RECORDANDRONCO/mods/vinylgod/maps/arena/balance.lua
type-two 39ca9c78a5 AI balance pass driven by arena telemetry
Two fair-map matches showed MRP annihilating Stream by ~5min. Build-order
telemetry (new BALTYPES histogram in balance.lua) found the cause: Stream's
podfarm arrived at 5.8min vs MRP's merchtable at 1.7min, so the cheap-swarm
faction fielded 1 bufferbot against 17 djgrunts, and Stream spent 1500cr on the
Algorithm superweapon before it had an army.

Fixes:
 * BuildingFractions: barracks 1 -> 10, factories 1 -> 6 so army buildings come
   before tech. Result: podfarm 5.8min -> 2.5min, algorithm 3.3min -> 5.8min,
   and Stream survived to 9.5min with 13 buildings instead of being wiped at 5.2.
 * BuildingDelays on mastering/algorithm (4500) — no superweapon before an army.
 * UnitsToBuild shares normalised. Reading UnitBuilderBotModule showed these are
   PERCENTAGES of army composition, and mine summed to 233% per faction, which
   made unit selection collapse to iteration order and starved Stream of infantry.

balance_report.py now emits a verdict (flatline / runaway / stalled production)
and refuses to judge matches under 5 minutes.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-26 10:48:13 +10:00

61 lines
1.8 KiB
Lua

WorldLoaded = function()
print("BAL script loaded")
for _, p in ipairs(Player.GetPlayers(nil)) do
Trigger.OnPlayerWon(p, function(pl) print("BAL WON: "..pl.InternalName) end)
Trigger.OnPlayerLost(p, function(pl) print("BAL LOST: "..pl.InternalName) end)
end
end
-- Balance telemetry: logs bot economy/army every ~10s to lua.log.
-- Read with: grep BAL ~/Library/Application Support/OpenRA/Logs/lua.log
local tick = 0
local dead = {}
Tick = function()
tick = tick + 1
if tick <= 3 then print("BAL tick "..tick) end
if tick == 251 then print("BAL reached 251") end
if tick % 250 ~= 0 then
return
end
local bots = Player.GetPlayers(function(p) return p.InternalName == "BotA" or p.InternalName == "BotB" end)
for _, p in ipairs(bots) do
local units, buildings = 0, 0
for _, a in ipairs(Map.ActorsInWorld) do
if a.Owner == p then
if a.HasProperty("Move") then
units = units + 1
else
buildings = buildings + 1
end
end
end
print(string.format("BAL t=%d %s cash=%d stored=%d units=%d buildings=%d",
tick, p.InternalName, p.Cash, p.Resources, units, buildings))
-- type histogram: which buildings/units does this bot actually have?
if tick % 1250 == 0 then
local kinds = {}
local order = {}
for _, a in ipairs(Map.ActorsInWorld) do
if a.Owner == p then
if kinds[a.Type] == nil then
kinds[a.Type] = 0
order[#order + 1] = a.Type
end
kinds[a.Type] = kinds[a.Type] + 1
end
end
local parts = ""
for _, k in ipairs(order) do
parts = parts .. k .. "=" .. kinds[k] .. " "
end
print(string.format("BALTYPES t=%d %s %s", tick, p.InternalName, parts))
end
if units + buildings == 0 and not dead[p.InternalName] then
dead[p.InternalName] = true
print(string.format("BAL t=%d %s ELIMINATED", tick, p.InternalName))
end
end
end