paper-dynasty-card-creation/docs/REFRACTOR_PHASE2_VALIDATION_SPEC.md
Cal Corum 6f67cfec9a docs: address PR #51 review — rarity naming, OPS threshold, truncation invariant
- Add rarity name cross-reference table in Background section mapping PRD
  display names (Replacement/Reserve/Starter/All-Star/MVP/Hall of Fame) to
  codebase names (Common/Bronze/Silver/Gold/Diamond/HoF) with IDs
- Fix T4-2: correct Gold OPS threshold from 0.700 to 0.900 (confirmed in
  rarity_thresholds.py); add note that 0.700 is the Bronze floor
- Fix T4-1: restate truncation invariant as a single precise assertion —
  sum(columns) == 108 - truncated_amount — instead of two independent checks
  that can both pass while the sum is wrong for unrelated reasons

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-24 16:07:18 -05:00

23 KiB
Raw Blame History

Refractor Phase 2 — Design Validation Spec

Purpose

This document captures the design validation test cases that must be verified before and during Phase 2 (rating boosts) of the Refractor card progression system. Phase 1 — tracking, milestone evaluation, and tier state persistence — is implemented. Phase 2 adds the rating boost application logic (apply_evolution_boosts), rarity upgrade at T4, and variant hash creation.

When to reference this document:

  • Before beginning Phase 2 implementation: review all cases to understand the design constraints and edge cases the implementation must handle.
  • During implementation: use each test case as an acceptance gate before the corresponding feature is considered complete.
  • During code review: each case documents the "risk if failed" so reviewers can assess whether a proposed implementation correctly handles that scenario.
  • After Phase 2 ships: run the cases as a regression checklist before any future change to the boost logic, rarity assignment, or milestone evaluator.

Background: Rating Model

Batter cards have 22 outcome columns summing to exactly 108 chances (derived from the D20 probability system: 2d6 x 3 columns x 6 rows). Each Refractor tier (T1 through T4) awards a 1.0-chance budget — a flat shift from out columns to positive-outcome columns. The total accumulated budget across all four tiers is 4.0 chances, equal to approximately 3.7% of the 108-chance total (4 / 108 ≈ 0.037).

Rarity naming cross-reference: The PRD chapters (prd-evolution/) use the player-facing display names. The codebase and this spec use the internal names from rarity_thresholds.py. They map as follows:

PRD / Display Name Codebase Name ID
Replacement Common 5
Reserve Bronze 4
Starter Silver 3
All-Star Gold 2
MVP Diamond 1
Hall of Fame HoF 99

All rarity references in this spec use the codebase names.

Rarity IDs in the codebase (from rarity_thresholds.py):

Rarity Name ID
Common 5
Bronze 4
Silver 3
Gold 2
Diamond 1
Hall of Fame 99

The special value 99 for Hall of Fame means a naive rarity_id + 1 increment is incorrect; the upgrade logic must use an ordered rarity ladder, not arithmetic.


Test Cases


T4-1: 108-sum preservation under profile-based boosts

Status: Pending — Phase 2

Scenario:

apply_evolution_boosts(card_ratings, boost_tier, player_profile) redistributes 1.0 chance per tier across outcome columns according to the player's detected profile (power hitter, contact hitter, patient hitter, starting pitcher, relief pitcher). Every combination of profile and tier must leave the 22-column sum exactly equal to 108 after the boost is applied. This must hold for all four tier applications, cumulative as well as individual.

The edge case: a batter card where flyout_a = 0. The power and contact hitter profiles draw reductions from out columns including flyout_a. If the preferred reduction column is at zero, the implementation must not produce a negative value and must not silently drop the remainder of the budget. The 0-floor cap is enforced per column (see 05-rating-boosts.md section 5.1: "Truncated points are lost, not redistributed").

Verify:

  • After each of T1, T2, T3, T4 boost applications, sum(all outcome columns) == 108 exactly.
  • A card with flyout_a = 0 does not raise an error and does not produce a column below 0.
  • When truncation occurs (column already at 0), the lost budget is discarded, not moved elsewhere — the post-boost sum will be less than 108 + budget_added only in the case of truncation, but must never exceed 108.

Expected Outcome:

Sum remains 108 after every boost under non-truncation conditions. Under truncation conditions (a column hits 0), the final column sum must equal exactly 108 - truncated_amount — where truncated_amount is the portion of the 1.0-chance budget that was dropped due to the 0-floor cap. This is a single combined assertion: sum(columns) == 108 - truncated_amount. Checking "sum <= 108" and "truncated amount was discarded" as two independent conditions is insufficient — a test can pass both checks while the sum is wrong for an unrelated reason (e.g., a positive column also lost value due to a bug). No column value falls below 0.

Risk If Failed:

A broken 108-sum produces invalid game probabilities. The D20 engine derives per-outcome probabilities from column / 108. If the sum drifts above or below 108, every outcome probability on that card is subtly wrong for every future game that uses it. This error silently corrupts game results without any visible failure.

Files Involved:

  • docs/prd-evolution/05-rating-boosts.md — boost budget, profile definitions, cap behavior
  • Phase 2: pd_cards/evo/boost_profiles.py (to be created) — apply_evolution_boosts
  • batters/creation.pybattingcardratings model column set (22 columns)
  • pitchers/creation.pypitchingcardratings model column set (18 columns + 9 x-checks)

T4-2: D20 probability shift at T4

Status: Pending — Phase 2

Scenario:

Take a representative Bronze-rarity batter (e.g., a player with total OPS near 0.730, homerun ≈ 1.2, single_one ≈ 4.0, walk ≈ 3.0 in the base ratings). Apply all four tier boosts cumulatively, distributing the total 4.0-chance budget across positive-outcome columns (HR, singles, walk) with equal reductions from out columns. Calculate the resulting absolute and relative probability change per D20 roll outcome.

Design target: the full T4 evolution shifts approximately 3.7% of all outcomes from outs to positive results (4.0 / 108 = 0.037). The shift should be perceptible to a player reviewing their card stats but should not fundamentally alter the card's tier or role. A Bronze batter does not become a Gold batter through evolution — they become an evolved Bronze batter.

Worked example for validation reference:

  • Pre-evolution: homerun = 1.2 → probability per D20 = 1.2 / 108 ≈ 1.11%
  • Post T4 with +0.5 to homerun per tier (4 tiers × 0.5 = +2.0 total): homerun = 3.2 → probability per D20 = 3.2 / 108 ≈ 2.96% — an increase of ~1.85 percentage points
  • Across all positive outcomes: total shift = 4.0 / 108 ≈ 3.7%

Expected Outcome:

The cumulative 4.0-chance shift produces a ~3.7% total movement from negative to positive outcomes. No single outcome column increases by more than 2.5 chances across the full T4 journey under any profile. The card remains recognizably Bronze — it does not cross the Gold OPS threshold (0.900 for 2024/2025 thresholds; confirmed in rarity_thresholds.py BATTER_THRESHOLDS_2024.gold and BATTER_THRESHOLDS_2025.gold) unless it was already near the boundary. Note: 0.700 is the Bronze floor (bronze field), not the Gold threshold.

Risk If Failed:

If the shift is too large, evolution becomes a rarity bypass — players grind low-rarity cards to simulate an upgrade they cannot earn through pack pulls. If the shift is too small, the system feels unrewarding and players lose motivation to complete tiers. Either miscalibration undermines the core design intent.

Files Involved:

  • docs/prd-evolution/05-rating-boosts.md — section 5.2 (boost budgets), section 5.3 (profiles)
  • rarity_thresholds.py — OPS boundary values used to assess whether evolution crosses a rarity threshold as a side effect (it should not for mid-range cards)
  • Phase 2: pd_cards/evo/boost_profiles.py — boost distribution logic

T4-3: T4 rarity upgrade — pipeline collision risk

Status: Pending — Phase 2

Scenario:

The Refractor T4 rarity upgrade (player.rarity_id incremented by one ladder step) and the live-series post_player_updates() rarity assignment (OPS-threshold-based, in batters/creation.py) both write to the same rarity_id field on the player record. A collision occurs when both run against the same player:

  1. Player completes Refractor T4. Evolution system upgrades rarity: Bronze (4) → Silver (3). evolution_card_state.final_rarity_id = 3 is written as an audit record.
  2. Live-series update runs two weeks later. post_player_updates() recalculates OPS → maps to Bronze (4) → writes rarity_id = 4 to the player record.
  3. The T4 rarity upgrade is silently overwritten. The player's card reverts to Bronze. The evolution_card_state record still shows final_rarity_id = 3 but the live card is Bronze.

This is a conflict between two independent systems both writing to the same field without awareness of each other. The current live-series pipeline has no concept of evolution state.

Proposed resolution strategies (document and evaluate; do not implement during Phase 2 spec):

  • Guard clause in post_player_updates(): Before writing rarity_id, check evolution_card_state.final_rarity_id for the player. If an evolution upgrade is on record, apply max(ops_rarity, final_rarity_id_ladder_position) — never downgrade past the T4 result.
  • Separate evolution rarity field: Add evolution_rarity_bump (int, default 0) to the card model. The game engine resolves effective rarity as base_rarity + bump. Live-series updates only touch base_rarity; the bump is immutable once T4 is reached.
  • Deferred rarity upgrade: T4 does not write rarity_id immediately. Instead, it sets a flag on evolution_card_state. post_player_updates() checks the flag and applies the bump after its own rarity calculation, ensuring the evolution upgrade layers on top of the current OPS-derived rarity rather than competing with it.

Expected Outcome:

Phase 2 must implement one of these strategies (or an alternative that provides equivalent protection). The collision scenario must be explicitly tested: evolve a Bronze card to T4, run a live-series update that maps the same player to Bronze, confirm the displayed rarity is Silver or higher — not Bronze.

Risk If Failed:

Live-series updates silently revert T4 rarity upgrades. Players invest significant game time reaching T4, receive the visual rarity upgrade, then lose it after the next live-series run with no explanation. This is one of the highest-trust violations the system can produce — a reward that disappears invisibly.

Files Involved:

  • batters/creation.pypost_player_updates() (lines ~304480)
  • pitchers/creation.py — equivalent post_player_updates() for pitchers
  • docs/prd-evolution/05-rating-boosts.md — section 5.4 (rarity upgrade at T4), note on live series interaction
  • Phase 2: pd_cards/evo/tier_completion.py (to be created) — T4 completion handler
  • Database: evolution_card_state table, final_rarity_id column

T4-4: T4 rarity cap for HoF cards

Status: Pending — Phase 2

Scenario:

A player card currently at Hall of Fame rarity (rarity_id = 99) completes Refractor T4. The design specifies: HoF cards receive the T4 rating boost deltas (1.0 chance shift) but do not receive a rarity upgrade. The rarity stays at 99.

The implementation must handle this without producing an invalid rarity value. The rarity ID sequence in rarity_thresholds.py is non-contiguous — the IDs are:

5 (Common) → 4 (Bronze) → 3 (Silver) → 2 (Gold) → 1 (Diamond) → 99 (Hall of Fame)

A naive rarity_id + 1 would produce 100, which is not a valid rarity. A lookup-table approach on the ordered ladder must be used instead. At 99 (HoF), the ladder returns 99 (no-op). Additionally, Diamond (1) cards that complete T4 should upgrade to HoF (99), not to rarity_id = 0 or any other invalid value.

Expected Outcome:

  • rarity_id = 99 (HoF): T4 boost applied, rarity unchanged at 99.
  • rarity_id = 1 (Diamond): T4 boost applied, rarity upgrades to 99 (HoF).
  • rarity_id = 2 (Gold): T4 boost applied, rarity upgrades to 1 (Diamond).
  • rarity_id = 3 (Silver): T4 boost applied, rarity upgrades to 2 (Gold).
  • rarity_id = 4 (Bronze): T4 boost applied, rarity upgrades to 3 (Silver).
  • rarity_id = 5 (Common): T4 boost applied, rarity upgrades to 4 (Bronze).
  • No card ever receives rarity_id outside the set {1, 2, 3, 4, 5, 99}.

Risk If Failed:

An invalid rarity ID (e.g., 0, 100, or None) propagates into the game engine and Discord bot display layer. Cards with invalid rarities may render incorrectly, break sort/filter operations in pack-opening UX, or cause exceptions in code paths that switch on rarity values.

Files Involved:

  • rarity_thresholds.py — authoritative rarity ID definitions
  • docs/prd-evolution/05-rating-boosts.md — section 5.4 (HoF cap behavior)
  • Phase 2: pd_cards/evo/tier_completion.py — rarity ladder lookup, T4 completion handler
  • Database: evolution_card_state.final_rarity_id

T4-5: RP T1 achievability in realistic timeframe

Status: Pending — Phase 2

Scenario:

The Relief Pitcher track formula is IP + K with a T1 threshold of 3. The design intent is "almost any active reliever hits this" in approximately 2 appearances (from 04-milestones.md section 4.2). The scenario to validate: a reliever who throws 1.2 IP (4 outs) with 1 K in an appearance scores 1.33 + 1 = 2.33 — below T1. This reliever needs another appearance before reaching T1.

The validation question is whether this is a blocking problem. If typical active RP usage (5+ team game appearances) reliably produces T1 within a few sessions of play, the design is sound. If a reliever can appear 45 times and still not reach T1 due to short, low-strikeout outings (e.g., a pure groundball closer who throws 1.0 IP / 0 K per outing), the threshold may be too high for the RP role to feel rewarding.

Reference calibration data from Season 10 (via evo_milestone_simulator.py): ~94% of all relievers reached T1 under the IP+K formula with the threshold of 3. However, this is based on a full or near-full season of data. The question is whether early-season RP usage (first 35 team games) produces T1 reliably.

Worked example for a pure-groundball closer:

  • 5 appearances × (1.0 IP + 0 K) = 5.0 — reaches T1 (threshold 3) after appearance 3
  • 5 appearances × (0.2 IP + 0 K) = 1.0 — does not reach T1 after 5 appearances

The second case (mop-up reliever with minimal usage) is expected to not reach T1 quickly, and the design accepts this. What is NOT acceptable: a dedicated closer or setup man with 2+ IP per session failing to reach T1 after 5+ appearances.

Expected Outcome:

A reliever averaging 1.0+ IP per appearance reaches T1 after 3 appearances. A reliever averaging 0.5+ IP per appearance reaches T1 after 56 appearances. A reliever with fewer than 3 total appearances in a season is not expected to reach T1 — this is acceptable. The ~94% Season 10 T1 rate confirms the threshold is calibrated correctly for active relievers.

Risk If Failed:

If active relievers (regular bullpen roles) cannot reach T1 within 510 team games, the Refractor system is effectively dead for RP cards from launch. Players who pick up RP cards expecting progression will see no reward for multiple play sessions, creating a negative first impression of the entire system.

Files Involved:

  • docs/prd-evolution/04-milestones.md — section 4.2 (RP track thresholds and design intent), section 4.3 (Season 10 calibration data)
  • scripts/evo_milestone_simulator.pyformula_rp_ip_k, simulate_tiers — re-run against current season data to validate T1 achievability in early-season usage windows
  • Database: evolution_track table — threshold values (admin-tunable, no code change required if recalibration is needed)

T4-6: SP/RP T4 parity with batters

Status: Pending — Phase 2

Scenario:

The T4 thresholds are:

Position T4 Threshold Formula
Batter 896 PA + (TB x 2)
Starting Pitcher 240 IP + K
Relief Pitcher 70 IP + K

These were calibrated against Season 10 production data using evo_milestone_simulator.py. The calibration target was approximately 3% of active players reaching T4 over a full season across all position types. The validation here is that this parity holds: one position type does not trivially farm Superfractors while another cannot reach T2 without extraordinary performance.

The specific risk: SP T4 requires 240 IP+K across the full season. Top Season 10 SPs (Harang: 163, deGrom: 143) were on pace for T4 at the time of measurement but had not crossed 240 yet. If the final-season data shows a spike (e.g., 1015% of SPs reaching T4 vs. 3% of batters), the SP threshold needs adjustment. Conversely, if no reliever reaches T4 in a full season where 94% reach T1, the RP T4 threshold of 70 may be achievable only by top closers in extreme usage scenarios.

Validation requires re-running evo_milestone_simulator.py --season <current> with the final season data for all three position types and comparing T4 reach percentages. Accepted tolerance: T4 reach rate within 2x across position types (e.g., if batters are at 3%, SP and RP should be between 1.5% and 6%).

Expected Outcome:

All three position types produce T4 rates between 1% and 6% over a full season of active play. No position type produces T4 rates above 10% (trivially farmable) or below 0.5% (effectively unachievable). SP and RP T4 rates should be comparable because their thresholds were designed together with the same 3% target in mind.

Risk If Failed:

If SP is easy (T4 in half a season) while RP is hard (T4 only for elite closers), then SP card owners extract disproportionate value from the system. The Refractor system's balance premise — "same tier, same reward, regardless of position" — breaks down, undermining player confidence in the fairness of the progression.

Files Involved:

  • docs/prd-evolution/04-milestones.md — section 4.3 (Season 10 calibration table)
  • scripts/evo_milestone_simulator.py — primary validation tool; run with --all-formulas --pitchers-only and --batters-only flags against final season data
  • Database: evolution_track table — thresholds are admin-tunable; recalibration does not require a code deployment

T4-7: Cross-season stat accumulation — design confirmation

Status: Pending — Phase 2

Scenario:

The milestone evaluator (Phase 1, already implemented) queries BattingSeasonStats and PitchingSeasonStats and SUMs the formula metric across all rows for a given (player_id, team_id) pair, regardless of season number. This means a player's Refractor progress is cumulative across seasons: if a player reaches 400 batter points in Season 10 and another 400 in Season 11, their total is 800 — within range of T4 (threshold: 896).

This design must be confirmed as intentional before Phase 2 is implemented, because it has significant downstream implications:

  1. Progress does not reset between seasons. A player who earns a card across multiple seasons continues progressing the same Refractor state. Season boundaries are invisible to the evaluator.
  2. New teams start from zero. If a player trades away a card and acquires a new copy of the same player, the new card's evolution_card_state row starts at T0. The stat accumulation query is scoped to (player_id, team_id), so historical stats from the previous owner are not inherited.
  3. Live-series stat updates do not retroactively change progress. The evaluator reads finalized season stat rows. If a player's Season 10 stats are adjusted via a data correction, the evaluator will pick up the change on the next evaluation run — progress could shift backward if a data correction removes a game's stats.
  4. The "full season" targets in the design docs (e.g., "T4 requires ~120 games") assume cumulative multi-season play, not a single season. At ~7.5 batter points per game, T4 of 896 requires approximately 120 in-game appearances. A player who plays 40 games per season across three seasons reaches T4 in their third season.

This is the confirmed intended design per 04-milestones.md: "Cumulative within a season — progress never resets mid-season." The document does not explicitly state "cumulative across seasons," but the evaluator implementation (SUM across all rows, no season filter) makes this behavior implicit. This test case exists to surface that ambiguity and require an explicit design decision before Phase 2 ships.

Expected Outcome:

Before Phase 2 implementation begins, the design intent must be explicitly confirmed in writing (update 04-milestones.md section 4.1 with a cross-season statement) or the evaluator query must be updated to add a season boundary. The options are:

  • Option A (current behavior — accumulate across seasons): Document explicitly. The Refractor journey can span multiple seasons. Long-term card holders are rewarded for loyalty.
  • Option B (reset per season): Add a season filter to the evaluator query. Refractor progress resets at season start. T4 is achievable within a single full season. Cards earned mid-season have a natural catch-up disadvantage.

This spec takes no position on which option is correct. It records that the choice exists, that the current implementation defaults to Option A, and that Phase 2 must not be built on an unexamined assumption about which option is in effect.

Risk If Failed:

If Option A is unintentional and players discover their Refractor progress carries over across seasons before it is documented as a feature, they will optimize around it in ways the design did not anticipate (e.g., holding cards across seasons purely to farm Refractor tiers). If Option B is unintentional and progress resets each season without warning, players who invested heavily in T3 at season end will be angry when their progress disappears.

Files Involved:

  • docs/prd-evolution/04-milestones.md — section 4.1 (design principles) — requires update to state the cross-season policy explicitly
  • Phase 1 (implemented): pd_cards/evo/evaluator.py — stat accumulation query; inspect the WHERE clause for any season filter
  • Database: BattingSeasonStats, PitchingSeasonStats — confirm schema includes season column and whether the evaluator query filters on it
  • Database: evolution_card_state — confirm there is no season-reset logic in the state management layer

Summary Status

ID Title Status
T4-1 108-sum preservation under profile-based boosts Pending — Phase 2
T4-2 D20 probability shift at T4 Pending — Phase 2
T4-3 T4 rarity upgrade — pipeline collision risk Pending — Phase 2
T4-4 T4 rarity cap for HoF cards Pending — Phase 2
T4-5 RP T1 achievability in realistic timeframe Pending — Phase 2
T4-6 SP/RP T4 parity with batters Pending — Phase 2
T4-7 Cross-season stat accumulation — design confirmation Pending — Phase 2

All cases are unblocked pending Phase 2 implementation. T4-7 requires a design decision before any Phase 2 code is written. T4-3 requires a resolution strategy to be selected before the T4 completion handler is implemented.