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HexTrails/bench/board.json
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cabinwandClaude Opus 5 6af7277179 docs(levels): report what round 2 measured, including the number it overturns
The round accidentally ran every level twice, which turned into the most useful
thing it produced: 45 retest pairs on this exact set. 84% of them replayed the
identical action sequence, so the agent is near-deterministic and a second run
of a level buys almost nothing — the mechanical metrics retest at r = 1.00 for
that reason, not because they survived a hard test.

The ratings do not. Difficulty retests at r = 0.55 here, against the 0.93 this
project had on record from a smaller sample, and every pair that disagreed had
played the same trajectory: same moves, same outcome, different number. The
report now prints the reliability it measured rather than quoting the older
figure, and says which one it replaces.

Averaged by band over ~20 runs, though, the ratings finally track the curve —
2.00 / 2.05 / 2.40 with stuck at 1.21 / 1.15 / 1.74, where round 1 was a flat
line. So the rule is not "ratings are useless", it is "ratings are a band
statistic, never a per-level rank", and that is what the rules section says.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 17:15:26 +08:00

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{
"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,
"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": "扫了 480 + 240 个种子,得 684 个候选;过两道新闸门后 228 关。扩产的目的是付得起闸门的代价,不是数量本身"
},
{
"id": "T1.6",
"title": "终局三枚互锁(hero+gate+tail)",
"status": "blocked",
"note": "仍是深关卡的瓶颈:684 个候选里深度≥4 的只有 67 个,过闸门后剩 16 个——后档只能做到平均 4.1 转,是供给限制不是设计选择"
},
{
"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": "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"
}
]
},
{
"id": "P4",
"title": "交付",
"tasks": [
{
"id": "T4.1",
"title": "50 关关卡集",
"status": "done",
"note": "levels/campaign-50.json + src/levels-c50.js,已注册为可玩版本 c50,198 项测试全绿"
},
{
"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"
}
]
}