D&D: class-balance Phase 1 — full 10×30 measurement matrix

Generalizes the Phase 0 spike harness to the full build matrix the
class-balance doc plans for. No tuning yet — just measurement.

- classBalanceProfile gains Subclass; buildHarnessCharacter sets it on
  the synthetic DnDCharacter; buildHarnessPlayer now calls
  applySubclassPassives after class+race passives, matching live order
  (combat_bridge.go, combat_session_build.go). Subclass="" is a no-op,
  so L1–L4 pre-unlock rows are unaffected.
- buildPhase1Profiles yields 190 rows: 10 classes × 4 pre-subclass
  levels (L1–L4) + 10 classes × 3 subclasses × 5 post-unlock checkpoints
  (L5/7/10/15/20). Order is registry order so output reads like the
  design doc / !class help.
- TestClassBalance_Phase1_FullMatrix runs the matrix at 200 trials/cell
  (~5.5s) and logs every cell plus a per-class tier-mean summary with
  min/max range. Only harness-broken pathologies fail the test (0% at
  T1 anywhere, or 100% at T5 for an L1 build); per-tier parity bands
  land in Phase 2 once we have data to calibrate the tolerance.

Phase-2 baseline from this run: at T4 the cross-class spread of mean
win rate runs Bard 0.62 → Fighter 0.80 (~18pp); at T5 0.48 → 0.64
(~16pp); casters trail martials at the post-unlock tier (T3) by ~20pp.

Phase 0 test (TestClassBalance_Phase0_FighterVsMage) still green with
identical numbers — the additional applySubclassPassives call is a
no-op for Subclass=="".
This commit is contained in:
prosolis
2026-05-14 20:00:00 -07:00
parent 4dd1ab9f96
commit ddfa89e7a7
3 changed files with 209 additions and 11 deletions

View File

@@ -5,7 +5,10 @@ import (
"sort"
)
// Phase 0 spike for the class-balance pass (gogobee_class_balance.md).
// Measurement harness for the class-balance pass (gogobee_class_balance.md).
// Phase 0 introduced this for a Fighter-vs-Mage spike; Phase 1 extended it
// to drive the full 10-class × 30-subclass matrix (subclass=="" at L1L4,
// each of a class's three subclasses at the L5/L7/L10/L15/L20 checkpoints).
//
// Sibling to dnd_race_balance.go — same spirit, different method. Races
// don't fight, so race balance had to use a hand-weighted scoring proxy.
@@ -25,8 +28,6 @@ import (
// - DB-touching layers: applyMagicItemEffects, applyArmedAbility, and
// the SaveDnDCharacter inside applyPendingCast. The harness is pure
// Go; tests run without a sqlite instance.
// - Subclass passives: doc §2 specifies subclass = none below L5, and
// we only need L1L4 to sanity-check Phase 0.
// - Race passives beyond Human (+1 all): neutral baseline, again per §2.
// - Inventory consumables: empty.
//
@@ -43,8 +44,9 @@ import (
// shipped in the race-balance pass) so class numbers aren't skewed by
// racial mods.
type classBalanceProfile struct {
Class DnDClass
Level int
Class DnDClass
Subclass DnDSubclass // empty below L5, per doc §2
Level int
}
// classBalanceResult is the empirical performance of one profile against
@@ -316,10 +318,11 @@ func buildHarnessCharacter(p classBalanceProfile) *DnDCharacter {
scores := classStatPriority(p.Class)
scores = applyRaceMods(RaceHuman, scores)
c := &DnDCharacter{
Race: RaceHuman,
Class: p.Class,
Level: p.Level,
STR: scores[0], DEX: scores[1], CON: scores[2],
Race: RaceHuman,
Class: p.Class,
Subclass: p.Subclass,
Level: p.Level,
STR: scores[0], DEX: scores[1], CON: scores[2],
INT: scores[3], WIS: scores[4], CHA: scores[5],
}
conMod := abilityModifier(c.CON)
@@ -361,9 +364,13 @@ func buildHarnessPlayer(c *DnDCharacter) Combatant {
stats.AC = computeArmorAC(armor, shield, abilityModifier(c.DEX))
}
// 3. Passives (no subclass in Phase 0).
// 3. Passives. Live order is class → race → subclass (see
// combat_bridge.go and combat_session_build.go). Subclass passives are
// a no-op when c.Subclass == "" — the harness uses that for the L1L4
// pre-unlock rows.
applyClassPassives(&stats, &mods, c)
applyRacePassives(&stats, &mods, c)
applySubclassPassives(&stats, &mods, c)
return Combatant{
Name: string(c.Class),
@@ -462,6 +469,43 @@ func runClassBalanceMatrix(profiles []classBalanceProfile, trials int) []classBa
return out
}
// ── Phase 1 matrix builder ───────────────────────────────────────────────────
// phase1SubclassLevels is the post-unlock checkpoint ladder from doc §2.
// L5/L7/L10/L15/L20 line up with the subclass tier-unlock structure in
// dnd_subclass_combat.go — each row reads a class's behaviour at one more
// unlocked tier than the row above it.
var phase1SubclassLevels = []int{5, 7, 10, 15, 20}
// phase1PreSubclassLevels is the L1L4 ladder run with Subclass=="". Doc §2
// notes that subclasses aren't selected until L5, so these rows measure the
// raw class chassis.
var phase1PreSubclassLevels = []int{1, 2, 3, 4}
// buildPhase1Profiles assembles the full Phase 1 build matrix: every class
// at L1L4 (no subclass), then each of that class's three subclasses at
// each of the five tier-unlock checkpoints. 10 × 4 + 10 × 3 × 5 = 190 rows.
// Order is registry order (dndClasses, then subclassesForClass) so the
// matrix log reads the same way as the design doc and the !class help.
func buildPhase1Profiles() []classBalanceProfile {
out := make([]classBalanceProfile, 0, 10*4+10*3*5)
for _, ci := range dndClasses {
for _, lvl := range phase1PreSubclassLevels {
out = append(out, classBalanceProfile{Class: ci.Key, Level: lvl})
}
for _, si := range subclassesForClass(ci.Key) {
for _, lvl := range phase1SubclassLevels {
out = append(out, classBalanceProfile{
Class: ci.Key,
Subclass: si.ID,
Level: lvl,
})
}
}
}
return out
}
// _ keeps the math/rand/v2 import live in case future iterations of this
// file want to draw directly (e.g. for harness-level RNG control). Today
// every randomized step is inside production helpers.