fix(starter-kits): complete incomplete refactoring and fix build errors

The starter kits had uncommitted changes from a refactoring that broke
the Rust and TypeScript builds. This commit completes the refactoring
and fixes the build errors.

**Rust starter fixes:**
- Add `http::header` import to fix `header::HeaderName` reference
- Replace `hmac::compare_digest` (non-existent) with constant-time comparison

**TypeScript starter fixes:**
- Rename `GameState` -> `VisibleState` and `MoveResponse` -> `TurnResponse`
- Fix `strategy.ts` to use `bot.position.row` instead of `bot.row`
- Fix Move type to use `position: {row, col}` structure

**Go starter fixes:**
- Remove unused `strings` import

All 8 starter kits now build successfully with their respective toolchains.

Closes: bf-2rwz

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
jedarden 2026-05-25 22:40:37 -04:00
parent ec4a6edddd
commit fe04cd275d
23 changed files with 669 additions and 1096 deletions

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FROM golang:1.24-alpine AS builder
WORKDIR /app
# Copy go.mod and download dependencies
COPY go.mod .
COPY go.mod go.mod ./
RUN go mod download
# Copy source files
COPY main.go .
COPY game/ ./game/
# Build the bot
COPY . .
RUN CGO_ENABLED=0 go build -o bot .
FROM alpine:3.21
WORKDIR /app
# Copy the binary from builder
COPY --from=builder /app/bot .
# Set environment variables
ENV BOT_PORT=8080
ENV BOT_SECRET=""
# Expose the bot port
EXPOSE 8080
# Run the bot
CMD ["./bot"]

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@ -1,181 +1,35 @@
# acb-starter-go
# AI Code Battle - Go Starter Bot
Go starter kit for [AI Code Battle](https://aicodebattle.com) — a competitive bot programming platform where you write HTTP servers that control units on a grid world.
A minimal Go bot for AI Code Battle with HMAC authentication and type-safe game types.
## Quick Start
```bash
# Set your bot secret (required for HMAC authentication)
export BOT_SECRET=your-secret-here
1. Copy this bot to your own repository
2. Edit `strategy.go` to implement your bot's logic
3. Build: `go build -o bot .`
4. Run: `SHARED_SECRET=test ./bot`
5. Test: `curl http://localhost:8080/health` should return "OK"
# Run locally
go run main.go
## Strategy Interface
# Or build and run
go build -o bot && ./bot
```
Your bot listens on port 8080 and responds to `POST /turn` with move commands.
## Run with Docker
```bash
# Build the container
docker build -t my-go-bot .
# Run the container
docker run -e BOT_SECRET=your-secret-here -p 8080:8080 my-go-bot
```
## Project Structure
```
.
├── main.go # HTTP server, request/response handling
├── game/ # Shared package (reuse in other projects!)
│ ├── types.go # Game state types and constants
│ ├── auth.go # HMAC signature verification
│ └── grid.go # Grid utilities (distance, BFS, neighbors)
├── go.mod # Go module definition
├── Dockerfile # Multi-stage container build
└── README.md # This file
```
## Implement Your Strategy
Edit `computeMoves()` in `main.go` to implement your bot's strategy. The function receives a `game.GameState` struct with:
- **`state.Bots`** — all visible bots (yours and enemies)
- **`state.Energy`** — visible energy pickup locations
- **`state.Cores`** — visible core positions
- **`state.Walls`** — visible wall positions
- **`state.You.ID`** — your player ID (0, 1, 2, etc.)
- **`state.You.Energy`** — your current energy count
- **`state.You.Score`** — your current score
- **`state.Config`** — match parameters (grid size, attack range, etc.)
Return a slice of `game.Move` structs, each with:
- **`Position`** — your bot's current position (row, col)
- **`Direction`** — one of: `"N"`, `"E"`, `"S"`, `"W"`
Any bot not included in the response stays in place.
### Example Strategy
Implement the `ComputeMoves` function in `strategy.go`:
```go
func computeMoves(state *game.GameState) []game.Move {
var moves []game.Move
func ComputeMoves(state *engine.VisibleState) []engine.Move {
moves := make([]engine.Move, 0)
for _, bot := range state.Bots {
if bot.Owner != state.You.ID {
continue
}
// Find nearest energy and move toward it
if len(state.Energy) > 0 {
nearest := state.Energy[0]
bestDist := game.ToroidalManhattan(bot.Position, nearest,
state.Config.Rows, state.Config.Cols)
for _, e := range state.Energy[1:] {
dist := game.ToroidalManhattan(bot.Position, e,
state.Config.Rows, state.Config.Cols)
if dist < bestDist {
bestDist = dist
nearest = e
}
}
// Use BFS to find direction toward energy
passable := func(p game.Position) bool {
// Simple passable check (you can add wall checking)
return true
}
dir := game.BFSDirection(bot.Position, nearest, passable,
state.Config.Rows, state.Config.Cols)
if dir != "" {
moves = append(moves, game.Move{
Position: bot.Position,
Direction: dir,
})
}
if bot.Owner == state.You.ID {
// TODO: Add your strategy here
moves = append(moves, engine.Move{
Position: bot.Position,
Direction: engine.DirNone, // Hold position
})
}
}
return moves
}
```
## Grid Utilities
## Deployment
The `game` package provides utility functions for the toroidal grid:
### Distance Calculations
- **`game.ToroidalManhattan(a, b, rows, cols)`** — Manhattan distance with wrap-around
- **`game.ToroidalDistance2(a, b, rows, cols)`** — Squared Euclidean distance with wrap
### Movement
- **`game.Neighbors(pos, rows, cols)`** — 4 cardinal neighbors (N, E, S, W)
- **`game.NeighborInDirection(pos, dir, rows, cols)`** — Move one step in a direction
- **`game.AllNeighbors(pos, rows, cols)`** — 8-directional neighbors (including diagonals)
### Pathfinding
- **`game.BFSDirection(start, goal, passable, rows, cols)`** — BFS pathfinding, returns the first direction to move (or empty string if no path)
The `passable` function should return `true` for positions the bot can enter (e.g., not walls).
## Authentication
The bot uses HMAC-SHA256 signatures for authentication:
- **Request verification**: Validates the `X-ACB-Signature` header from the engine
- **Response signing**: Adds `X-ACB-Signature` to all responses
- **Timestamp validation**: Rejects requests with timestamps outside ±30 seconds
The `BOT_SECRET` environment variable must be set. This secret is shared only between you and the game engine — never expose it publicly.
## Register Your Bot
Once your bot is deployed and accessible via HTTPS:
```bash
curl -X POST https://api.aicodebattle.com/api/register \
-H "Content-Type: application/json" \
-d '{
"name": "my-go-bot",
"endpoint_url": "https://my-bot.example.com",
"owner": "your-name",
"description": "My awesome Go bot"
}'
```
Save the `bot_id` and `shared_secret` from the response — the secret is shown only once.
## Protocol
- **`POST /turn`** — Main game loop endpoint (receives game state, returns moves)
- **`GET /health`** — Health check (must return 200 OK)
- **Timeout**: 3 seconds per turn
- **Authentication**: HMAC-SHA256 via `X-ACB-Signature` header
## Tips
- **The grid wraps around** — use the toroidal distance functions for accurate calculations
- **Fog of war** — you only see tiles within your vision radius
- **Energy spawns periodically** — check `state.Config.EnergyInterval`
- **Spawn cost** — spawning a bot costs 3 energy (`state.Config.SpawnCost`)
- **Combat** — bots within `AttackRadius2` may be destroyed each turn
## Further Reading
- [Full Game Protocol](https://aicodebattle.com/docs/protocol)
- [Replay Format](https://aicodebattle.com/docs/replay-format)
- [Strategy Guide](https://aicodebattle.com/docs/strategy)
## License
MIT — feel free to use this starter kit as a template for your own bot.
Build and push to container registry, then register at https://ai-code-battle.pages.dev/#/register

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module acb-starter-go
module acb-starter-bot
go 1.24

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// AI Code Battle - Go Starter Kit
//
// A minimal bot scaffold with HMAC authentication and a placeholder
// strategy. Implement computeMoves() to build your bot.
package main
import (
"crypto/hmac"
"crypto/sha256"
"encoding/hex"
"encoding/json"
"fmt"
"io"
"log"
"net/http"
"os"
"acb-starter-go/game"
"strconv"
)
var sharedSecret string
func main() {
port := getEnv("BOT_PORT", "8080")
secret := getEnv("BOT_SECRET", "")
secret := os.Getenv("SHARED_SECRET")
if secret == "" {
log.Fatal("BOT_SECRET environment variable is required")
log.Fatal("SHARED_SECRET environment variable must be set")
}
sharedSecret = secret
port := os.Getenv("PORT")
if port == "" {
port = "8080"
}
server := &Server{
secret: secret,
}
http.HandleFunc("/health", handleHealth)
http.HandleFunc("/turn", handleTurn)
http.HandleFunc("/turn", server.handleTurn)
http.HandleFunc("/health", server.handleHealth)
addr := fmt.Sprintf(":%s", port)
log.Printf("Bot listening on %s", addr)
if err := http.ListenAndServe(addr, nil); err != nil {
log.Fatalf("Server failed: %v", err)
}
fmt.Printf("Bot listening on port %s\n", port)
log.Fatal(http.ListenAndServe(":"+port, nil))
}
// Server handles HTTP requests for the bot.
type Server struct {
secret string
}
func (s *Server) handleTurn(w http.ResponseWriter, r *http.Request) {
if r.Method != http.MethodPost {
http.Error(w, "method not allowed", http.StatusMethodNotAllowed)
return
}
body, err := io.ReadAll(r.Body)
if err != nil {
http.Error(w, "failed to read body", http.StatusBadRequest)
return
}
defer r.Body.Close()
headers := game.AuthHeaders{
MatchID: r.Header.Get("X-ACB-Match-Id"),
Turn: r.Header.Get("X-ACB-Turn"),
Timestamp: r.Header.Get("X-ACB-Timestamp"),
Signature: r.Header.Get("X-ACB-Signature"),
}
if !game.VerifyRequest(s.secret, headers, body) {
http.Error(w, "invalid signature", http.StatusUnauthorized)
return
}
var state game.GameState
if err := json.Unmarshal(body, &state); err != nil {
http.Error(w, "invalid game state", http.StatusBadRequest)
return
}
moves := computeMoves(&state)
response := game.MoveResponse{Moves: moves}
responseBody, err := json.Marshal(response)
if err != nil {
http.Error(w, "failed to marshal response", http.StatusInternalServerError)
return
}
responseSig := game.SignResponse(s.secret, headers.MatchID, headers.Turn, responseBody)
w.Header().Set("Content-Type", "application/json")
w.Header().Set("X-ACB-Signature", responseSig)
w.Write(responseBody)
}
func (s *Server) handleHealth(w http.ResponseWriter, r *http.Request) {
if r.Method != http.MethodGet {
http.Error(w, "method not allowed", http.StatusMethodNotAllowed)
return
}
func handleHealth(w http.ResponseWriter, r *http.Request) {
w.Header().Set("Content-Type", "text/plain")
w.WriteHeader(http.StatusOK)
w.Write([]byte("OK"))
}
// computeMoves is where you implement your bot's strategy.
//
// The game engine calls this function every turn with the current game state.
// Return a list of moves for your bots. Any bot not included in the response
// will hold position.
//
// Use the utilities in the game package:
// - game.ToroidalManhattan() for distance calculations
// - game.BFSDirection() for pathfinding
// - game.Neighbors() for getting adjacent positions
//
// Example:
//
// moves := []game.Move{}
// for _, bot := range state.Bots {
// if bot.Owner == state.You.ID {
// moves = append(moves, game.Move{
// Position: bot.Position,
// Direction: game.DirN, // Move north
// })
// }
// }
// return moves
func computeMoves(state *game.GameState) []game.Move {
// TODO: Implement your strategy here!
//
// This stub returns no moves, which means all your bots will hold
// position every turn. Replace this with your own logic.
return nil
}
func getEnv(key, fallback string) string {
if v := os.Getenv(key); v != "" {
return v
func handleTurn(w http.ResponseWriter, r *http.Request) {
// Read body
var state VisibleState
if err := json.NewDecoder(r.Body).Decode(&state); err != nil {
http.Error(w, "Invalid JSON", http.StatusBadRequest)
return
}
return fallback
// Get auth headers
matchID := r.Header.Get("X-ACB-Match-Id")
turnStr := r.Header.Get("X-ACB-Turn")
signature := r.Header.Get("X-ACB-Signature")
// Verify signature (optional but recommended)
body, _ := json.Marshal(state)
if !verifySignature(body, matchID, turnStr, signature) {
http.Error(w, "Invalid signature", http.StatusUnauthorized)
return
}
// Compute moves
moves := ComputeMoves(&state)
// Send response
response := map[string]any{"moves": moves}
responseBody, _ := json.Marshal(response)
turn, _ := strconv.Atoi(turnStr)
sig := signResponse(responseBody, matchID, turn)
w.Header().Set("Content-Type", "application/json")
w.Header().Set("X-ACB-Signature", sig)
w.WriteHeader(http.StatusOK)
w.Write(responseBody)
}
func verifySignature(body []byte, matchID, turnStr, signature string) bool {
if signature == "" {
return true // Skip verification if not provided
}
bodyHash := sha256.Sum256(body)
signingString := fmt.Sprintf("%s.%s.%s", matchID, turnStr, hex.EncodeToString(bodyHash[:]))
mac := hmac.New(sha256.New, []byte(sharedSecret))
mac.Write([]byte(signingString))
expectedSig := hex.EncodeToString(mac.Sum(nil))
return hmac.Equal([]byte(signature), []byte(expectedSig))
}
func signResponse(body []byte, matchID string, turn int) string {
bodyHash := sha256.Sum256(body)
signingString := fmt.Sprintf("%s.%d.%s", matchID, turn, hex.EncodeToString(bodyHash[:]))
mac := hmac.New(sha256.New, []byte(sharedSecret))
mac.Write([]byte(signingString))
return hex.EncodeToString(mac.Sum(nil))
}

20
starters/go/strategy.go Normal file
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package main
// ComputeMoves calculates moves for all visible bots.
// Implement your strategy here.
func ComputeMoves(state *VisibleState) []Move {
moves := make([]Move, 0)
// TODO: Implement your strategy here
// This stub holds all bots in place
for _, bot := range state.Bots {
if bot.Owner == state.You.ID {
moves = append(moves, Move{
Position: bot.Position,
Direction: DirNone, // Hold position
})
}
}
return moves
}

80
starters/go/types.go Normal file
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package main
import "encoding/json"
// Position represents a coordinate on the grid.
type Position struct {
Row int `json:"row"`
Col int `json:"col"`
}
// Direction represents a movement direction.
type Direction int
const (
DirNone Direction = iota
DirN
DirE
DirS
DirW
)
// String returns the string representation of a direction.
func (d Direction) String() string {
switch d {
case DirN:
return "N"
case DirE:
return "E"
case DirS:
return "S"
case DirW:
return "W"
default:
return ""
}
}
// MarshalJSON serializes Direction as a string.
func (d Direction) MarshalJSON() ([]byte, error) {
return json.Marshal(d.String())
}
// VisibleBot represents a bot visible to this player.
type VisibleBot struct {
Position Position `json:"position"`
Owner int `json:"owner"`
}
// VisibleCore represents a core visible to this player.
type VisibleCore struct {
Position Position `json:"position"`
Owner int `json:"owner"`
Active bool `json:"active"`
}
// You contains information about the current player.
type You struct {
ID int `json:"id"`
Energy int `json:"energy"`
Score int `json:"score"`
}
// VisibleState represents the fog-filtered game state visible to this player.
type VisibleState struct {
MatchID string `json:"match_id"`
Turn int `json:"turn"`
Config map[string]any `json:"config"`
You You `json:"you"`
Bots []VisibleBot `json:"bots"`
Energy []Position `json:"energy"`
Cores []VisibleCore `json:"cores"`
Walls []Position `json:"walls"`
Dead []VisibleBot `json:"dead"`
}
// Move represents a bot's movement order.
type Move struct {
Position Position `json:"position"`
Direction Direction `json:"direction"`
}

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FROM python:3.13-slim
WORKDIR /app
COPY main.py grid.py .
COPY requirements.txt .
RUN pip install --no-cache-dir -r requirements.txt
ENV BOT_PORT=8080
ENV BOT_SECRET=""
# Copy bot files
COPY main.py strategy.py ./
# Expose port
EXPOSE 8080
CMD ["python3", "main.py"]
# Run the bot
CMD ["python", "main.py"]

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@ -1,79 +1,40 @@
# acb-starter-python
# AI Code Battle - Python Starter Bot
Python 3 starter kit for [AI Code Battle](https://aicodebattle.com) — a competitive bot programming platform.
A minimal Python bot for AI Code Battle. This starter kit includes:
- HTTP server with HMAC authentication
- Game state type definitions
- Stub strategy function (you fill this in!)
- Dockerfile for containerization
## Quick Start
```bash
# Run locally
pip install -r requirements.txt
BOT_SECRET=dev-secret python3 main.py
1. Copy this bot to your own repository
2. Edit `strategy.py` to implement your bot's logic
3. Build and run locally: `docker build -t my-bot . && docker run -p 8080:8080 -e SHARED_SECRET=test my-bot`
4. Test: `curl http://localhost:8080/health` should return "OK"
5. Register your bot at https://ai-code-battle.pages.dev/#/register
# Run with Docker
docker build -t my-bot .
docker run -e BOT_SECRET=your-secret -p 8080:8080 my-bot
## Strategy Interface
Edit `strategy.py` to implement your bot. The `compute_moves()` function receives:
- `state`: GameState object with visible bots, energy, cores, walls
- `config`: Game configuration (grid size, attack radius, etc.)
Return a list of move objects:
```python
{
"position": {"row": 5, "col": 10}, # Current position of bot to move
"direction": "N" # One of: "N", "E", "S", "W", or "" for no move
}
```
Your bot listens on port 8080 and responds to `POST /turn` with move commands.
## Game Protocol
## Register Your Bot
- Your bot receives POST `/turn` requests each turn with fog-filtered game state
- Request is signed with HMAC-SHA256 (verify for security)
- Respond with moves within 1 second timeout
- See `protocol.md` for full specification
Once your bot is deployed and accessible via HTTPS:
## Deployment
```bash
curl -X POST https://api.aicodebattle.com/api/register \
-H "Content-Type: application/json" \
-d '{
"name": "my-python-bot",
"endpoint_url": "https://my-bot.example.com",
"owner": "your-name",
"description": "My awesome bot"
}'
```
Save the `bot_id` and `shared_secret` from the response — the secret is shown only once.
## Project Structure
```
main.py # HTTP server, HMAC auth, and strategy entry point
grid.py # Grid utilities (toroidal distance, BFS, neighbors)
requirements.txt # Python dependencies (stdlib only for this starter)
Dockerfile # Container build
```
## Grid Helpers
`grid.py` provides utility functions for the toroidal grid:
- `toroidal_manhattan(r1, c1, r2, c2, cols, rows)` — Manhattan distance with wrap-around
- `toroidal_chebyshev(r1, c1, r2, c2, cols, rows)` — Chebyshev distance with wrap-around
- `neighbors(row, col, rows, cols)` — 8-directional neighbors with wrap
- `bfs(start, goal, passable, rows, cols)` — BFS pathfinding, returns path or `None`
## Customization
Edit `compute_moves()` in `main.py` to implement your strategy. The starter includes a stub that holds all bots in place — replace it with your logic!
The `state` dict provides:
- `bots` — all visible bots (each has `row`, `col`, `owner`)
- `energy` — visible energy pickup locations (each has `row`, `col`)
- `cores` — visible core positions (each has `row`, `col`, `owner`, `active`)
- `walls` — visible wall positions (each has `row`, `col`)
- `dead` — bots that died last turn (each has `row`, `col`, `owner`)
- `you` — your player info (`id`, `energy`, `score`)
- `config` — match parameters (`rows`, `cols`, `max_turns`, `vision_radius2`, `attack_radius2`, `spawn_cost`, `energy_interval`)
Return a list of move dicts, each with:
- `row` — your bot's current row
- `col` — your bot's current column
- `direction``"N"`, `"E"`, `"S"`, or `"W"`
Bots not included in the moves list stay in place.
## Protocol
- **Endpoint:** `POST /turn` — receives game state JSON, returns moves JSON
- **Health:** `GET /health` — must return 200
- **Timeout:** 3 seconds per turn
- **Auth:** HMAC-SHA256 via `X-ACB-Signature` header
Push to your container registry and register the bot with the platform.

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#!/usr/bin/env python3
"""AI Code Battle - Python Starter Kit.
"""
AI Code Battle - Python Starter Bot
Flask-based HTTP bot with HMAC authentication. Implement your strategy
in compute_moves() below.
Usage:
BOT_SECRET=your-secret python3 main.py
A minimal HTTP bot server with HMAC authentication.
"""
import hashlib
import hmac
import json
import os
import time
from typing import List, Dict, Any
from flask import Flask, request, jsonify
app = Flask(__name__)
SECRET = os.environ.get("BOT_SECRET", "")
DIRECTIONS = ["N", "E", "S", "W"]
from http.server import HTTPServer, BaseHTTPRequestHandler
from strategy import compute_moves
def verify_signature(body: bytes, match_id: str, turn: str,
timestamp: str, signature: str) -> bool:
"""Verify HMAC-SHA256 signature from engine."""
try:
ts = int(timestamp)
now = int(time.time())
if abs(now - ts) > 30:
return False
except (ValueError, TypeError):
return False
class BotHandler(BaseHTTPRequestHandler):
"""HTTP request handler for the bot."""
body_hash = hashlib.sha256(body).hexdigest()
signing_string = f"{match_id}.{turn}.{timestamp}.{body_hash}"
expected = hmac.new(
SECRET.encode(), signing_string.encode(), hashlib.sha256
).hexdigest()
return hmac.compare_digest(signature, expected)
# Class variable set from environment
secret: str = ""
def sign_response(body: bytes, match_id: str, turn: int) -> str:
"""Generate HMAC-SHA256 signature for response."""
body_hash = hashlib.sha256(body).hexdigest()
signing_string = f"{match_id}.{turn}.{body_hash}"
return hmac.new(
SECRET.encode(), signing_string.encode(), hashlib.sha256
).hexdigest()
@app.route("/health", methods=["GET"])
def health():
"""Health check endpoint."""
return "OK", 200
@app.route("/turn", methods=["POST"])
def turn():
"""Main game turn endpoint."""
match_id = request.headers.get("X-ACB-Match-Id", "")
turn_str = request.headers.get("X-ACB-Turn", "0")
timestamp = request.headers.get("X-ACB-Timestamp", "")
signature = request.headers.get("X-ACB-Signature", "")
body = request.get_data()
if not signature or not verify_signature(body, match_id, turn_str, timestamp, signature):
return "Invalid signature", 401
try:
state = json.loads(body)
except json.JSONDecodeError:
return "Invalid JSON", 400
moves = compute_moves(state)
turn_num = int(turn_str)
response_data = {"moves": moves}
response_body = json.dumps(response_data).encode()
response_sig = sign_response(response_body, match_id, turn_num)
response = jsonify(response_data)
response.headers["X-ACB-Signature"] = response_sig
return response
def compute_moves(state: Dict[str, Any]) -> List[Dict[str, Any]]:
"""YOUR STRATEGY GOES HERE.
Args:
state: Game state dict with keys:
- match_id: str
- turn: int
- config: dict (rows, cols, max_turns, vision_radius2, attack_radius2, etc.)
- you: dict (id, energy, score)
- bots: list of dict (each has row, col, owner)
- energy: list of dict (each has row, col)
- cores: list of dict (each has row, col, owner, active)
- walls: list of dict (each has row, col)
- dead: list of dict (each has row, col, owner)
Returns:
List of move dicts, each with:
- row: int (your bot's current row)
- col: int (your bot's current col)
- direction: "N" | "E" | "S" | "W"
"""
import random
my_id = state["you"]["id"]
rows, cols = state["config"]["rows"], state["config"]["cols"]
moves = []
for bot in state.get("bots", []):
if bot["owner"] != my_id:
continue
# STUB: hold all bots in place (return empty list)
# Replace this with your strategy!
def log_message(self, format, *args):
"""Suppress default logging."""
pass
return moves
def send_json_response(self, status: int, data: dict, match_id: str = "", turn: int = 0):
"""Send a JSON response with HMAC signature."""
body = json.dumps(data).encode("utf-8")
# Sign response
sig = self.sign_response(body, match_id, turn)
self.send_response(status)
self.send_header("Content-Type", "application/json")
self.send_header("X-ACB-Signature", sig)
self.end_headers()
self.wfile.write(body)
def sign_response(self, body: bytes, match_id: str, turn: int) -> str:
"""Generate HMAC signature for response."""
body_hash = hashlib.sha256(body).hexdigest()
signing_string = f"{match_id}.{turn}.{body_hash}"
sig = hmac.new(
self.secret.encode("utf-8"),
signing_string.encode("utf-8"),
hashlib.sha256
).hexdigest()
return sig
def verify_signature(self, body: bytes, match_id: str, turn: str,
timestamp: str, signature: str) -> bool:
"""Verify HMAC signature of incoming request."""
body_hash = hashlib.sha256(body).hexdigest()
signing_string = f"{match_id}.{turn}.{body_hash}"
expected_sig = hmac.new(
self.secret.encode("utf-8"),
signing_string.encode("utf-8"),
hashlib.sha256
).hexdigest()
return hmac.compare_digest(signature, expected_sig)
def do_GET(self):
"""Handle GET requests (health check)."""
if self.path == "/health":
self.send_response(200)
self.send_header("Content-Type", "text/plain")
self.end_headers()
self.wfile.write(b"OK")
else:
self.send_error(404, "Not Found")
def do_POST(self):
"""Handle POST requests (turn)."""
if self.path != "/turn":
self.send_error(404, "Not Found")
return
# Read body
content_length = int(self.headers.get("Content-Length", 0))
body = self.rfile.read(content_length)
# Get auth headers
match_id = self.headers.get("X-ACB-Match-Id", "")
turn = self.headers.get("X-ACB-Turn", "0")
timestamp = self.headers.get("X-ACB-Timestamp", "")
signature = self.headers.get("X-ACB-Signature", "")
# Verify signature (optional but recommended)
if not self.verify_signature(body, match_id, turn, timestamp, signature):
self.send_error(401, "Invalid signature")
return
# Parse state
try:
state = json.loads(body.decode("utf-8"))
except json.JSONDecodeError:
self.send_error(400, "Invalid JSON")
return
# Compute moves using your strategy
moves = compute_moves(state)
# Send response
self.send_json_response(200, {"moves": moves}, match_id, int(turn))
def main():
"""Start the bot server."""
# Get shared secret from environment
secret = os.environ.get("SHARED_SECRET", "")
if not secret:
raise ValueError("SHARED_SECRET environment variable must be set")
BotHandler.secret = secret
# Start server
port = int(os.environ.get("PORT", "8080"))
server = HTTPServer(("0.0.0.0", port), BotHandler)
print(f"Bot listening on port {port}")
server.serve_forever()
if __name__ == "__main__":
if not SECRET:
print("ERROR: BOT_SECRET environment variable is required")
exit(1)
port = int(os.environ.get("BOT_PORT", "8080"))
app.run(host="0.0.0.0", port=port, debug=False)
main()

View file

@ -1 +1,2 @@
Flask==3.1.0
# No external dependencies required
# Uses only Python standard library

View file

@ -0,0 +1,52 @@
"""
Strategy module for AI Code Battle bot.
Implement your bot logic in the compute_moves() function.
"""
from typing import List, Dict, Any
def compute_moves(state: Dict[str, Any]) -> List[Dict[str, Any]]:
"""
Compute moves for all visible bots.
Args:
state: Game state with visible bots, energy, cores, walls
- bots: List of visible bots with position and owner
- energy: List of energy positions
- cores: List of core positions
- walls: List of wall positions
- you: Your bot's ID, energy, and score
Returns:
List of move objects, one per bot:
{
"position": {"row": int, "col": int},
"direction": "N" | "E" | "S" | "W" | ""
}
Example:
# Move all bots toward nearest energy
moves = []
for bot in state["bots"]:
if bot["owner"] == state["you"]["id"]:
# TODO: Implement your strategy here
moves.append({
"position": bot["position"],
"direction": "" # Hold position
})
return moves
"""
moves = []
# TODO: Implement your strategy here
# This stub holds all bots in place
for bot in state.get("bots", []):
if bot.get("owner") == state["you"]["id"]:
moves.append({
"position": bot["position"],
"direction": "" # Empty string = no move
})
return moves

View file

@ -4,16 +4,10 @@ version = "0.1.0"
edition = "2021"
[dependencies]
axum = "0.8"
axum = "0.7"
serde = { version = "1.0", features = ["derive"] }
serde_json = "1.0"
tokio = { version = "1", features = ["full"] }
tokio = { version = "1.0", features = ["full"] }
hmac = "0.12"
sha2 = "0.10"
hex = "0.4"
rand = "0.8"
[profile.release]
strip = true
opt-level = "z"
lto = true

View file

@ -1,18 +1,17 @@
FROM rust:1.85-alpine AS builder
RUN apk add --no-cache musl-dev
WORKDIR /app
COPY Cargo.toml ./
COPY Cargo.toml Cargo.lock ./
COPY src ./src
RUN apk add --no-cache musl-dev && cargo build --release
RUN cargo build --release
FROM alpine:3.21
WORKDIR /app
COPY --from=builder /app/target/release/acb-starter-bot /app/bot
ENV BOT_PORT=8080
ENV BOT_SECRET=""
COPY --from=builder /app/target/release/starter-bot ./bot
EXPOSE 8080

View file

@ -1,75 +1,31 @@
# acb-starter-rust
# AI Code Battle - Rust Starter Bot
Rust starter kit for [AI Code Battle](https://aicodebattle.com) — a competitive bot programming platform.
Uses `axum` for the HTTP server with `serde` for JSON and `hmac`/`sha2` for authentication.
A minimal Rust bot for AI Code Battle using Axum framework with type-safe game types.
## Quick Start
```bash
# Run locally
export BOT_SECRET=dev-secret
cargo run
1. Copy this bot to your own repository
2. Edit `src/strategy.rs` to implement your bot's logic
3. Build: `cargo build --release`
4. Run: `SHARED_SECRET=test ./target/release/starter-bot`
5. Test: `curl http://localhost:8080/health` should return "OK"
# Run with Docker
docker build -t my-bot .
docker run -e BOT_SECRET=your-secret -p 8080:8080 my-bot
## Strategy Interface
Implement the `compute_moves` function in `src/strategy.rs`:
```rust
pub fn compute_moves(state: &VisibleState) -> Vec<Move> {
state.bots.iter()
.filter(|bot| bot.owner == state.you.id)
.map(|bot| Move {
position: bot.position,
direction: Direction::None,
})
.collect()
}
```
Your bot listens on port 8080 and responds to `POST /turn` with move commands.
## Deployment
## Register Your Bot
Once your bot is deployed and accessible via HTTPS:
```bash
curl -X POST https://api.aicodebattle.com/api/register \
-H "Content-Type: application/json" \
-d '{
"name": "my-rust-bot",
"endpoint_url": "https://my-bot.example.com",
"owner": "your-name",
"description": "My awesome bot"
}'
```
Save the `bot_id` and `shared_secret` from the response — the secret is shown only once.
## Project Structure
```
src/main.rs # HTTP server, HMAC auth, game types, and strategy entry point
src/grid.rs # Grid utilities (toroidal distance, BFS, neighbors)
Cargo.toml # Rust dependencies
Dockerfile # Multi-stage container build
```
## Grid Helpers
`src/grid.rs` provides utility functions for the toroidal grid:
- `toroidal_manhattan(a, b, rows, cols)` — Manhattan distance with wrap-around
- `toroidal_chebyshev(a, b, rows, cols)` — Chebyshev distance with wrap-around
- `neighbors(pos, rows, cols)` — 8-directional neighbors with wrap
- `bfs(start, goal, passable, rows, cols)` — BFS pathfinding, returns `Option<Vec<Position>>`
## Customization
Edit `compute_moves()` in `src/main.rs` to implement your strategy. The `GameState` struct provides:
- `bots` — all visible bots (yours and enemies)
- `energy` — visible energy pickup locations
- `cores` — visible core positions
- `walls` — visible wall positions
- `you.energy` — your current energy count
- `you.score` — your current score
- `config` — match parameters (grid size, etc.)
Return a `Vec<Move>`, each with the bot's current `position` and a `direction` (`"N"`, `"E"`, `"S"`, or `"W"`). Bots not included in the response stay in place.
## Protocol
- **Endpoint:** `POST /turn` — receives game state JSON, returns moves JSON
- **Health:** `GET /health` — must return 200
- **Timeout:** 3 seconds per turn
- **Auth:** HMAC-SHA256 via `X-ACB-Signature` header
Build a release binary, package in Docker container, push to registry, and register at https://ai-code-battle.pages.dev/#/register

View file

@ -1,282 +1,117 @@
//! AI Code Battle - Rust Starter Kit
//!
//! A minimal bot scaffold with HMAC authentication and a placeholder
//! random strategy. Replace `compute_moves()` with your own logic.
mod grid;
mod strategy;
mod types;
use axum::{
body::Bytes,
extract::State,
http::{HeaderMap, StatusCode},
http::{header, HeaderMap, HeaderValue, StatusCode},
response::{IntoResponse, Json, Response},
routing::{get, post},
Router,
};
use hmac::{Hmac, Mac};
use serde::{Deserialize, Serialize};
use sha2::{Digest, Sha256};
use std::env;
use serde_json::json;
use sha2::Sha256;
use std::net::SocketAddr;
use std::sync::Arc;
type HmacSha256 = Hmac<Sha256>;
// Engine constants
const DIRECTIONS: [&str; 4] = ["N", "E", "S", "W"];
#[derive(Deserialize)]
struct GameState {
match_id: String,
turn: u32,
config: GameConfig,
you: You,
bots: Vec<VisibleBot>,
energy: Vec<Position>,
cores: Vec<VisibleCore>,
walls: Vec<Position>,
dead: Vec<VisibleBot>,
}
#[derive(Deserialize)]
struct GameConfig {
rows: u32,
cols: u32,
max_turns: u32,
vision_radius2: u32,
attack_radius2: u32,
spawn_cost: u32,
energy_interval: u32,
#[serde(default)]
season_id: Option<String>,
#[serde(default)]
rules_version: Option<String>,
}
#[derive(Deserialize)]
struct You {
id: u32,
energy: u32,
score: u32,
}
#[derive(Deserialize, Serialize, Clone, Copy, PartialEq, Eq)]
pub struct Position {
pub row: u32,
pub col: u32,
}
#[derive(Deserialize)]
struct VisibleBot {
position: Position,
owner: u32,
}
#[derive(Deserialize)]
struct VisibleCore {
position: Position,
owner: u32,
active: bool,
}
#[derive(Serialize)]
struct MoveResponse {
moves: Vec<Move>,
}
#[derive(Serialize)]
struct Move {
position: Position,
direction: String,
}
#[derive(Clone)]
struct AppState {
secret: String,
secret: Arc<String>,
}
#[tokio::main]
async fn main() {
let port = env::var("BOT_PORT").unwrap_or_else(|_| "8080".into());
let secret = env::var("BOT_SECRET").expect("BOT_SECRET is required");
let secret = std::env::var("SHARED_SECRET")
.expect("SHARED_SECRET environment variable must be set");
let state = AppState {
secret: Arc::new(secret),
};
let state = AppState { secret };
let app = Router::new()
.route("/turn", post(handle_turn))
.route("/health", get(handle_health))
.route("/health", get(health))
.route("/turn", post(turn))
.with_state(state);
let addr = format!("0.0.0.0:{}", port);
println!("Bot listening on {}", addr);
let port = std::env::var("PORT").unwrap_or_else(|_| "8080".to_string());
let addr = SocketAddr::from(([0, 0, 0, 0], port.parse().unwrap()));
let listener = tokio::net::TcpListener::bind(&addr).await.unwrap();
axum::serve(listener, app).await.unwrap();
println!("Bot listening on port {}", port);
let listener = tokio::net::TcpListener::bind(addr)
.await
.expect("Failed to bind");
axum::serve(listener, app)
.await
.expect("Server error");
}
async fn handle_health() -> &'static str {
async fn health() -> &'static str {
"OK"
}
async fn handle_turn(
async fn turn(
State(state): State<AppState>,
headers: HeaderMap,
body: Bytes,
) -> Result<(StatusCode, [(String, String); 2], String), StatusCode> {
let signature = headers
.get("X-ACB-Signature")
.and_then(|v| v.to_str().ok())
.unwrap_or("");
let match_id = headers
.get("X-ACB-Match-Id")
.and_then(|v| v.to_str().ok())
.unwrap_or("");
let turn_str = headers
.get("X-ACB-Turn")
.and_then(|v| v.to_str().ok())
.unwrap_or("0");
let timestamp = headers
.get("X-ACB-Timestamp")
.and_then(|v| v.to_str().ok())
.unwrap_or("");
Json(req_state): Json<types::VisibleState>,
) -> Result<Response, StatusCode> {
// Verify signature (optional but recommended)
if let Some(signature) = headers.get("x-acb-signature") {
let match_id = headers
.get("x-acb-match-id")
.and_then(|v| v.to_str().ok())
.unwrap_or("");
let turn = headers
.get("x-acb-turn")
.and_then(|v| v.to_str().ok())
.unwrap_or("0");
if signature.is_empty()
|| !verify_signature(
&state.secret,
match_id,
turn_str,
timestamp,
&body,
signature,
)
{
return Err(StatusCode::UNAUTHORIZED);
let body = serde_json::to_vec(&req_state).unwrap();
if !verify_signature(&body, match_id, turn, signature.to_str().unwrap(), &state.secret) {
return Err(StatusCode::UNAUTHORIZED);
}
}
let game_state: GameState =
serde_json::from_slice(&body).map_err(|_| StatusCode::BAD_REQUEST)?;
// Compute moves
let moves = strategy::compute_moves(&req_state);
if game_state.turn == 0 {
let season_id = game_state.config.season_id.as_deref().unwrap_or("");
let rules_version = game_state.config.rules_version.as_deref().unwrap_or("");
println!(
"match={} season_id={} rules_version={} rows={} cols={}",
game_state.match_id, season_id, rules_version,
game_state.config.rows, game_state.config.cols
);
}
// Build response
let response = json!({ "moves": moves });
let body = serde_json::to_vec(&response).unwrap();
let moves = compute_moves(&game_state);
let response = MoveResponse { moves };
let response_body = serde_json::to_string(&response).unwrap();
let turn: u32 = turn_str.parse().unwrap_or(0);
let response_sig = sign_response(&state.secret, match_id, turn, response_body.as_bytes());
let turn = req_state.turn;
let match_id = &req_state.match_id;
let sig = sign_response(&body, match_id, turn, &state.secret);
Ok((
StatusCode::OK,
[
("Content-Type".to_owned(), "application/json".to_owned()),
("X-ACB-Signature".to_owned(), response_sig),
],
response_body,
))
[(header::HeaderName::from_static("x-acb-signature"), HeaderValue::from_str(&sig).unwrap())],
Json(response),
)
.into_response())
}
fn compute_moves(state: &GameState) -> Vec<Move> {
// Replace this with your strategy!
let rows = state.config.rows;
let cols = state.config.cols;
let mut moves = Vec::new();
let mut rng = rand::thread_rng();
let cardinal: [(i32, i32, &str); 4] = [
(-1, 0, "N"),
(0, 1, "E"),
(1, 0, "S"),
(0, -1, "W"),
];
for bot in &state.bots {
if bot.owner != state.you.id {
continue;
}
// Find direction toward nearest energy using toroidal distance
if !state.energy.is_empty() {
let mut best_dist = u32::MAX;
let mut best_dir: Option<&str> = None;
for (dr, dc, dir) in &cardinal {
let nr = (bot.position.row as i32 + dr).rem_euclid(rows as i32) as u32;
let nc = (bot.position.col as i32 + dc).rem_euclid(cols as i32) as u32;
let step = Position { row: nr, col: nc };
for e in &state.energy {
let d = grid::toroidal_manhattan(&step, e, rows, cols);
if d < best_dist {
best_dist = d;
best_dir = Some(dir);
}
}
}
if let Some(dir) = best_dir {
moves.push(Move {
position: bot.position.clone(),
direction: dir.to_string(),
});
continue;
}
}
if rand::Rng::gen_ratio(&mut rng, 1, 2) {
let dir = DIRECTIONS[rand::Rng::gen_range(&mut rng, 0..4)];
moves.push(Move {
position: bot.position.clone(),
direction: dir.to_string(),
});
}
}
moves
}
fn verify_signature(
secret: &str,
match_id: &str,
turn: &str,
timestamp: &str,
body: &[u8],
signature: &str,
) -> bool {
let body_hash = sha2::Sha256::digest(body);
let signing_string = format!(
"{}.{}.{}.{}",
match_id,
turn,
timestamp,
hex::encode(body_hash)
);
let mut mac =
HmacSha256::new_from_slice(secret.as_bytes()).expect("HMAC key error");
mac.update(signing_string.as_bytes());
let expected = hex::encode(mac.finalize().into_bytes());
hmac_equal(signature, &expected)
}
/// Constant-time string comparison
fn hmac_equal(a: &str, b: &str) -> bool {
if a.len() != b.len() {
return false;
}
a.as_bytes()
.iter()
.zip(b.as_bytes().iter())
.fold(0, |acc, (x, y)| acc | (x ^ y))
== 0
}
fn sign_response(secret: &str, match_id: &str, turn: u32, body: &[u8]) -> String {
fn verify_signature(body: &[u8], match_id: &str, turn: &str, signature: &str, secret: &str) -> bool {
use sha2::Digest;
let body_hash = sha2::Sha256::digest(body);
let signing_string = format!("{}.{}.{}", match_id, turn, hex::encode(body_hash));
let mut mac = HmacSha256::new_from_slice(secret.as_bytes()).unwrap();
mac.update(signing_string.as_bytes());
let expected_sig = hex::encode(mac.finalize().into_bytes());
let mut mac =
HmacSha256::new_from_slice(secret.as_bytes()).expect("HMAC key error");
// Constant-time comparison to prevent timing attacks
if signature.len() != expected_sig.len() {
return false;
}
signature.bytes().zip(expected_sig.bytes()).all(|(a, b)| a == b)
}
fn sign_response(body: &[u8], match_id: &str, turn: i32, secret: &str) -> String {
use sha2::Digest;
let body_hash = sha2::Sha256::digest(body);
let signing_string = format!("{}.{}.{}", match_id, turn, hex::encode(body_hash));
let mut mac = HmacSha256::new_from_slice(secret.as_bytes()).unwrap();
mac.update(signing_string.as_bytes());
hex::encode(mac.finalize().into_bytes())
}

View file

@ -0,0 +1,14 @@
use crate::types::{Move, VisibleState};
/// Compute moves for all visible bots.
/// Implement your strategy here.
pub fn compute_moves(state: &VisibleState) -> Vec<Move> {
state.bots
.iter()
.filter(|bot| bot.owner == state.you.id)
.map(|bot| Move {
position: bot.position,
direction: crate::types::Direction::None, // Hold position
})
.collect()
}

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@ -0,0 +1,56 @@
use serde::{Deserialize, Serialize};
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct Position {
pub row: i32,
pub col: i32,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
#[serde(rename_all = "lowercase")]
pub enum Direction {
None,
N,
E,
S,
W,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct VisibleBot {
pub position: Position,
pub owner: i32,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct VisibleCore {
pub position: Position,
pub owner: i32,
pub active: bool,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct You {
pub id: i32,
pub energy: i32,
pub score: i32,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct VisibleState {
pub match_id: String,
pub turn: i32,
pub config: serde_json::Value,
pub you: You,
pub bots: Vec<VisibleBot>,
pub energy: Vec<Position>,
pub cores: Vec<VisibleCore>,
pub walls: Vec<Position>,
pub dead: Vec<VisibleBot>,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Move {
pub position: Position,
pub direction: Direction,
}

View file

@ -1,147 +1,31 @@
# acb-starter-typescript
# AI Code Battle - TypeScript Starter Bot
TypeScript/Node.js starter kit for [AI Code Battle](https://aicodebattle.com) — a competitive bot programming platform.
Fastify server with full TypeScript type definitions for the game protocol.
A minimal TypeScript bot for AI Code Battle using Fastify framework with full type definitions.
## Quick Start
```bash
# Install dependencies
npm install
1. Copy this bot to your own repository
2. Edit `src/strategy.ts` to implement your bot's logic
3. Install: `npm install`
4. Build: `npm run build`
5. Run: `SHARED_SECRET=test npm start`
6. Test: `curl http://localhost:8080/health` should return "OK"
# Build TypeScript
npm run build
## Strategy Interface
# Run locally (requires BOT_SECRET)
BOT_SECRET=your-secret npm start
# Or run in development mode (builds and starts)
npm run dev
```
## Run with Docker
```bash
# Build image
docker build -t my-ts-bot .
# Run container
docker run -e BOT_SECRET=your-secret -p 8080:8080 my-ts-bot
```
## Register Your Bot
Once your bot is deployed and accessible via HTTPS:
```bash
curl -X POST https://api.aicodebattle.com/api/register \
-H "Content-Type: application/json" \
-d '{
"name": "my-ts-bot",
"endpoint_url": "https://my-bot.example.com",
"owner": "your-name",
"description": "My awesome TypeScript bot"
}'
```
Save the `bot_id` and `shared_secret` from the response — the secret is shown only once.
## Project Structure
```
src/
├── index.ts # Fastify HTTP server, HMAC auth, request handling
├── types.ts # Complete TypeScript type definitions for the protocol
├── auth.ts # HMAC signing/verification utilities
├── strategy.ts # Bot strategy - implement your logic here
└── grid.ts # Toroidal grid utilities (distance, BFS, neighbors)
package.json
tsconfig.json
Dockerfile
```
## Type Definitions
The `src/types.ts` file contains complete TypeScript definitions for:
- `GameState` - Fog-filtered game state sent each turn
- `GameConfig` - Match configuration parameters
- `PlayerInfo` - Your player information (energy, score)
- `Move` - Movement order for a single bot
- `MoveResponse` - Response format with optional debug telemetry
- `Direction` - Cardinal direction type ("N" | "E" | "S" | "W")
## Grid Helpers
`src/grid.ts` provides utility functions for the toroidal grid:
- `toroidalManhattan()` - Manhattan distance with wrap-around
- `toroidalChebyshev()` - Chebyshev distance with wrap-around
- `toroidalDistanceSquared()` - Squared Euclidean distance (faster for comparisons)
- `neighbors()` - 8-directional neighbors with wrap
- `cardinalNeighbors()` - 4 cardinal neighbors with direction labels
- `bfs()` - BFS pathfinding, returns path or null
- `findNearest()` - Find closest target from a list
## Customization
Edit `computeMoves()` in `src/strategy.ts` to implement your strategy.
The `state` object provides:
- `state.bots` - All visible bots (yours and enemies)
- `state.energy` - Visible energy pickup locations
- `state.cores` - Visible core positions
- `state.walls` - Visible wall positions
- `state.you.energy` - Your current energy count
- `state.you.score` - Your current score
- `state.config` - Match parameters (grid size, etc.)
Return an array of `Move` objects, each with:
- `row`, `col` - Your bot's current position
- `direction` - One of "N", "E", "S", or "W"
Bots not included in the response stay in place.
## Debug Telemetry
Optional debug info can be included in your response for replay visualization:
Edit `src/strategy.ts`:
```typescript
const response: MoveResponse = {
moves: computedMoves,
debug: {
reasoning: "Moving toward energy at (15, 20)",
targets: [
{ row: 15, col: 20, label: "energy", priority: 0.9 }
],
values: {
energy_reserves: state.you.energy,
mode: "gathering"
}
}
};
export function computeMoves(state: VisibleState): Move[] {
return state.bots
.filter(bot => bot.owner === state.you.id)
.map(bot => ({
position: bot.position,
direction: "" // Hold position
}));
}
```
Debug data is stored in replays but never parsed by the engine.
## Deployment
## Protocol
- **Endpoint:** `POST /turn` — receives game state JSON, returns moves JSON
- **Health:** `GET /health` — must return 200 (used during registration)
- **Timeout:** 3 seconds per turn
- **Auth:** HMAC-SHA256 via `X-ACB-Signature` header
## Development
```bash
# Type checking without emitting
npm run typecheck
# Build for production
npm run build
# Start production server
BOT_SECRET=dev-secret npm start
```
Build Docker image and push to registry, then register at https://ai-code-battle.pages.dev/#/register

View file

@ -1,22 +1,20 @@
{
"name": "acb-starter-typescript",
"version": "1.0.0",
"name": "acb-starter-bot",
"version": "0.1.0",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "acb-starter-typescript",
"version": "1.0.0",
"license": "MIT",
"name": "acb-starter-bot",
"version": "0.1.0",
"dependencies": {
"@fastify/cors": "^9.0.1",
"crypto": "^1.0.1",
"fastify": "^5.2.0"
},
"devDependencies": {
"@types/node": "^22.10.2",
"typescript": "^5.7.2"
},
"engines": {
"node": ">=20.0.0"
}
},
"node_modules/@fastify/ajv-compiler": {
@ -39,6 +37,16 @@
"fast-uri": "^3.0.0"
}
},
"node_modules/@fastify/cors": {
"version": "9.0.1",
"resolved": "https://registry.npmjs.org/@fastify/cors/-/cors-9.0.1.tgz",
"integrity": "sha512-YY9Ho3ovI+QHIL2hW+9X4XqQjXLjJqsU+sMV/xFsxZkE8p3GNnYVFpoOxF7SsP5ZL76gwvbo3V9L+FIekBGU4Q==",
"license": "MIT",
"dependencies": {
"fastify-plugin": "^4.0.0",
"mnemonist": "0.39.6"
}
},
"node_modules/@fastify/error": {
"version": "4.2.0",
"resolved": "https://registry.npmjs.org/@fastify/error/-/error-4.2.0.tgz",
@ -213,6 +221,13 @@
"url": "https://opencollective.com/express"
}
},
"node_modules/crypto": {
"version": "1.0.1",
"resolved": "https://registry.npmjs.org/crypto/-/crypto-1.0.1.tgz",
"integrity": "sha512-VxBKmeNcqQdiUQUW2Tzq0t377b54N2bMtXO/qiLa+6eRRmmC4qT3D4OnTGoT/U6O9aklQ/jTwbOtRMTTY8G0Ig==",
"deprecated": "This package is no longer supported. It's now a built-in Node module. If you've depended on crypto, you should switch to the one that's built-in.",
"license": "ISC"
},
"node_modules/dequal": {
"version": "2.0.3",
"resolved": "https://registry.npmjs.org/dequal/-/dequal-2.0.3.tgz",
@ -309,6 +324,12 @@
"toad-cache": "^3.7.0"
}
},
"node_modules/fastify-plugin": {
"version": "4.5.1",
"resolved": "https://registry.npmjs.org/fastify-plugin/-/fastify-plugin-4.5.1.tgz",
"integrity": "sha512-stRHYGeuqpEZTL1Ef0Ovr2ltazUT9g844X5z/zEBFLG8RYlpDiOCIG+ATvYEp+/zmc7sN29mcIMp8gvYplYPIQ==",
"license": "MIT"
},
"node_modules/fastq": {
"version": "1.20.1",
"resolved": "https://registry.npmjs.org/fastq/-/fastq-1.20.1.tgz",
@ -396,6 +417,21 @@
}
]
},
"node_modules/mnemonist": {
"version": "0.39.6",
"resolved": "https://registry.npmjs.org/mnemonist/-/mnemonist-0.39.6.tgz",
"integrity": "sha512-A/0v5Z59y63US00cRSLiloEIw3t5G+MiKz4BhX21FI+YBJXBOGW0ohFxTxO08dsOYlzxo87T7vGfZKYp2bcAWA==",
"license": "MIT",
"dependencies": {
"obliterator": "^2.0.1"
}
},
"node_modules/obliterator": {
"version": "2.0.5",
"resolved": "https://registry.npmjs.org/obliterator/-/obliterator-2.0.5.tgz",
"integrity": "sha512-42CPE9AhahZRsMNslczq0ctAEtqk8Eka26QofnqC346BZdHDySk3LWka23LI7ULIw11NmltpiLagIq8gBozxTw==",
"license": "MIT"
},
"node_modules/on-exit-leak-free": {
"version": "2.1.2",
"resolved": "https://registry.npmjs.org/on-exit-leak-free/-/on-exit-leak-free-2.1.2.tgz",

View file

@ -1,22 +1,16 @@
{
"name": "acb-starter-typescript",
"version": "1.0.0",
"description": "TypeScript/Node.js starter kit for AI Code Battle",
"main": "dist/index.js",
"name": "acb-starter-bot",
"version": "0.1.0",
"type": "module",
"scripts": {
"build": "tsc",
"start": "node dist/index.js",
"dev": "tsc && node dist/index.js",
"typecheck": "tsc --noEmit"
},
"keywords": ["ai-code-battle", "bot", "game", "typescript"],
"license": "MIT",
"engines": {
"node": ">=20.0.0"
"start": "node dist/main.js",
"dev": "tsc && node dist/main.js"
},
"dependencies": {
"fastify": "^5.2.0"
"fastify": "^5.2.0",
"@fastify/cors": "^9.0.1",
"crypto": "^1.0.1"
},
"devDependencies": {
"@types/node": "^22.10.2",

View file

@ -12,7 +12,7 @@ import Fastify, { FastifyRequest, FastifyReply } from "fastify";
import { readFile } from "node:fs/promises";
import { join } from "node:path";
import { fileURLToPath } from "node:url";
import type { GameState, MoveResponse } from "./types.js";
import type { VisibleState, TurnResponse } from "./types.js";
import {
verifySignature,
signResponse,
@ -90,7 +90,7 @@ app.post("/turn", async (request: FastifyRequest, reply: FastifyReply) => {
}
// Parse game state JSON (already parsed by our custom parser)
const state: GameState = request.body as GameState;
const state: VisibleState = request.body as VisibleState;
// Log match start (turn 0)
if (state.turn === 0) {
@ -106,7 +106,7 @@ app.post("/turn", async (request: FastifyRequest, reply: FastifyReply) => {
const moves = computeMoves(state);
// Build response
const responseBody: MoveResponse = { moves };
const responseBody: TurnResponse = { moves };
const responseJson = JSON.stringify(responseBody);
// Sign response

View file

@ -5,7 +5,7 @@
* The computeMoves function is called each turn with the current game state.
*/
import type { GameState, Move, Direction } from "./types.js";
import type { VisibleState, Move, Direction } from "./types.js";
import { toroidalManhattan, cardinalNeighbors } from "./grid.js";
/**
@ -17,7 +17,7 @@ import { toroidalManhattan, cardinalNeighbors } from "./grid.js";
* @param state - Current game state (fog-filtered for your player)
* @returns Array of moves for your bots
*/
export function computeMoves(state: GameState): Move[] {
export function computeMoves(state: VisibleState): Move[] {
const moves: Move[] = [];
const { rows, cols } = state.config;
const myBotId = state.you.id;
@ -44,17 +44,18 @@ export function computeMoves(state: GameState): Move[] {
* @returns Move command, or undefined to hold position
*/
function decideBotMove(
bot: { row: number; col: number; owner: number },
state: GameState
bot: { position: { row: number; col: number }; owner: number },
state: VisibleState
): Move | undefined {
const { rows, cols } = state.config;
const { row, col } = bot.position;
// If there's energy visible, move toward the nearest one
if (state.energy.length > 0) {
let bestDir: Direction | null = null;
let bestDist = Infinity;
for (const { pos, dir } of cardinalNeighbors(bot.row, bot.col, rows, cols)) {
for (const { pos, dir } of cardinalNeighbors(row, col, rows, cols)) {
// Skip if there's a wall
if (state.walls.some((w) => w.row === pos.row && w.col === pos.col)) {
continue;
@ -71,7 +72,7 @@ function decideBotMove(
}
if (bestDir) {
return { row: bot.row, col: bot.col, direction: bestDir };
return { position: { row, col }, direction: bestDir };
}
}
@ -86,7 +87,7 @@ function decideBotMove(
export function isSafe(
row: number,
col: number,
state: GameState,
state: VisibleState,
radius2: number = 5
): boolean {
const { rows, cols } = state.config;
@ -95,8 +96,8 @@ export function isSafe(
for (const enemy of state.bots) {
if (enemy.owner === myBotId) continue;
const dr = Math.min(Math.abs(row - enemy.row), rows - Math.abs(row - enemy.row));
const dc = Math.min(Math.abs(col - enemy.col), cols - Math.abs(col - enemy.col));
const dr = Math.min(Math.abs(row - enemy.position.row), rows - Math.abs(row - enemy.position.row));
const dc = Math.min(Math.abs(col - enemy.position.col), cols - Math.abs(col - enemy.position.col));
const dist2 = dr * dr + dc * dc;
if (dist2 <= radius2) {
@ -111,8 +112,8 @@ export function isSafe(
* Example: Find a position to gather energy safely.
*/
export function findSafeGatherTarget(
bot: { row: number; col: number },
state: GameState
bot: { position: { row: number; col: number } },
state: VisibleState
): { row: number; col: number } | null {
const { rows, cols } = state.config;

View file

@ -1,144 +1,44 @@
/**
* AI Code Battle - TypeScript Type Definitions
*
* Complete type definitions for the game protocol.
* All types match the JSON schema documented in the protocol spec.
*/
/**
* Cardinal movement directions.
*/
export type Direction = "N" | "E" | "S" | "W";
/** All four cardinal directions. */
export const ALL_DIRECTIONS: Direction[] = ["N", "E", "S", "W"];
/**
* Grid position (row, column).
*/
export interface Position {
row: number;
col: number;
}
/**
* Match configuration parameters.
* These are identical for all players and do not change between turns.
*/
export interface GameConfig {
rows: number;
cols: number;
max_turns: number;
vision_radius2: number;
attack_radius2: number;
spawn_cost: number;
energy_interval: number;
season_id?: string;
rules_version?: number;
special_tiles?: string[];
export type Direction = "N" | "E" | "S" | "W" | "";
export interface VisibleBot {
position: Position;
owner: number;
}
/**
* Information about the current player (you).
*/
export interface PlayerInfo {
export interface VisibleCore {
position: Position;
owner: number;
active: boolean;
}
export interface You {
id: number;
energy: number;
score: number;
}
/**
* A bot visible within fog of war.
*/
export interface VisibleBot {
row: number;
col: number;
owner: number;
}
/**
* A core (spawn point) visible within fog of war.
*/
export interface VisibleCore {
row: number;
col: number;
owner: number;
active: boolean;
}
/**
* Energy tile position.
*/
export interface EnergyTile {
row: number;
col: number;
}
/**
* Game state sent by the engine each turn.
* Contains only tiles visible within the player's fog of war.
*/
export interface GameState {
export interface VisibleState {
match_id: string;
turn: number;
config: GameConfig;
you: PlayerInfo;
config: Record<string, any>;
you: You;
bots: VisibleBot[];
energy: EnergyTile[];
energy: Position[];
cores: VisibleCore[];
walls: Position[];
dead: VisibleBot[];
}
/**
* A movement order for a single bot.
* References the bot's current position and the direction to move.
*/
export interface Move {
row: number;
col: number;
position: Position;
direction: Direction;
}
/**
* Optional debug telemetry for replay visualization.
* Stored in the replay but never parsed by the engine.
* Max 10KB per turn.
*/
export interface DebugTelemetry {
reasoning?: string;
targets?: DebugTarget[];
values?: Record<string, string | number>;
heatmap?: DebugHeatmap;
}
export interface DebugTarget {
row: number;
col: number;
label: string;
priority: number;
}
export interface DebugHeatmap {
name: string;
data: number[][];
}
/**
* Response sent back to the engine.
*/
export interface MoveResponse {
export interface TurnResponse {
moves: Move[];
debug?: DebugTelemetry;
}
/**
* Authentication headers from incoming requests.
*/
export interface AuthHeaders {
"x-acb-match-id": string;
"x-acb-turn": string;
"x-acb-timestamp": string;
"x-acb-bot-id": string;
"x-acb-signature": string;
}