FA-86569 / Procedural level generation constraints / Member archive
Encounter difficulty budget: Four copies of one enemy · case 04
Encounters exceed the three-per-type variety rule.
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 fixtureThis sample comes from the broken implementation of a controlled reproducer.
| Boundary fixture | Actual | Expected | Outcome |
|---|---|---|---|
| unlock at depth #1 | {"left": 1, "picks": ["ogre", "ogre", "rat", "rat", "rat", "rat"]} | {"left": 2, "picks": ["ogre", "ogre", "rat", "rat", "rat"]} | Failed |
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