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FA-86559 / Procedural level generation constraints / Member archive

Encounter difficulty budget: Enemies unlock one floor late · case 04

New enemy types never appear on their unlock floor.

Member previewVariant 4 · 3 implementations · 8 checks per implementation

Case contract

budget = 10 + 5*depth + 10*(depth//5). roster [name, cost, min_depth] with cost >= 1. Repeatedly pick the most expensive unlocked (min_depth <= depth) affordable enemy with fewer than 3 copies already picked, ties broken by name; stop when none qualifies. Returns {picks, left}.

Why this case matters

Procedural generators silently emit unplayable or unfair levels when a single constraint check uses the wrong boundary, axis, neighborhood or update order; the defect is visible in exact generated geometry.

One recorded failure

Sample boundary fixture

This sample comes from the broken implementation of a controlled reproducer.

Boundary fixtureActualExpectedOutcome
equal cost tie #1{"left": 10, "picks": []}{"left": 0, "picks": ["imp", "imp"]}Failed

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This record includes three runnable implementations, regression fixtures, execution results, and source hashes.

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