feat(phase2): strategy compiler and sweep runner (P2)

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2026-09-22 13:46:05 +02:00
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"""Etage A strategy compiler (docs/phase-2-llm-architecture.md sections 2 and 10, P2.1).
Deterministic, additive: the engine (combat.py) is never modified. A
``StrategySpec`` is a small set of frozen knobs (target priority, retreat
threshold, spell policy, charge/class-ability toggles) compiled by
``compile_strategy`` into a ``Policy`` callable. The all-default spec compiles
to the module-level ``default_policy`` object itself (identity), so the common
case is bit-identical and zero-cost. Non-default specs mirror
``default_policy``'s decision flow with the spec's values substituted.
``StrategySpec`` feeds the SweepRunner (sweep.py, later batch) and the LLM
NL-to-spec translation (later batch): the optimizer searches over specs, the
LLM produces specs from natural language, and this module is the single
deterministic executor both rely on.
"""
from __future__ import annotations
from dataclasses import dataclass
from typing import Literal
from pf1e_simulator.combat import (
Action,
CombatantState,
CombatEngine,
Policy,
# The decision helpers below are module-private by convention but stable:
# the engine stays unchanged, and duplicating their spell/hex/channel
# logic here would drift.
_choose_spell_action, # pyright: ignore[reportPrivateUsage]
_emit_channel_energy, # pyright: ignore[reportPrivateUsage]
_emit_hex, # pyright: ignore[reportPrivateUsage]
_spell_combat_actions, # pyright: ignore[reportPrivateUsage]
_swift_bonus_actions, # pyright: ignore[reportPrivateUsage]
default_policy,
)
TargetPriority = Literal["nearest", "weakest_ac", "lowest_hp"]
SpellPolicy = Literal["default", "none"]
@dataclass(frozen=True)
class StrategySpec:
"""Deterministic strategy knobs compiled to a ``Policy`` (Etage A).
All fields default to the behaviour of ``default_policy``; a spec built
with every default compiles to ``default_policy`` itself (identity).
"""
name: str = "default"
target_priority: TargetPriority = "nearest"
retreat_hp_fraction: float = 0.0 # 0.0 = never retreat
spell_policy: SpellPolicy = "default"
use_charges: bool = True
use_class_abilities: bool = True
def __post_init__(self) -> None:
if not self.name:
msg = "name must be a non-empty string"
raise ValueError(msg)
if not 0.0 <= self.retreat_hp_fraction <= 1.0:
msg = "retreat_hp_fraction must be within [0, 1]"
raise ValueError(msg)
def select_target(
engine: CombatEngine, state: CombatantState, priority: TargetPriority
) -> CombatantState | None:
"""The active enemy selected by ``priority``; None when no enemy is active.
Deterministic: ties break on ``engine.states`` index order.
"""
if priority == "nearest":
return engine.nearest_enemy(state)
enemies = [s for s in engine.states if s.side != state.side and s.active]
if not enemies:
return None
match priority:
case "weakest_ac":
return min(
enemies,
key=lambda s: (s.combatant.ac.total, s.hp, engine.states.index(s)),
)
case "lowest_hp":
return min(enemies, key=lambda s: (s.hp, engine.states.index(s)))
def _melee_actions(
engine: CombatEngine,
state: CombatantState,
target: CombatantState,
spec: StrategySpec,
) -> tuple[Action, ...]:
"""The strike ladder: full-attack, charge (if enabled), step, or approach."""
if engine.weapon_for(state, target) is not None:
return (Action(kind="full_attack", target_id=target.combatant.id),)
if spec.use_charges:
charge = engine.can_charge(state, target)
if charge is not None and charge.weapon is not None:
return (Action(kind="charge", target_id=target.combatant.id),)
if engine.can_step5_to_attack(state, target):
return (
Action(kind="5foot_step", target_id=target.combatant.id),
Action(kind="full_attack", target_id=target.combatant.id),
)
return (
Action(kind="move", target_id=target.combatant.id),
Action(kind="attack", target_id=target.combatant.id),
)
def _normal_actions(
engine: CombatEngine,
state: CombatantState,
target: CombatantState,
spec: StrategySpec,
) -> tuple[Action, ...]:
"""The spell/melee action sequence (without swift/free class-ability add-ons)."""
if spec.spell_policy != "none" and state.combatant.spells:
spell_action = _choose_spell_action(engine, state, target)
if spell_action is not None:
return spell_action
return _melee_actions(engine, state, target, spec)
def _class_ability_action(
engine: CombatEngine, state: CombatantState, target: CombatantState
) -> tuple[Action, ...] | None:
"""The channel/hex replacement action when a class ability fires."""
channel_mode = _emit_channel_energy(engine, state)
if channel_mode is not None:
return (
Action(
kind="channel_energy",
target_id=target.combatant.id,
channel_mode=channel_mode,
),
)
if _emit_hex(engine, state, target):
return (Action(kind="hex", target_id=target.combatant.id, hex_name="evil_eye"),)
return None
def _compiled_policy(spec: StrategySpec) -> Policy:
"""Build the ``Policy`` that executes ``spec`` (non-default specs only)."""
def policy(engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
target = select_target(engine, state, spec.target_priority)
if target is None:
return (Action(kind="wait"),)
if engine.has_condition_flag(state, "must_flee") or (
spec.retreat_hp_fraction > 0.0
and state.hp < spec.retreat_hp_fraction * state.combatant.hp_max
):
return (Action(kind="withdraw", target_id=target.combatant.id),)
if spec.use_class_abilities:
class_action = _class_ability_action(engine, state, target)
if class_action is not None:
return class_action
normal = _normal_actions(engine, state, target, spec)
if not spec.use_class_abilities:
return normal
spell_combat = _spell_combat_actions(engine, state, target)
if spell_combat is not None:
return spell_combat
swift_bonus = _swift_bonus_actions(engine, state, target, normal)
return (*swift_bonus, *normal) if swift_bonus else normal
return policy
_DEFAULT_SPEC = StrategySpec()
def compile_strategy(spec: StrategySpec) -> Policy:
"""Compile a ``StrategySpec`` into a ``Policy`` callable.
The all-default spec returns the module-level ``default_policy`` object
itself (identity), so the common case is bit-identical and zero-cost.
"""
if spec == _DEFAULT_SPEC:
return default_policy
return _compiled_policy(spec)
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"""Parallel, cost-bounded sweep runner for Phase-2 danger cartography.
Executes a grid of (scenario x strategy) cells (docs/phase-2-llm-architecture.md
section 10, P2.3; decisions D9/D10): each cell runs ``run_encounter(...,
collect_runs=True)`` for a fixed number of seeded runs under one policy and
reports the aggregate ``EncounterReport`` plus the party's ``DangerMetrics``
(objectives.danger_metrics). Cells are independent, so they run on a thread
pool (D10); the spell registry is loaded once and shared read-only across
threads. The runner is strategy-agnostic: policies are passed in as callables
(``None`` = ``run_encounter``'s own ``default_policy``) and no strategy module
is imported here.
"""
from __future__ import annotations
from concurrent.futures import ThreadPoolExecutor
from dataclasses import dataclass
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from collections.abc import Sequence
from pf1e_simulator.combat import Policy
from pf1e_simulator.runner import EncounterReport, EncounterSpec
from pf1e_simulator.spells import SpellSpec
from pf1e_simulator.objectives import DangerMetrics, danger_metrics
from pf1e_simulator.runner import run_encounter
from pf1e_simulator.spells import SPELLS_DIR, load_spell_registry
@dataclass(frozen=True)
class SweepCell:
"""One (scenario, strategy) cell of a sweep: N seeded runs with one policy."""
scenario: str
strategy: str
spec: EncounterSpec
policy: Policy | None # None = default_policy (run_encounter's own default)
runs: int
seed: int
@dataclass(frozen=True)
class SweepCellResult:
"""Aggregate + danger metrics for one cell."""
cell: SweepCell
report: EncounterReport
danger: DangerMetrics
class SweepRunner:
"""Run a grid of (scenario, strategy) cells in parallel, bounded by cost.
``party`` is the side name whose danger is measured (passed to
``danger_metrics``); ``workers`` bounds the thread pool. The spell
registry is loaded once in ``__init__`` and shared read-only across all
cells (reloading it per cell would be wasteful; a read-only dict is safe
to share between threads).
"""
def __init__(self, *, party: str, workers: int = 4) -> None:
if not party:
msg = "party must be a non-empty side name"
raise ValueError(msg)
if workers < 1:
msg = "workers must be >= 1"
raise ValueError(msg)
self._party: str = party
self._workers: int = workers
self._registry: dict[str, SpellSpec] = load_spell_registry(SPELLS_DIR)
def run(
self,
cells: Sequence[SweepCell],
*,
max_total_runs: int | None = None,
) -> tuple[SweepCellResult, ...]:
"""Run every cell on the thread pool and return results in input order.
``max_total_runs`` caps the total Monte Carlo cost (docs section 9,
D9/D14 "Budget - plafonds petits"): when the cells' runs sum exceeds
it, a ``ValueError`` is raised before anything executes. Each cell
must run at least once. Exceptions from a cell propagate loudly - a
failing cell fails the whole sweep.
"""
total_runs = sum(cell.runs for cell in cells)
if max_total_runs is not None and total_runs > max_total_runs:
msg = (
f"sweep budget exceeded: {total_runs} runs > "
f"{max_total_runs} max_total_runs"
)
raise ValueError(msg)
for cell in cells:
if cell.runs < 1:
msg = (
f"cell runs must be >= 1 "
f"(scenario={cell.scenario!r}, strategy={cell.strategy!r})"
)
raise ValueError(msg)
with ThreadPoolExecutor(max_workers=self._workers) as pool:
futures = [pool.submit(self._run_cell, cell) for cell in cells]
results = [future.result() for future in futures]
return tuple(results)
def _run_cell(self, cell: SweepCell) -> SweepCellResult:
"""One cell's work: run the encounter and measure the party's danger."""
report, outcomes = run_encounter(
cell.spec,
cell.runs,
cell.seed,
policy=cell.policy,
spell_registry=self._registry,
collect_runs=True,
)
danger = danger_metrics(outcomes, self._party)
return SweepCellResult(cell=cell, report=report, danger=danger)
def run_grid(
self,
scenarios: Sequence[tuple[str, EncounterSpec]],
strategies: Sequence[tuple[str, Policy | None]],
*,
runs: int,
seed: int,
max_total_runs: int | None = None,
) -> tuple[SweepCellResult, ...]:
"""Build the scenario-major (scenario x strategy) grid and run it.
Cells are built in SCENARIO-major order (for each scenario, for each
strategy - mirrors the danger-map table of docs section 16), every
cell sharing the same ``runs`` and ``seed``. Names come from the
tuples; a ``None`` policy stays ``None`` (default_policy).
"""
cells = [
SweepCell(
scenario=scenario_name,
strategy=strategy_name,
spec=spec,
policy=policy,
runs=runs,
seed=seed,
)
for scenario_name, spec in scenarios
for strategy_name, policy in strategies
]
return self.run(cells, max_total_runs=max_total_runs)
def format_sweep(results: Sequence[SweepCellResult], party: str) -> str:
"""Render a sweep as aligned plain-text columns (ASCII only).
One row per result, in input order, under a header line and a separator
row of dashes. ``party`` is the side whose danger was measured: the Win%
column shows that side's win rate (``report.wins.get(party, 0) /
report.runs``) as a percentage with one decimal. Column widths are
computed from the content; columns are separated by a single space.
"""
headers = (
"Scenario",
"Strategy",
"Runs",
"Win%",
"Draws",
"Rounds",
"P(survive)",
"P(TPK)",
"P(>=1 death)",
"HP lost",
"Worst-decile HP",
)
rows = [
(
result.cell.scenario,
result.cell.strategy,
str(result.cell.runs),
f"{result.report.wins.get(party, 0) / result.report.runs * 100:.1f}",
str(result.report.draws),
f"{result.report.avg_rounds:.1f}",
f"{result.danger.p_survives:.1%}",
f"{result.danger.p_tpk:.1%}",
f"{result.danger.p_any_death:.1%}",
f"{result.danger.expected_hp_lost:.1f}",
f"{result.danger.worst_decile_party_hp:.1f}",
)
for result in results
]
widths = [
max(len(header), *(len(row[index]) for row in rows))
for index, header in enumerate(headers)
]
def _line(values: Sequence[str]) -> str:
return " ".join(
value.ljust(width) for value, width in zip(values, widths, strict=True)
)
lines = [_line(headers), _line(["-" * width for width in widths])]
lines.extend(_line(row) for row in rows)
return "\n".join(lines)
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"""Phase-2 Etage A strategy compiler tests (docs/phase-2-llm-architecture.md 10 P2.1).
Deterministic, offline: no network, no LLM. Pins the ``StrategySpec`` /
``compile_strategy`` contract: the all-default spec compiles to
``default_policy`` by identity, ``select_target`` honours each priority with
deterministic tie-breaks, non-default specs drive real battles through
``run_encounter`` bit-identically under a fixed seed, and invalid specs are
rejected at construction.
"""
from __future__ import annotations
from pathlib import Path
from typing import TYPE_CHECKING
import pytest
from pf1e_simulator.combat import (
Action,
CombatantState,
CombatEngine,
default_policy,
)
from pf1e_simulator.grid import Grid
from pf1e_simulator.loaders import load_combatant
from pf1e_simulator.map import load_map
from pf1e_simulator.rng import SeededRng
from pf1e_simulator.runner import EncounterSpec, Side, run_encounter
from pf1e_simulator.spells import SPELLS_DIR, load_spell_registry
from pf1e_simulator.strategy import StrategySpec, compile_strategy, select_target
if TYPE_CHECKING:
from pf1e_simulator.models import Combatant
ROOT = Path(__file__).resolve().parents[1]
MAP = ROOT / "data" / "maps" / "sample_arena.yaml"
_MAP_SPEC = load_map(MAP)
_SPELLS = load_spell_registry(SPELLS_DIR)
def _c(path: str) -> Combatant:
return load_combatant(ROOT / "data" / path)
def _spec() -> EncounterSpec:
"""A fast 2v2 (goblin archer + orc vs orc + goblin) on the sample arena."""
return EncounterSpec(
map=_MAP_SPEC,
round_cap=20,
sides=(
Side(
name="players",
combatants=(_c("monsters/goblin.json"), _c("monsters/orc.json")),
zone="A",
),
Side(
name="monsters",
combatants=(_c("monsters/orc.json"), _c("monsters/goblin.json")),
zone="B",
),
),
)
def _state(
cid: str, side: str, pos: tuple[int, int], hp: int = 10, path: str = "monsters/orc.json"
) -> CombatantState:
"""A bare runtime state over a loaded combatant (no battle run)."""
combatant = _c(path).model_copy(update={"id": cid})
return CombatantState(combatant=combatant, side=side, pos=pos, hp=hp, resources_left={})
def _mini_engine(states: list[CombatantState]) -> CombatEngine:
"""A live engine over the 2v2 map with the given states (no battle run)."""
return CombatEngine(SeededRng(1), Grid.from_spec(_MAP_SPEC), states, spell_registry=_SPELLS)
def test_compile_strategy_default_is_default_policy() -> None:
"""The all-default spec compiles to ``default_policy`` by identity."""
assert compile_strategy(StrategySpec()) is default_policy
def test_select_target_nearest() -> None:
"""nearest picks the closest active enemy (ties keep list order)."""
orc = _state("orc1", "monsters", (1, 1))
goblin = _state("goblin1", "players", (1, 2), hp=6, path="monsters/goblin.json")
far_orc = _state("orc2", "players", (1, 16), hp=6)
engine = _mini_engine([orc, goblin, far_orc])
assert select_target(engine, orc, "nearest") is goblin
def test_select_target_weakest_ac() -> None:
"""weakest_ac picks the lowest total AC (goblin 16 > orc 13)."""
orc = _state("orc1", "monsters", (1, 1))
goblin = _state("goblin1", "players", (1, 2), hp=6, path="monsters/goblin.json")
far_orc = _state("orc2", "players", (1, 16), hp=6)
engine = _mini_engine([orc, goblin, far_orc])
assert select_target(engine, orc, "weakest_ac") is far_orc
def test_select_target_lowest_hp() -> None:
"""lowest_hp picks the most wounded active enemy."""
orc = _state("orc1", "monsters", (1, 1))
healthy = _state("goblin1", "players", (1, 2), hp=6, path="monsters/goblin.json")
wounded = _state("goblin2", "players", (1, 16), hp=1, path="monsters/goblin.json")
engine = _mini_engine([orc, healthy, wounded])
assert select_target(engine, orc, "lowest_hp") is wounded
def test_select_target_no_active_enemy() -> None:
"""No active enemy -> None for every priority."""
orc = _state("orc1", "monsters", (1, 1))
dying = _state("goblin1", "players", (1, 2), hp=-5, path="monsters/goblin.json")
engine = _mini_engine([orc, dying])
assert select_target(engine, orc, "nearest") is None
assert select_target(engine, orc, "weakest_ac") is None
assert select_target(engine, orc, "lowest_hp") is None
def test_compiled_policy_melee_ladder() -> None:
"""A non-default spec still resolves the melee ladder on a live engine."""
spec = StrategySpec(name="no-charge", use_charges=False)
policy = compile_strategy(spec)
assert policy is not default_policy
orc = _state("orc1", "monsters", (1, 1))
goblin = _state("goblin1", "players", (1, 2), hp=6, path="monsters/goblin.json")
engine = _mini_engine([orc, goblin])
assert policy(engine, orc) == (Action(kind="full_attack", target_id="goblin1"),)
def test_compiled_policy_charge_disabled() -> None:
"""use_charges=False skips the charge and falls to step + full-attack."""
spec = StrategySpec(name="no-charge", use_charges=False)
policy = compile_strategy(spec)
# The celestial wolf is melee-only (Bite, reach 5 ft): at 2 cells no
# weapon_for short-circuit, so the ladder reaches the charge branch. The
# orc sits DIAGONALLY at (2, 3): straight ahead at (1, 3) the only
# attackable charge end is 1 cell away (below the 2-cell minimum charge
# move), while from (1, 1) the diagonal end (1, 3) is a legal 2-cell
# straight line AND a single 5-foot step to (1, 2) still enters reach.
wolf = _state("wolf1", "players", (1, 1), hp=13, path="monsters/celestial_wolf.json")
orc = _state("orc1", "monsters", (2, 3))
engine = _mini_engine([wolf, orc])
assert default_policy(engine, wolf) == (Action(kind="charge", target_id="orc1"),)
assert policy(engine, wolf) == (
Action(kind="5foot_step", target_id="orc1"),
Action(kind="full_attack", target_id="orc1"),
)
def test_compiled_policy_retreats_below_threshold() -> None:
"""retreat_hp_fraction withdraws below the threshold, not at/above it."""
spec = StrategySpec(name="coward", retreat_hp_fraction=0.5)
policy = compile_strategy(spec)
orc = _state("orc1", "monsters", (1, 1), hp=2) # 2 < 0.5 * 6 = 3
goblin = _state("goblin1", "players", (1, 2), hp=6, path="monsters/goblin.json")
engine = _mini_engine([orc, goblin])
assert policy(engine, orc) == (Action(kind="withdraw", target_id="goblin1"),)
orc_ok = _state("orc2", "monsters", (1, 1), hp=3) # 3 is not below 3
engine_ok = _mini_engine([orc_ok, goblin])
assert all(a.kind != "withdraw" for a in policy(engine_ok, orc_ok))
def test_compiled_policy_spell_policy_none_skips_casting() -> None:
"""spell_policy="none" never proposes a cast even for a caster with slots."""
spec = StrategySpec(name="no-spells", spell_policy="none")
policy = compile_strategy(spec)
oni = _c("pcs/oni.json")
oni_state = CombatantState(
combatant=oni,
side="players",
pos=(1, 1),
hp=oni.hp_max,
resources_left={},
spell_slots_left={1: 4, 2: 3},
)
goblin = _state("goblin1", "monsters", (1, 2), hp=6, path="monsters/goblin.json")
engine = _mini_engine([oni_state, goblin])
# With the default spell policy the same setup casts (Shield of Faith,
# slot 1): no ally is below 50% HP and Sound Burst is an area spell, so
# _find_offensive_spell (top-level DamageEffect only) skips it.
assert default_policy(engine, oni_state) == (
Action(kind="cast_spell", target_id="oni", spell_name="Shield of Faith"),
)
# With spell_policy="none" the melee ladder runs instead.
actions = policy(engine, oni_state)
assert all(a.kind != "cast_spell" for a in actions)
def test_compiled_policy_class_abilities_disabled() -> None:
"""use_class_abilities=False skips channel/hex even when they would fire."""
spec = StrategySpec(name="no-class", use_class_abilities=False)
policy = compile_strategy(spec)
oni = _c("pcs/oni.json")
oni_state = CombatantState(
combatant=oni,
side="players",
pos=(1, 1),
hp=oni.hp_max,
resources_left={"channel_energy": 6},
spell_slots_left={1: 4, 2: 3},
)
hurt = _state("hurt", "players", (1, 3), hp=1, path="monsters/goblin.json")
goblin = _state("goblin1", "monsters", (1, 2), hp=6, path="monsters/goblin.json")
engine = _mini_engine([oni_state, hurt, goblin])
# With class abilities enabled the channel fires (ally below 50% hp).
assert default_policy(engine, oni_state) == (
Action(kind="channel_energy", target_id="goblin1", channel_mode="heal"),
)
# Disabled: the channel is skipped entirely.
actions = policy(engine, oni_state)
assert all(a.kind != "channel_energy" for a in actions)
def test_compiled_policy_deterministic_runs() -> None:
"""A compiled policy drives bit-identical battles under a fixed seed."""
spec = StrategySpec(name="focus", target_priority="weakest_ac")
policy = compile_strategy(spec)
_, runs_a = run_encounter(_spec(), runs=3, seed=7, policy=policy, collect_runs=True)
_, runs_b = run_encounter(_spec(), runs=3, seed=7, policy=policy, collect_runs=True)
assert runs_a == runs_b
def test_strategy_spec_validation() -> None:
"""Invalid specs are rejected at construction."""
with pytest.raises(ValueError, match="non-empty"):
StrategySpec(name="")
with pytest.raises(ValueError, match="within"):
StrategySpec(retreat_hp_fraction=1.5)
with pytest.raises(ValueError, match="within"):
StrategySpec(retreat_hp_fraction=-0.1)
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"""Phase-2 sweep runner tests (docs/phase-2-llm-architecture.md 10 P2.3, D9/D10).
The ``SweepRunner`` executes a grid of (scenario x strategy) cells in
parallel, each cell running ``run_encounter(..., collect_runs=True)`` under
one policy and reporting the aggregate report plus the party's danger
metrics. These tests pin the contract: scenario-major grid order, bit-for-bit
determinism, thread-pool equivalence (workers=1 vs workers=4), the
``max_total_runs`` cost bound, constructor/cell validation, the equivalence
of a ``None`` policy cell with a direct ``run_encounter`` call, and the
aligned text renderer. All cells use small n (runs <= 5) so the file stays
fast and deterministic.
"""
from __future__ import annotations
from pathlib import Path
from typing import TYPE_CHECKING
import pytest
from pf1e_simulator.loaders import load_combatant
from pf1e_simulator.map import load_map
from pf1e_simulator.objectives import danger_metrics
from pf1e_simulator.phase2_spike import focus_fire_policy
from pf1e_simulator.runner import EncounterSpec, Side, run_encounter
from pf1e_simulator.sweep import SweepCell, SweepRunner, format_sweep
if TYPE_CHECKING:
from pf1e_simulator.models import Combatant
ROOT = Path(__file__).resolve().parents[1]
MAP = ROOT / "data" / "maps" / "sample_arena.yaml"
RUNS = 5
SEED = 7
ROUND_CAP = 20
PARTY = "players"
def _c(path: str) -> Combatant:
return load_combatant(ROOT / "data" / path)
def _spec(goblins: int, orcs: int) -> EncounterSpec:
return EncounterSpec(
map=load_map(MAP),
round_cap=ROUND_CAP,
sides=(
Side(
name="players",
combatants=tuple(_c("monsters/goblin.json") for _ in range(goblins)),
zone="A",
),
Side(
name="monsters",
combatants=tuple(_c("monsters/orc.json") for _ in range(orcs)),
zone="B",
),
),
)
VARIANT_A = _spec(goblins=3, orcs=2)
VARIANT_B = _spec(goblins=2, orcs=3)
SCENARIOS = (("variant_a", VARIANT_A), ("variant_b", VARIANT_B))
STRATEGIES = (("default", None), ("focus_fire_monsters", focus_fire_policy("monsters")))
def _cells() -> tuple[SweepCell, ...]:
return (
SweepCell(
scenario="variant_a",
strategy="default",
spec=VARIANT_A,
policy=None,
runs=RUNS,
seed=SEED,
),
SweepCell(
scenario="variant_b",
strategy="focus_fire_monsters",
spec=VARIANT_B,
policy=focus_fire_policy("monsters"),
runs=RUNS,
seed=SEED,
),
)
def test_run_grid_2x2_scenario_major() -> None:
"""A 2x2 grid returns 4 results in scenario-major order with sane metrics."""
runner = SweepRunner(party=PARTY, workers=2)
results = runner.run_grid(SCENARIOS, STRATEGIES, runs=RUNS, seed=SEED)
assert len(results) == 4
assert [r.cell.scenario for r in results] == [
"variant_a",
"variant_a",
"variant_b",
"variant_b",
]
assert [r.cell.strategy for r in results] == [
"default",
"focus_fire_monsters",
"default",
"focus_fire_monsters",
]
for result in results:
assert result.report.runs == RUNS
assert result.danger.runs == RUNS
assert 0.0 <= result.danger.p_survives <= 1.0
assert 0.0 <= result.danger.p_tpk <= 1.0
def test_run_is_deterministic() -> None:
"""Two runs over identical cells return identical frozen results."""
runner = SweepRunner(party=PARTY, workers=2)
cells = _cells()
first = runner.run(cells)
second = runner.run(cells)
assert first == second
def test_parallel_equivalence_workers_1_vs_4() -> None:
"""workers=1 and workers=4 produce identical results (thread-safe registry)."""
cells = _cells()
serial = SweepRunner(party=PARTY, workers=1).run(cells)
parallel = SweepRunner(party=PARTY, workers=4).run(cells)
assert serial == parallel
def test_cost_bound_raises_on_budget_exceeded() -> None:
"""Cells summing past max_total_runs raise a ValueError naming runs/budget."""
runner = SweepRunner(party=PARTY, workers=2)
cells = (
SweepCell(
scenario="a", strategy="s", spec=VARIANT_A, policy=None, runs=3, seed=1
),
SweepCell(
scenario="b", strategy="s", spec=VARIANT_B, policy=None, runs=3, seed=1
),
)
with pytest.raises(ValueError, match="runs") as excinfo:
runner.run(cells, max_total_runs=5)
assert "budget" in str(excinfo.value)
def test_validation_workers_party_runs() -> None:
"""workers=0, an empty party, and a runs=0 cell all raise ValueError."""
with pytest.raises(ValueError, match="workers"):
SweepRunner(party=PARTY, workers=0)
with pytest.raises(ValueError, match="party"):
SweepRunner(party="", workers=2)
runner = SweepRunner(party=PARTY, workers=2)
bad = SweepCell(
scenario="a", strategy="s", spec=VARIANT_A, policy=None, runs=0, seed=1
)
with pytest.raises(ValueError, match="runs"):
runner.run((bad,))
def test_policy_none_matches_direct_run_encounter() -> None:
"""A None-policy cell equals a direct run_encounter on the same scenario."""
runner = SweepRunner(party=PARTY, workers=2)
cell = SweepCell(
scenario="variant_a",
strategy="default",
spec=VARIANT_A,
policy=None,
runs=RUNS,
seed=SEED,
)
(result,) = runner.run((cell,))
report, outcomes = run_encounter(VARIANT_A, RUNS, SEED, collect_runs=True)
assert result.report == report
assert result.danger == danger_metrics(outcomes, PARTY)
def test_format_sweep_columns_and_win_pct() -> None:
"""The renderer shows header tokens, one row per result, and the party win%."""
runner = SweepRunner(party=PARTY, workers=2)
results = runner.run_grid(SCENARIOS, STRATEGIES, runs=RUNS, seed=SEED)
text = format_sweep(results, PARTY)
for token in ("Scenario", "Win%", "P(TPK)"):
assert token in text
lines = text.splitlines()
assert len(lines) == 2 + len(results)
first = results[0]
expected_win = f"{first.report.wins.get(PARTY, 0) / first.report.runs * 100:.1f}"
assert lines[2].split()[3] == expected_win