#!/usr/bin/env node // D5 (three-turn) construction prototype. Sweeps route families and seeds, // grows each chain lock into a full level, and writes a small playable set. // Usage: node scripts/prototype-d5.mjs [--seeds=8] [--target=12] [--keep=18] [--out=levels/prototypes/d5.json] import { mkdirSync, writeFileSync } from 'node:fs'; import { dirname, resolve } from 'node:path'; import { Game, random } from '../src/core.js'; import { createRouteBoard, ROUTE_FAMILIES } from '../src/route-grammar.js'; import { createDeepLock, growDeepLevel, deepLevelStats, deepLevelKey, deadTurnAudit, contrastStats, showStats, openingShowFloor, trackShape } from '../src/deep-lock.js'; const args = Object.fromEntries(process.argv.slice(2).map(a => { const [k, v] = a.replace(/^--/, '').split('='); return [k, v ?? true]; })); const SEEDS = Number(args.seeds ?? 8), TARGET = Number(args.target ?? 12), KEEP = Number(args.keep ?? 18); // Seeds are independent, so a wide sweep shards across cores by seed range. const SEED_FROM = Number(args.seedFrom ?? 0); const OUT = resolve(args.out ?? 'levels/prototypes/d5.json'); // 91-cell boards stay out by default: they are a readability problem, not a difficulty band. 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); // 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. const FILL = String(args.fill ?? 'curve'); // Random player: taps a random piece; after three blocked taps in a row, turns randomly. function monkeyActionsPerPiece(level, runs = 8) { let total = 0; for (let run = 0; run < runs; run++) { const rng = random(4242 + run * 31), game = new Game(level); let actions = 0, streak = 0; while (!game.won && !game.lost && actions < 800) { if (streak >= 3) { game.rotate(rng() < .5 ? 1 : -1); actions++; streak = 0; continue; } const tile = game.tiles[Math.floor(rng() * game.tiles.length)]; const result = game.tap(tile.id); actions++; if (result.status === 'exit') streak = 0; else streak++; } total += game.won ? actions / level.tiles.length : 999; } return total / runs; } const started = Date.now(); const rows = [], seen = new Set(); const yieldTable = {}; for (const { id: family } of ROUTE_FAMILIES) for (const radius of RADII) { const cellKey = `${family}/r${radius}`; yieldTable[cellKey] = { locks: 0, grown: 0, seeds: SEEDS }; for (let seed = SEED_FROM; seed < SEED_FROM + SEEDS; seed++) { const base = createRouteBoard(seed, { family, radius, fill: FILL }); const lock = createDeepLock(base, { seed, maxChecks: 600000 }); if (!lock) continue; 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) 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; const signature = deepLevelKey(level); if (seen.has(signature)) continue; seen.add(signature); yieldTable[cellKey].grown++; const stats = deepLevelStats(level); const audit = deadTurnAudit(level); const contrast = contrastStats(level); const shape = trackShape(level); const show = showStats(level); if (!show) continue; const apt = monkeyActionsPerPiece(level); level.prototype = { family, radius, seed, depth, perTurn: PER_TURN, cap, shape, 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, shape, family, radius, seed, depth }); } } } // A bare four-piece lock is 100% locked by definition; only fully grown levels // count. The playable set also refuses what reads as "unsolvable": a fully // locked opening, a first turn that only works one way, or any stuck state // 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. 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); // How many crossing points a cell may average. Straight filler put this at 2.36 // and the boards read as a net; bending the leftover ports alone brings it to // 0.93. Holding it under 1.0 costs a third of the candidates and is the // difference between a drawing you can follow and one that makes your head // hurt, which is how the boards were described. const MAX_CROSS = Number(args.maxCrossPerCell ?? 1.0); 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 // whatever the speed dial is now, so re-tuning motion does not quietly reject // levels that were fine. See openingShowFloor in deep-lock. const MIN_OPENING_SHOW = openingShowFloor(Number(args.minOpeningShow ?? 800)); const MIN_OPENING_CHOICES = Number(args.minOpeningChoices ?? 3); // The cascade alternative to a single long show, in the same calibrated units. const MIN_OPENING_RUN = openingShowFloor(Number(args.minOpeningRun ?? 2600)); const MIN_CRUISES = Number(args.minCruises ?? 3); // Rotation count is deliberately not capped: turning is free and it is the // point of the game. What has to hold is that every turn pays out (minRelease), // 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.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. && r.show.openingChoices >= MIN_OPENING_CHOICES // One long departure, or a cascade of short ones — a packed board pays the // other way round and the single-best test cannot see it. && (r.show.openingBestMs >= MIN_OPENING_SHOW || r.show.openingRunMs >= MIN_OPENING_RUN) && r.show.cruises >= MIN_CRUISES && r.shape.crossPerCell <= MAX_CROSS); // Locked-share used to sort first and highest, which is backwards for a casual // player: it rewards an opening where nothing can be done. Rank by what the // player gets — a show up front, pieces that swing from hopeless to trivial, // and turns that pay out — and treat lock depth as a tiebreak only. playable.sort((a, b) => (b.show.openingBestMs - a.show.openingBestMs) || (b.contrast.contrast - a.contrast.contrast) || (b.show.cruises - a.show.cruises) || (a.audit.doubleDead - b.audit.doubleDead)); 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.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} ${playable.length}`); const g6 = g5.filter(r => r.contrast.contrast >= MIN_CONTRAST); const g7 = g6.filter(r => r.show.openingChoices >= MIN_OPENING_CHOICES); const g8 = g7.filter(r => r.show.openingBestMs >= MIN_OPENING_SHOW || r.show.openingRunMs >= MIN_OPENING_RUN); const g9 = g8.filter(r => r.show.cruises >= MIN_CRUISES); console.log(` → 开局可点≥${MIN_OPENING_CHOICES} ${g7.length} → 开局演出≥${(MIN_OPENING_SHOW/1000).toFixed(2)}s 或连锁≥${(MIN_OPENING_RUN/1000).toFixed(1)}s ${g8.length} → 长巡游≥${MIN_CRUISES} ${g9.length} → 交叉/格≤${MAX_CROSS} ${playable.length}`); console.log(`【候选池】旋转深度 ${JSON.stringify(playable.reduce((m, r) => (m[r.stats.rotations] = (m[r.stats.rotations] || 0) + 1, m), {}))}`); console.log(` 交叉/格 中位 ${med(playable.map(r => r.shape.crossPerCell)).toFixed(2)} · 直线占比 中位 ${(med(playable.map(r => r.shape.straightShare))*100).toFixed(0)}% · 密度 中位 ${(med(playable.map(r => r.level.tiles.length/r.level.cells.length))*100).toFixed(0)}%`); console.log(` 反差 中位 ${med(playable.map(r => r.contrast.contrast)).toFixed(1)} · 家族 ${JSON.stringify(playable.reduce((m, r) => (m[r.family] = (m[r.family] || 0) + 1, m), {}))}`); const KEEP_ALL = String(args.keep) === 'all'; const kept = []; const perFamily = {}; for (const row of playable) { if (!KEEP_ALL) { perFamily[row.family] = (perFamily[row.family] || 0); if (perFamily[row.family] >= Math.ceil(KEEP / ROUTE_FAMILIES.length) + 1) continue; perFamily[row.family]++; } kept.push(row); if (!KEEP_ALL && kept.length >= KEEP) break; } const pad = (v, w) => String(v).padStart(w); console.log(`D5 三转构造原型 · ${ROUTE_FAMILIES.length} 形态 × ${RADII.length} 尺寸 × ${SEEDS} 种子 · ${((Date.now() - started) / 1000).toFixed(1)} s`); console.log('\n【产出率】形态/尺寸 找到锁 长成 R=3 关'); for (const [k, v] of Object.entries(yieldTable)) console.log(' ' + k.padEnd(18) + pad(v.locks, 5) + '/' + v.seeds + pad(v.grown, 9) + '/' + v.seeds); const medAll = rows.map(r => r.stats); console.log(`\n【全部 ${rows.length} 个 R≥3 关卡】`); console.log(` 旋转次数分布: ${JSON.stringify(medAll.reduce((m, s) => (m[s.rotations] = (m[s.rotations] || 0) + 1, m), {}))}`); console.log(` 锁住占比(首转时剩余)中位 ${(med(medAll.map(s => s.lockedShare)) * 100).toFixed(0)}% (v0.5 现状中位 22%)`); console.log(` 每次旋转最少释放 ≥2 枚的关: ${medAll.filter(s => s.minRelease >= 2).length}/${medAll.length}`); console.log(` 首转只有一侧能开路的关: ${medAll.filter(s => s.firstTurnDirections === 1).length}/${medAll.length}`); console.log(` 猴子 动作/棋子 中位 ${med(rows.map(r => r.apt)).toFixed(2)} (v0.5 全库 1.67 · v0.4 手作 3.42)`); console.log(`\n【写入 ${kept.length} 关】`); console.log(' id 格 枚 R 锁住% 每转释放 首转方向 双向死转态 最长盲转 终局路口 猴子APT hero弯'); for (const { level, stats, audit, apt } of kept) console.log(' ' + level.id.padEnd(36) + pad(level.cells.length, 3) + pad(stats.pieces, 4) + pad(stats.rotations, 3) + pad((stats.lockedShare * 100).toFixed(0) + '%', 7) + ' ' + stats.releasePerTurn.join('/').padEnd(12) + pad(stats.firstTurnDirections === 1 ? '单向' : '双向', 6) + pad(audit.doubleDead, 10) + pad(audit.maxDeadTurns, 9) + pad(audit.endgameMinOpen, 9) + pad(apt.toFixed(2), 9) + pad(level.prototype.lock.heroBends, 7)); console.log('\n 「双向死转态」= 可达的卡住状态里,左右各转一次都打不开任何棋子的状态数;「最长盲转」= 从某个可达卡住态朝错误方向连转、遇到第一个有效朝向前经过的空朝向数。'); mkdirSync(dirname(OUT), { recursive: true }); writeFileSync(OUT, JSON.stringify({ generated: 'prototype-d5', version: 1, options: { seeds: SEEDS, target: TARGET, radii: RADII }, summary: { candidates: rows.length, kept: kept.length, yieldTable }, levels: kept.map(r => r.level) }, null, 1)); console.log(`\n已写入 ${OUT}`);