feedback1 WF: botbench header
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@@ -15,12 +15,14 @@
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//
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// Per match: victory, rounds passed, LP left (the alive players at the end; a won Final Assault: the team LP), and per
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// bot and round: LP, shop level, deployed units, active bonds and Σ bond tiers, activated layers, board value (Σ shop
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// price of the deployed chess, an elite = goldenCopies copies), elites deployed, funds lost at the prep end (leftover
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// funds are lost, PlayerState.endPrep), leaks (bounty leaks apart) and the bounty cards taken.
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// price of the deployed chess, an elite = goldenCopies copies), elites deployed, items equipped, funds lost at the prep
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// end (leftover funds are lost, PlayerState.endPrep), leaks (bounty leaks apart) and the bounty cards taken — with the
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// bot's own kill-chance estimate when the bot has one (bot.bountyKillChance), for a calibration table.
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// Decision time: every bot prep runs in one scheduler callback in virtual time (Match.scheduleBotPrep); the tool times
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// those callbacks (Match.later on the instance) and splits off the rehearsal battles' stepping (Battle.step of the
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// rehearsal fields 'r:<pid>') — "heuristics" = the prep minus the rehearsal. The 机变 / band picks are timed per call
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// (they are cheap). Wall-clock numbers depend on the host load: compare runs made back to back.
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// those callbacks (Match.later on the instance; wall clock and process CPU time) and splits off the rehearsal battles'
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// stepping (Battle.step of the rehearsal fields 'r:<pid>') — "heuristics" = the prep minus the rehearsal. A 机变 pick is
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// the SP_DRAFT callback in which a bot's pick landed. Wall-clock numbers depend on the host load: compare runs made
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// back to back with --jobs 1.
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import { performance } from 'node:perf_hooks';
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import { writeFileSync, readFileSync } from 'node:fs';
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