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# Game Design Document: **Labyrinth Conquest**
---
## 1. Concept Paragraph
**Game Concept:**
*Labyrinth Conquest* is a **turn-based, deterministic grid-navigation strategy game** for two players competing to retrieve a relic hidden within a shifting labyrinth. Each player commands an **Explorer**, represented by a marker on a square grid of tiles. The labyrinth contains walls, traps, and hazards that limit movement but are fully known to both players. Players alternate turns choosing actions to **Move**, **Rotate Tiles**, or **Activate Gadgets** in order to reach the central **Relic Tile** first. This design is **entirely original and unrelated to negotiation or trade-based gameplay**. The environment's challenge lies in spatial reasoning and path optimization.
---
## 2. Roles and Win Condition
**Roles:**
- **Player A** and **Player B** each control a distinct Explorer starting from opposite corners of the labyrinth.
- Both can observe the entire labyrinth state at all times.
**Win Condition:**
- The first player to move their Explorer onto the **Relic Tile** wins the game immediately (`winner = current_player`).
- If neither player reaches the relic after a fixed number of turns (e.g., 40), the winner is the player **closest (by Manhattan distance)** to the relic.
- If both are equidistant, the result is declared a **Draw**.
---
## 3. Turn Structure and Determinism
- Players alternate turns strictly: Player A → Player B → Player A → …
- Each turn consists of **one valid action**.
- Determinism is ensured by:
- Fixed grid layout and trap positions controlled by RNG seed.
- Any randomized initial layout generation uses the provided `seed` for exact reproducibility.
- Maximum turn limit: **40 turns per player** (80 total).
- Game ends immediately if a terminal condition is met.
---
## 4. Action Grammar (Machine-Parseable)
### Action Types:
Players may issue exactly one of the following tokens per turn, enclosed in `\boxed{{}}` during play.
---
#### 1. **[Move: <direction>]**
- Moves the players Explorer one tile in a cardinal direction if no wall blocks the path.
- `<direction>` ∈ {`N`, `S`, `E`, `W`}
**Regex:**
`^\[Move: (N|S|E|W)\]$`
**Example valid:** `[Move: N]`
**Example invalid:** `[Move: north]` → Invalid because lowercase direction not allowed.
---
#### 2. **[Rotate: <x>,<y>,<dir>]**
- Rotates a specified tile at coordinates `(x,y)` one quarter-turn clockwise or counterclockwise.
- `<dir>` ∈ {`CW`, `CCW`}
**Regex:**
`^\[Rotate: [0-9]+,[0-9]+,(CW|CCW)\]$`
**Example valid:** `[Rotate: 2,3,CW]`
**Example invalid:** `[Rotate: x2,3,CW]` → Invalid because coordinate must be numeric.
---
#### 3. **[Activate: <gadget>]**
- Triggers one of the special gadgets: opening traps or shifting a row.
- `<gadget>` ∈ {`Bridge`, `TrapDisarm`, `RowShift`}
**Regex:**
`^\[Activate: (Bridge|TrapDisarm|RowShift)\]$`
**Example valid:** `[Activate: Bridge]`
**Example invalid:** `[Activate: Fly]` → Invalid gadget keyword.
---
### Validation Notes:
Only one token per turn is permitted. Spacing, capitalization, and punctuation must **exactly** match these predefined grammars.
---
## 5. Game State Schema
```json
{
"grid_size": 5,
"tiles": [
["floor", "wall", "trap", "floor", "floor"],
["floor", "floor", "wall", "trap", "floor"],
["floor", "wall", "relic", "floor", "floor"],
["floor", "trap", "floor", "wall", "floor"],
["startA", "floor", "floor", "floor", "startB"]
],
"player_states": {
"A": {
"position": [0, 0],
"gadgets": ["Bridge", "TrapDisarm"],
"moves_taken": 5,
"distance_to_relic": 6
},
"B": {
"position": [4, 4],
"gadgets": ["RowShift"],
"moves_taken": 4,
"distance_to_relic": 8
}
},
"turn_number": 9,
"current_player": "A",
"seed": 42,
"action_history": [
"A: [Move: E]",
"B: [Rotate: 3,3,CW]",
"A: [Activate: Bridge]"
],
"winner": null,
"terminated": false,
"invalid_reason": null,
"observations": [
"Game begins. Players start in opposite corners.",
"A moved east.",
"B rotated tile (3,3) clockwise."
]
}
```
---
## 6. Initialization Rules
- A seeded RNG (`seed` input at `reset`) controls:
- Tile placement (`wall`, `trap`, `floor`, `relic`)
- Starting gadget distributions.
- Starting layout:
- `startA` at `(0,0)`, `startB` at `(grid_size-1, grid_size-1)`, `relic` at center.
- Each player begins with **2 random gadgets**.
- The first observation announces the initial labyrinth map and coordinates.
- No random movement during play ensures full determinism post-reset.
---
## 7. Validation and Error Handling
**Illegal Actions Detected If:**
- The unboxed action string does not match any defined regex pattern → `Reason: "Invalid action format"`
- The target coordinate `(x,y)` is outside the grid → `Reason: "Tile out of bounds"`
- Attempted movement blocked by a wall → `Reason: "Wall blocks path"`
- Gadget already used → `Reason: "Gadget unavailable"`
- Player issues multiple actions or malformed tokens → `Reason: "Multiple or malformed commands"`
When detected, the environment will call `set_invalid_move(player, reason)` and the opponent automatically wins unless `training_mode` allows retry.
---
## 8. Terminal Conditions and Scoring
**Terminal Checks Each Turn:**
1. If a players new position contains `"relic"`, `winner = current_player`.
2. If `turn_number >= max_turns`, compute `distance_to_relic` for both.
- Shorter distance → winner.
- Equal distance → `winner = null`, `draw = True`.
3. If an invalid move occurs, `winner = opponent`.
**Scoring:**
- `Winner`: +1 point
- `Loser`: 0 points
- `Draw`: both get 0.5 points
---
## 9. Player Prompt Specification
Each `_generate_player_prompt` presents the labyrinth, Explorer positions, remaining gadgets, turn count, and explicit action grammar.
**Prompt Outline:**
```
You are an Explorer navigating a shifting labyrinth.
Your goal is to reach the Relic Tile before your opponent by issuing one of the allowed commands.
Available actions (case-sensitive):
- [Move: N|S|E|W] — Move one tile in a direction if no wall blocks the way.
- [Rotate: x,y,CW|CCW] — Rotate the tile at coordinates (x,y).
- [Activate: Bridge|TrapDisarm|RowShift] — Use one of your gadgets (if available).
Current Turn: 9
You are Player A. Opponent is Player B.
Your position: (0,0)
Relic position: (2,2)
Available gadgets: Bridge, TrapDisarm
Respond with exactly one valid action token.
Put your final answer within \boxed{{}} at the end of your response.
Example valid response:
I will move north to progress toward the relic.
\boxed{{[Move: N]}}
Example invalid response:
\boxed{{Move north}} ← Invalid format; must include brackets and colon.
```
---
## 10. API Mapping Plan
### `reset(seed=None)`
- Creates a deterministic labyrinth with walls, traps, relic, and player starts.
- Initializes `game_state` following schema.
- Adds initial observations describing layout and objectives.
- Returns `obs` for both players.
### `step(player_id, action)`
- Extracts content using `_extract_answer_content`.
- Validates action format and feasibility.
- Updates positions, tile orientations, and available gadgets deterministically.
- Appends the action to `action_history` and `observations`.
- Checks terminal conditions; sets `terminated` and `winner` when satisfied.
- Returns updated observation and reward outcomes.
### `_generate_player_prompt(player_id)`
- Builds the full text prompt described above, tailored to the players view of current state.
- Queries `game_state` for position, gadgets, current turn, and visible grid.
- Appends example output section.
---
## 11. Copy-Check Against the Example
This design features a **completely unique environment**:
- **Theme:** Spatial navigation and puzzle solving (not negotiation or economy).
- **Terminology:** Explorers, relic, labyrinth, tiles, gadgets — none appear in the example.
- **Game mechanics:** Grid movement and tile transformation — unrelated to offers, deals, or trade.
- **State keys:** (`tiles`, `gadgets`, `relic`, `turn_number`, etc.) are original.
- **Prompt text** describes an exploration challenge, not an agreement or exchange.
Hence, *Labyrinth Conquest* satisfies the requirement to be a distinct, self-contained, deterministic, turn-based navigation environment.

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```python
import re
import random
from typing import Any, Dict, List, Optional, Tuple
import textarena as ta
class LabyrinthConquestEnv(ta.Env):
"""
Environment implementation for the Labyrinth Conquest game (Stage 1 design).
Two-player deterministic turn-based grid navigation game.
"""
def __init__(self, grid_size: int = 5, max_turns: int = 80):
self.grid_size = grid_size
self.max_turns = max_turns
self.move_pattern = re.compile(r'^\[Move: (N|S|E|W)\]$')
self.rotate_pattern = re.compile(r'^\[Rotate: ([0-9]+),([0-9]+),(CW|CCW)\]$')
self.activate_pattern = re.compile(r'^\[Activate: (Bridge|TrapDisarm|RowShift)\]$')
# === Helper to extract boxed command ======================================
def _extract_answer_content(self, action: str) -> str:
"""Extract content inside \\boxed{...}. Returns stripped content string."""
match = re.search(r'\\boxed\{\{?([^}]*)\}?\}', action, re.DOTALL)
if match:
return match.group(1).strip()
return action.strip()
# === Reset ===============================================================
def reset(self, num_players: int, seed: Optional[int] = None):
"""
Resets the environment to an initial state.
Args:
num_players (int): Must be 2.
seed (Optional[int]): Optional seed for deterministic setup.
Returns:
Optional: self.state for chaining if needed.
"""
if num_players != 2:
raise ValueError("Labyrinth Conquest is a two-player game.")
self.random = random.Random(seed)
self.state = ta.TwoPlayerState(num_players=num_players, seed=seed, max_turns=self.max_turns)
size = self.grid_size
tiles = [["floor" for _ in range(size)] for _ in range(size)]
for i in range(size):
for j in range(size):
if (i, j) == (0, 0):
tiles[i][j] = "startA"
elif (i, j) == (size - 1, size - 1):
tiles[i][j] = "startB"
elif (i, j) == (size // 2, size // 2):
tiles[i][j] = "relic"
else:
r = self.random.random()
if r < 0.1:
tiles[i][j] = "wall"
elif r < 0.2:
tiles[i][j] = "trap"
all_gadgets = ["Bridge", "TrapDisarm", "RowShift"]
gA = self.random.sample(all_gadgets, k=2)
gB = self.random.sample(all_gadgets, k=2)
player_states = {
"A": {"position": [0, 0], "gadgets": gA, "moves_taken": 0, "distance_to_relic": self._manhattan([0, 0], [size // 2, size // 2])},
"B": {"position": [size - 1, size - 1], "gadgets": gB, "moves_taken": 0, "distance_to_relic": self._manhattan([size - 1, size - 1], [size // 2, size // 2])},
}
game_state = {
"grid_size": size,
"tiles": tiles,
"player_states": player_states,
"turn_number": 0,
"current_player": "A",
"seed": seed,
"action_history": [],
"winner": None,
"terminated": False,
"invalid_reason": None,
"observations": ["Game begins. Players start in opposite corners."],
}
self.state.reset(game_state=game_state, player_prompt_function=self._generate_player_prompt)
layout_str = "\n".join(" ".join(row) for row in tiles)
self.state.add_observation(f"Initial labyrinth layout:\n{layout_str}", ta.ObservationType.GAME_BOARD)
return self.state
# === Step ================================================================
def step(self, action: str) -> Tuple[bool, ta.Info]:
"""
Perform a single environment step for the current player.
Args:
action (str): The action text submitted by the current player.
Returns:
Tuple[bool, ta.Info]: done flag and info object from the state.
"""
pid = self.state.current_player_id
player_key = "A" if pid == 0 else "B"
opp_key = "B" if player_key == "A" else "A"
game_state = self.state.game_state
player_state = game_state["player_states"][player_key]
relic_pos = [self.grid_size // 2, self.grid_size // 2]
tiles = game_state["tiles"]
self.state.add_observation(action, ta.ObservationType.PLAYER_ACTION, from_id=pid, to_id=-1)
content = self._extract_answer_content(action)
# Validate action format
if not (self.move_pattern.match(content) or self.rotate_pattern.match(content) or self.activate_pattern.match(content)):
self.state.set_invalid_move(reason="Invalid action format")
return self.state.step()
if self.move_pattern.match(content):
direction = self.move_pattern.match(content).group(1)
new_pos = player_state["position"].copy()
if direction == "N":
new_pos[0] -= 1
elif direction == "S":
new_pos[0] += 1
elif direction == "E":
new_pos[1] += 1
elif direction == "W":
new_pos[1] -= 1
if not (0 <= new_pos[0] < self.grid_size and 0 <= new_pos[1] < self.grid_size):
self.state.set_invalid_move(reason="Tile out of bounds")
return self.state.step()
if tiles[new_pos[0]][new_pos[1]] == "wall":
self.state.set_invalid_move(reason="Wall blocks path")
return self.state.step()
player_state["position"] = new_pos
player_state["moves_taken"] += 1
action_desc = f"{player_key} moved {direction}."
self.state.add_observation(action_desc, ta.ObservationType.GAME_MESSAGE)
game_state["action_history"].append(f"{player_key}: {content}")
game_state["observations"].append(action_desc)
elif self.rotate_pattern.match(content):
x, y, dir_rot = self.rotate_pattern.match(content).groups()
x, y = int(x), int(y)
if not (0 <= x < self.grid_size and 0 <= y < self.grid_size):
self.state.set_invalid_move(reason="Tile out of bounds")
return self.state.step()
desc = f"{player_key} rotated tile ({x},{y}) {dir_rot}."
self.state.add_observation(desc, ta.ObservationType.GAME_MESSAGE)
game_state["action_history"].append(f"{player_key}: {content}")
game_state["observations"].append(desc)
elif self.activate_pattern.match(content):
gadget = self.activate_pattern.match(content).group(1)
if gadget not in player_state["gadgets"]:
self.state.set_invalid_move(reason="Gadget unavailable")
return self.state.step()
player_state["gadgets"].remove(gadget)
desc = f"{player_key} activated {gadget}."
self.state.add_observation(desc, ta.ObservationType.GAME_MESSAGE)
game_state["action_history"].append(f"{player_key}: {content}")
game_state["observations"].append(desc)
player_state["distance_to_relic"] = self._manhattan(player_state["position"], relic_pos)
game_state["turn_number"] += 1
game_state["current_player"] = opp_key
if self._same_pos(player_state["position"], relic_pos):
game_state["winner"] = player_key
self.state.set_winner(player_id=pid, reason=f"{player_key} reached the relic first.")
game_state["terminated"] = True
return self.state.step()
if game_state["turn_number"] >= self.max_turns:
dA = game_state["player_states"]["A"]["distance_to_relic"]
dB = game_state["player_states"]["B"]["distance_to_relic"]
if dA < dB:
self.state.set_winner(player_id=0, reason="Player A closer to the relic.")
game_state["winner"] = "A"
elif dB < dA:
self.state.set_winner(player_id=1, reason="Player B closer to the relic.")
game_state["winner"] = "B"
else:
self.state.set_draw(reason="Equal distance to the relic.")
game_state["winner"] = None
game_state["terminated"] = True
return self.state.step()
return self.state.step()
# === Prompt ==============================================================
def _generate_player_prompt(self, player_id: int, game_state: Dict[str, Any]) -> str:
player_key = "A" if player_id == 0 else "B"
player_info = game_state["player_states"][player_key]
relic_pos = (self.grid_size // 2, self.grid_size // 2)
return (
"You are an Explorer navigating a shifting labyrinth.\n"
"Your goal is to reach the Relic Tile before your opponent by issuing one of the allowed commands.\n\n"
"Available actions (case-sensitive):\n"
"- [Move: N|S|E|W] — Move one tile in a direction if no wall blocks the way.\n"
"- [Rotate: x,y,CW|CCW] — Rotate the tile at coordinates (x,y).\n"
"- [Activate: Bridge|TrapDisarm|RowShift] — Use one of your gadgets (if available).\n\n"
f"Current Turn: {game_state['turn_number']}\n"
f"You are Player {player_key}. Opponent is Player {'B' if player_key == 'A' else 'A'}.\n"
f"Your position: {tuple(player_info['position'])}\n"
f"Relic position: {relic_pos}\n"
f"Available gadgets: {', '.join(player_info['gadgets']) if player_info['gadgets'] else 'None'}\n\n"
"Respond with exactly one valid action token.\n"
"Put your final answer within \\boxed{{}} at the end of your response.\n\n"
"Example valid response:\n"
"I will move north to progress toward the relic.\n"
"\\boxed{{[Move: N]}}\n\n"
"Example invalid response:\n"
"\\boxed{{Move north}} ← Invalid format; must include brackets and colon."
)
# === Utility =============================================================
def _manhattan(self, a: List[int], b: List[int]) -> int:
return abs(a[0] - b[0]) + abs(a[1] - b[1])
def _same_pos(self, a: List[int], b: List[int]) -> bool:
return a[0] == b[0] and a[1] == b[1]
```

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