feedback1 integrate: WF smarter bots (same decision time)
# Conflicts: # docs/META.md # server/match/bot.js
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@@ -185,21 +185,46 @@ The rest of this section is the legacy server-run mode
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另一组队友的战场情况" → `BAD_TARGET 'other group hidden'`); eliminated / departed players spectate any field.
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### 1.5 AI player (bot.js)
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Buys toward a full board first (the cap is 8 from R1; leftover funds are lost), then levels on a curve
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(L2 ≈ R3, L3 ≈ R5, L4 ≈ R7, L5 ≈ R10, L6 ≈ R12 — the competent curve of docs/BALANCE.md; free levels always), then
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spends the rest on merge progress, bond thresholds around a focus core bond (most owned members, ties → most copies
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left in the shared pool), role needs (2 blockers, anti-air when the wave flies, ≤ 2 healers), 特质 that keep adding
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layers (every prep / refresh — the layer engines) and items for free carriers (突变细胞 on its least valuable single
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normal operator below 6阶 — never an elite or one of a merge pair, `bot.js cellTarget`; a cell left in temp gets a hand
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slot made for it, `makeHandRoom`); refreshes while a purchase stays
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affordable; sells bench chess that neither make the lineup nor build toward something (a live pair, the focus bond,
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an elite). The deployed set maximizes unit value + activated bond tiers (exact counting via `computeBonds`). Placement
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uses the round's enemy preview: every route is traced over the own board (ground: the stage's device-aware ground
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paths; flyers: through their checkpoints) and weighted by its enemies; an exposure model (time on each tile × DPS of
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the units covering it, blocker hold time, anti-air only on flying routes) is maximized greedily (blockers, then
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damage dealers, then healers). Boss rounds: the player's boss-field template (`Match.bossWaves`) is mapped onto the
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own board (rows −7, the right player of a pair mirrored, only the routes that end on its half) and the leader counts
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as 10 tough enemies with a 30 s dwell on its first tiles, so the damage dealers reach stationary leaders.
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Buys toward a full board first (the cap is 8 from R1; leftover funds are lost), completes the merges it can afford,
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then levels on a curve (L2 ≈ R3, L3 ≈ R5, L4 ≈ R7, L5 ≈ R10, L6 ≈ R12 — the competent curve of docs/BALANCE.md; free
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levels always), then spends the rest (a band that keeps its leftover funds — 坎诺特 利滚利 — holds its interest capital
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of 5 back from refreshes, full-board buys that complete nothing, items and spare level-ups). It builds around a
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**focus core bond** (owned members × 10 + members the shop can still bring at its level + banked layers + 6 for last
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round's focus, − 6 when it is a teammate's main core bond on that teammate's bond strip — humans included: the pool is
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shared) and a **second bond** (most owned members, next threshold within reach); its keepers are the deployed
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operators, the focus / second members and chess of tier ≥ shop level − 1. With a full board a purchase must be merge
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progress or a lineup upgrade **and** be worth more than the refreshes its price would pay for: a refresh is worth
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Σ over the held pairs of P(the refresh shows the third copy) × the value of an elite (the shop's copy-weighted odds
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over the remaining pool; an elite also brings the merge's free pick of the next tier, so any pair is worth completing)
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— otherwise it refreshes. Up to 4 pairs wait on the bench (6 spare units, pairs first); a third copy it cannot afford
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freezes the shop for the next round (freeze is free). Purchase scores: merge progress > bond thresholds > role needs
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(2 blockers, anti-air when the wave flies, ≤ 2 healers) > tier, the 特质 that keep adding layers, and armour fit (the
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share of a dealer's damage that gets through the round's DEF / RES — `mitigate` of the sim per hit, HP-weighted over
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the wave). The deployed set maximizes unit value + activated bond tiers (exact counting via `computeBonds`; every
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deployed focus member counts toward the next threshold). Items by what they do: equipment on the strongest deployed
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damage dealers (survival items on blockers first, bond signature items on a member), 信标 on a bench single (never the
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lineup when a bench single exists), 拟态物质 on a pair, 博士投影 (both qualities — neither takes an elite) on the strongest
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normal operator, 突变细胞 on the least valuable normal operator below 6阶 (deployed or benched — never an elite, never one
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of a merge pair, never one already carrying a cell; it comes back after every transformation, and a cell left in temp
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gets a hand slot made for it, `makeHandRoom` — on a bot's own seat by destroying the cheapest other hand item if no
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chess can be sold, never a human's item under AI 托管), 身份牌 / 通讯机 / 寻呼模块 on a focus member; 画卷 copies the most
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valuable deployed operator; 教鞭 / “神秘顾客” are used after a perfect battle and otherwise kept in the hand — a bot drops
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a kept one only when it needs the hand slot (“神秘顾客” then pays its fund), a human's seat under AI 托管 never. 机变: a
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bounty card is scored by its expected payout minus its expected leaks × the value of an LP (2 + 20 / LP), the kill
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chance from the exposure model below for that one enemy against the own board as it stands (its HP × the round's
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multiplier, DEF / RES, speed, route kind) — an expected-value comparison: it prefers the card with the best payout
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minus expected LP loss and takes one it is unlikely to beat only when nothing better is offered or the pay difference
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is large (in co-op 绝境 most remaining bounty leaks come from drafts with no beatable card at all); tactic cards by what
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they act on (a 盟誓 / 驰援 card on its bonds, 升华, …). Placement uses the round's enemy preview: every route is traced
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over the own board (ground: the stage's device-aware ground paths; flyers: through their checkpoints) and weighted by
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its enemies; an exposure model (time on each tile × DPS against the round's armour of the units covering it, blocker
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hold time, anti-air only on flying routes) is maximized greedily (blockers, then damage dealers, then healers); a
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tactician's 援军 goes on a tile of the tactician's attack range (`PlayerState.summonRange`, the server's own rule; player
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report #9 after 0.1.0), and a tile the server's `g.move` refuses is skipped for the next best one (the planner reads
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`board.js legalTiles` on the deploy map; `g.move` is the judge). Boss
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rounds: the player's boss-field template (`Match.bossWaves`) is mapped onto the own board (rows −7, the right player
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of a pair mirrored, only the routes that end on its half) and the leader counts as 10 tough enemies with a 30 s dwell
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on its first tiles, so the damage dealers reach stationary leaders.
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**Rehearsal:** with `opts.botRehearsal = N` (default 3) the bot simulates the N best
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distinct layout variants once each with the real `Battle` (a rehearsal seed, no meta dispatch, board restored exactly)
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and keeps the one with the fewest leaks; a candidate whose counted leaks already exceed the best finished one's stops
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@@ -669,6 +694,10 @@ CUSTOM texts (eliminations, 联防, hidden core).
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* `node tools/matchrun.mjs --mode coop --difficulty HARD --players 4 --seeds 20` — per-round balancing summary / aggregate
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(`--check` audit, `--errors` per-source error table, `--lp N` / `--layers N` to reach late rounds — the boost stops at
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999 per bond —, `--rehearsal N`).
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* `node tools/botbench.mjs --configs solo:HARD,coop4:HARD --seeds 40 --jobs 4 --json new.json` — the AI player's
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outcomes (wins, rounds passed, LP left, leaks per round, bounties taken / leaked and the kill-chance calibration,
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merges, board value, bond tiers, layers, elites) and its decision time per prep (wall clock and CPU, p50 / p95, the
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layout rehearsal apart); `--compare old.json new.json` prints the A/B tables (the same seeds on two builds).
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* `node tools/balance.mjs --mode multi --difficulty NORMAL` — the competent-board difficulty model (docs/BALANCE.md):
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per round leaks / LP after 联防 / clear time of representative boards against the real waves, boss damage by 150 s
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and kill time; `--tuning off` (research numbers), `--legacy-time`, `--profile weak|strong`, `--bots N`, `--json`.
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