Escalate underchallenging hunts from combat pressure - #106
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Summary
Verification
pwsh -File scripts/test-playerbot-gameplay.ps1 -AdaptiveChallenge -DeathTelemetry -Focused -SkipBuild -TimeoutSeconds 300- passed frontier, recovery, lethal, hysteresis, exhaustion, and death scenariospwsh -File scripts/test-playerbot-gameplay.ps1 -HuntRegionPlanning -Focused -SkipBuild -TimeoutSeconds 240- passed bounded scanning, ranking, reachability, and cancellation scenariospwsh -File scripts/test-playerbot-gameplay.ps1 -FullNavigation -CorpseLoot -Focused -SkipBuild -TimeoutSeconds 300- passed navigation and corpse-loot regressionsLimits
A one-hour normal-stack observation selected in-band real-map hunts, emitted complete outcomes, and progressed Bot One from level 8 to 9 without death. The five-minute development hunts produced only 6-30% active-combat uptime, so the frontier correctly remained at
0.20withinsufficient_active_combat. Deterministic fixtures prove transition logic; a separate 20-60 minute hunt soak is still required to assess sustained live escalation.Closes #92.