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Six Ngaau AI Arena - V.24 積分爭霸版

這是一個基於 PPO (Proximal Policy Optimization) 強化學習的博弈實驗。

🌟 V.24 改版重點:

  • 64 分積分賽制:從「驟死賽」進化為「收租馬拉松」,AI 必須學會持續控制盤面。
  • 租金加速燈:當對手得分效率提升時,全域警報燈會亮起,誘發 AI 進行干擾。
  • 5-Tokens 經濟體系:解禁資金,讓攻防戰更具侵略性。
  • 四階段課程學習:從幼兒園到刺客殿堂,自動演化 AI 行為。

📂 檔案說明:

  • environment.py: 六爻宇宙的物理法則與計分邏輯。
  • model.py: 23 維觀測輸入的 PPO 神經網路大腦。
  • train.py: 四階段訓練迴圈與課程學習邏輯。

System Boot Interface (Operational Requirement)

Any implementation of the Six Ngaau Protocol must adhere to the following startup sequence to ensure synchronized "Awakening":

  1. Standby State: Infinite loop of text: 目ざめる (wake up).
  2. Trigger: The initiation command.
  3. Execution: Instantaneous feedback: HENSHIN! GOOD MORNING PLAYER.

Six-Ngaau

Welcome to the Blue Lock of Logic. If you can't see all 14 million possibilities at T=0, you don't belong here.

Six Ngaau (六爻) v2.4: Operational Protocol

This document defines the core logic, resource constraints, and signaling mechanics of the Six Ngaau competitive environment.

1. Initialization & Spatial Setup

  • The Space: A fixed 6-bit binary coordinate system corresponding to the 64 Hexagrams.
  • Mutual Distinctness: At the start (T=0), the Global State ($S$), Player A’s Goal ($G_a$), and Player B’s Goal ($G_b$) must be mutually distinct ($S \neq G_a \neq G_b$).
  • Initial Fog (Turn 1 Silence): During the first turn, all signal feedbacks (Lights) are forced to the "OFF" state to ensure initial information asymmetry.

2. Actions & Resource Mechanics (Tokens)

  • Token Supply: Each player receives +3 Tokens at the start of their turn. Tokens are cumulative and have no upper limit.
  • Mandatory Action: A player MUST perform exactly 2 bit-flips per turn.
  • Exponential Cost Function: The cost for flipping the same bit multiple times within a single turn scales exponentially. For the $n$-th flip of bit $i$ in a single turn: $$Cost(n) = 2^{n-1}$$
  • Turn Execution Sequence:
    • Odd Turns (1, 3, 5...): Sequence follows ${A \rightarrow B \rightarrow A \rightarrow B}$.
    • Even Turns (2, 4, 6...): Sequence follows ${B \rightarrow A \rightarrow B \rightarrow A}$.

3. Scoring & Resolution

  • Scoring Logic: A player earns 1 point for every bit in the Global State ($S$) that matches their private Goal State ($G$).
  • Victory Condition: The first player to accumulate 64 points (through consecutive turn scoring) or reach a full 6-bit match wins.
  • Surrender: After completing their mandatory actions each turn, a player may choose the "Surrender" option to concede.

4. Signaling System (The Feedback Lights)

The system provides binary feedback based on score progression:

A. Incremental Signal (Delta Light)

  • Trigger: This light activates ONLY if $Score_{current} > Score_{previous}$.
  • T=1 Constraint: Since there is no prior score for comparison, the Delta Light remains OFF during the first turn.

B. Threshold Signal (The 32-Point Light)

  • Trigger: This light remains constantly ON if a player's $Score \geq 32$.
  • T=1 Constraint: As the score cannot logically reach 32 in the initialization turn, this light remains OFF during the first turn.

Architect: Gatekeeper-64 Status: Logical Integrity Verified.