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HexTrails/scripts/prototype-d5.mjs
T
cabinwandClaude Opus 5 073b682234 feat(motion): raise the cruising speed, and make the show gates follow it
Pieces still read as slow. Cruising speed goes from 120ms per unit to 85: the
median departure across the shipped fifty drops 970ms → 763ms and a level's
whole animation budget 15.6s → 12.7s, about 18% off. The longest departures do
not move — the cap holds them at 3.46s — so if those still drag, the dial is the
cap, which was settled separately and is left alone.

The gates that guarantee a level opens with something worth watching are stated
in milliseconds, and they were picked while a piece crossed a unit in 120ms.
Held fixed while the speed changes, they stop meaning what they meant: this
change alone made 20 of the 50 shipped levels "fail" an opening gate every one
of them had passed, purely from the unscaled number. Scaled to the dial, none
fail — the set is unchanged, and the alarm was an artifact of the constant. So
the cruise threshold and the opening floor now derive from the speed, naming
the speed they were calibrated at.

exitTiming takes msPerUnit the way it already took knee and maxMs, and the
comparison lab gets a speed slider, reads the levels actually shipping rather
than the prototype sweep they were selected from, and totals every route in the
campaign instead of the four on screen — those four skew long, where the cap
flattens any speed change to 6%.

The test that pins constant cruising speed now reads the dial from the token
instead of hard-coding 120, so tuning motion no longer looks like a broken
guarantee.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 18:46:32 +08:00

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#!/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 } 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);
const PER_TURN = Number(args.perTurn ?? 2);
const SHOWCASE = Number(args.showcase ?? 2);
// 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 });
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) {
const cap = { 3: 11, 4: 16, 5: 18 }[radius];
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 show = showStats(level);
if (!show) continue;
const apt = monkeyActionsPerPiece(level);
level.prototype = { family, radius, seed, depth, cap, 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}`;
rows.push({ level, stats, audit, contrast, show, apt, 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: with three pieces or fewer left, at least two of the six
// orientations must release something. One is a 1-in-6 guess with a dead end
// behind every other door — solvable, legible, and still the thing that made
// an agent give up. It rejects exactly the levels every model stalled on.
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);
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.endgameMinOpen >= 2
&& 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
&& r.show.openingBestMs >= MIN_OPENING_SHOW
&& r.show.cruises >= MIN_CRUISES);
// 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.endgameMinOpen >= 2);
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} → 终局朝向≥2 ${g4.length} → 每转释放≥${MIN_RELEASE} ${g5.length} → 反差≥${MIN_CONTRAST} ${playable.length}`);
const g6 = g5.filter(r => r.contrast.contrast >= MIN_CONTRAST);
const g7 = g6.filter(r => r.show.openingChoices >= MIN_OPENING_CHOICES);
const g8 = g7.filter(r => r.show.openingBestMs >= MIN_OPENING_SHOW);
console.log(` → 开局可点≥${MIN_OPENING_CHOICES} ${g7.length} → 开局演出≥${(MIN_OPENING_SHOW / 1000).toFixed(2)}s ${g8.length} → 长巡游≥${MIN_CRUISES} ${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(` 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}`);