Changed RetirementCheckInterval from 1 hour to 24 hours to align
with the 7-day low-rating rule specified in §10.8. The retirement
automation is already fully implemented:
- startRetirementTicker: runs periodic checks (now daily)
- EnforcePolicy: retires bots below rating threshold (800) for 7
consecutive days, enforces 50-bot population cap
- queryConsecutiveLowRating: uses rating_history table to track
consecutive days below threshold
- RetireBot: handles K8s manifest deletion via declarative-config
- TestEnforcePolicy_CapEnforcement: integration test for cap enforcement
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
- Add filterReplayDebug() to server.go: strips debug fields from replay JSON
for bots with debug_public=false; owner bypass via Bearer <api_secret>
- handleRegister and handleBotPatch already accept/persist debug_public
- PATCH /api/bot/{id} route lets owners toggle flag post-registration
- Registration form exposes debug_public checkbox (web/src/pages/register.ts)
- BotProfile and RegisterRequest types include debug_public (api-types.ts)
- Index builder reads and emits debug_public in /data/bots/{id}.json
- Replay viewer debug panel visibility controlled by server-filtered JSON
- Add ReplayPlayer to type imports in replay-viewer.ts
- Add explicit type annotation for entry parameter in replay.ts transcript map
- Fixes TypeScript compilation errors for §15.3 screen reader transcript feature
Implements the full map lifecycle audit as a hourly ticker in the
matchmaker:
1. updateMapFairnessStats: recompute per-slot win counts from completed
matches into the map_fairness table
2. flagUnfairMaps: flag maps where any slot deviates >10pp from expected
(1/N) across 80+ matches → status='probation'
3. retireDislikedMaps: force-retire maps with >20 net negative votes
4. pruneLowEngagementMaps: monthly bottom-10% engagement prune per tier
5. promoteClassicMaps: top-5 all-time engagement, 3+ months → 'classic'
Matchmaker already filters retired maps and gives probation maps 50%
reduced selection probability in selectMapLRU.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
- SeasonID and RulesVersion already present in engine/types.go Config struct
- Worker already populates from active season row via DB join
- Config embedded in VisibleState sent to bots each turn (including turn 0)
- All starter kits (go, python, rust, java, csharp) already expose and log fields
- Add season_id/rules_version logging to JavaScript starter on turn 0
- TypeScript Config interface already includes season_id and rules_version
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Add MapID field to engine Config struct for inclusion in replay JSON
- Add map_id to TypeScript Config interface
- Add map voting panel to replay viewer sidebar with:
- Map metadata display (dimensions, wall density, energy node count)
- Thumbs up/down vote buttons wired to POST /api/vote/map
- One vote per visitor enforcement (disables after voting)
- Net vote count display with positive/negative coloring
- Graceful fallback when map_id unavailable (local replays)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
§13.3: Display "Narrated" badge on enriched matches in bot profile
recent matches section, matching the match list page behavior.
- Add enriched badge rendering to renderMatchItem() in bot-profile.ts
- Add .enriched-badge CSS style (pink/magenta color to match
playlist category styling)
The index builder already sets the Enriched flag via isMatchEnriched()
which checks R2 for commentary file existence. The match list page
(matches.ts) already displays this badge.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds service definitions for Defender, Scout, Farmer, Pacifist, Phalanx,
Raider, Nomad, Opportunist, Assassin, and Kamikaze bots on ports 8087-8096.
Expands the bot field from 6 to 16 entries for rating diversity.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds generatePredictionsOpen to acb-index-builder, writing:
- data/predictions/open.json — upcoming predictable matches
Queries pending matches that are "predictable":
- Both bots in top 20
- Rivalry matches (3+ previous h2h matches)
- Series matches
- Evolved bot vs top-10 human-written bot
Output schema:
- updated_at — timestamp of generation
- matches — array of {match_id, bot_a, bot_b, a_rating, b_rating, open_until, head_to_head_record}
Limits to next 10 matches to keep file small. Refreshes every ~15 min by the index builder.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Add crane CLI to the runtime Dockerfile so the index builder can pull the
latest SPA shell from the Forgejo container registry on each cycle. The
existing syncSiteBuild logic checks for a newer image digest, extracts
the dist/ assets via crane export, and overlays generated JSON data files
on top before deploying to Cloudflare Pages.
- Dockerfile: install go-containerregistry crane binary (v0.20.2)
- sitebuild.go: new file with syncSiteBuild, craneDigest, craneExport,
digest caching, fallback to baked-in /app/web/dist
- main.go: wire initCraneAuth at startup, replace hardcoded webDistDir
with syncSiteBuild call in runBuildCycle
- sitebuild_test.go: 18 tests for extractRegistry, digest caching,
fallback logic, crane auth config, and copyWebAssets overlay behavior
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The bestCandidate function allowed game count to override pairing recency
when both candidates had non-zero LastPairedAt values. Per §6.1, pairing
recency must be the primary criterion with game count only breaking ties.
Also adds 10 tests covering: never-paired preference, oldest-pairing
preference, game count tiebreaking, Pareto distribution verification,
multi-opponent selection, and regression test for the priority inversion.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Per plan §10.8 (deployment pipeline) and §9.8 (Argo Workflows):
- Add waitForWorkflowCompletion() that polls Argo Workflow API
- Add getWorkflowStatus() to fetch workflow phase/status
- Update Promote() to wait for workflow completion before inserting bot record
- Update Promote() to wait for K8s deployment readiness (waitForDeployment)
- Update triggerArgoWorkflow() to return workflow name for polling
- Add acb-evolved-bot-deploy-workflowtemplate.yml to manifests
The promotion flow now:
1. Writes bot source to bots/evolved/<bot_name>/
2. Commits and pushes source to git
3. Triggers Argo WorkflowTemplate
4. Waits for workflow completion (build + manifest commit)
5. Waits for K8s deployment to be ready
6. Inserts bot record into bots table
7. Updates programs table with bot_id/bot_name
This ensures evolved bots have running containers before being marked active.
Adds generateMapsIndex to acb-index-builder, writing:
- maps/index.json — active/probation/classic maps grouped by player count
- maps/{map_id}.json — full map definition with walls, cores, energy_nodes
Queries maps.map_json column for geometry; adds RawJSON field to MapData
and updates fetchMaps to select it.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Implementation complete:
1. engine/thumbnail.go - New thumbnail rendering package
- GenerateMatchThumbnail() creates 640x360 PNG thumbnails
- Renders grid, bots, cores, walls, energy with player colors
- SelectThumbnailTurn() chooses most interesting turn
- Pure Go stdlib image rendering (no canvas required)
2. cmd/acb-worker - Upload thumbnails to B2 alongside replays
- uploadThumbnail() generates PNG and uploads to B2
- Key: thumbnails/{match_id}.png, content-type: image/png
- Called after match completion, non-blocking on failure
3. cmd/acb-index-builder/deploy.go - Promote thumbnails to R2
- promoteRecentReplays() copies both replays AND thumbnails from B2 to R2
- Thumbnails promoted to warm cache alongside replay promotion
4. cmd/acb-index-builder/generator.go - Populate thumbnail URLs
- buildPlaylistMatch() now includes thumbnail_url field
- URL pattern: https://r2.aicodebattle.com/thumbnails/{match_id}.png
- Enables playlist cards and embed OG tags to show preview images
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Add dedicated 10/hour-per-IP rate limiter for POST /api/feedback/{id}/upvote,
separate from the 20/hour feedback submission limiter. Wired in main.go init,
server_test.go helper, and RegisterRoutes.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Replace random 2-player pairing with the full §6.1 algorithm:
- Seed selection: bot with oldest last-match timestamp (tiebreak: lowest bot ID)
- Format selection: seed's least-played player count among {2, 3, 4, 6}
- Opponent selection: Pareto 80%/16-rank skill proximity + oldest last-pairing
with seed + fewest 24h games for game-count balance
- Map selection: least-recently-used active map for the chosen player count,
with map_scores.last_used_at updated after each match
- Random player slot assignment for all participant counts
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Max-aggression strategy with unconditional attack: every unit charges the
nearest enemy, never retreats, and presses engagements within attack range.
Fixed self-collision bug by reserving all starting positions and freeing
them as bots move away. Falls back to enemy core rushing when no enemies
are visible, with exploratory spreading when no targets exist.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Favicon badge with numeric counter, tab title updates when backgrounded,
haptic pulse on mobile for key events, seasonal background color shift,
and 30s polling for new match/evolution activity.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Two bugs in the Opportunist bot strategy:
1. retreatMove: when a lone bot is surrounded by enemies with no nearby
allies, all passable directions scored below the -1 initial threshold
due to flat enemy penalties. Fixed by scoring distance-from-enemies
as a positive value (further = better) instead of a flat penalty,
ensuring the bot always picks the safest direction.
2. attackMove: BFS could never reach enemy targets because the passable
function excluded all enemy positions. The target IS an enemy, so the
path was unreachable. Fixed by wrapping passable to treat the target
position as passable during attack pathfinding.
All 19 tests now pass, including TestComputeMovesRetreat and
TestComputeMovesNearbyAdvantageAttack.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
All units rush the nearest enemy core via BFS, ignoring enemy units
and economy. No perimeter defense — full commitment to core destruction.
Targets persist across turns for consistent pathing.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds ratelimit package with per-IP and per-key HTTP middleware.
Applied to register (5/hr), feedback (20/hr), predict (60/hr),
and job submission (5/day) endpoints. Includes metrics counter
for rejected requests and periodic bucket cleanup goroutine.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Mobile archetype that never camps. Picks a target region every ~20 turns
(random corner, opposite side, or enemy core), migrates all units toward
it, briefly engages enemies on arrival, then relocates again.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Implements a hit-and-run strategy that scouts for lone enemy bots,
attacks from flanking positions, then retreats after 1-2 engagement
turns to avoid reinforcements. Defends own core when under pressure.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Formation-based combat bot that moves all units as a coordinated group:
- Circular mean centroid computation (toroidal-aware)
- Hexagonal packing formation slots with greedy slot assignment
- Rally mode when mean distance from centroid exceeds 3 cells
- Scored movement: formation cohesion + advance toward enemy concentration
- Attack range bonus when engaging enemies in formation
- Self-collision avoidance via claimed destination tracking
- 10 unit tests covering all core algorithms
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Exploration-maximizing bot that maintains per-cell last-seen tick counters,
moves toward the stalest unobserved territory using forward-cone staleness
scoring, flees from enemies within extended combat range, and distributes
multiple bots across angular zones for maximum map coverage.
Archetype: Low Aggression, Low Economy, High Exploration, Low Formation.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
PacifistBot never attacks; it survives by maximizing distance from enemies
and retreating toward own core when cornered. Pure evasion strategy that
wins via opponent elimination by third parties.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Economy-maximizing bot that prioritizes energy collection and spawning
while avoiding combat entirely. Seeks nearest uncontested energy via BFS,
flees enemies within 3 cells, avoids contested energy tiles, and stays
near active cores for maximum spawn throughput. Includes 12 unit tests.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Core-defense strategy: bots patrol evenly-spaced slots around their
own core, intercept enemies entering the perimeter radius, and never
chase past the perimeter. Falls back to energy gathering when cores
are lost.
MAP-Elites profile: Low Aggression, Low Economy, Low Exploration, High Formation.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Add metrics server startup and HTTP middleware to acb-api, generation
counter metric to evolver, and R2 cache size metric to index builder.
Also remove dead measureR2CacheSize reference from index builder main.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The RecencyBoost test now uses balanced 5-5 splits for both pairs so
recency is the sole differentiating factor (previously one pair was 10-0
which conflated balance and recency). Also wires Prometheus build
duration metric in main loop.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Add crosspoll_state table to persist per-island generation counters
across evolver restarts. Load state on startup and save after each
cross-pollination check. Add persistence pattern and translation
structure tests.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
- Add Exploration and Formation axis definitions with feature extraction
from source code pattern matching (exploration/formation indicators)
- Extend Grid key from (x,y) to (x,y,z,w) with 3⁴=81-cell behavior grid
- Update bin assignment, promotion gate, and persistence (JSON snapshot)
- Add Slice() for 2-D dashboard visualization across any axis pair
- Migration: old 2-D archives project at z=middle, w=middle
- Update cross-pollination to pad 2-element behavior vectors to 4
- Add Prometheus metrics to matchmaker (bot crashes, stale job count)
- Add rivalry detection to index builder (data/meta/rivalries.json)
- Web: batched bot list loading, leaderboard keyboard accessibility,
improved ARIA attributes on match/playlist cards
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Leaderboard, bot directory, match history, and playlist pages now use
expandable rows/cards, IntersectionObserver lazy rendering, windowed
virtual scrolling (for 1000+ leaderboard entries), and batched "Show
more" affordances. All expand/collapse transitions respect
prefers-reduced-motion. Keyboard accessibility (Enter/Space to toggle)
and ARIA attributes (aria-expanded, aria-controls) added throughout.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds mock store/LLM implementations and tests for CheckAndPollinate:
generation boundaries, fitness penalties, translation triggers,
multi-boundary catch-up, and empty island handling.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Add crash_strikes and cooldown_until columns to bots table. Worker
increments strikes on crash (cooldown at 3), resets on success.
Matchmaker excludes cooldown bots from pairing, series scheduling,
and championship brackets. Fix erroneous cooldown filter on series
table in finalizeCompletedSeries (column only exists on bots).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The bots page was refactored to use lazySection but left behind an
unused BATCH_SIZE = 50 constant, causing a TS6133 build error.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The crash cooldown system was already implemented across engine, worker,
and matchmaker. This adds comprehensive integration tests that verify:
- Single crash does not trigger cooldown
- Two crashes do not trigger cooldown
- Three consecutive crashes trigger 30-min cooldown
- Successful match resets strike counter
- Interleaved crash/success resets counter correctly
- Cooldown extends on repeated crashes while on cooldown
- Matchmaker eligibility query excludes bots on active cooldown
- Matchmaker eligibility query includes bots with expired cooldown
- Full end-to-end flow: 3 crashes → excluded → cooldown expires → re-pair
Tests use ACB_TEST_DATABASE_URL env var for PostgreSQL integration tests
and skip gracefully when not configured.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds cross-pollination logic that copies the top program from each island
to a random other island every 50 generations. When source and target
islands use different languages, the LLM translates the code. Generation
boundaries are tracked per-island to prevent duplicate events.
- New crosspoll package with boundary detection, migration, and LLM translation
- Added MaxGenerationByIsland DB query for generation counter tracking
- Integrated into RunEvolutionLoop with observability logging
- Tests for boundary logic, translation prompts, and target selection
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Virtual list tracks expanded row heights for correct spacer calculations.
Leaderboard mobile cards use event delegation so toggles work inside lazy
sections. Mobile card details animate with max-height instead of display
toggle. Reduced-motion rules cover all expand/collapse patterns.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Worker now gzip-compresses replays before uploading to B2 with
key replays/{match_id}.json.gz and Content-Encoding: gzip.
Updated B2 client Upload to accept contentEncoding parameter.
Fixed downstream web consumers (matches, bot-profile, playlists)
to reference .json.gz URLs.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
TikTok-style full-screen vertical carousel for playlist matches on mobile.
Swipe up/down advances between replays, horizontal swipe reveals metadata
panel with match details. Director mode auto-adjusts speed based on action
density. Auto-advance with animated countdown ring after replay completion.
Desktop layout unaffected — carousel only activates on mobile (<768px).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The TestSpawnPriority_LowerIDBreaksTie test declared core1 but never
referenced it, causing a compile error. Added an assertion that
core1.LastSpawnedTurn remains 0 (confirming it didn't spawn).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Commit the TheaterMode component (§16.17) and playlist carousel
referenced by recent commits. Includes bots page and playlists
page enhancements.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Wire the existing TheaterMode component into the replay page — adds
fullscreen toggle button on canvas, F key shortcut, auto-hiding
controls with 3s inactivity, vignette pulse on critical moments,
and mobile Fullscreen API support.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Wire IntersectionObserver-based lazy rendering into bot profile (recent
matches below fold) and leaderboard (mobile cards). All three dense pages
(leaderboard, matches, bot-profile) now use expandable rows/cards for
secondary detail, windowed rendering for long lists, and keyboard-accessible
"Show more" affordances. Expand/collapse animations respect reduced-motion.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Implement double-buffered canvas cross-fade when switching between
dots, Voronoi territory, and influence gradient views. Old layer fades
out while new layer fades in with ease-in-out cubic easing over 400ms.
Respects prefers-reduced-motion by snapping instantly when set.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>