docs: design review and bench reliability analysis
design-review.html is the gameplay and UI read on the shipped campaign, with boards rendered from the repo's own geometry rather than redrawn. bench-reliability.html asks which of the bench's numbers are worth acting on, and answers it by running the same 18 levels twice under identical conditions. The mechanical rotation counters reproduce (r = 0.82-0.92) and three different models agree on them level for level, so they measure the level rather than the player — a 12-second rule-bot sweep gets the same answer as hours of model time. Difficulty and stuck ratings also hold up (r = 0.93 / 0.85), but the ratings for rotation, clarity and fun do not (0.32 / 0.19 / 0.56): asking a model whether rotation matters is noise, while counting blind rotations is not. Every figure is computed from bench/runs by build-bench-report.mjs; nothing in the page is hand-written, so it can be regenerated as runs accumulate. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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# v0.5 千关 · 规则机器人扫描
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日期:2026-09-14 · 工具:scripts/bench-batch.mjs(BENCH_PROVIDER=mock)· 12 秒 · 1000/1000 清盘 · 0 空点
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规则机器人只做协议里的四条规则:路上没人、不紧贴谁就点;一枚都走不了就右转。它不读求解器,也不会左转——所以它的「盲转」就是「一个只会朝一个方向转的玩家会撞到的空朝向」。
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## 总体
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| 指标 | 值 |
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|---|---:|
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| 清盘 | 1000 / 1000 |
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| 零旋转清盘 | 568 |
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| 用了比最少多的旋转的关 | 75(7.5%) |
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| 其中要绕整整一圈(连续 4 次空转)| **21** |
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| 转错方向 ≥1 的关 | 75(全部只错 1 次:错一次就得绕一圈或绕回)|
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| 动作 ÷ 棋子 中位 | 1.00(照规则玩没有任何浪费)|
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## 转错方向的 75 关按体验类型
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| 体验 | 关数 |
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|---|---:|
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| 分段释放 | 75 |
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绕整整一圈的 21 关按体验类型:{"分段释放":21}
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## 要绕一圈的 21 关(右转是错的,而且要连错 4 次才回到对的朝向)
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| 关号 | 体验 | 格 | 枚 | 旋转 用/最少 | 步 |
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|---:|---|---:|---:|---:|---:|
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| 72 | 分段释放 | 37 | 8 | 6/2 | 14 |
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| 78 | 分段释放 | 37 | 11 | 6/2 | 17 |
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| 94 | 分段释放 | 37 | 9 | 6/2 | 15 |
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| 99 | 分段释放 | 37 | 8 | 6/2 | 14 |
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| 110 | 分段释放 | 37 | 11 | 6/2 | 17 |
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| 184 | 分段释放 | 37 | 11 | 6/2 | 17 |
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| 214 | 分段释放 | 61 | 10 | 6/2 | 16 |
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| 254 | 分段释放 | 61 | 11 | 6/2 | 17 |
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| 300 | 分段释放 | 91 | 14 | 6/2 | 20 |
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| 322 | 分段释放 | 37 | 11 | 6/2 | 17 |
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| 409 | 分段释放 | 37 | 10 | 6/2 | 16 |
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| 494 | 分段释放 | 91 | 12 | 6/2 | 18 |
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| 509 | 分段释放 | 61 | 13 | 6/2 | 19 |
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| 522 | 分段释放 | 91 | 13 | 6/2 | 19 |
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| 693 | 分段释放 | 91 | 15 | 6/2 | 21 |
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| 757 | 分段释放 | 91 | 16 | 6/2 | 22 |
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| 784 | 分段释放 | 37 | 11 | 6/2 | 17 |
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| 850 | 分段释放 | 91 | 14 | 6/2 | 20 |
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| 853 | 分段释放 | 37 | 11 | 6/2 | 17 |
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| 860 | 分段释放 | 91 | 16 | 6/2 | 22 |
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| 900 | 分段释放 | 91 | 14 | 6/2 | 20 |
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这些关的结构都是 createStageSeed 的 A/B/C 两转锁:第一转 +1 放出 B,第二转必须 **转回 0** 放 A。一个转过去之后继续朝同一方向转的玩家,会连续看到 4 个空朝向——这正是 D5 原型第 02 关被判「无解」的那种体验,在 v0.5 里有 21 关。
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## 逐章
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| 章 | 需旋转关 | 转错方向≥1 | 绕一圈 | 平均多转 |
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|---:|---:|---:|---:|---:|
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| 1 | 40% | 2 | 0 | 0.10 |
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| 2 | 44% | 5 | 4 | 0.34 |
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| 3 | 40% | 4 | 1 | 0.18 |
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| 4 | 42% | 2 | 1 | 0.10 |
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| 5 | 46% | 3 | 1 | 0.12 |
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| 6 | 40% | 2 | 2 | 0.16 |
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| 7 | 44% | 3 | 1 | 0.12 |
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| 8 | 42% | 4 | 0 | 0.14 |
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| 9 | 46% | 5 | 1 | 0.18 |
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| 10 | 46% | 5 | 1 | 0.20 |
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| 11 | 48% | 6 | 2 | 0.30 |
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| 12 | 42% | 6 | 0 | 0.16 |
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| 13 | 40% | 3 | 0 | 0.10 |
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| 14 | 46% | 5 | 1 | 0.24 |
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| 15 | 42% | 3 | 0 | 0.08 |
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| 16 | 42% | 3 | 2 | 0.18 |
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| 17 | 42% | 4 | 1 | 0.16 |
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| 18 | 40% | 5 | 3 | 0.32 |
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| 19 | 46% | 3 | 0 | 0.10 |
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| 20 | 46% | 2 | 0 | 0.04 |
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20 章之间没有坡度:转错方向的关每章 2–6 个,绕一圈的关每章 0–2 个;最早的两关在第 2 章(L72、L78),第 1 章已有 2 关转错方向。全部 75 关都是「分段释放」这一种体验——问题集中在 createStageSeed 的 +1 再 −1 结构上。
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## 怎么用
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- 这 21 关是「体感无解」的高风险名单,优先人工看或让 Claude Code 跑( 人设 turner)。
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- 75 关转错方向的关,如果 §07 的闲置方向提示上线,就不再是问题;没上线之前,它们是流失点。
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- 规则机器人 0 空点、1.00 动作/棋子,说明**照规则玩 v0.5 没有任何需要判断的地方**——与「猴子玩家 100% 通关」互为印证:难度旋钮和选择旋钮都是零。
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