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

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@@ -86,9 +86,16 @@ HP-remaining, and near-death-rate are logged as diagnostics, not asserted.
- **Phase 0 — spike.** Harness skeleton; equipment + spell-selection policies;
run *Fighter vs. Mage only* across tiers and sanity-check plausibility
(both win something; casters not at 0%). If the numbers are implausible, fix
the policies before trusting anything. **← current**
the policies before trusting anything. **Done — commit 0878b4e.**
- **Phase 1 — harness + matrix.** Generalize to all 10 classes × 30 subclasses;
`TestClassBalance` logs the full report. No tuning yet — just measurement.
**Done.** Subclass field plumbed through the harness, `applySubclassPassives`
wired in to match live combat order, `buildPhase1Profiles` produces 190 rows
(10 × 4 pre-subclass + 10 × 3 × 5 post-subclass), `TestClassBalance_Phase1_FullMatrix`
logs the cells plus per-class tier means and ranges. Phase-2 calibration baseline:
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. **← current**
- **Phase 2 — tuning pass.** Adjust the levers (class passives → subclass tiers
→ spell dice → AC floor → attack bonus, in that order) until the parity band
holds. Lock the band into the test assertion.

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@@ -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.
//
@@ -44,6 +45,7 @@ import (
// racial mods.
type classBalanceProfile struct {
Class DnDClass
Subclass DnDSubclass // empty below L5, per doc §2
Level int
}
@@ -318,6 +320,7 @@ func buildHarnessCharacter(p classBalanceProfile) *DnDCharacter {
c := &DnDCharacter{
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],
@@ -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.

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@@ -1,6 +1,7 @@
package plugin
import (
"sort"
"testing"
)
@@ -84,3 +85,149 @@ func TestClassBalance_Phase0_FighterVsMage(t *testing.T) {
mageT1, fighterT1)
}
}
// Phase 1 — full matrix measurement. Per gogobee_class_balance.md §5
// Phase 1: "Generalize to all 10 classes × 30 subclasses; TestClassBalance
// logs the full report. No tuning yet — just measurement."
//
// This test does not assert balance. The only failures it catches are
// harness-broken pathologies — a profile that's 0% at T1 across the board
// (build can't damage anything), or an L1-pre-subclass build that's 100%
// at T5 (monster scaling collapsed). Per-tier parity bands land in Phase 2
// once we have data to calibrate the tolerance.
//
// Skipped under -short. 190 profiles × 5 tiers × 200 trials = 190k
// simulated fights; runs in a few seconds.
func TestClassBalance_Phase1_FullMatrix(t *testing.T) {
if testing.Short() {
t.Skip("phase-1 matrix — measurement only")
}
profiles := buildPhase1Profiles()
const trials = 200
results := runClassBalanceMatrix(profiles, trials)
// Index results for table layout: rows = (class, subclass, level),
// columns = tier. Group by class so the log reads class-by-class.
type rowKey struct {
Class DnDClass
Subclass DnDSubclass
Level int
}
rows := make(map[rowKey]map[int]classBalanceResult, len(profiles))
for _, r := range results {
k := rowKey{r.Profile.Class, r.Profile.Subclass, r.Profile.Level}
if rows[k] == nil {
rows[k] = make(map[int]classBalanceResult, 5)
}
rows[k][r.Tier] = r
}
t.Logf("class-balance Phase 1 — full matrix, %d trials/cell", trials)
t.Logf("%-10s %-18s %-3s T1 T2 T3 T4 T5", "class", "subclass", "lvl")
// Per-tier accumulators for a tail summary — mean win rate by class
// across all of its rows at each tier, plus the cross-class spread.
type tierAgg struct {
sum float64
count int
minVal float64
maxVal float64
}
classTier := make(map[DnDClass]map[int]*tierAgg)
for _, ci := range dndClasses {
classTier[ci.Key] = map[int]*tierAgg{
1: {minVal: 1}, 2: {minVal: 1}, 3: {minVal: 1},
4: {minVal: 1}, 5: {minVal: 1},
}
}
for _, ci := range dndClasses {
// pre-subclass rows first, then each subclass's L5+ rows.
for _, lvl := range phase1PreSubclassLevels {
row := rows[rowKey{ci.Key, "", lvl}]
t.Logf("%-10s %-18s %-3d %.3f %.3f %.3f %.3f %.3f",
ci.Key, "—", lvl,
row[1].WinRate(), row[2].WinRate(), row[3].WinRate(),
row[4].WinRate(), row[5].WinRate())
for tier := 1; tier <= 5; tier++ {
ta := classTier[ci.Key][tier]
wr := row[tier].WinRate()
ta.sum += wr
ta.count++
if wr < ta.minVal {
ta.minVal = wr
}
if wr > ta.maxVal {
ta.maxVal = wr
}
}
}
for _, si := range subclassesForClass(ci.Key) {
for _, lvl := range phase1SubclassLevels {
row := rows[rowKey{ci.Key, si.ID, lvl}]
t.Logf("%-10s %-18s %-3d %.3f %.3f %.3f %.3f %.3f",
ci.Key, si.ID, lvl,
row[1].WinRate(), row[2].WinRate(), row[3].WinRate(),
row[4].WinRate(), row[5].WinRate())
for tier := 1; tier <= 5; tier++ {
ta := classTier[ci.Key][tier]
wr := row[tier].WinRate()
ta.sum += wr
ta.count++
if wr < ta.minVal {
ta.minVal = wr
}
if wr > ta.maxVal {
ta.maxVal = wr
}
}
}
}
}
// Per-class summary: mean win rate per tier, sorted by overall mean
// (lowest first). Useful at a glance to spot the outliers Phase 2 will
// tune.
t.Logf("")
t.Logf("per-class mean win rate by tier (range in brackets):")
t.Logf("%-10s T1 T2 T3 T4 T5", "class")
classKeys := make([]DnDClass, 0, len(dndClasses))
for _, ci := range dndClasses {
classKeys = append(classKeys, ci.Key)
}
overall := func(c DnDClass) float64 {
var s float64
for tier := 1; tier <= 5; tier++ {
ta := classTier[c][tier]
if ta.count > 0 {
s += ta.sum / float64(ta.count)
}
}
return s
}
sort.SliceStable(classKeys, func(i, j int) bool {
return overall(classKeys[i]) < overall(classKeys[j])
})
for _, c := range classKeys {
t.Logf("%-10s %.2f [%.2f-%.2f] %.2f [%.2f-%.2f] %.2f [%.2f-%.2f] %.2f [%.2f-%.2f] %.2f [%.2f-%.2f]",
c,
classTier[c][1].sum/float64(classTier[c][1].count), classTier[c][1].minVal, classTier[c][1].maxVal,
classTier[c][2].sum/float64(classTier[c][2].count), classTier[c][2].minVal, classTier[c][2].maxVal,
classTier[c][3].sum/float64(classTier[c][3].count), classTier[c][3].minVal, classTier[c][3].maxVal,
classTier[c][4].sum/float64(classTier[c][4].count), classTier[c][4].minVal, classTier[c][4].maxVal,
classTier[c][5].sum/float64(classTier[c][5].count), classTier[c][5].minVal, classTier[c][5].maxVal,
)
}
// Harness-broken gates only. Tuned-balance assertions land in Phase 2.
for _, r := range results {
if r.Tier == 1 && r.WinRate() == 0 {
t.Errorf("%s/%s L%d T1 win rate is 0%% — the build can't damage anything; loadout or spell policy is dead",
r.Profile.Class, r.Profile.Subclass, r.Profile.Level)
}
if r.Tier == 5 && r.Profile.Level == 1 && r.WinRate() == 1 {
t.Errorf("%s L1 T5 win rate is 100%% — monster scaling looks broken", r.Profile.Class)
}
}
}