Sweep the two knobs surfaced by Phases 2a/2b — retreatThreatBump
and clampSurpriseNick's wounded-entrant divisor — across a full
3×4 grid (bump ∈ {2, 5, 10} × divisor ∈ {3, 5, 8, 12}) at 200
trials/cell across every matrix zone.
Wiring is harness-only: clampSurpriseNick keeps its live shape and
delegates to a new clampSurpriseNickD(divisor) variant; the harness
profile gains RetreatThreatBumpOverride/SurpriseNickDivisorOverride
fields threaded onto expeditionHarness; resolvedRetreatBump and
resolvedNickDivisor pick override-or-live. Zero on either field
falls back to the shipped value so live runHarvestInterrupt is
untouched.
Sweep test: TestExpeditionBalance_Phase2_LeverSweep, -short skipped,
mirrors Phase2_CadenceCalibration's per-tier digest shape.
Outcome: across 24,000 trial-cells (12 lever combos × 10 zones
× 200 trials), every cell reports 0.0% completion / ~100% death.
The knobs are inert on the headline metric — even (b=2, d=12)
can't lift any tier off the floor. Confirms the post-2b
tier-lethality trace: remaining deaths are fresh-entry elite
one-shots (Warchief, Hag, Roper, Young Red Dragon), not chained-
interrupt cascades. Justifies Phase 2c (roster dilution) rather
than further tuning of these two levers.
Plan doc updated.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
10 KiB
Expedition Difficulty Tuning Pass
Started 2026-05-15, after the Phase D audit close-out. Sibling to the
class-balance pass (gogobee_class_balance.md) — same Monte-Carlo
philosophy, different target metric.
Class balance answers "is my class viable?" (parity between classes vs. the same monster tier). This pass answers "is the dungeon fair?" (does a tier-appropriate character complete a tier-N expedition at the expected rate?).
Same combat engine (simulateCombatWithRNG), orthogonal knobs.
Method
Sim harness, not telemetry-first. A new
internal/plugin/dnd_expedition_balance.go will run thousands of
seeded expeditions through the real autopilot / threat / encounter /
combat code and report:
- completion %
- death %
- median days-to-extract
- median threat at extract
- supply curve (% expeditions that hit Rationing / Severe / Starvation)
- combat-encounter count per run
- coin/XP earned
The harness produces these per (zone, player-level) cell; the regression test asserts the per-tier completion band.
Tier target band (steered by feedback_difficulty_target "relatively easy but not too easy", and reflecting that expeditions are multi-day commitments players plan around — losing one should sting but not feel arbitrary):
| Tier | Target completion % | Acceptable band |
|---|---|---|
| T1 | 80% | 70–90% |
| T2 | 72% | 62–82% |
| T3 | 65% | 55–75% |
| T4 | 55% | 45–65% |
| T5 | 45% | 35–55% |
Bands are ±10pp around the centerline. Sim is asserted against the band, not the centerline (no overfit). Player-level for each cell = "tier appropriate" per the class-balance kit ladder: T1 → L1-4, T2 → L3-7, T3 → L5-10, T4 → L7-15, T5 → L10-20 (median level per tier).
Out of scope:
- Per-encounter combat parity (covered by
gogobee_class_balance.md). - Arena difficulty (separate system, separate balance).
- Live telemetry tables — deferred; sim is the primary truth source for this pass. We can add counters later if the sim diverges from observed live numbers.
Phases
Each phase ≈ 1 session, ships green + committed.
Phase 0 — sim harness spike
Build the minimum harness:
- New file
internal/plugin/dnd_expedition_balance.goexposingsimulateExpeditionWithRNG(profile, seed)→ result struct. - Critical de-risk: replay the autopilot deterministically. The
ticker is wall-clock driven (
dnd_expedition_cycle.go:38,56at 06:00 / 21:00 UTC;expedition_ambient.go:22every 3h). Harness must inject a virtual clock or call the per-phase advance functions directly (deliverBriefing,deliverRecap, ambient nudge, harvest autopilot) in tight loop, bypassing the goroutine ticker. Settle the clock-injection seam in Phase 0 — if this is messy, the whole pass collapses. - DB-touching layers stubbed/in-memory (same trick as class-balance Phase 0).
- Sanity test: one cell — e.g. T2 zone at L5 Fighter — runs to completion or death deterministically, returns sensible numbers, 100 trials in <10s.
Exit: TestExpeditionBalance_Phase0_Spike green; commit.
Phase 1 — full matrix measurement
- Build the cell list: every zone × tier-appropriate-level. Per the exploration map, expeditions span zones tagged T1–T5; we measure every zone at its centerline level.
- 200 trials/cell (same density as class-balance Phase 1).
- Matrix log: per-cell completion%, death%, median days, median extract-threat, supply-curve histogram.
- Per-tier mean + spread diagnostic across zones (analogue of the class-balance per-(level,tier) spread diagnostic).
TestClassBalance_Phase1_FullMatrix-style permanent test, but only gating on harness-broken pathologies for now (0% completion anywhere at T1, 100% completion at T5).
Exit: matrix numbers logged; commit with "Phase 1 baseline" note.
Phase 2b — wounded-entrant nick clamp (shipped)
clampSurpriseNick(rawNick, hpCurrent, hpMax) in
dnd_expedition_combat.go: at full HP the raw nick stands; when
wounded the nick is capped at max(1, hpCurrent/5) so a single nick
on a low-HP fighter can't shave more than ~20% of remaining HP. The
existing "nick can't KO" guard is preserved.
Motivation came from the post-2a tier-lethality trace
(TestExpeditionBalance_Phase2_TierLethality): every tier had a
fingerprint where an over-tier elite left the fighter at 25-50% HP +
retreat, then the next standard's surprise nick (3-7 HP, often
exceeding the fighter's headroom) pre-empted the combat engine
entirely. Capping the wounded-entrant nick separates that cascade
from genuine elite-one-shot deaths so Phase 2c can tune the elites
with a clean read.
Matrix delta vs Phase 2a baseline is small (median encs +0.1-0.2 per cell) — completion% still 0% across every tier — but the tier-lethality trace stretched substantively: T1 trial 0 went 5 → 8 encs / 5 → 7 days; T3 trial 1 ran 18 → 10 encs but visibly survived multiple chained interrupts at low HP that pre-2b would have ended on the nick alone. The remaining deaths are now legible as elite one-shot fights on fresh entries (Hobgoblin Warchief, Green Hag, Roper, Young Red Dragon) — that's the Phase 2c roster signal.
Tuning surface: the /5 divisor in clampSurpriseNick is the
wounded-fighter lethality knob.
Phase 2 lever sweep (shipped) — negative result
Before adding Phase 2c, the two surfaced knobs (retreatThreatBump,
clampSurpriseNick divisor) got swept across a full 3×4 grid
(bump ∈ {2, 5, 10} × divisor ∈ {3, 5, 8, 12}) at 200 trials/cell
across every zone in the matrix. Wired via
expeditionBalanceProfile.{RetreatThreatBumpOverride, SurpriseNickDivisorOverride} threaded into expeditionHarness;
the live caller (runHarvestInterrupt) is untouched.
Sweep file: TestExpeditionBalance_Phase2_LeverSweep in
expedition_balance_test.go. -short skips.
Outcome: every one of the 24,000 trial-cells reports 0.0% completion / ~100% death. The two knobs are inert on the headline metric — even the gentlest combo (b=2, d=12) cannot lift any tier off the floor. Median days-to-end stays at 2–3 across the grid with median 2.6–7.3 encounters before death.
Read: confirms the post-2b tier-lethality trace — deaths are fresh-entry elite one-shots (Warchief @ HP19/20, Hag @ HP41, Roper, Young Red Dragon), not chained-interrupt cascades. The two levers target the cascade path that's now mostly resolved; they have no remaining death-fraction to convert. Phase 2c (roster dilution) is justified rather than premature.
Phase 2c — roster gate (next)
Promote softer mid-tier monsters to IsElite: true in zones whose
elite pool is a single tier-disproportionate boss (warchief / hag /
roper / dragon are all SpawnWeight=1 alone in their elite pool, so
an InterruptElite bracket roll = 100% pick of the over-tier boss).
Diluting the elite pool with one or two softer alternates at higher
SpawnWeight lets the fighter sometimes face a winnable elite,
without removing the over-tier boss as a possible spawn.
Stat-block tuning of the bosses themselves is off-limits per the Phase 3 constraint (bestiary is shared across systems).
Phase 2 — global lever tuning
Tune the knobs that affect every zone uniformly:
- Daily threat drift (
dnd_expedition_threat.go:87— base +3/day). - Threat band thresholds (Quiet/Stirring/Alert/Hostile/Siege —
dnd_expedition_threat.go:70-82). - Supply burn multipliers (
dnd_expedition_supplies.go:43-56— T1×1 → T5×3). - Surprise-round damage floor (
dnd_expedition_combat.go:184). - Encounter bracket thresholds (
dnd_expedition_combat.go:39-44None/Noise/Standard/Elite/Patrol). - Camp mods (
dnd_expedition_night.go:85-92).
Goal: every tier centerline lands within ±5pp of target. Bands stay ±10pp.
Exit: test asserts the ±10pp band per tier; commit.
Phase 3 — per-zone outlier pass
After globals settle, the matrix will name outlier zones — tiers where one zone reads dramatically off-band while sibling zones are fine. Per-zone tools:
SpawnWeight/IsEliteflags in zone rosters (dnd_zone.go:100).- Boss stat tuning in zone definitions.
- Resource DCs (affects harvest interrupt roll).
- Per-zone loot table density (downstream economy impact — flag if significant).
Constraint: do not touch monster stat blocks (those belong to the bestiary, shared across systems). Tune the roster + zone-level knobs, not the monsters themselves.
Exit: all per-zone cells within band; commit.
Phase 4 — optional MAD / second-order
If post-Phase-3 the bands hold but feel wrong subjectively (e.g. "median days too short", "no expedition ever hits Siege"), add a secondary assertion on median-days-to-extract or extract-threat. Phase 3 may also surface a request to expose a difficulty knob to operators (env var or admin command); scope that here if it comes up.
Open questions
- Should the babysit perk be on or off in the sim? Pick one and document; both as separate cells doubles matrix size for diminishing insight. Default proposed: off, since it's a discovery-mechanic buff (feedback_npc_buffs_are_secret) — players who find it earn extra margin, not the baseline.
- Pardon proc (33% @ chat 20+): include in sim, but at a fixed chat-level assumption (chat 15 = no pardon, since most fresh runs haven't hit the threshold). Decide in Phase 0.
- Sovereign reprieve: skip in sim — it's gated on full set equipped and is a one-shot per cooldown. End-game-only; not part of the baseline difficulty.
- Multi-region zones (E4): does the sim need to walk all regions in one expedition, or pick one region per run? Probably full walk for realism. Settle in Phase 0.
- DM mood: starts at 50; drifts via combat outcomes. Let it drift naturally in the sim, do not pin.
Deliverables checklist
internal/plugin/dnd_expedition_balance.go(sim harness)TestExpeditionBalance_Phase0_SpikeTestExpeditionBalance_Phase1_FullMatrix(becomes the permanent regression gate after Phase 2 tightens it)- Tuning commits per phase
- One-line update to
MEMORY.md+ project memory pointer