docs(levels): report what round 2 measured, including the number it overturns
The round accidentally ran every level twice, which turned into the most useful thing it produced: 45 retest pairs on this exact set. 84% of them replayed the identical action sequence, so the agent is near-deterministic and a second run of a level buys almost nothing — the mechanical metrics retest at r = 1.00 for that reason, not because they survived a hard test. The ratings do not. Difficulty retests at r = 0.55 here, against the 0.93 this project had on record from a smaller sample, and every pair that disagreed had played the same trajectory: same moves, same outcome, different number. The report now prints the reliability it measured rather than quoting the older figure, and says which one it replaces. Averaged by band over ~20 runs, though, the ratings finally track the curve — 2.00 / 2.05 / 2.40 with stuck at 1.21 / 1.15 / 1.74, where round 1 was a flat line. So the rule is not "ratings are useless", it is "ratings are a band statistic, never a per-level rank", and that is what the rules section says. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -1,7 +1,7 @@
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{
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"goal": "调出 50 关难度合适、好玩的关卡,交付人工审核",
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"updated": "09-14 16:45",
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"round": 1,
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"round": 2,
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"definition": {
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"title": "「难度合适且好玩」的操作定义",
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"why": "旋转是免费的、是这个游戏的特色,玩家应该频繁做——所以不该限制旋转次数。该限制的是每一次旋转值不值:转了有没有棋子出来、能不能看出来该转哪、以及转完之后有没有「原来这么简单」的反差。评分里只有 difficulty(复测 r=0.93)和 stuck(r=0.85)可信,rotation / clarity / fun 是噪声(0.32 / 0.19 / 0.56),所以「好玩」全部换成机械代理。 另外,演出本身就是奖励——棋子沿弯路走出去的那几秒是减压点,所以开局必须有得看,而不是只有两枚贴边棋子和 0.3 秒。",
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@@ -124,14 +124,14 @@
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{
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"id": "T1.5",
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"title": "扩产到 ≥120 候选并去重、家族均衡",
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"status": "doing",
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"note": "扩产到 400 种子(8 片并行)。目的不是多,是为了付得起两道新闸门的代价:双向死转态 ≤2 只留 16%,在 94 个候选上会只剩 8 关"
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"status": "done",
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"note": "扫了 480 + 240 个种子,得 684 个候选;过两道新闸门后 228 关。扩产的目的是付得起闸门的代价,不是数量本身"
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},
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{
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"id": "T1.6",
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"title": "终局三枚互锁(hero+gate+tail)",
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"status": "blocked",
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"note": "深关卡的主要死因:5 转以上有 60% 死在「终局单出口」。实测终局是锁链自己的三枚棋子在 6 个朝向里堵死 5 个。双向释放约束只覆盖了 hero/tail 两枚,三枚组合覆盖不到——这是可达状态的性质,构造时难保证。当前对策是提高扫描量靠筛选拿到,不是修构造"
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"note": "仍是深关卡的瓶颈:684 个候选里深度≥4 的只有 67 个,过闸门后剩 16 个——后档只能做到平均 4.1 转,是供给限制不是设计选择"
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},
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{
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"id": "T1.7",
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@@ -184,18 +184,20 @@
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{
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"id": "T3.2",
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"title": "按实测曲线调整选关,重选",
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"status": "doing",
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"note": "R1 唯一可用的是总体读数「偏易」,不是逐关排名。据此定的 R2 改动只有一条、且是机械可测的:给 doubleDead(左右转都打不开任何棋子的可达卡住态)设闸门——它此前完全没设,当前 50 关中位 4、最高 27。这正是用户说的「无效转动就会很无聊」,也是 agent 后段反复写的「短暂以为转错了方向」"
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"status": "done",
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"note": "连续空转设闸门(≤1)+ 难度曲线改为按旋转深度配额。同一规则机器人对照:盲转 0.24→0.12,最长连续盲转 4→1,决策数不变"
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},
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{
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"id": "T3.3",
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"title": "第 2 轮验证",
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"status": "todo"
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"status": "done",
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"note": "R2:99 局覆盖 50 关,全部通关,空点 0。难度按档 2.00 / 2.05 / 2.40,无解感 1.21 / 1.15 / 1.74 —— 评分第一次出现梯度"
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},
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{
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"id": "T3.4",
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"title": "收敛判定(难度曲线单调、stuck 达标)",
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"status": "todo"
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"status": "doing",
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"note": "机械面已收敛:空点 0、不可解态 0、连续空转≤1、终局朝向≥3。难度未达标:后档 2.40 vs 目标 3。瓶颈是深关卡供给(见 T1.6),正在扫第二批种子。注意逐关评分复测 r=0.55 且同轨迹会打出不同分,只有按档≈20 局才可读"
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}
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]
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},
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@@ -206,7 +208,8 @@
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{
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"id": "T4.1",
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"title": "50 关关卡集",
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"status": "todo"
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"status": "done",
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"note": "levels/campaign-50.json + src/levels-c50.js,已注册为可玩版本 c50,198 项测试全绿"
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},
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{
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"id": "T4.2",
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@@ -217,7 +220,8 @@
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{
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"id": "T4.3",
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"title": "后续关卡制作流程的优化总结",
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"status": "todo"
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"status": "done",
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"note": "docs/level-process.html:两轮对照、复测可信度表(本批现算)、五条规则各带证据、被否掉的做法清单"
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}
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]
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}
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@@ -251,6 +255,10 @@
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{
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"at": "R2 依据",
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"text": "后段 14 条抱怨里两类:路线太长(感知,已对照 v0.5 基线否掉)与「转了没反应」(机械,可设闸门)。只改后者:endgameMinOpen 2→3、doubleDead 无闸门→≤2。两条合计只留 16% 候选,所以先扩池"
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},
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{
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"at": "R2 结果",
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"text": "难度评分按档 2.00/2.05/2.40(R1 是三档全平),无解感 1.21/1.15/1.74。意外把每关跑了两次,得到 45 对复测:84% 重放了完全相同的动作序列,机械指标 r=1.00,难度评分 r=0.55——且评分分歧的那几对全是同轨迹。结论:agent 近乎确定性,同一关不必跑两遍"
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}
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]
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}
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