Added tests for:
- TestNextScheduledTime: verifies correct calculation of next scheduled
run time across various scenarios (same-day future, same-day past,
different weekdays, edge cases around midnight)
- TestWeeklyScheduleEnvParsing: validates environment variable parsing
for the WEEKDAY:HH:MM format, including valid and invalid inputs
These tests ensure the weekly automated map evolution ticker (§14.6)
correctly schedules evolution runs at the configured time.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
- Implement runWeeklyLoop() function that waits for scheduled time and
runs evolution for all player counts (2, 3, 4, 6) weekly
- Add --weekly flag to enable weekly mode (default: Sunday 03:00 UTC)
- Add --weekly-schedule flag for custom schedule (WEEKDAY:HH:MM format)
- Add ACB_WEEKLY_SCHEDULE env var for configuration
feat(acb-evolver): add weekly map evolution ticker
- Add MapEvolutionEnabled and MapEvolutionSchedule to RunConfig
- Add --enable-map-evolution flag to acb-evolver run subcommand
- Add startMapEvolutionTicker() goroutine that runs weekly
- Ticker executes acb-map-evolver --once to trigger map breeding
- Configurable via ACB_MAP_EVOLUTION_ENABLED and ACB_MAP_EVOLUTION_SCHEDULE
This integrates map evolution into the bot evolver's deployment,
allowing weekly automated map evolution based on engagement scores
as specified in plan §14.6.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The --once mode was implemented but the command-line flag was not being
parsed. This commit adds the flag parsing and help text for --once, which
enables the weekly automated map evolution run from the evolver.
The evolver's weekly ticker (run.go) calls acb-map-evolver --once to
trigger map evolution on Sundays at 03:00 UTC as specified in plan §14.6.
Energy node placement now uses a tiered radius distribution: 30% in the
contested central zone (0.05-0.20 from center), 40% in the mid-zone
(0.20-0.40), and 30% in the home zone (0.40-0.60). Previously nodes were
placed uniformly at 0.20-0.70, letting bots farm their home quadrant
indefinitely without crossing the midline.
After cellular automata wall generation, a 3-wide corridor is carved from
each core straight to the map center, plus a 5x5 open arena at the center
tile. This creates lanes that funnel bots into contact — replicating the key
mechanic that drove frequent fights in the original AI Challenge Ants game,
where symmetric food spawning near the midfield forced both colonies to
expand outward and collide.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Add seedIfEmpty: idempotent startup seeding (20 maps per player count,
ON CONFLICT DO NOTHING) using cellular-automata generation + validate()
- Add continuous evolution loop across all player counts (2/3/4/6)
- ACB_MIN_SEED_COUNT and ACB_EVOLUTION_PERIOD configurable via env vars
- Add Dockerfile (lean Alpine build, no language runtimes)
- Add acb-map-evolver to acb-build.yml CI pipeline
- Add staging K8s Deployment manifest
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>