feedback5 WE2: AI 托管 buys the player's own 自选 pieces more readily and levels toward them a round earlier (#13)
bot.js: the player's own slotted piece scores DIY_PIECE_BONUS (12) more; levelUp takes the step that opens a slotted tier with copies left one round earlier (diyOpensAt). Bots field no 自选 piece. Exports buyScoreOf / levelUp / diyOpensAt for the tests. Docs: DESIGN §6.6, PLAYING. Golden: coop2-NORMAL-70-diy moved — the 自选 seat under AI 托管 reaches level 6 one round earlier and fields its tier-6 Sharp at round 12.
This commit is contained in:
1 parent
d31de31e31
commit
2eaef154d5
5 files changed
+98
-16
No files matched your search
+1
-1
@@ -418,7 +418,7 @@ Per match: pick stage (weighted among the mode's `config.modes[m].stages`, weigh
|
||||
|
||||
### 6.6 AI players (bot.js)
|
||||
|
||||
Deterministic-ish heuristic player used for (a) AI teammates, (b) auto-play for disconnected humans (only auto-ready + auto-picks, not shopping, unless "AI 托管" is toggled), (c) tests. Strategy (§21.6): pick a band (weighted by starting LP; never one built around a bond the mode switches off — `gd.bandBondIds`, §21.26); each prep: take offers, sell dead bench weight, fill the board, complete affordable merges, level on the curve, then buy only merge progress / lineup upgrades worth more than the refreshes their price would buy (shop odds of completing held pairs), freeze for an unaffordable third copy (坎诺特 keeps 5 funds back); build around a committed focus core bond (a teammate's main bond on its strip counts against it; bonds the mode switches off never) + a second bond; value dealers by DPS vs the round's DEF / RES (an attack on every enemy in range counts double — 阵法术师 / 轰击术师), with the range the unit is deployed with; place by the exposure model + rehearsal on the server's deploy map (no 深水区; a tactician's 援军 within `PlayerState.summonRange`; a melee chess whose trait reads 「可以放置于远程位」 (钩索师 / 推击手) on a 高台 whose range covers the enemy road, else on the ground, counted as a blocker in the lineup either way — §3; `g.move` judges legality); items by effect (META §1.5: 突变细胞 on the least valuable normal single below 6阶, a cell left in temp gets a hand slot made for it, the operator its transformation gains is deployed by the next prep's lineup step like any owned unit — AI 托管 too; the buy loop's bench shed never sells a piece gained since the bot's last prep, §21.1); 机变 bounties by expected payout − expected LP loss over the offered cards; resolve temp — on a human seat under AI 托管 never by destroying an item while a bench operator can be sold for the slot —; ready. A bot's whole prep — shop decisions and layout planning (`botPrepBeginSteps`, 25–70 ms late in a 4-bot match), the layout rehearsal and `botPrepEndSteps` — runs in wall-clock slices of `botSliceMs` (8 ms) per scheduler callback on a real host (step generators that yield between whole actions, never with a transient board; the same actions in the same order, so decisions are unchanged; at once in virtual time).
|
||||
Deterministic-ish heuristic player used for (a) AI teammates, (b) auto-play for disconnected humans (only auto-ready + auto-picks, not shopping, unless "AI 托管" is toggled), (c) tests. Strategy (§21.6): pick a band (weighted by starting LP; never one built around a bond the mode switches off — `gd.bandBondIds`, §21.26); each prep: take offers, sell dead bench weight, fill the board, complete affordable merges, level on the curve, then buy only merge progress / lineup upgrades worth more than the refreshes their price would buy (shop odds of completing held pairs), freeze for an unaffordable third copy (坎诺特 keeps 5 funds back); build around a committed focus core bond (a teammate's main bond on its strip counts against it; bonds the mode switches off never) + a second bond; value dealers by DPS vs the round's DEF / RES (an attack on every enemy in range counts double — 阵法术师 / 轰击术师), with the range the unit is deployed with; place by the exposure model + rehearsal on the server's deploy map (no 深水区; a tactician's 援军 within `PlayerState.summonRange`; a melee chess whose trait reads 「可以放置于远程位」 (钩索师 / 推击手) on a 高台 whose range covers the enemy road, else on the ground, counted as a blocker in the lineup either way — §3; `g.move` judges legality); items by effect (META §1.5: 突变细胞 on the least valuable normal single below 6阶, a cell left in temp gets a hand slot made for it, the operator its transformation gains is deployed by the next prep's lineup step like any owned unit — AI 托管 too; the buy loop's bench shed never sells a piece gained since the bot's last prep, §21.1); 机变 bounties by expected payout − expected LP loss over the offered cards; resolve temp — on a human seat under AI 托管 never by destroying an item while a bench operator can be sold for the slot —; ready. A bot's whole prep — shop decisions and layout planning (`botPrepBeginSteps`, 25–70 ms late in a 4-bot match), the layout rehearsal and `botPrepEndSteps` — runs in wall-clock slices of `botSliceMs` (8 ms) per scheduler callback on a real host (step generators that yield between whole actions, never with a transient board; the same actions in the same order, so decisions are unchanged; at once in virtual time). Under AI 托管 a human's own 自选 pieces score `DIY_PIECE_BONUS` (12) more in the shop / reward choice and the 调度中心 is levelled one round earlier for the step that opens a slotted tier (`levelUp`, `diyOpensAt`; 0.2.0 — bots field no 自选 piece).
|
||||
|
||||
---
|
||||
|
||||
|
||||
Reference in new issue
Block a user