jev-blocks

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Design a falling-blocks challenge for Jev in blocks.json (gravity, speedup, garbage, a custom board, the piece mix, the style line), then read the verdict and report where Jev starts to break.

AI & Automation 957 stars 79 forks Updated today MIT

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Skill Content

# Craft: a Jev Blocks challenge Jev places every piece of a falling-blocks puzzle with one call. The craft is to set up a game that shows a real decision loop under a real limit, then to find the point where the limit wins. ## The decision loop For each new piece the viewer builds one state text: - the `style` line, - the well as 20 ASCII rows (`#` filled, `.` empty), - column heights, holes, bumpiness and the deepest well, - the current piece and the next three, - level, lines, gravity, and what a decision and a move cost, - a table of every legal placement. The id is `r<rotation>c<leftmost column>`, for example `r1c4`. Then it asks three questions in the same call: | id | type | what it asks | |---|---|---| | `place` | choice | one option per placement. Each option's description is a short fact line: lines cleared, holes, column heights, max height, bumpiness, wells, moves needed | | `danger` | score, 4 levels | how close the stack is to topping out | | `go_for_four` | noul | is it worth keeping a column open for an I piece | Questions cannot see each other. Shared facts live in the state text. ## The honest limit Time. The piece falls at `gravity x (1 + speedup x (level - 1))` rows per second. A decision costs `decisionMs`. Each rotate or shift costs `moveMs`. The piece falls the whole time. When it lands, it locks, even if it has not reached the chosen column. The pane marks that as `TOO SLOW` and counts it under `MISSED`. A rough rule: a placement needs `decisi...

Details

Author
autonomous-ai
Repository
autonomous-ai/openharness
Created
1 months ago
Last Updated
today
Language
C
License
MIT

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