Pixel Battleline

Preparing the Adversarial Director for Human Review

A Debug-only deterministic search system began constructing immutable three-lane dilemmas for subjective review.

After the v0.9.3 handoff, development turned toward an adversarial Director. The Director builds candidate three-lane dilemmas from world and run doctrines, projects their consequences, searches possible responses, ranks meaningful alternatives, and compiles an immutable timed battle plan.

The runtime integration deliberately reuses the existing simulation, packet scheduler, objective rules, presentation systems, recording, replay, and retry paths.

It is enabled only in Debug, accepts an explicit identity and seed, and cannot revise a battle after observing the player. It is algorithmic search, not a remote AI or machine-learning service.

The August milestone prepared a Play Lab, capture portfolio, structural activity measurements, and a human scorecard. Automated metrics can catch defects, but they cannot decide whether the battles are readable, fair, exciting, or worth replaying. Those judgments remain pending.

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