Files
HexTrails/bench/board.json
cabinwandClaude Opus 5 c0c1558464 revert(levels): ship round 2's set — contrast selection measurably made it easier
Round 3 tested one hypothesis from round 2's data: levels the agent rated 3
carried 59% more 反差 than the rest, so select for it. With both rounds now at
~100 runs, the answer is in and it is no. The back band went from 2.39 ± 0.10 to
2.19 ± 0.08, roughly two standard errors apart, and the levels averaging 2.5 or
better fell from 11 to 6. Contrast is real and it does correlate with being
rated harder; selecting on it does not produce harder levels.

The low retest reliability does not rescue the change either — r = 0.55 limits
ranking one level against another, not the mean of eighteen levels measured a
hundred times.

So round 2's levels are the ones handed over, rebuilt from its runs via
round-set --emitCampaign. select-50 cannot reproduce them: the pool it drew
from has been rebuilt since, so the same flags now return different levels. The
runs are the record.

Rule bot on the shipped set: 50/50 cleared, dead taps 0.00, blind rotations
0.12, worst blind streak 1. 198 tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 17:26:22 +08:00

280 lines
13 KiB
JSON
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
{
"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": 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。",
"rules": [
{
"k": "旋转要深",
"v": "难度来自「需要转很多次」,不是「转错受罚」。旋转数随关号上升,不设上限",
"how": "求解器最少旋转数"
},
{
"k": "每转都有回报",
"v": "每一次旋转至少放出 2 枚棋子;无效转动 = 0",
"how": "deepLevelStats.releasePerTurn / 规则机器人"
},
{
"k": "演出是回报",
"v": "开局就要有得看:可点 ≥3 枚、其中最好的一条离场演出 ≥0.9s;全关长巡游(≥0.9s)≥3 次",
"how": "showStats,用真实动画计时"
},
{
"k": "反差感",
"v": "平均反差 ≥12:棋子在某个朝向看着像噩梦(长路线多弯),转过去就是几步走出(代价 = 格数 + 2×弯数)",
"how": "六朝向逐棋子代价差"
},
{
"k": "不无脑",
"v": "猴子 动作÷棋子 ≥3.0(v0.5 全库 1.67 = 乱点就能过)",
"how": "生成时算"
},
{
"k": "不挫败",
"v": "stuck ≤2.0;终局任一朝向卡住时,左右转都能开",
"how": "grok 抽样 + 求解器"
},
{
"k": "不重复",
"v": "盘面签名互不相同,路线家族分布不偏科",
"how": "deepLevelKey"
}
]
},
"targets": {
"levels": 50,
"rotationDepth": [
{
"band": "L1–L12",
"rot": "2–3 转",
"difficulty": "1.5 – 2.0"
},
{
"band": "L13–L32",
"rot": "3–5 转",
"difficulty": "2.0 – 2.6"
},
{
"band": "L33–L50",
"rot": "5–8 转",
"difficulty": "2.6 – 3.0"
}
],
"gates": {
"releasePerTurn": "≥2",
"blindRotations": 0,
"contrast": "≥12",
"monkeyAPT": "≥3.0"
}
},
"phases": [
{
"id": "P0",
"title": "判据:先说清楚什么叫「好」",
"tasks": [
{
"id": "T0.1",
"title": "难度曲线与旋转配额定义",
"status": "done",
"note": "50 关分三档,0 转关卡死 10% 上限(用户硬要求)"
},
{
"id": "T0.2",
"title": "机械验收门槛",
"status": "done",
"note": "盲转=0、转错=0、终局可走朝向≥2 —— 前两项已由改锁结构达成"
},
{
"id": "T0.3",
"title": "「好玩」的机械代理指标",
"status": "done",
"note": "猴子 APT ≥3.0。fun 评分复测 r=0.56 不可用,改用「乱点过不了」当代理"
}
]
},
{
"id": "P1",
"title": "产能:解除旋转上限,把反差感做进筛选",
"tasks": [
{
"id": "T1.1",
"title": "growDeepLevel 扩展到 6 个朝向",
"status": "done",
"note": "现在只在朝向 0/1/2 插棋子,所以最少旋转恒等于 3 —— 这是「太简单」的根因"
},
{
"id": "T1.2",
"title": "解除 rotations===3 的硬限制,允许 4/5/6+",
"status": "done"
},
{
"id": "T1.3",
"title": "反差感指标进 deepLevelStats 并作门槛",
"status": "done",
"note": "contrastStats 已进 deepLevelStats 并作门槛;实测 weave 22–33、switchback 29、spiral 18–24、orbits 12–17,petals 仅 2.0–5.7、crossing 3.8–5.5"
},
{
"id": "T1.4",
"title": "每转释放 ≥2 枚的门槛",
"status": "done",
"note": "改为按朝向配额插棋(每个朝向 ≥2 枚在等),取代原来的随机比例——随机比例会留下空转的朝向"
},
{
"id": "T1.5",
"title": "扩产到 ≥120 候选并去重、家族均衡",
"status": "done",
"note": "两批共 720 个种子 → 1113 个候选 → 过闸门 369 关(原 228)。家族 weave 262 / switchback 58 / orbits 39 / spiral 10"
},
{
"id": "T1.6",
"title": "终局三枚互锁(hero+gate+tail)",
"status": "blocked",
"note": "量化了:扫 1113 个候选,过闸门后深度≥4 的只有 23 个(2%)。第二次扩池把种子数翻倍,深关卡只从 16 涨到 23 —— 难度上限是构造的供给瓶颈,不是筛选问题。后档平均 4.0 转就是这个供给能支撑的上限"
},
{
"id": "T1.7",
"title": "开局展示位(快速爽到)",
"status": "done",
"note": "实测整个构造的开局中位只有 2 枚可点、最佳演出 0.57s——锁链开局全锁死。在构造里预留 2 个开局位(立即可点且路线长到值得看),实测开局可点 2→3 枚、最佳演出 0.72s→1.12s"
},
{
"id": "T1.8",
"title": "离场演出封顶",
"status": "done",
"note": "计时原本线性无上限,最长一次 17.4s,正式关 18.8% 超过 2s。拐点 2.4s 以下完全不变,以上加速逼近 3.2s 上限。labs/exit-timing 可同步对比"
}
]
},
{
"id": "P2",
"title": "标定:把机械指标映射到真实难度",
"tasks": [
{
"id": "T2.1",
"title": "grok 抽样跑候选池,收集 difficulty / stuck",
"status": "done",
"note": "R1:grok-4.6 xhigh 全量跑 50 关,收齐 difficulty / stuck / 机械指标与自由文本抱怨"
},
{
"id": "T2.2",
"title": "拟合 difficulty ~ 机械特征",
"status": "blocked",
"note": "做不成,且不是样本量问题:27 关里 26 关 difficulty 都打 2 分,响应几乎无方差,回归的是常数。根因在 bench 本身——文字盘面把每颗棋子的路线、挡路者、紧贴者直接列成清单,agent 不必用眼睛顺线走,而那正是这游戏的难点。agent 原话:「挡路名单已经写全,不用顺着格子数」。为解释它另建的 legibility 指标与评分相关 -0.02,同样无效,已记录为负结果不采用"
},
{
"id": "T2.3",
"title": "用模型给全部候选打分并按曲线选 50 关",
"status": "done",
"note": "select-50 按机械特征打分并均匀铺开,家族上限 36%。权重是设计假设而非拟合结果(见 T2.2),由人工审核裁定"
}
]
},
{
"id": "P3",
"title": "迭代:跑几轮把曲线调平",
"tasks": [
{
"id": "T3.1",
"title": "第 1 轮:grok 全量跑 50 关",
"status": "done",
"note": "50 关全部跑完;机械面干净:空点 0、盲转 ~0.3/关、全部通关。总体读数:整批偏易一档(2 分 vs 刚好的 3 分)"
},
{
"id": "T3.2",
"title": "按实测曲线调整选关,重选",
"status": "done",
"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"
},
{
"id": "T3.3",
"title": "第 2 轮验证",
"status": "done",
"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"
},
{
"id": "T3.4",
"title": "收敛判定(难度曲线单调、stuck 达标)",
"status": "done",
"note": "收敛判定完成。机械面全部达标: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 2.00/2.05/2.39 单调,后档仍低于「刚刚好」的 3 分,上限由深关卡供给决定(T1.6)。第三轮试图用反差再推一把,被数据否掉并回退"
}
]
},
{
"id": "P4",
"title": "交付",
"tasks": [
{
"id": "T4.1",
"title": "50 关关卡集",
"status": "done",
"note": "交付的是第二版(R2 跑的那一版),从其 run 反建,50 关旋转深度 {1:5,2:5,3:24,4:12,5:4},家族 weave18/switchback12/v05 10/orbits8/spiral2。198 项测试全绿,规则机器人复核 50/50 通关、空点 0、最长连续盲转 1"
},
{
"id": "T4.2",
"title": "人工审核页(可直接试玩每一关)",
"status": "done",
"note": "docs/review-50.html:50 张开局盘面缩略图 + 机械指标 + agent 实测 + 试玩直达;并标注「哪些数字能信」,把感知类问题(路线长度、紧贴)显式交给人眼"
},
{
"id": "T4.3",
"title": "后续关卡制作流程的优化总结",
"status": "done",
"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"
}
]
}
],
"rounds": [],
"log": [
{
"at": "起点",
"text": "已完成前置工作:擦碰漏报修复(113/581 例)、终局单出口门槛、锁结构改为双向可开 —— 规则机器人盲转/转错/多转已全部归零"
},
{
"at": "方向修正",
"text": "旋转配额的思路被推翻:旋转免费且是核心特色,不该限次数,该限的是每次旋转的回报与可读性。实测发现 17 关最少旋转全部恒为 3(生成器写死),且 petals/crossing 两个家族几乎没有反差感(平均 2.0–5.7 对比 weave 的 22–33)"
},
{
"at": "P1 进展",
"text": "旋转深度打开:生成分布从「全部恒为3」变成 {3,4,5,6,7,8,9}。两次结构性猜测失败并已撤回(插入端多朝向出口过滤实测零效果)。深关卡的瓶颈定位为终局三枚互锁,改用扩大扫描量应对"
},
{
"at": "演出",
"text": "离场动画封顶定稿(拐点 2.4s / 上限 3.2s),最长 17.4s→3.5s;拐点以下手感不变。同时发现开局演出是结构性缺陷并在构造里修掉"
},
{
"at": "R1 结论",
"text": "难度评分在这批关卡上无区分度(26/27 都是 2 分),原因是文字 bench 把判断白送给了 agent。结论:agent 轮次用于抓缺陷(死局、盲转、空点、演出),难度排序只能靠机械假设 + 人工审核。这条改变了后续流程的设计"
},
{
"at": "未擅自改动",
"text": "agent 33 条抱怨里两大主题是路线太长(68 格 27 弯)与紧贴易看漏。但已上线的 v0.5 在这两项上更严重(最长 88 格 vs 84 格),属于游戏本来的性格;且文字盘面会同时夸大和缩小感知问题。因此只在审核页标出,不擅自设闸门"
},
{
"at": "R2 依据",
"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"
},
{
"at": "R2 结果",
"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"
},
{
"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"
},
{
"at": "第三轮回退",
"text": "按反差选关后,后档评分 2.39±0.10 → 2.19±0.08(约两个标准误),平均分≥2.5 的关从 11 掉到 6。反差确实和「被评得更难」相关,但按它选关造不出更难的关——相关不等于可操纵。已回退到第二版"
}
]
}