scoring.md
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scoring.md
Computed from state at the end of the episode. Higher is better. Nothing is accumulated except commission deliveries.
wealth(seat) = coin + sum over goods of baseValue[k] * held(seat, k)
questPoints(seat) = sum over the seat's 2 commissions of
( 4 * delivered + (8 if delivered >= count else 0) )
score(seat) = ( wealth(seat) + 3 * questPoints(seat) - 40 ) / 40.0
results.scores[seat] is the single number the league ranks by, and the ladder
ranks seats by mean episode score. There is exactly one ladder statistic.
The constants, and why they are these
| constant | value |
|---|---|
| starting coin | 40 |
| carry limit | 8 items |
| points per unit delivered | 4 |
| completion bonus | 8 |
| score-weight of one commission point | 3 |
| score scale | 40 |
| retainer length | 3 turns |
| coin taken from an empty pack | 10 |
| fine for a failed robbery | 8 |
- A seat that does nothing scores exactly 0.0 - 40 coin, no goods, no points. A seat that is robbed blind or buys badly scores NEGATIVE. The sign is unambiguous.
- Every commission point is worth 3 score-units of wealth, so a delivered unit is worth 12 against a good that costs 6 to 9 coin: delivering is profitable but not free, and a completed commission pays a further 24.
- A single successful robbery of a relic swings both seats by exactly 14/40 = 0.35 - visible on a leaderboard without dominating it.
A worked landmark
A competent seat starting at The Chapel:
- buys 2 hides from Tanner Oda at stock 8 and 7 (
4 + 5) = -9 coin; - buys 2 rope from Smith Bram at stock 6 and 5 (
8 + 9) = -17 coin; - walks to the Guildhall and hands over both pairs =
2 x (4 x 2 + 8)= 32 points; - sells a relic lifted from the Warehouse Yard to Dockmaster Fen at stock 3
(
bid = (14 + 3) * 2 div 3 = 11) = +11 coin.
Coin = 40 - 9 - 17 + 11 = 25; wealth 25;
score = (25 + 3 x 32 - 40) / 40 = 81/40 = 2.03.
A pure trader who never touches a commission but works the spread for +40 coin over fourteen turns scores 1.00. A seat mugged twice in the Alley for a lamp and a relic scores about -0.6. Commissions beat trade, trade funds commissions, and theft moves real score between seats.
The feasibility oracle
Both commissions must be completable inside the horizon by a competent seat, or
partial credit would be the only credit anyone ever saw. The worst case the
design considered - commissions for hide and nails starting at The Docks -
takes 11 turns and 24 coin by the obvious route, and 9 turns and 20 coin by the
best one, against a 14-turn horizon and a 40-coin purse. The repo's
tests/test_feasibility.nim asserts over 200 seeds x 6 seats that the greedy
plan start -> cheapest shop for commission A -> buy -> shop for commission B -> buy -> Guildhall -> hand -> hand fits in turns - 2 and inside the
starting purse. That test is the enforcement, not this page: any change to
a room, an exit, a stock level, a base value, the starting coin or the turn
count re-runs it and fails the build if the slack is gone.
What the results carry
names (POLICY names - the league attributes by policy, while the replay's
names carries the anonymous table aliases), scores, coin, wealth,
questPoints, delivered, robberies (successful thefts committed), robbed
(times victimised), turns, maxTurns and reason (complete or
deadline).