merge: U2返工批落地——C1两刀终态+AC v1硬梯度重投+节点图池两规则重生成(模板0随重排)+完美L1杠杆提案+终态双窗读数(普通L2 10.6/13.6%完美L2 22/32.3%越带待批点丙);冒烟576/0五探针PASS doc三闸零新增 熵增闸PASS(design/qa图像白名单收编)

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# M-3 迭代 5 返工批——U2 裁决终态读数报告(T-A/T-C,2026-09-29)
- **被测构建**:worktree iter5-rework-20260929 @ c3c1725(C1 两刀 + AC v1 硬梯度 + 节点图池 U2 重生成终态)
- **读数源**:MC N=200/策略 · 种子 79000 unique · route=min(`sim-data/m3iter5-rework-mc-final-20260929.stdout.log`,400 局);verifier na=150/k=100 · 种子 9500 · hp_first(500 局,本报告 §三)
- **判定带**:C4 冻结不动(普通 L1 [35,55] / L2 [25,45]、完美 [35,65]、F4 Boss 承伤 ≤50% provisional)
- **裁动上下文**:U2 三推翻(a 甲 / b C1 / c v1)+ 池重生成两规则——本报告 = 该组合的**首次测量**(事先无任何先测)
## 一、逐关条件通关率(MC 双窗单窗,N=200/策略)
| 层 | 画像 | 读数 | 现行带 | 判 |
|---|---|---|---|---|
| L1 | 普通 | 42.5% (85/200) | [35,55] | **落带** |
| L2 | 普通 | **10.6%** (9/85) | [25,45] | **越下带 14.4 点** |
| L1 | 完美 | 84.0% (168/200) | [35,65] | 越上带(**甲挂账**——T-B 杠杆提案待批,本批不动) |
| L2 | 完美 | **22.0%** (37/168) | [35,65] | **越下带 13 点** |
| L3 | 普通 / 完美 | 0% (0/9) / 8.1% (3/37) | 无带 | 只测不判 |
## 二、对照与归因
| 状态 | 普通L1 | 普通L2 | 完美L1 | 完美L2 |
|---|---|---|---|---|
| C3 锁值+无 AC+旧池(迭代 5 落籍态) | 46.5% ✓ | 31.2% ✓ | 83.0%(丙) | 56.6% ✓ |
| v1 AC 叠 C3(T4 首版实测) | 42.0% ✓ | 14.3% ✗ | 84.0% | 53.6% ✓ |
| **C1+v1+新池(本批终态)** | 42.5% ✓ | **10.6% ✗** | 84.0%(甲) | **22.0% ✗** |
归因三轴(方向性,未做单轴拆解实验):
1. **C1 vs C3**(占比回 5% + 卓尔回 130):T3 扫描口径下该两行 ≈ −5~−6pp(C3 24.0 → C1 22.0 普通档,完美 56.2 → 43.8)。
2. **AC v1 硬梯度**:T4 实测 v1-on-C3 普通 −16.9pp(31.2→14.3);杂鱼梯度恢复(0→1~5 带内)与重击手 8/重装手 9 再叠加。
3. **池重生成(本批新变量,最大未知)**:新网状图最短路径战斗节点数 3(旧图 4)——同路线战斗数变少=入 Boss 前养成变薄,L2 双画像同步下移(完美 53.6→22.0 的主落差在此轴,方向证据=完美档对难度变化最敏感)。
> ⚠ 归因注意:三轴同批落地,本报告只有终态读数——轴间拆解须补丁即跑即还原扫描(归调参批/迭代 7 标定批,本批不做)。
## 三、verifier 全段(独立种子窗 9500 · N=150+100 · 行键行数双核对 500 局)
- **双窗对拍同向**:普通 L1 44.0% / L2 13.6% / L3 0%;完美 L1 82.7% / L2 32.3% / L3 17.5%——与 MC 窗(42.5/10.6/84.0/22.0)同向同量级,非窗口彩票。完美 L2 双窗 22.0–32.3%(均低于带下缘 35,窗口波动 ~10pp 如实记录)。
- **止步归因**:普通档主败退 = **第一层·节点6·Boss ×47**(食人魔酋长 AC 8 在 L1 收口位成为普通档第一墙)+ 第一层·节点2·战斗 ×23;完美档主败退 = **第二层·节点9·Boss ×40**(卓尔 130 血 + AC 10 长战)+ 第二层·节点1·战斗 ×17——Boss 收口位税负集中,与 AC v1 设计语义一致。
- **营地循环(换算率 6/9/1 驱动复验)**:注入逐档生效无断链;普通档 ~60–90 局进稳态(滑窗 100%/100%/90-100%)、完美档收敛更快——对比上一基线(普通 ~36 局)**爬升放缓 ≈2 倍**(L2 难度上调的镜像后果),曲线形状健康。**换算率重标判读:锚功能正常无需急改,重标数字候选归迭代 7 标定批**(本批不动 6/9/1)。判定端报告 sim-data/balance-verifier-20260929-rework.raw.md。
## 四、伴生复算
- **r_boss 锚**(回退卓尔 130 后):L2 130/389 ≈ 0.33 · L3 140/415 ≈ 0.34——仍低于注册域 [0.5,1.1] 下限,**挂账维持**(收锚归调参批)。
- **L3 变异密度**:5%+0/关(旧 5%+2 → C3 4%+0 → 本批 5%+0)——介于 9%(并流前口径)与 4%(C3)之间;L3 读数普通 0%/完美 8.1%,带外观察态不变。
- **模板抽取分布**:15 张全被抽中(L1 五张 395–562 次、L2 五张 162–236 次、L3 五张 8–74 次=条件于到达),无死模板。
## 五、判读与移交
1. **普通 L2 10.6% / 完美 L2 22.0% 双越下带 = U2 组合的知情后果**(用户裁决链:b C1 少两刀减难 + c v1 加 AC 税 + ③ 池加宽连带短路径)——按返工计划书待批点丙呈报,**数字待用户追认**(追认前行值维持 provisional)。
2. 完美 L1 84.0% → T-B 杠杆提案(design/research/perfect-l1-lever-proposal-2026-09-29.md,荆棘外延推荐)待批后另跑扫描。
3. 换算率重标判读、r_boss 收锚、刷新阈值、护栏 B——维持挂账序列不变。
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# T5 骨架 15 张目检清单(U2 人闸第三件,2026-09-29)
数据源=game/data/tables/level.tres;逐张给「过/不过+原因」,回填记台账。
- [ ] L1-模板0-地精洞窟主线洞道现行.png(地精洞窟·主线洞道(现行))
- [ ] L1-模板1-地精洞窟先赏后整.png(地精洞窟·先赏后整)
- [ ] L1-模板2-地精洞窟先整后赏.png(地精洞窟·先整后赏)
- [ ] L1-模板3-地精洞窟赏战整.png(地精洞窟·赏战整)
- [ ] L1-模板4-地精洞窟整战赏.png(地精洞窟·整战赏)
- [ ] L2-模板0-幽暗地域五岔环廊现行.png(幽暗地域·五岔环廊(现行))
- [ ] L2-模板1-幽暗地域四岔宽门.png(幽暗地域·四岔宽门)
- [ ] L2-模板2-幽暗地域深层四岔.png(幽暗地域·深层四岔)
- [ ] L2-模板3-幽暗地域宽门赏后置.png(幽暗地域·宽门赏后置)
- [ ] L2-模板4-幽暗地域双干汇流.png(幽暗地域·双干汇流)
- [ ] L3-模板0-灰矮人矿城五岔主竖井现行.png(灰矮人矿城·五岔主竖井(现行))
- [ ] L3-模板1-灰矮人矿城四岔宽门.png(灰矮人矿城·四岔宽门)
- [ ] L3-模板2-灰矮人矿城深层四岔.png(灰矮人矿城·深层四岔)
- [ ] L3-模板3-灰矮人矿城宽门赏后置.png(灰矮人矿城·宽门赏后置)
- [ ] L3-模板4-灰矮人矿城双干汇流.png(灰矮人矿城·双干汇流)
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#!/usr/bin/env python3
# -*- coding: utf-8 -*-
"""T5 节点图骨架 15 张一次性目检预览(M-3 迭代 5 U2 人闸第三件,2026-09-29)。
数据源 = game/data/tables/level.tres(游戏内实际落表,非生成器重算)。
产物 = 本目录 15 张单图 + 00-总览拼图.png + 0-目检清单.md。一次性工具,随产物留档可删。
用法:python design/qa/t5-skeleton-preview-20260929/render_preview.py(仓库根执行)
"""
import json
import math
import os
import re
from PIL import Image, ImageDraw, ImageFont
ROOT = os.path.normpath(os.path.join(os.path.dirname(os.path.abspath(__file__)), "..", "..", ".."))
TRES = os.path.join(ROOT, "game", "data", "tables", "level.tres")
FONT = os.path.join(ROOT, "game", "assets", "fonts", "ui_font_fusion_pixel_zh_hans.ttf")
OUT = os.path.dirname(os.path.abspath(__file__))
BG = (30, 27, 34)
INK = (240, 234, 220)
DIM = (150, 142, 132)
EDGE = (168, 158, 142)
TYPE_STYLE = {
"battle": {"label": "战斗", "fill": (62, 86, 113), "border": (120, 148, 180)},
"reward": {"label": "奖励", "fill": (176, 127, 44), "border": (222, 178, 96)},
"rest": {"label": "休整", "fill": (74, 124, 89), "border": (128, 186, 148)},
"shop": {"label": "商店", "fill": (58, 110, 140), "border": (118, 172, 200)},
"boss": {"label": "Boss", "fill": (122, 44, 72), "border": (226, 120, 150)},
}
def parse_rows(path):
text = open(path, encoding="utf-8").read()
body = text.split("rows = [", 1)[1].rsplit("\n]", 1)[0]
rows = []
depth, start = 0, None
for i, ch in enumerate(body):
if ch == "{":
if depth == 0:
start = i
depth += 1
elif ch == "}":
depth -= 1
if depth == 0 and start is not None:
rows.append(json.loads(body[start:i + 1]))
start = None
return rows
def f(size):
return ImageFont.truetype(FONT, size)
def arrow(d, p0, p1, color, w=3):
d.line([p0, p1], fill=color, width=w)
ang = math.atan2(p1[1] - p0[1], p1[0] - p0[0])
L, W = 14, 5
a1 = (p1[0] - L * math.cos(ang) + W * math.sin(ang), p1[1] - L * math.sin(ang) - W * math.cos(ang))
a2 = (p1[0] - L * math.cos(ang) - W * math.sin(ang), p1[1] - L * math.sin(ang) + W * math.cos(ang))
d.polygon([p1, a1, a2], fill=color)
def polyline_arrow(d, pts, color, w=3):
d.line(pts, fill=color, width=w)
ang = math.atan2(pts[-1][1] - pts[-2][1], pts[-1][0] - pts[-2][0])
L, W = 14, 5
a1 = (pts[-1][0] - L * math.cos(ang) + W * math.sin(ang), pts[-1][1] - L * math.sin(ang) - W * math.cos(ang))
a2 = (pts[-1][0] - L * math.cos(ang) - W * math.sin(ang), pts[-1][1] - L * math.sin(ang) + W * math.cos(ang))
d.polygon([pts[-1], a1, a2], fill=color)
def node_box(d, cx, cy, ntype, depth, big=False):
st = TYPE_STYLE[ntype]
w, h = (132, 72) if big else (112, 60)
x0, y0, x1, y1 = cx - w // 2, cy - h // 2, cx + w // 2, cy + h // 2
d.rounded_rectangle([x0, y0, x1, y1], radius=10, fill=st["fill"],
outline=st["border"], width=4 if big else 2)
label = st["label"]
fnt = f(24 if big else 21)
bb = d.textbbox((0, 0), label, font=fnt)
d.text((cx - (bb[2] - bb[0]) // 2, cy - (bb[3] - bb[1]) // 2 - 4), label, font=fnt, fill=INK)
if depth is not None:
tag = "#%d" % depth
fnt2 = f(15)
bb2 = d.textbbox((0, 0), tag, font=fnt2)
tw, th = bb2[2] - bb2[0], bb2[3] - bb2[1]
bx, by = x0 + 2, y0 - 12
d.rounded_rectangle([bx, by, bx + tw + 12, by + th + 8], radius=7, fill=BG,
outline=st["border"], width=1)
d.text((bx + 6, by + 4), tag, font=fnt2, fill=INK)
return (x0, y0, x1, y1)
def render_chain(name, level_name, nodes, path):
W, H = 1280, 320
img = Image.new("RGB", (W, H), BG)
d = ImageDraw.Draw(img)
d.text((24, 18), "%s — %s" % (level_name, name), font=f(30), fill=INK)
d.text((24, 64), "单链:自左向右依次推进|#N = 遭遇表行(战斗深度序)|入口 = 最左", font=f(17), fill=DIM)
n = len(nodes)
xs = [140 + i * ((W - 280) // (n - 1)) for i in range(n)]
cy = 190
boxes = [node_box(d, xs[i], cy, nd["type"], nd.get("node_depth"),
big=nd["type"] == "boss") for i, nd in enumerate(nodes)]
for i in range(n - 1):
arrow(d, (boxes[i][2] + 2, cy), (boxes[i + 1][0] - 3, cy), EDGE)
d.text((xs[0] - 62, cy + 46), "▶ 入口", font=f(17), fill=DIM)
img.save(path)
def render_graph(name, level_name, nodes, path):
ids = [nd["node_depth"] for nd in nodes]
inbound = {}
for nd in nodes:
for t in nd.get("next", []):
inbound.setdefault(t, []).append(nd["node_depth"])
layer = {}
def lay(i):
if i in layer:
return layer[i]
layer[i] = 0 if i not in inbound else max(lay(p) for p in inbound[i]) + 1
return layer[i]
for i in ids:
lay(i)
maxl = max(layer.values())
W, H = 1280, 480
img = Image.new("RGB", (W, H), BG)
d = ImageDraw.Draw(img)
d.text((24, 18), "%s — %s" % (level_name, name), font=f(30), fill=INK)
d.text((24, 64), "网状:箭头=可走的下一节点|#N = 遭遇表行(战斗深度)|入口 = 最左|商店→Boss 必经",
font=f(17), fill=DIM)
cols = {}
for i in sorted(ids, key=lambda x: (layer[x], x)):
cols.setdefault(layer[i], []).append(i)
xs = {l: 150 + l * ((W - 300) / max(maxl, 1)) for l in cols}
pos = {}
for l, members in cols.items():
k = len(members)
for j, i in enumerate(members):
sp = min(120, 330 / max(k - 1, 1))
y = 280 + (j - (k - 1) / 2.0) * (sp if k > 1 else 0)
pos[i] = (int(xs[l]), int(y))
for nd in nodes:
i = nd["node_depth"]
for t in nd.get("next", []):
(x0, y0), (x1, y1) = pos[i], pos[t]
if x1 - x0 >= 120:
arrow(d, (x0 + 60, y0), (x1 - 62, y1), EDGE, w=3)
else:
bow = 40 if y1 >= y0 else -40
pts = [(x0 + (x1 - x0) * u / 20.0,
y0 + (y1 - y0) * u / 20.0 + bow * math.sin(math.pi * u / 20.0))
for u in range(21)]
polyline_arrow(d, pts, EDGE)
entry = [i for i in ids if i not in inbound][0]
for nd in nodes:
i = nd["node_depth"]
node_box(d, pos[i][0], pos[i][1], nd["type"], i, big=nd["type"] == "boss")
if i == entry:
d.text((pos[i][0] - 32, pos[i][1] + 42), "▶ 入口", font=f(17), fill=DIM)
img.save(path)
def main():
rows = parse_rows(TRES)
assert len(rows) == 3, "rows=%d" % len(rows)
files = []
for row in rows:
li = row["level_index"]
for ti, tpl in enumerate(row["templates"]):
nodes = tpl["nodes"]
fn = "L%d-模板%d-%s.png" % (li, ti, re.sub(r"[\\/:*?\"<>|()·]", "", tpl["display_name"]))
path = os.path.join(OUT, fn)
is_graph = any("next" in n for n in nodes)
if is_graph:
render_graph(tpl["display_name"], row["display_name"], nodes, path)
else:
render_chain(tpl["display_name"], row["display_name"], nodes, path)
files.append((li, ti, tpl["display_name"], fn))
assert len(files) == 15, len(files)
CW, CH = 388, 178
sheet = Image.new("RGB", (CW * 5 + 8, 40 + CH * 3), BG)
sd = ImageDraw.Draw(sheet)
sd.text((16, 8), "T5 骨架池总览(行=关 L1/L2/L3,列=模板 0-4;逐张单图见同目录)", font=f(22), fill=INK)
for li, ti, name, fn in files:
im = Image.open(os.path.join(OUT, fn))
im.thumbnail((CW - 6, CH - 6))
sheet.paste(im, (4 + ti * CW, 36 + (li - 1) * CH))
sheet.save(os.path.join(OUT, "00-总览拼图.png"))
body = "\n".join("- [ ] %s(%s)" % (fn, name) for li, ti, name, fn in files)
open(os.path.join(OUT, "0-目检清单.md"), "w", encoding="utf-8").write(
"# T5 骨架 15 张目检清单(U2 人闸第三件,2026-09-29)\n\n"
"数据源=game/data/tables/level.tres;逐张给「过/不过+原因」,回填记台账。\n\n" + body + "\n")
print("rendered %d files + sheet" % len(files))
for li, ti, name, fn in files:
print(" L%d-模板%d %s -> %s" % (li, ti, name, fn))
if __name__ == "__main__":
main()