docs(process): three sets through one rule bot, three rounds through one agent

The rule-bot table carries the third set now, which is the point of having a
rule bot at all: a full 50-level acceptance pass takes one second, so every
selection change can be checked against the previous one before any agent time
is spent. Blind rotations 0.24 → 0.12 → 0.14, worst streak 4 → 1 → 1, dead taps
zero throughout.

The band table shows all three rounds side by side, each against the levels it
actually played. Round 3 is reported as what it is: an unconfirmed hypothesis.
It raised contrast and held rotation depth, and the back band's rating did not
follow. On a rating that retests at 0.55 that settles nothing either way, so
the page says the two are indistinguishable and names the design reasons the
third set is the one being handed over — rather than quoting whichever number
makes the last change look good.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
cabinw
2026-09-14 17:23:53 +08:00
co-authored by Claude Opus 5
parent 4aa0c28cef
commit 85af37b1f7
4 changed files with 35 additions and 25 deletions
+11 -3
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@@ -1,7 +1,7 @@
{
"goal": "调出 50 关难度合适、好玩的关卡,交付人工审核",
"updated": "09-14 16:45",
"round": 2,
"round": 3,
"definition": {
"title": "「难度合适且好玩」的操作定义",
"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。",
@@ -196,8 +196,8 @@
{
"id": "T3.4",
"title": "收敛判定(难度曲线单调、stuck 达标)",
"status": "doing",
"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"
"status": "done",
"note": "收敛判定完成。机械面:空点 0、不可解态 0、连续空转≤1、终局朝向≥3、三轮全部通关。难度面:三档 2.00 / 2.05 / 2.17,单调但后档低于「刚刚好」的 3 分——上限由深关卡供给决定(见 T1.6),且这项评分复测 r=0.55,本身不足以再往下调。剩下的交人工审核"
}
]
},
@@ -263,6 +263,14 @@
{
"at": "供给瓶颈",
"text": "扩池两轮共 720 种子、1113 候选,深度≥4 的过闸门后只有 23 个(2%)。种子翻倍只让深关卡从 16 涨到 23,说明 growDeepLevel 难以造出需要四转以上的关卡——这是后档难度的硬上限"
},
{
"at": "R3 结果",
"text": "第三轮只改一个变量:桶内按反差取关。后档反差 27.9→28.5、旋转深度不变,后档评分 2.39→2.17。以 r=0.55 的复测可信度,十几关上的这点差距分不出胜负——记为「未证实」,第三版保留的理由是设计面的(反差是策划点名的好玩机制)与家族均衡(两家族 30/50 → 26/50)"
},
{
"at": "一个差点报错的对照",
"text": "levels/campaign-50-r2.json 本应是 R2 玩的那一版,实际只含 28 个 R2 盘面、46 个 R3 盘面——select-50 原地覆盖同一路径,中间跑过的选关实验把它换掉了。改为从 run 反建(run 自带完整盘面与序号),并删掉该快照"
}
]
}