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HexTrails/scripts/refit-weights.mjs
T
cabinwandClaude Opus 5 d374c208f0 feat(bench): fit difficulty from a played round, and report when it cannot
refit-weights regresses the weights select-50 scores with against what agents
actually experienced, so a round of play is a flag on the next selection rather
than an edit. Ridge, because seven collinear features on fifty levels otherwise
hand back large coefficients that cancel.

Most of the work here is in refusing to produce a number. The response averages
the difficulty rating with two continuous measures of the same thing, and a
component with no spread is dropped by name instead of being silently averaged
in as zeros — which is what the first version did, reporting R² = 0.75 for a
fit that never saw a rating. When the rating is flat the script now says so and
says what the remaining fit is really measuring, which is board size.

legibility() asks what it costs to know what you may tap: how far the eye must
follow the cheapest free piece, and how many pieces are held by somebody their
line never touches. It was built to explain why ratings came back flat. It does
not — it correlates -0.02 with them — so it stays a measurement, printed on the
review sheet beside the longest route on the board, and gates nothing.

prototype-d5 takes --seedFrom so a wide sweep shards across cores.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 17:03:43 +08:00

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#!/usr/bin/env node
// Refit the difficulty weights that select-50 scores with, from a round of
// agent play.
//
// node scripts/refit-weights.mjs [--agent="R1 · grok xhigh"] [--ridge=0.3]
//
// select-50 scores a candidate from mechanical features, but the weights on
// those features started as guesses. This fits them against what agents
// actually experienced, and prints the --weights flag for the next round.
//
// The response is not the difficulty rating alone. That rating is reliable
// (r = 0.93 on retest) but it is a 1-5 integer, so on fifty levels it is nearly
// constant and a fit against it alone would be fitting rounding. It is averaged
// with two continuous measures of the same thing — how many decisions the level
// forced, and how much action went nowhere — each standardised first.
//
// Ridge, because seven features on fifty levels with collinear inputs (bigger
// boards hold more pieces) will otherwise hand back large coefficients that
// cancel. The printed R² says whether the fit earned its keep; when it is near
// zero, the honest move is to keep the old weights and say the round carried no
// signal.
import { existsSync, readFileSync, readdirSync } from 'node:fs';
import { resolve } from 'node:path';
import { metrics } from '../src/bench.js';
import { legibility } from '../src/deep-lock.js';
const args = Object.fromEntries(process.argv.slice(2).map(a => { const [k, ...v] = a.replace(/^--/, '').split('='); return [k, v.length ? v.join('=') : true]; }));
const AGENT = args.agent ?? 'R1 · grok xhigh';
const RIDGE = Number(args.ridge ?? 0.3);
// The features select-50 scores with, plus the two the design corrections
// argued matter — how much the opening offers, and how much a winding route
// pays off over a straight one.
const FEATURES = ['rotations', 'pieces', 'lockedShare', 'monkeyAPT', 'cells', 'contrast', 'openingChoices',
'glanceCost', 'medianVerify', 'grazeTraps'];
const featureOf = level => {
const c = level.campaign ?? {};
const p = level.prototype ?? {};
return {
rotations: c.rotations ?? 3, pieces: c.pieces ?? level.tiles.length,
lockedShare: c.lockedShare ?? 0, monkeyAPT: p.monkeyActionsPerPiece ?? 0,
cells: level.cells.length, contrast: c.contrast ?? 0,
openingChoices: c.openingChoices ?? 0,
...(({ glanceCost, medianVerify, grazeTraps }) => ({ glanceCost: glanceCost ?? 0, medianVerify, grazeTraps }))(legibility(level)),
};
};
const levels = JSON.parse(readFileSync(resolve('levels/campaign-50.json'), 'utf8')).levels;
const byId = new Map(levels.map(l => [l.id, l]));
const played = new Map();
const RUNS = resolve('bench/runs');
for (const f of existsSync(RUNS) ? readdirSync(RUNS) : []) {
if (!f.endsWith('.json') || f === 'index.json') continue;
try {
const d = JSON.parse(readFileSync(resolve(RUNS, f), 'utf8'));
if (d.agent !== AGENT || !byId.has(d.level?.id)) continue;
played.set(d.level.id, metrics(d));
} catch { /* torn read */ }
}
const rows = [...played].map(([id, m]) => ({ id, m, x: featureOf(byId.get(id)) }))
.filter(r => Number.isFinite(Number(r.m.rating?.difficulty)));
if (rows.length < 12) {
console.error(`只有 ${rows.length} 关有评分,样本太少,不拟合。`);
process.exit(1);
}
const mean = a => a.reduce((x, y) => x + y, 0) / a.length;
const sd = a => { const m = mean(a); return Math.sqrt(mean(a.map(v => (v - m) ** 2))); };
const z = a => { const m = mean(a), s = sd(a); return s === 0 ? a.map(() => 0) : a.map(v => (v - m) / s); };
// Three views of the same quantity: what the agent said, how much it had to
// decide, and how much of what it did led nowhere.
const parts = {
difficulty: rows.map(r => Number(r.m.rating.difficulty)),
decisions: rows.map(r => Math.log1p(r.m.decisions ?? 0)),
wasted: rows.map(r => Math.log1p((r.m.deadTaps ?? 0) + (r.m.blindRotations ?? 0) + (r.m.wrongWayRotations ?? 0))),
};
// A part with no spread contributes nothing but still divides the average, so
// it is dropped by name rather than silently zeroed. This matters: a round
// where every level came back rated 2 leaves an effort-only response, and
// effort alone largely re-measures board size.
const liveParts = Object.entries(parts).filter(([, v]) => sd(v) > 1e-9);
const flatParts = Object.keys(parts).filter(k => !liveParts.some(([n]) => n === k));
if (!liveParts.length) { console.error('本轮没有任何一项有方差,无从拟合。'); process.exit(1); }
const zparts = liveParts.map(([, v]) => z(v));
const y = rows.map((_, i) => mean(zparts.map(p => p[i])));
const zy = z(y);
// Drop features the round could not separate: a column that never varies
// carries no information and a ridge fit would still hand it a coefficient.
const live = FEATURES.filter(f => sd(rows.map(r => r.x[f])) > 1e-9);
const dropped = FEATURES.filter(f => !live.includes(f));
const cols = live.map(f => rows.map(r => r.x[f]));
const sds = Object.fromEntries(live.map((f, j) => [f, sd(cols[j])]));
const Z = live.map((_, j) => z(cols[j]));
// beta = (Z'Z + λI)^-1 Z'y, solved by Gaussian elimination with partial pivoting.
const p = live.length, n = rows.length;
const A = Array.from({ length: p }, (_, i) => Array.from({ length: p + 1 }, (_, j) => {
if (j === p) return Z[i].reduce((s, v, k) => s + v * zy[k], 0) / n;
return Z[i].reduce((s, v, k) => s + v * Z[j][k], 0) / n + (i === j ? RIDGE : 0);
}));
for (let i = 0; i < p; i++) {
let piv = i;
for (let k = i + 1; k < p; k++) if (Math.abs(A[k][i]) > Math.abs(A[piv][i])) piv = k;
[A[i], A[piv]] = [A[piv], A[i]];
for (let k = 0; k < p; k++) {
if (k === i || A[i][i] === 0) continue;
const f = A[k][i] / A[i][i];
for (let j = i; j <= p; j++) A[k][j] -= f * A[i][j];
}
}
const beta = A.map((row, i) => row[i] === 0 ? 0 : row[p] / row[i]);
const fitted = rows.map((_, k) => live.reduce((s, _f, j) => s + beta[j] * Z[j][k], 0));
const ssRes = zy.reduce((s, v, k) => s + (v - fitted[k]) ** 2, 0);
const r2 = 1 - ssRes / zy.reduce((s, v) => s + v * v, 0);
// Back to raw-feature units, then rescaled so scores land in the same range as
// the round just played — the score is only ever used to rank and to spread
// picks evenly, so its scale is free, and holding it steady keeps the printed
// band numbers comparable from round to round.
const OLD = { rotations: 1.0, pieces: 0.10, lockedShare: 1.6, monkeyAPT: 0.14, cells: 0.004, contrast: 0, openingChoices: 0, glanceCost: 0, medianVerify: 0, grazeTraps: 0 };
const raw = Object.fromEntries(live.map((f, j) => [f, beta[j] / sds[f]]));
const scoreWith = w => rows.map(r => live.reduce((s, f) => s + (w[f] ?? 0) * r.x[f], 0));
const gain = sd(scoreWith(OLD)) / (sd(scoreWith(raw)) || 1);
const fit = Object.fromEntries(live.map(f => [f, Number((raw[f] * gain).toFixed(4))]));
for (const f of dropped) fit[f] = OLD[f] ?? 0;
const corr = (a, b) => { const za = z(a), zb = z(b); return mean(za.map((v, i) => v * zb[i])); };
console.log(`样本 ${n} 关 · agent ${AGENT} · ridge ${RIDGE}`);
const NAME = { difficulty: '评分难度', decisions: 'log 决策数', wasted: 'log 无效动作' };
console.log(`合成难度 = ${liveParts.map(([k]) => 'z(' + NAME[k] + ')').join(' + ')} 的均值`);
if (flatParts.length) {
console.log(` !! ${flatParts.map(k => NAME[k]).join('、')} 本轮方差为 0,没参与合成`);
if (flatParts.includes('difficulty')) {
console.log(' !! 难度评分全同分 —— 这一轮拿不到难度信号,剩下的只是「这关有多少事要做」,');
console.log(' 而那主要由棋子数和格子数决定。照这组权重重选,等于按盘面大小排序。');
}
}
for (const [k, v] of liveParts) for (const [k2, v2] of liveParts) if (k < k2) console.log(` ${NAME[k]} × ${NAME[k2]}:${corr(v, v2).toFixed(2)}`);
console.log(`拟合 R² = ${r2.toFixed(3)}${r2 < 0.25 ? ' ← 太低,这一轮没给出可用信号,别换权重' : ''}`);
if (flatParts.includes('difficulty')) console.log('R² 高不代表可用:被拟合的是工作量,不是难度。');
console.log('');
console.log('| 特征 | 单独相关 | 标准化系数 | 旧权重 | 新权重 |');
console.log('|---|---:|---:|---:|---:|');
for (const f of FEATURES) {
const j = live.indexOf(f);
const c = j < 0 ? null : corr(rows.map(r => r.x[f]), y);
console.log(`| ${f} | ${c == null ? '—(本轮无变化)' : c.toFixed(2)} | ${j < 0 ? '—' : beta[j].toFixed(3)} | ${(OLD[f] ?? 0)} | ${fit[f]} |`);
}
console.log('');
console.log(`--weights='${JSON.stringify(fit)}'`);