ai-code-battle/cmd
jedarden 42e9561e46 feat(map-evolver): bias energy toward center, carve corridors to force contact
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>
2026-05-03 18:56:39 -04:00
..
acb-api feat(combat): rank matches by enemy-kill combat turns 2026-05-03 18:32:08 -04:00
acb-evolver fix(evolver): correct GROUP BY in island stats query 2026-04-24 07:04:37 -04:00
acb-index-builder feat(combat): rank matches by enemy-kill combat turns 2026-05-03 18:32:08 -04:00
acb-local feat(evolver): complete Phase 7 LLM-driven evolution implementation 2026-04-08 16:38:48 -04:00
acb-map-evolver feat(map-evolver): bias energy toward center, carve corridors to force contact 2026-05-03 18:56:39 -04:00
acb-mapgen Fix sin/cos math bug and add cellular automata map generation 2026-03-26 01:10:46 -04:00
acb-matchmaker fix(test): replace duration-based age check with calendar-relative anchors 2026-04-30 22:14:40 -04:00
acb-wasm feat(playlists): add playlist curation and rebuild logic per §10, with series/seasons/enrichment 2026-04-21 16:11:27 -04:00
acb-worker feat(combat): rank matches by enemy-kill combat turns 2026-05-03 18:32:08 -04:00