The chain built its own worst moment: hero and tail deadlock at orientations 0
and +2 and open only at +1, with +3/+4/+5 left entirely to chance. That is why
some levels released at exactly one of six orientations, and why every model
kept writing "I don't know which way to turn" — at +2 one direction was right
and the other five were dead ends.
createDeepLock now traces candidates at all six orientations and requires the
tail to also release at +3, certified with the real swept tracer. A player
stuck at +2 turns either way and something moves. Measured by the rule bot
over the regenerated set: blind rotations, wrong-way turns and extra rotations
all go to zero, from 1.17 / 0.44 / 1.22 per level. Endgame orientation counts
shift from {1:4, 2:10, 3:4} to {2:3, 3:13, 4:1}.
It costs yield: switchback r3 and crossing r3 now produce nothing, and the set
comes out at 17 levels rather than 18. The test witnesses moved with it — a
witness is whichever seed still satisfies the construction, so they are
re-derived from the sweep rather than pinned.
docs/level-board.html is the task board for getting to 50 levels. Task state is
in bench/board.json; every number on the page — candidate count, rotation
quota, blind turns, monkey actions-per-piece, the agent batches — is measured
from the level set and the run archive at build time.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>