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---
# **MazeBound: TextArena Turn-Based Game Design Document**
---
## 1. Concept Paragraph
**MazeBound** is a deterministic, turn-based grid navigation challenge where two explorers compete to reach the **Beacon Core** hidden within a labyrinthine maze. Both start from opposite corners and must navigate through maze pathways by issuing precise movement and scanning commands. Each player sees only tiles within their **visibility radius**, and partial knowledge of the maze is revealed as they explore. Decision-making centers on exploration efficiency and path optimization rather than combat or negotiation.
**This design has no relation to any negotiation, trading, or resourcebargaining example.** Instead, it is a purely spatial exploration competition built from scratch.
---
## 2. Roles and Win Condition
- **Roles:**
- **Player A (Explorer Alpha):** Starts in the northwest corner `(0, 0)`.
- **Player B (Explorer Beta):** Starts in the southeast corner `(N-1, N-1)`.
- **Objectives:**
- Each player tries to reach the **Beacon Core** tile before the opponent.
- **Win Condition:**
- A player **wins** immediately upon entering the Beacon Cores coordinate.
- If both reach it on the same turn (deterministically impossible due to alternating turns), the earlier arrival wins.
- If the turn limit is reached and no one has reached the goal, the winner is the explorer **closest** (by Manhattan distance) to the Beacon Core.
- If both are equidistant, the result is a **draw**.
---
## 3. Turn Structure and Determinism
- The game proceeds in **strict alternate turns**, starting with Player A.
- On each turn, a single discrete action is taken by the active player.
- A global **turn counter** increments after both players have completed their respective turns.
- **Reproducibility:** Maze layout and Beacon location are generated using a fixed random seed at `reset(seed)`.
- **Turn Limit:** 40 turns (20 per player). The game ends when either:
- The Beacon Core is reached, or
- The turn limit is exhausted.
---
## 4. Action Grammar (Machine-Parseable)
Each player issues a deterministic command encoded as a token or tagged instruction.
### Allowed Actions
| Action | Format | Meaning |
|--------|---------|----------|
| **Move** | `MOVE:<direction>` | Move one cell if no wall in that direction. Directions: `N`, `S`, `E`, `W`. |
| **Scan** | `SCAN` | Reveal the layout of adjacent cells within visibility radius (does **not** move). |
| **Pass** | `PASS` | Skip turn voluntarily. |
#### Regular Expression Patterns
- `MOVE:(N|S|E|W)`
- `SCAN`
- `PASS`
### Examples
| Type | Example | Valid? | Reason |
|------|----------|--------|--------|
| Valid | `MOVE:N` | ✅ | Proper MOVE token. |
| Invalid | `MOVE:NORTH` | ❌ | Invalid direction token; must be N/S/E/W. |
| Valid | `SCAN` | ✅ | Correct command. |
| Invalid | `SCAN:W` | ❌ | Must not specify an argument. |
| Valid | `PASS` | ✅ | Legal pass action. |
| Invalid | `REST` | ❌ | Token not in action grammar. |
---
## 5. Game State Schema
Example runtime `game_state` (prettified JSON):
```json
{
"maze_size": 7,
"turn_number": 3,
"turn_limit": 40,
"seed": 12345,
"beacon_coord": [3, 3],
"maze_layout": [
[" ", "#", " ", " ", " ", "#", " "],
[" ", " ", "#", "#", " ", " ", " "],
["#", " ", " ", " ", "#", " ", "#"],
[" ", "#", " ", "B", " ", "#", " "],
[" ", " ", "#", " ", " ", " ", " "],
["#", " ", " ", "#", "#", " ", "#"],
[" ", " ", "#", " ", " ", " ", " "]
],
"players": {
"A": {
"name": "Explorer Alpha",
"position": [0, 0],
"visible_cells": [[0,0],[0,1],[1,0]],
"discovered_map": {},
"distance_to_beacon": 6,
"last_action": "MOVE:E"
},
"B": {
"name": "Explorer Beta",
"position": [6, 6],
"visible_cells": [[6,6],[5,6],[6,5]],
"discovered_map": {},
"distance_to_beacon": 6,
"last_action": "SCAN"
}
},
"history": [
{"turn":1,"player":"A","action":"MOVE:E"},
{"turn":1,"player":"B","action":"SCAN"},
{"turn":2,"player":"A","action":"MOVE:S"}
],
"winner": null,
"terminated": false,
"termination_reason": ""
}
```
---
## 6. Initialization Rules
- `maze_layout` and `beacon_coord` generated from a fixed seed to ensure reproducibility.
- Maze contains open cells `" "` and blocked cells `"#"`.
- Both players begin with visibility radius = 1.
- `distance_to_beacon` computed via Manhattan distance.
- The initial observation to each player includes:
- Maze size,
- Their visible section,
- Their current coordinates,
- Turn/round count.
---
## 7. Validation and Error Handling
An action is **invalid** if:
| Condition | Handling Reason |
|------------|----------------|
| Does not match regex grammar | `"UnrecognizedActionFormat"` |
| MOVE attempts to go into wall | `"BlockedByWall"` |
| MOVE attempts to exit outer boundary | `"OutOfBounds"` |
| Player acts out of turn | `"NotYourTurn"` |
| Any other malformed content (including missing `\boxed{}`) | `"MalformedInput"` |
`set_invalid_move` will record the offending action and reason, skip movement effect, and mark that player's turn as consumed.
When parsing input, the text inside `\boxed{}` is extracted via `_extract_answer_content(action)` and matched against grammar.
---
## 8. Terminal Conditions and Scoring
**Terminal Checks (in order executed after each action):**
1. **Beacon Reached:** If active player's `position == beacon_coord`, set:
- `terminated = True`
- `winner = active_player`
- `termination_reason = "BeaconCaptured"`
2. **Turn Limit Reached:**
If `turn_number >= turn_limit`:
- Compute Manhattan distances.
- Player with smaller distance wins (`termination_reason = "TimeExpired"`).
- Equal distance = `"Draw"`; `winner=null; terminated=true`.
**Scoring:**
- Winner earns `score = 1`
- Loser earns `score = 0`
- Both = `0.5` if draw
---
## 9. Player Prompt Specification
### Prompt Outline
Each player's prompt presents their current status and available actions.
- **Header Identity:**
“You are an explorer in *MazeBound*, a turn-based labyrinth navigation game. Your goal is to reach the Beacon Core before your opponent.”
- **Current Info:**
- Your coordinates and visible surrounding cells.
- Number of turns remaining.
- History of your previous actions.
- **Allowed Actions:**
- `MOVE:N`, `MOVE:S`, `MOVE:E`, `MOVE:W`
- `SCAN`
- `PASS`
- **Rules Summary:**
- Movement blocked by walls or edges.
- `SCAN` reveals nearby cells.
- Game ends when anyone reaches Beacon Core or turn limit hits.
- Use `\boxed{}` to provide your exact action.
### Example Turn Prompts
```
Example valid response:
From what I can see, east looks clear. I'll move there.
\boxed{MOVE:E}
Example invalid response:
I think Ill go north quickly!
(Missing box and token structure)
```
### `_extract_answer_content`
A helper will extract the plain text string inside `\boxed{...}` so the system sees `"MOVE:E"`, `"SCAN"`, etc., for validation and processing.
---
## 10. API Mapping Plan
### `reset(seed=None)`
- Initialize maze, beacon, players, visibility, and history.
- Store seed for future reproducibility.
- Return the initial observation for Player A.
### `step(player_id, action)`
- Extract content from `\boxed{}`.
- Validate the action; if invalid → `set_invalid_move`.
- If valid, update players position or visibility:
- For `MOVE`, update coordinates.
- For `SCAN`, update `visible_cells`.
- For `PASS`, do nothing but advance turn.
- Append entry to `history`.
- Check terminal conditions.
- Return new `game_state` slice and observation for next player.
### `_generate_player_prompt(player_id)`
- Construct textual prompt as in Section 9.
- Use `game_state` to render visible environment and turn status.
- Return prompt string for the chosen player.
---
## 11. Copy-Check Against the Example
- **Theme and Entities:** Maze exploration with explorers and a beacon — **completely distinct** from any negotiation or trading example.
- **Objective:** Spatial navigation victory, **no discussion or offers**.
- **Resources:** Maze grid and visibility cells — **not items, money, or agreements**.
- **Game State Keys:** `maze_layout`, `beacon_coord`, `visible_cells`, etc., are newly invented for this domain.
- **Prompt Text:** Refers strictly to navigating a labyrinth, not negotiation.
- **Conclusion:** All systems, terms, and gameplay goals are original to the **MazeBound** design and unrelated to any example.
---
**End of Design Document**