ai-code-battle/bots/gatherer/strategy.go
jedarden d5515e0bca feat(mechanics): reduce flee thresholds and derive aggression from kill rate
## Flee Threshold Changes
- Reduced flee threshold from AttackRadius2+4 to AttackRadius2 (no buffer)
- Modified bots: farmer, gatherer, siege
- Bots now only consider enemies in actual attack range, not preemptively
- Added outnumber logic: only flee when nearbyAllies < nearbyEnemies

## Behavior Vector Changes
- Derive aggression from actual kill rate (not self-reported)
- Formula: behaviorVec[0] = min(killRate, 1.0)
- Preserves existing economy value or defaults to 0.5
- Enhanced logging to show derived aggression value

## Rationale
Aggression must be economically necessary, not just rewarded.
Previous flee logic created a false safe option that discouraged combat.
Now bots only flee when actually outnumbered within combat range.

Related: bf-413 genesis bead tracking mechanics iteration
2026-06-17 03:51:15 -04:00

362 lines
9.1 KiB
Go

package main
import (
"container/list"
)
// GathererStrategy implements energy-focused gameplay with combat avoidance.
type GathererStrategy struct {
// No persistent state needed - strategy is stateless per turn
}
// NewGathererStrategy creates a new gatherer strategy.
func NewGathererStrategy() *GathererStrategy {
return &GathererStrategy{}
}
// ComputeMoves calculates the best moves for the current turn.
func (s *GathererStrategy) ComputeMoves(state *GameState) []Move {
if len(state.Bots) == 0 {
return nil
}
myID := state.You.ID
config := state.Config
// Separate my bots from enemy bots
myBots := make([]VisibleBot, 0)
enemyBots := make([]VisibleBot, 0)
for _, bot := range state.Bots {
if bot.Owner == myID {
myBots = append(myBots, bot)
} else {
enemyBots = append(enemyBots, bot)
}
}
// Build enemy positions map for quick lookup
enemyPositions := make(map[Position]bool)
for _, enemy := range enemyBots {
enemyPositions[enemy.Position] = true
}
// Build energy positions map
energyPositions := make(map[Position]bool)
for _, e := range state.Energy {
energyPositions[e] = true
}
// For each of my bots, find the best move
moves := make([]Move, 0, len(myBots))
usedEnergy := make(map[Position]bool) // Track energy already targeted
for _, bot := range myBots {
move := s.computeBotMove(bot, myBots, enemyBots, enemyPositions,
energyPositions, usedEnergy, config, state)
if move != nil {
moves = append(moves, *move)
// Mark energy as targeted if bot will collect it
if energyPositions[move.Position] || energyPositions[simulateMove(bot.Position, move.Direction, config)] {
usedEnergy[simulateMove(bot.Position, move.Direction, config)] = true
}
}
}
return moves
}
// computeBotMove calculates the best move for a single bot.
func (s *GathererStrategy) computeBotMove(
bot VisibleBot,
myBots, enemyBots []VisibleBot,
enemyPositions, energyPositions, usedEnergy map[Position]bool,
config GameConfig,
state *GameState,
) *Move {
// Zone awareness: if zone is active and bot is outside or near edge, move toward center immediately
// Use a 2-tile safety margin to anticipate the shrinking zone and prevent getting caught outside
if state.Zone != nil && state.Zone.Active {
dist2 := distance2(bot.Position, state.Zone.Center, config)
safetyMargin2 := 4 // (2 tiles)^2
if dist2 >= state.Zone.Radius*state.Zone.Radius-safetyMargin2 {
// Bot is outside or near edge of zone - survival priority: move toward zone center
return s.moveTowardPosition(bot, state.Zone.Center, enemyPositions, config)
}
}
// First check if we should flee from enemies (only when outnumbered)
if s.shouldFlee(bot.Position, myBots, enemyBots, config) {
fleeDir := s.getFleeDirection(bot.Position, enemyBots, config)
if fleeDir != "" {
return &Move{
Position: bot.Position,
Direction: fleeDir,
}
}
}
// Try to find nearest untargeted energy
_, path := s.findNearestEnergy(bot.Position, energyPositions, usedEnergy, enemyPositions, config)
if path != nil && len(path) > 0 {
// Move towards the energy
return &Move{
Position: bot.Position,
Direction: path[0],
}
}
// No energy visible or reachable - spread out to explore
return s.getExploreMove(bot.Position, myBots, enemyPositions, config)
}
// shouldFlee returns true if the bot should flee from nearby enemies.
// Only flees when locally outnumbered (nearbyAllies < nearbyEnemies).
func (s *GathererStrategy) shouldFlee(pos Position, myBots, enemyBots []VisibleBot, config GameConfig) bool {
// Count nearby enemies within attack radius only (no buffer)
nearbyEnemies := 0
for _, enemy := range enemyBots {
dist2 := distance2(pos, enemy.Position, config)
if dist2 <= config.AttackRadius2 {
nearbyEnemies++
}
}
if nearbyEnemies == 0 {
return false
}
// Count nearby allies within the same radius (attack radius only)
nearbyAllies := 0
for _, ally := range myBots {
if ally.Position == pos {
continue // Don't count self
}
dist2 := distance2(pos, ally.Position, config)
if dist2 <= config.AttackRadius2 {
nearbyAllies++
}
}
// Only flee if outnumbered
return nearbyAllies < nearbyEnemies
}
// getFleeDirection returns the best direction to flee from enemies.
func (s *GathererStrategy) getFleeDirection(pos Position, enemies []VisibleBot, config GameConfig) Direction {
// Calculate the center of mass of enemies
enemyCenter := Position{Row: 0, Col: 0}
for _, enemy := range enemies {
enemyCenter.Row += enemy.Position.Row
enemyCenter.Col += enemy.Position.Col
}
if len(enemies) > 0 {
enemyCenter.Row /= len(enemies)
enemyCenter.Col /= len(enemies)
}
// Move away from enemy center
dr := pos.Row - enemyCenter.Row
dc := pos.Col - enemyCenter.Col
// Normalize direction
if dr > 0 {
return DirS
} else if dr < 0 {
return DirN
} else if dc > 0 {
return DirE
} else if dc < 0 {
return DirW
}
// Default: move North
return DirN
}
// findNearestEnergy finds the nearest untargeted energy using BFS.
func (s *GathererStrategy) findNearestEnergy(
start Position,
energyPositions, usedEnergy, enemyPositions map[Position]bool,
config GameConfig,
) (Position, []Direction) {
type queueItem struct {
pos Position
path []Direction
}
visited := make(map[Position]bool)
queue := list.New()
queue.PushBack(queueItem{pos: start, path: []Direction{}})
var nearestEnergy Position
var bestPath []Direction
for queue.Len() > 0 {
item := queue.Remove(queue.Front()).(queueItem)
pos := item.pos
path := item.path
if visited[pos] {
continue
}
visited[pos] = true
// Check if this position has untargeted energy
if energyPositions[pos] && !usedEnergy[pos] {
nearestEnergy = pos
bestPath = path
break
}
// Don't path through enemy-adjacent tiles
if len(path) > 0 && s.isNearEnemy(pos, enemyPositions, config) {
continue
}
// Explore neighbors
directions := []Direction{DirN, DirE, DirS, DirW}
for _, dir := range directions {
nextPos := simulateMove(pos, dir, config)
if !visited[nextPos] {
newPath := make([]Direction, len(path)+1)
copy(newPath, path)
newPath[len(path)] = dir
queue.PushBack(queueItem{pos: nextPos, path: newPath})
}
}
}
return nearestEnergy, bestPath
}
// isNearEnemy checks if a position is adjacent to any enemy.
func (s *GathererStrategy) isNearEnemy(pos Position, enemyPositions map[Position]bool, config GameConfig) bool {
directions := []Direction{DirN, DirE, DirS, DirW}
for _, dir := range directions {
adj := simulateMove(pos, dir, config)
if enemyPositions[adj] {
return true
}
}
return false
}
// getExploreMove returns a move for exploring when no energy is visible.
func (s *GathererStrategy) getExploreMove(
pos Position,
myBots []VisibleBot,
enemyPositions map[Position]bool,
config GameConfig,
) *Move {
// Calculate direction away from other friendly bots (spread out)
directions := []Direction{DirN, DirE, DirS, DirW}
bestDir := DirN
bestScore := -999999
for _, dir := range directions {
newPos := simulateMove(pos, dir, config)
// Skip if moving towards enemy
if s.isNearEnemy(newPos, enemyPositions, config) {
continue
}
// Score based on distance from other bots (prefer spreading out)
score := 0
for _, other := range myBots {
if other.Position != pos {
dist := distance2(newPos, other.Position, config)
score += int(dist) // Higher is better (further from others)
}
}
if score > bestScore {
bestScore = score
bestDir = dir
}
}
return &Move{
Position: pos,
Direction: bestDir,
}
}
// distance2 calculates squared Euclidean distance with toroidal wrapping.
func distance2(a, b Position, config GameConfig) int {
dr := abs(a.Row - b.Row)
dc := abs(a.Col - b.Col)
// Apply toroidal wrapping
if dr > config.Rows/2 {
dr = config.Rows - dr
}
if dc > config.Cols/2 {
dc = config.Cols - dc
}
return dr*dr + dc*dc
}
// simulateMove returns the new position after moving in a direction.
func simulateMove(pos Position, dir Direction, config GameConfig) Position {
var newRow, newCol int
switch dir {
case DirN:
newRow = (pos.Row - 1 + config.Rows) % config.Rows
newCol = pos.Col
case DirE:
newRow = pos.Row
newCol = (pos.Col + 1) % config.Cols
case DirS:
newRow = (pos.Row + 1) % config.Rows
newCol = pos.Col
case DirW:
newRow = pos.Row
newCol = (pos.Col - 1 + config.Cols) % config.Cols
default:
return pos
}
return Position{Row: newRow, Col: newCol}
}
func abs(x int) int {
if x < 0 {
return -x
}
return x
}
// moveTowardPosition returns a move that approaches the target position, avoiding walls and enemies.
func (s *GathererStrategy) moveTowardPosition(
bot VisibleBot,
target Position,
enemyPositions map[Position]bool,
config GameConfig,
) *Move {
directions := []Direction{DirN, DirE, DirS, DirW}
bestDir := DirN
bestDist2 := 999999
for _, dir := range directions {
newPos := simulateMove(bot.Position, dir, config)
// Skip if moving towards enemy
if s.isNearEnemy(newPos, enemyPositions, config) {
continue
}
dist2 := distance2(newPos, target, config)
if dist2 < bestDist2 {
bestDist2 = dist2
bestDir = dir
}
}
return &Move{
Position: bot.Position,
Direction: bestDir,
}
}