Examples: gameplay_levels¶
build_level_basic_movement(seed=100)
¶
L0: Movement smoke test (Exit).
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
seed
|
int
|
Deterministic seed stored on resulting |
100
|
Returns:
| Name | Type | Description |
|---|---|---|
State |
State
|
Authored immutable state. |
build_level_enemy_patrol(seed=109)
¶
L9: Enemy patrol (damage=1) with safe avoidance (Exit).
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
seed
|
int
|
Deterministic seed stored on resulting |
109
|
Returns:
| Name | Type | Description |
|---|---|---|
State |
State
|
Authored immutable state. |
build_level_hazard_detour(seed=106)
¶
L6: Hazard detour (damage=2) (Exit).
Hazard imposes only base step cost but reduces health on contact.
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
seed
|
int
|
Deterministic seed stored on resulting |
106
|
Returns:
| Name | Type | Description |
|---|---|---|
State |
State
|
Authored immutable state. |
build_level_key_door(seed=105)
¶
L5: Key–Door gating (Exit).
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
seed
|
int
|
Deterministic seed stored on resulting |
105
|
Returns:
| Name | Type | Description |
|---|---|---|
State |
State
|
Authored immutable state. |
build_level_maze_turns(seed=101)
¶
L1: Basic maze turns (Exit).
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
seed
|
int
|
Deterministic seed stored on resulting |
101
|
Returns:
| Name | Type | Description |
|---|---|---|
State |
State
|
Authored immutable state. |
build_level_optional_coin(seed=102)
¶
L2: Optional coin path (Exit).
Coin reduce net cost along that route encouraging detour.
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
seed
|
int
|
Deterministic seed stored on resulting |
102
|
Returns:
| Name | Type | Description |
|---|---|---|
State |
State
|
Authored immutable state. |
build_level_portal_shortcut(seed=107)
¶
L7: Portal pair shortcut (Exit).
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
seed
|
int
|
Deterministic seed stored on resulting |
107
|
Returns:
| Name | Type | Description |
|---|---|---|
State |
State
|
Authored immutable state. |
build_level_power_boots(seed=112)
¶
L12: Boots (Speed ×2, 5 turns) — useful to cross a 2-tile patrol window safely.
With 2× speed the agent traverses both tiles of a patrol gap in one action.
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
seed
|
int
|
Deterministic seed stored on resulting |
112
|
Returns:
| Name | Type | Description |
|---|---|---|
State |
State
|
Authored immutable state. |
build_level_power_ghost(seed=111)
¶
L11: Ghost (Phasing 5 turns) — necessary to pass a door; no key provided.
Single corridor blocked by a locked door; phasing allows bypassing blocking.
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
seed
|
int
|
Deterministic seed stored on resulting |
111
|
Returns:
| Name | Type | Description |
|---|---|---|
State |
State
|
Authored immutable state. |
build_level_power_shield(seed=110)
¶
L10: Shield (Immunity 5 uses) — necessary at a choke.
Unavoidable hazard (2 dmg) in a 1-wide corridor; agent has 2 HP. Without the shield effect the hazard would be lethal.
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
seed
|
int
|
Deterministic seed stored on resulting |
110
|
Returns:
| Name | Type | Description |
|---|---|---|
State |
State
|
Authored immutable state. |
build_level_pushable_box(seed=108)
¶
L8: Pushable box in narrow corridor (Exit).
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
seed
|
int
|
Deterministic seed stored on resulting |
108
|
Returns:
| Name | Type | Description |
|---|---|---|
State |
State
|
Authored immutable state. |
build_level_required_one(seed=103)
¶
L3: One required core (Collect-then-Exit).
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
seed
|
int
|
Deterministic seed stored on resulting |
103
|
Returns:
| Name | Type | Description |
|---|---|---|
State |
State
|
Authored immutable state. |
build_level_required_two(seed=104)
¶
L4: Two required cores and backtracking (Collect-then-Exit).
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
seed
|
int
|
Deterministic seed stored on resulting |
104
|
Returns:
| Name | Type | Description |
|---|---|---|
State |
State
|
Authored immutable state. |
generate_task_suite(base_seed=None, *, seed_list=None)
¶
Return ordered suite of authored levels (L0..L13) with configurable seeds.
Seeding strategy precedence
seed_listif provided (must have length 14)base_seed(seeds becomebase_seed + index)- Each builder's default seed constant (backwards compatible)
Parameters:
| Name | Type | Description | Default |
|---|---|---|---|
base_seed
|
int | None
|
Optional base; offsets determine per-level seeds. |
None
|
seed_list
|
list[int] | None
|
Explicit seeds for each level (length must be 14). |
None
|
Returns:
| Type | Description |
|---|---|
list[State]
|
list[State]: Immutable states for each level. |