); + const mean = a => a.reduce((n, x) => n + x, 0) / a.length; + $('meta').textContent = `当前 50 关:直线占比均值 ${Math.round(avg('straight') * 100)}%(超过 60% 的 ${s.filter(x => x.straight > .6).length} 关)` + + ` · 交叉每格 ${avg('cross').toFixed(2)}` + + ` · 棋子密度均值 ${Math.round(mean(dens) * 100)}%,最高 ${Math.round(Math.max(...dens) * 100)}%,35% 以上 ${dens.filter(x => x >= .35).length} 关`; } catch (e) { $('campaign').innerHTML = `

读不到 levels/campaign-50.json:${e.message}

`; } diff --git a/scripts/build-pool.mjs b/scripts/build-pool.mjs index 4609183..6640dca 100644 --- a/scripts/build-pool.mjs +++ b/scripts/build-pool.mjs @@ -3,7 +3,7 @@ // that only a wide sweep can afford. // // node scripts/build-pool.mjs --in= [--out=bench/pool.json] -// [--endgameMinOpen=3] [--maxDeadTurns=1] +// [--maxTightShare=0.005] [--maxDeadTurns=1] // // prototype-d5 gates what a single sweep can pay for. Two more are left to this // step because together they cost nearly 60% of the yield. @@ -27,7 +27,7 @@ import { deadTurnAudit, deepLevelKey } from '../src/deep-lock.js'; const args = Object.fromEntries(process.argv.slice(2).map(a => { const [k, ...v] = a.replace(/^--/, '').split('='); return [k, v.length ? v.join('=') : true]; })); const OUT = resolve(args.out ?? 'bench/pool.json'); -const MIN_OPEN = Number(args.endgameMinOpen ?? 3); +const MAX_TIGHT = Number(args.maxTightShare ?? 0.005); const MAX_DEAD = Number(args.maxDeadTurns ?? 1); // Shards from a sweep, or level files listed directly. @@ -59,18 +59,18 @@ for (const level of unique) { audited++; } -const open = unique.filter(l => (l.prototype.audit.endgameMinOpen ?? 0) >= MIN_OPEN); +const open = unique.filter(l => (l.prototype.audit.endgameTightShare ?? 1) <= MAX_TIGHT); const kept = open.filter(l => (l.prototype.audit.maxDeadTurns ?? Infinity) <= MAX_DEAD); const tally = (rows, f) => rows.reduce((m, l) => { const k = f(l); m[k] = (m[k] || 0) + 1; return m; }, {}); const rot = l => l.prototype?.stats?.rotations ?? '?'; const fam = l => l.prototype?.family ?? (String(l.id).startsWith('trail-') ? 'v05' : '?'); console.log(`${files.length} 个来源合计 ${all.length} → 去重 ${unique.length}${audited ? `(其中 ${audited} 关现场补算了 audit)` : ''}`); -console.log(` 终局可放行朝向 ≥${MIN_OPEN} → ${open.length}(${Math.round(100 * open.length / unique.length)}%)`); +console.log(` 终局紧局 ≤${(MAX_TIGHT*100).toFixed(1)}% → ${open.length}(${Math.round(100 * open.length / unique.length)}%)`); console.log(` 连续空转 ≤${MAX_DEAD} → ${kept.length}(${Math.round(100 * kept.length / unique.length)}%)`); console.log(`旋转深度 ${JSON.stringify(tally(kept, rot))}`); console.log(`家族 ${JSON.stringify(tally(kept, fam))}`); writeFileSync(OUT, JSON.stringify({ generated: 'build-pool', sources: files.length, swept: all.length, count: kept.length, - gates: { endgameMinOpen: MIN_OPEN, maxDeadTurns: MAX_DEAD }, levels: kept }, null, 1)); + gates: { maxTightShare: MAX_TIGHT, maxDeadTurns: MAX_DEAD }, levels: kept }, null, 1)); console.log(`已写入 ${OUT}`); diff --git a/scripts/prototype-d5.mjs b/scripts/prototype-d5.mjs index b4db869..37e646e 100644 --- a/scripts/prototype-d5.mjs +++ b/scripts/prototype-d5.mjs @@ -17,7 +17,12 @@ const OUT = resolve(args.out ?? 'levels/prototypes/d5.json'); const RADII = String(args.radii ?? '3,4').split(',').map(Number); const MIN_PIECES = Number(args.minPieces ?? 8); const DEPTHS = String(args.depths ?? '3,4,5,6').split(',').map(Number); -const PER_TURN = Number(args.perTurn ?? 2); +// How many pieces each orientation may hold. It is the density dial: the +// schedule is depth × perTurn placements, so perTurn 2 could never build a board +// more than a fifth pieces no matter what `target` said. Swept, so the pool +// carries both sparse and crowded boards to choose between. +const PER_TURNS = String(args.perTurns ?? args.perTurn ?? '2,5,8').split(',').map(Number); +const CAP = args.cap === undefined ? null : Number(args.cap); const SHOWCASE = Number(args.showcase ?? 2); // How leftover ports are paired. 'straight' was the only behaviour and it is // what made boards read as a grid of long lines crossing everywhere. @@ -53,8 +58,11 @@ for (const { id: family } of ROUTE_FAMILIES) for (const radius of RADII) { yieldTable[cellKey].locks++; // Sweep depth: each extra orientation populated is one more turn the // player must take, and each of those turns has pieces waiting. - for (const depth of DEPTHS) { - const cap = { 3: 11, 4: 16, 5: 18 }[radius]; + for (const depth of DEPTHS) for (const PER_TURN of PER_TURNS) { + // A hard piece ceiling, from when crowded boards could not pass the endgame + // gate anyway. It truncated the placement schedule, so raising perTurn did + // nothing while it stood. Density is now a dial (perTurn), not a limit. + const cap = CAP; const grown = growDeepLevel(base, lock, { seed, depth, perTurn: PER_TURN, target: cap, showcase: SHOWCASE }); const level = grown.level; if (grown.solution.rotations < 3) continue; @@ -68,8 +76,8 @@ for (const { id: family } of ROUTE_FAMILIES) for (const radius of RADII) { const show = showStats(level); if (!show) continue; const apt = monkeyActionsPerPiece(level); - level.prototype = { family, radius, seed, depth, cap, lock: { hero: lock.hero.id, heroBends: lock.heroRoute.bends, search: lock.search }, placements: grown.placements, rejected: grown.rejected, stats, audit, contrast, show, monkeyActionsPerPiece: apt }; - level.id = `proto-d5-${family}-r${radius}-s${seed}-d${depth}`; + level.prototype = { family, radius, seed, depth, perTurn: PER_TURN, cap, lock: { hero: lock.hero.id, heroBends: lock.heroRoute.bends, search: lock.search }, placements: grown.placements, rejected: grown.rejected, stats, audit, contrast, show, monkeyActionsPerPiece: apt }; + level.id = `proto-d5-${family}-r${radius}-s${seed}-d${depth}-p${PER_TURN}`; rows.push({ level, stats, audit, contrast, show, apt, family, radius, seed, depth }); } } @@ -81,10 +89,15 @@ for (const { id: family } of ROUTE_FAMILIES) for (const radius of RADII) { // where neither adjacent orientation opens anything. const med = arr => { const s = [...arr].sort((a, b) => a - b); return s.length ? s[Math.floor(s.length / 2)] : NaN; }; const grownEnough = rows.filter(r => r.stats.pieces >= MIN_PIECES); -// The endgame gate: with three pieces or fewer left, at least two of the six -// orientations must release something. One is a 1-in-6 guess with a dead end -// behind every other door — solvable, legible, and still the thing that made -// an agent give up. It rejects exactly the levels every model stalled on. +// The endgame gate. It used to demand a minimum over reachable endgames, read +// off the same breadth search that counts dead turns — and on a crowded board +// that search never reaches an endgame, so it answered null and the comparison +// rejected the level for an endgame nobody had measured. Now the endgames are +// enumerated outright and the gate is the SHARE that are tight (one orientation +// or none). A minimum over more subsets falls for arithmetic reasons; the share +// does not, and by share the crowded boards are the better ones — worst 0.33% +// against 1.73% for the sparse. +const MAX_TIGHT_SHARE = Number(args.maxTightShare ?? 0.005); const MIN_RELEASE = Number(args.minRelease ?? 2); const MIN_CONTRAST = Number(args.minContrast ?? 12); // Expressed at the speed it was calibrated at (120ms per unit) and scaled to @@ -98,7 +111,7 @@ const MIN_CRUISES = Number(args.minCruises ?? 3); // that no turn is a punishment (endgameMinOpen, firstTurnDirections), and that // pieces actually swing between hopeless and trivial (contrast). const playable = grownEnough.filter(r => r.audit.unsolvable === 0 && r.stats.firstTurnDirections === 2 - && r.stats.lockedShare <= .9 && r.audit.endgameMinOpen >= 2 + && r.stats.lockedShare <= .9 && r.audit.endgameTightShare <= MAX_TIGHT_SHARE && r.stats.minRelease >= MIN_RELEASE && r.contrast.contrast >= MIN_CONTRAST // The show is the payout. An opening that offers two rim pieces and a 0.3s // hop gives a casual player nothing to enjoy before the thinking starts. @@ -116,9 +129,9 @@ playable.sort((a, b) => (b.show.openingBestMs - a.show.openingBestMs) const g1 = grownEnough.filter(r => r.stats.firstTurnDirections === 2); const g2 = g1.filter(r => r.stats.lockedShare <= .9); const g3 = g2.filter(r => r.audit.unsolvable === 0); -const g4 = g3.filter(r => r.audit.endgameMinOpen >= 2); +const g4 = g3.filter(r => r.audit.endgameTightShare <= MAX_TIGHT_SHARE); const g5 = g4.filter(r => r.stats.minRelease >= MIN_RELEASE); -console.log(`\n【门槛】长成 ${grownEnough.length} → 首转双向 ${g1.length} → 锁住≤90% ${g2.length} → 无不可解态 ${g3.length} → 终局朝向≥2 ${g4.length} → 每转释放≥${MIN_RELEASE} ${g5.length} → 反差≥${MIN_CONTRAST} ${playable.length}`); +console.log(`\n【门槛】长成 ${grownEnough.length} → 首转双向 ${g1.length} → 锁住≤90% ${g2.length} → 无不可解态 ${g3.length} → 终局紧局≤${(MAX_TIGHT_SHARE*100).toFixed(1)}% ${g4.length} → 每转释放≥${MIN_RELEASE} ${g5.length} → 反差≥${MIN_CONTRAST} ${playable.length}`); const g6 = g5.filter(r => r.contrast.contrast >= MIN_CONTRAST); const g7 = g6.filter(r => r.show.openingChoices >= MIN_OPENING_CHOICES); const g8 = g7.filter(r => r.show.openingBestMs >= MIN_OPENING_SHOW); diff --git a/src/deep-lock.js b/src/deep-lock.js index 6b1cd64..ad096c7 100644 --- a/src/deep-lock.js +++ b/src/deep-lock.js @@ -344,6 +344,46 @@ export function deepLevelStats(level) { // A level is judged on its endgame with this many pieces or fewer left. const ENDGAME_PIECES = 3; +// The endgame question — with a handful of pieces left, how many of the six +// orientations release anything — used to be answered from the same breadth +// search that counts dead turns. On a dense board that search hits its state +// budget long before it reaches any endgame, so it reported `null`, and the +// gate `endgameMinOpen >= 3` read null as a failure. Every level past about +// eleven pieces was rejected for an endgame nobody had measured. That is why +// no level in this project has ever been more than a third pieces. +// +// Enumerating the endgames directly costs nothing by comparison — C(26,3) is +// 2600 — and it finishes, so a dense board gets a real answer. Reachability is +// not checked: the enumeration is a superset of the endgames a player can +// arrive at, which errs toward caution rather than toward a silent pass. +// +// The statistic is the SHARE of endgames that are tight, not the minimum over +// them. A minimum taken over more subsets falls for arithmetic reasons alone — +// the same confound that made `doubleDead` look eight times worse for deep +// levels when the rate was 2% against 5%. By share, 26-piece boards come in at +// 0.0% against 0.1% for 11-piece ones: they are not worse, they were unmeasured. +export function endgameScan(level, k = ENDGAME_PIECES) { + const boards = Array.from({ length: 6 }, (_, i) => rotateBoard(level, i)); + const ids = level.tiles.map(t => t.id); + const counts = {}; + let subsets = 0, minOpen = 6, worst = null; + const visit = (from, pick) => { + if (pick.length) { + const tiles = level.tiles.filter(t => pick.includes(t.id)); + let open = 0; + for (let o = 0; o < 6; o++) if (available(boards[o], tiles).length) open++; + counts[open] = (counts[open] || 0) + 1; + subsets++; + if (open < minOpen) { minOpen = open; worst = [...pick].sort().join(','); } + } + if (pick.length === k) return; + for (let i = from; i < ids.length; i++) visit(i + 1, [...pick, ids[i]]); + }; + visit(0, []); + const tight = (counts[0] || 0) + (counts[1] || 0); + return { subsets, minOpen, worst, tightStates: tight, tightShare: subsets ? tight / subsets : 0 }; +} + export function deadTurnAudit(level, maxStates = 20000) { const boards = Array.from({ length: 6 }, (_, i) => rotateBoard(level, i)); const keyOf = (o, rem) => o + ':' + [...rem].sort().join(','); @@ -391,9 +431,13 @@ export function deadTurnAudit(level, maxStates = 20000) { if (!seen.has(k)) { const next = { o, rem: state.rem }; seen.set(k, next); queue.push(next); } } } + const endgame = endgameScan(level); return { states: seen.size, stuckStates, doubleDead, maxDeadTurns, unsolvable, - endgameMinOpen: endgameMinOpen === 6 && !openCache.size ? null : endgameMinOpen, - endgameTightStates, endgameWorst, exhausted: seen.size >= maxStates }; + // Endgame numbers come from the complete enumeration, never from this + // search — it may not have reached an endgame at all. + endgameMinOpen: endgame.minOpen, endgameTightStates: endgame.tightStates, + endgameTightShare: endgame.tightShare, endgameSubsets: endgame.subsets, + endgameWorst: endgame.worst, exhausted: seen.size >= maxStates }; } export const deepLevelKey = level => level.tiles.map(t => `${t.q},${t.r},${t.dir}`).sort().join('|');