feat(levels): boards whose interior is packed and whose rim is left empty
The game has never had a board you simply clear out, and the request for one turned out to need a construction of its own rather than a denser deep lock. Filling cells at random can never work: a packed board has nothing that can move — measured over forty random fills of a 37-cell board, zero pieces free in all six orientations, every time, because a piece steps to the next cell before it can leave and on a full board that cell is taken. So packBoard builds backwards. Start empty, add only a piece that could leave right now, and the placement order reversed is a removal order — solvability becomes a property of the construction. Which cell to fill next decides everything: at random it stalls near half, while filling the most constrained cell first takes a 19-cell interior to 96% and fills it outright. The rim is deliberately empty. Those pieces leave first and ask nothing, and clearing from the rim inward gives a packed board its own difficulty curve inside one level — the outer cells read easily, and it tightens as it opens. Two things were tried against the ceiling and failed, and are recorded as such: depth-first backtracking made it worse on both counts (65-78% filled against greedy's 89%, at 2000-3000 seconds a board) because recomputing every cell's legal directions per node spends the budget three levels deep. And the audit's dead-turn gate could not be trusted here at all — on a packed board its breadth search truncates, so it certified levels the rule bot then walked through three blind turns in a row. The pool is filtered by playing it instead: a full pass takes one second and does not lie. The campaign is 32 packed levels to 18 deep locks, alternating, with the closing six at a completely full interior. Same rule bot, both editions: worst blind streak 1 either way, dead taps zero, and half again as much to do per level. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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#!/usr/bin/env node
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// Harvest boards with a piece on every cell.
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//
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// node scripts/sweep-packed.mjs [--seeds=40] [--seedFrom=0] [--radii=3,4]
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// [--minRotations=2] [--minFill=0.85] [--out=bench/pool-packed.json]
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//
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// A packed board is the plainest form of what this game is, and until now the
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// project had none: the deep-lock construction tops out near a fifth pieces.
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// See src/packed-board.js for why filling at random cannot work.
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//
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// The outermost ring is left empty on purpose. Those pieces leave first and ask
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// nothing, and clearing from the rim inward is what gives a packed board its own
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// difficulty curve inside a single level — the outer cells are easy to read, and
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// the board tightens as it opens. The empty ring is also the runway everything
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// departs along, and it makes the fill reach further.
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//
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// The gates here are deliberately not the deep-lock ones. A packed board pays
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// out as a cascade — peel the rim, watch the middle open — so it is judged on
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// whether the board is actually full, whether clearing it needs the dial at all,
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// and whether the drawing is quiet enough to read. Rotation depth is not asked
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// for: removal in this game is monotonic, so a board empties into more and more
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// freedom and the requirement collapses on its own. These are the levels that
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// decompress, not the ones that puzzle.
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import { mkdirSync, writeFileSync } from 'node:fs';
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import { dirname, resolve } from 'node:path';
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import { createRouteBoard, ROUTE_FAMILIES } from '../src/route-grammar.js';
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import { packBoard } from '../src/packed-board.js';
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import { deadTurnAudit, showStats, trackShape } from '../src/deep-lock.js';
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const args = Object.fromEntries(process.argv.slice(2).map(a => { const [k, ...v] = a.replace(/^--/, '').split('='); return [k, v.length ? v.join('=') : true]; }));
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const SEEDS = Number(args.seeds ?? 40);
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const SEED_FROM = Number(args.seedFrom ?? 0);
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const RADII = String(args.radii ?? '3,4').split(',').map(Number);
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const MIN_ROTATIONS = Number(args.minRotations ?? 2);
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const MAX_CROSS = Number(args.maxCrossPerCell ?? 1.0);
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const MIN_FILL = Number(args.minFill ?? 0.85);
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const MAX_DEAD_TURNS = Number(args.maxDeadTurns ?? 1);
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const OUT = resolve(args.out ?? 'bench/pool-packed.json');
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const rows = [];
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const tally = { tried: 0, filled: 0, turned: 0, quiet: 0, lively: 0 };
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for (const { id: family } of ROUTE_FAMILIES) for (const radius of RADII) {
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for (let seed = SEED_FROM; seed < SEED_FROM + SEEDS; seed++) {
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tally.tried++;
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const base = createRouteBoard(seed, { family, radius, fill: 'curve' });
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const packed = packBoard(base, seed, { turnEvery: 3, restarts: 30, minRotations: MIN_ROTATIONS, skipRing: true });
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if (packed.filled < MIN_FILL || !packed.solvable) continue;
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tally.filled++;
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if (packed.rotations < MIN_ROTATIONS) continue; // clearable by tapping alone
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tally.turned++;
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const shape = trackShape(packed.level);
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if (shape.crossPerCell > MAX_CROSS) continue;
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tally.quiet++;
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// The one deep-lock gate that does carry over: a turn that opens nothing is
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// boring on any board. Skipping it cost the first packed campaign its
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// dead-turn record — the rule bot's worst blind streak went from 1 to 3.
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const audit = deadTurnAudit(packed.level);
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if (audit.maxDeadTurns > MAX_DEAD_TURNS) continue;
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tally.lively++;
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const level = packed.level;
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level.id = `packed-${family}-r${radius}-s${seed}`;
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level.name = `满盘 · ${family}`;
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const show = showStats(level);
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level.prototype = {
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family, radius, seed, packed: true,
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stats: { rotations: packed.rotations, pieces: level.tiles.length, lockedShare: 1, minRelease: null },
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audit, shape, show,
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fill: packed.filled, density: packed.density, buildTurns: packed.turns,
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};
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rows.push(level);
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}
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}
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const q = (a, p) => [...a].sort((x, y) => x - y)[Math.floor(a.length * p)];
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console.log(`试了 ${tally.tried} 个盘面 → 内部填充≥${Math.round(MIN_FILL*100)}% 的 ${tally.filled} → 需要转≥${MIN_ROTATIONS} 的 ${tally.turned} → 交叉/格≤${MAX_CROSS} 的 ${tally.quiet} → 连续空转≤${MAX_DEAD_TURNS} 的 ${tally.lively}`);
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if (rows.length) {
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console.log(`旋转次数 ${JSON.stringify(rows.reduce((m, l) => (m[l.prototype.stats.rotations] = (m[l.prototype.stats.rotations] || 0) + 1, m), {}))}`);
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console.log(`家族 ${JSON.stringify(rows.reduce((m, l) => (m[l.prototype.family] = (m[l.prototype.family] || 0) + 1, m), {}))}`);
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console.log(`格子数 ${JSON.stringify(rows.reduce((m, l) => (m[l.cells.length] = (m[l.cells.length] || 0) + 1, m), {}))}`);
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console.log(`内部填满 100% 的 ${rows.filter(l => l.prototype.fill >= 1).length} 关 · 棋子数中位 ${q(rows.map(l => l.tiles.length), .5)}`);
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console.log(`交叉/格 中位 ${q(rows.map(l => l.prototype.shape.crossPerCell), .5).toFixed(2)} · 直线占比 中位 ${(q(rows.map(l => l.prototype.shape.straightShare), .5) * 100).toFixed(0)}%`);
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const runs = rows.map(l => l.prototype.show?.openingRunMs ?? 0);
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console.log(`开局连锁 中位 ${(q(runs, .5) / 1000).toFixed(1)}s · 开局可点 中位 ${q(rows.map(l => l.prototype.show?.openingChoices ?? 0), .5)} 枚`);
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}
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mkdirSync(dirname(OUT), { recursive: true });
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writeFileSync(OUT, JSON.stringify({ generated: 'sweep-packed', count: rows.length, levels: rows }, null, 1));
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console.log(`已写入 ${OUT}(${rows.length} 关)`);
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