config.py centralizes phase-2 path/env reads (no hard-coded data paths,
section 15). prompt.py loads the EXTERNAL, versioned prompt pack (section
14): pack version + per-prompt content hash feed prompt_version for the
response-cache composite key (D6); missing/invalid packs raise a clear
PromptPackError, never a silent fallback. Minimal fixture pack under
tests/fixtures/prompt_pack/ pins CI to a local, versioned pack.
run_encounter gains llm_policy and per-run policy_factory (mutually
exclusive with policy/llm_policy); replay.py logs every (observation,
action) keyed by call_seq to JSONL and replay() reproduces the recorded
battle bit-identically (wins/draws/rounds/transcript) with mismatch,
exhausted, duplicate and out-of-order guards. P0 frontier complete: the
recorded run replays identically.
Add replay.py: a ReplayLog records every (observation, action) pair a
policy produced, keyed by monotonic call_seq, plus the EncounterSpec,
seed and round_cap, and serializes the whole battle to JSONL. replay()
turns a log back into an observation-only LLMPolicy that returns each
recorded action, raising ReplayMismatchError on a differing observation
and ReplayExhaustedError past the last call.
Observations are matched by their canonical JSON (observation_key), not
raw dataclass equality, because JSON collapses tuples and lists and the
snapshot's inner dict[str, object] holds both. Action and the spec are
dumped through Pydantic TypeAdapters (mode=json) so tuple fields survive
as arrays and are coerced back on load.
Move TrickCondition/ReadyTrigger out of the TYPE_CHECKING block in
combat.py: TypeAdapter(Action) must resolve them at runtime to serialize
the dataclass, so the Literal aliases now live at module level.
Compact render is 15,691 bytes (~3.9k tokens) = 24.4% of the raw 64,204-byte
to_dict() snapshot on the representative 7-combatant encounter, hitting the
~2-4k token target; grids are sparse and determinism is pinned in tests.
candidates() derives plausible actions from the pairs with no second legality
engine (swift/free/full_round excluded).
Build a decision-sufficient ObservationView from the raw snapshot and
render it as a deterministic line-based prompt string. The raw to_dict()
is ~64 KB (~16k tokens) for a 7-combatant encounter; the compact view
renders at ~15.7 KB (~3.9k tokens, 24% of raw), under the 4k-token
ceiling of the phase-2 architecture doc.
Compaction: sparse terrain/elevation/threatened grids, per-combatant
key selection (occupied_cells, abilities, skills, initiative_mod/total,
temp_hp_rounds_left, features, carried_items, weapon_damage, aware,
alignment, armor_spell_failure, arcane_caster, run_rounds dropped),
attacks compacted to formula+type damage strings, spells to 7
decision-relevant fields, pair target_index replaced by the stable
combatant id, condition_definitions dropped. Attacks and spells render
as positional tuples declared by attack_fields/spell_fields legend
lines, with '-' for missing values.
Tests pin the size bounds (compact < 0.25 x raw and < 16000 bytes), the
sparse-grid contract, the dropped-key contract and the deterministic
id/render contract on a caster-heavy 3v4 representative battle.
Measures: observation 64 KB (~16k tokens) for 7 combatants / 22 KB for a 2v2;
124 policy calls per battle, i.e. 124k calls per 1000-run sweep cell -> a
per-turn LLM in a sweep is infeasible (D9 validated) and a compact view is
mandatory. Danger map (default vs focus-fire monsters, 100 runs): the default
policy understates danger (PC deaths 13%->24% and 0%->19%, TPK 0%->2%) and the
win rate alone misleads (rises to 98% while deaths rise) -> D12/D13 validated.
Notes the spike limits and the remaining P0.2-P0.5 items.
run_encounter gains an opt-in collect_runs flag returning one RunOutcome
per battle (winner, rounds, per-combatant id/side/hp/hp_max/dead) next to
the EncounterReport; default behavior is unchanged. objectives.py provides
the pure optimizer primitives: P(survives all), P(TPK), P(>=1 death),
expected hp lost, expected rounds and a worst-decile (CVaR-style) tail
metric. phase2_spike.py holds the spike-level strengthened monster policy
(focus fire on the lowest-AC enemy, ties to the wounded; party side stays
on default_policy). tests/test_phase2_danger_map.py prints the danger-map
sketch: warband and lich scenarios measured default vs focus-fire at
100 runs / seed 11, pinning the delta deterministically.
Representative 7-combatant caster-heavy encounter on sample_arena,
measured through the real engine path (engine._build_observation at each
policy call, delegating to default_policy):
- observation: 64,204 bytes at first call, 67,712 max mid-battle (~16.9k tokens)
- policy calls/battle: 124 (7 combatants, round_cap=20), 12 for a 2v2 duel
- projected calls per sweep cell: 124 / 12,400 / 124,000 at runs 1/100/1000
Loose bounds (obs < 200 KB, calls/battle < 200) + seed-determinism pinned.
- LLMPolicy is now Callable[[Observation], tuple[Action, ...]]: the snapshot
is the policy's sole information source; the live CombatantState is no
longer passed to new-style policies.
- CombatEngine._llm_adapter keeps a compatibility path for pre-D1
two-argument callables: the signature is inspected ONCE at wrap time
(_accepts_state) and legacy policies still receive (observation, state).
- Observation.to_dict() carries schema_version (OBSERVATION_SCHEMA_VERSION=1)
as its first pinned key; bump only on removal/meaning change.
- Pinned keyset tests updated (test_observation, test_observation_enriched);
new tests: observation-only e2e, legacy 2-arg e2e through the adapter,
schema_version pin + JSON-serializability.
- README: documents the new entry signature and the schema_version key.
All recommendations accepted by the user except prompt location: prompts live
outside this repo (separate pack, configurable path, versioned; prompt_version
feeds the cache key and the replay record; a pinned pack for integration, a
minimal local fixture for unit tests, no silent fallback). Also records the
repo-scope decision (code only: calculation + LLM + report) with the final
detachment of data/sheets/prompts as a backlog item and the design constraint
to avoid hardcoded data paths in the new code. Priority: cartography first.
The execution tiers answer 'how to run a tactic', not 'which tactic is best'
nor 'where is the danger'. Adds two decision layers: an optimizer over
StrategySpec (objectives incl. tail risk, coarse-to-fine search, LLM as
candidate seeder) and an adversarial cartography (AdversarySpec + alternating
min-max + scenario sweeps + danger frontier + sensitivity), giving the danger
view for BOTH sides. Reframes the LLM as hypothesis generator / red team /
explicator / reporter, never the optimizer or per-turn executor in sweeps.
Adds D12-D14 and phases P3 (optimizer) / P4 (robustness).
Key correction: the LLM must not sit on the per-turn hot path of a Monte
Carlo sweep (runs x rounds x combatants calls, no cross-run cache reuse).
Adopts a two-tier design - a compiled, parameterised deterministic Policy for
quantitative sweeps (tier A) and a per-turn NLPolicy for a handful of showcase
battles (tier B). Also fixes: 'engine unchanged' -> rules unchanged/additive
boundary; replay keyed by a monotonic call_seq (delay re-queues, summons);
composite response-cache key incl. model id; ObservationView as a structured
object; candidates derived from pairs instead of a second legality engine;
per-run PolicyFactory; cost guardrails in P1; concurrency; D1 to settle in P0.
Design-only document (no code): target architecture (compact versioned
observation view, legal-actions API, LLM client + cache, NL policy with
parse/validate/repair/fallback, strategy sweep, replay/eval harness), the
concrete gaps in the current runner/CLI wiring, the decisions to settle and a
phased implementation plan (P0 foundations, P1 client+policy, P2 strategy
sweep, P3 provider+report) with exit criteria and risks.
Brings in the last four out-of-scope mechanics: the nonlethal damage track
(unarmed strikes, minimum damage), splash weapons (direct + scatter),
combat skills (skill checks, Acrobatics Tumbling, Stealth/opposed Perception)
and 3D flight over ground terrain (vertical line of effect deferred). Updates
the out-of-scope and residual tables to drop the now-modeled items and marks
the round-2 disposition tables as historical. Gate 1981.
A read-only audit of the transcript rendering, map and loader formats found
14 confirmed bugs (4 Med, 10 Low: duplicate --side, id-disambiguation
collision, range_increment_ft division by zero, silent spell_slots/features
drops, negative round-cap, multi-char legend keys, blank rows, id parsing,
duplicate YAML keys, move_cost default) - all fixed. The transcript/format
area is audited; only the structural out-of-scope items remain. Gate 1900.