Tournament Balance Lab
Random legal bot characters and random approaches each round. Uses the same tournament and combat modules as the server. Fresh health, score penalties, byes, eliminations, all 19 perks, private reward progression and the decisive final are included. Bots randomly choose useful perks or weapons of equal/higher rarity; otherwise they increase a random attribute. All 12 weapons are included; creation uses the four basic weapons. Offers scale with survivors: 70/25/5%, 55/35/10%, 40/40/20% common/uncommon/rare. Each slot rolls 25% weapon / 75% perk, then rarity. Three distinct offers exclude equipped weapons and maximum-rank perks. Empty pools switch type within rarity, then reroll an available rarity. Discarded weapons can return; selecting one replaces the current weapon. Exports include reward offers and picks. Stored combat bonuses reset every duel.
Live games show every duel in sequence and wait for all human viewers before the next round. These simulations skip playback and human waiting; duration means tournament rounds and duel counts, not elapsed viewing time. Bot policy and sampled character distributions influence results. This is a tournament-duration and dominance test, not proof of human multiplayer balance. Export includes both source snapshots, rules, seeds and identities.