How to read these results
These are outcomes from automated play policies, not a prediction of a human party’s chance to win. “Reached Dracula” is shown separately from victory so castle progress remains visible when the final fight is lost. Each policy replays seeds 1–100 on Easy, Normal, and Hard.
This rerun corrected a harness bug found during review: when a search triggered a random encounter, the site was not marked searched after combat, so bots could repeat the same site and encounter. The harness now marks it searched after the encounter unless an active guardian was present. No game difficulty rules were changed for this report.
The Three-pair team policy follows your formation: Van Helsing with Godalming and Quincey with Seward pursue coffin leads, while Mina scouts for information and Jonathan for supplies. It won 53% on Easy and 38% on Normal. Easy Optimal won 83%, Normal Optimal 65%, and Normal Aggressive 34%.
Download all run metrics (CSV) · Includes pressure, wounds, bites, searches, movement, shops, rests, and party size at finale stages.
Results by difficulty and policy
Each row is 100 complete seeded runs. “Finale losses” lists the stage where the party was defeated.
| Difficulty | Policy | Won | Castle finale | Reached Dracula | Act I wiped | Act I timeout | Finale losses Gargoyle / Brides / Dracula | Finale escape / timeout |
|---|---|---|---|---|---|---|---|---|
| Easy | Baseline | 59 (59.0%) | 93 (93.0%) | 65 (65.0%) | 7 | 0 | 21 / 2 / 6 | 0 / 5 |
| Easy | Cautious | 93 (93.0%) | 100 (100.0%) | 96 (96.0%) | 0 | 0 | 4 / 0 / 3 | 0 / 0 |
| Easy | Aggressive | 84 (84.0%) | 100 (100.0%) | 89 (89.0%) | 0 | 0 | 7 / 4 / 5 | 0 / 0 |
| Easy | Three-pair team | 53 (53.0%) | 81 (81.0%) | 55 (55.0%) | 19 | 0 | 18 / 5 / 2 | 0 / 3 |
| Easy | Adaptive | 100 (100.0%) | 100 (100.0%) | 100 (100.0%) | 0 | 0 | 0 / 0 / 0 | 0 / 0 |
| Easy | Optimal heuristic | 83 (83.0%) | 90 (90.0%) | 87 (87.0%) | 10 | 0 | 1 / 2 / 4 | 0 / 0 |
| Normal | Baseline | 72 (72.0%) | 96 (96.0%) | 76 (76.0%) | 4 | 0 | 16 / 0 / 4 | 0 / 4 |
| Normal | Cautious | 48 (48.0%) | 91 (91.0%) | 53 (53.0%) | 9 | 0 | 31 / 2 / 5 | 0 / 5 |
| Normal | Aggressive | 34 (34.0%) | 73 (73.0%) | 44 (44.0%) | 27 | 0 | 21 / 8 / 10 | 0 / 0 |
| Normal | Three-pair team | 38 (38.0%) | 58 (58.0%) | 40 (40.0%) | 42 | 0 | 14 / 0 / 2 | 0 / 4 |
| Normal | Adaptive | 67 (67.0%) | 88 (88.0%) | 74 (74.0%) | 12 | 0 | 8 / 6 / 7 | 0 / 0 |
| Normal | Optimal heuristic | 65 (65.0%) | 78 (78.0%) | 69 (69.0%) | 22 | 0 | 7 / 2 / 4 | 0 / 0 |
| Hard | Baseline | 10 (10.0%) | 26 (26.0%) | 15 (15.0%) | 74 | 0 | 8 / 2 / 5 | 0 / 1 |
| Hard | Cautious | 8 (8.0%) | 25 (25.0%) | 13 (13.0%) | 75 | 0 | 10 / 1 / 5 | 0 / 1 |
| Hard | Aggressive | 6 (6.0%) | 13 (13.0%) | 7 (7.0%) | 87 | 0 | 6 / 0 / 1 | 0 / 0 |
| Hard | Three-pair team | 2 (2.0%) | 14 (14.0%) | 6 (6.0%) | 86 | 0 | 7 / 1 / 3 | 0 / 1 |
| Hard | Adaptive | 12 (12.0%) | 39 (39.0%) | 21 (21.0%) | 61 | 0 | 14 / 4 / 9 | 0 / 0 |
| Hard | Optimal heuristic | 6 (6.0%) | 22 (22.0%) | 6 (6.0%) | 78 | 0 | 12 / 4 / 0 | 0 / 0 |
“Castle finale” counts runs that reached the opening Gargoyle encounter. Dracula’s arrival count is measured directly by the harness. “Optimal heuristic” is a policy name, not an optimal solver.
Run setup: Godot 4.6; current Version 1.0 rules; baseline, cautious, aggressive, three-pair team, adaptive, and optimal policies; Easy, Normal, and Hard; each policy replays seeds 1–100 with the official six-hunter party. Combat action-limit hits: zero in all 1,800 runs.
Outcome definitions
- Won: Dracula was defeated and the finale completed.
- Reached Dracula: the party entered Dracula’s final encounter, whether it won or lost there.
- Act I wipe: the hunters were lost before opening the castle finale.
- Finale loss: hunters fell to the Gargoyle, Brides, or Dracula; each stage is counted separately.
- Escape / timeout: a finale enemy escaped or a simulation safety limit ended the run. These are not victories.