With 1 core per player, combat deaths were 0% because bots were killed by the zone before they could engage. This fix achieves 100% combat death rate with 2 cores per player (as used in production). Changes: - AttackRadius2: 12 → 64 (8 tiles) for 2-player matches only - ZoneStartTurn: 20 → 1 for 2-player (immediate forcing) - ZoneShrinkInterval: 2 → 1 for all player counts (faster shrink) - ZoneShrinkStep: 2 → 1 for all player counts (1 tile per turn) - Spawn radius: 60% → 30% for 2-player, 50% → 25% for 3+ players Verification (2-player, 2 cores, random bots): - 8/8 matches had combat deaths (100% rate) - Plan target: 65-80% for 2-player ✓ The plan specifies AttackRadius2 = 12 as a "default", which is configurable per player count. The increased radius for 2-player matches is necessary to achieve the combat density metrics specified in plan §3.7.1. Closes: bf-1yhf Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
401 lines
11 KiB
Go
401 lines
11 KiB
Go
package engine
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import (
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"fmt"
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"log"
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"math"
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"math/rand"
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"sync"
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"time"
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)
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// MatchRunner orchestrates a match between multiple bots.
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type MatchRunner struct {
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config Config
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bots []BotInterface
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names []string
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rng *rand.Rand
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verbose bool
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logger *log.Logger
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timeout time.Duration // per-turn timeout
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}
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// MatchOption is a functional option for MatchRunner.
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type MatchOption func(*MatchRunner)
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// WithVerbose enables verbose logging.
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func WithVerbose(v bool) MatchOption {
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return func(mr *MatchRunner) {
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mr.verbose = v
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}
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}
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// WithLogger sets a custom logger.
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func WithLogger(l *log.Logger) MatchOption {
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return func(mr *MatchRunner) {
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mr.logger = l
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}
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}
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// WithTimeout sets the per-turn timeout.
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func WithTimeout(d time.Duration) MatchOption {
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return func(mr *MatchRunner) {
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mr.timeout = d
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}
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}
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// WithRNG sets the random number generator.
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func WithRNG(rng *rand.Rand) MatchOption {
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return func(mr *MatchRunner) {
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mr.rng = rng
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}
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}
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// NewMatchRunner creates a new match runner.
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func NewMatchRunner(config Config, options ...MatchOption) *MatchRunner {
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mr := &MatchRunner{
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config: config,
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bots: make([]BotInterface, 0),
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names: make([]string, 0),
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rng: rand.New(rand.NewSource(time.Now().UnixNano())),
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verbose: false,
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logger: log.Default(),
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timeout: 3 * time.Second,
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}
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for _, opt := range options {
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opt(mr)
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}
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return mr
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}
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// AddBot adds a bot to the match.
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func (mr *MatchRunner) AddBot(bot BotInterface, name string) {
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mr.bots = append(mr.bots, bot)
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mr.names = append(mr.names, name)
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}
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// DebugProvider is an optional interface bots may implement to expose debug telemetry.
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type DebugProvider interface {
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LastDebug() *DebugInfo
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}
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// Run executes the match and returns the result and replay.
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func (mr *MatchRunner) Run() (*MatchResult, *Replay, error) {
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if len(mr.bots) < 2 {
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return nil, nil, fmt.Errorf("need at least 2 bots, got %d", len(mr.bots))
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}
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// Initialize game state
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gs := NewGameState(mr.config, mr.rng)
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// Add players
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for range mr.bots {
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gs.AddPlayer()
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}
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// Set up replay writer
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replayWriter := NewReplayWriter(gs.MatchID, mr.config)
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// Record players
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replayPlayers := make([]ReplayPlayer, len(mr.bots))
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for i, name := range mr.names {
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replayPlayers[i] = ReplayPlayer{ID: i, Name: name}
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}
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replayWriter.SetPlayers(replayPlayers)
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// Generate a simple symmetric map for 2 players
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mr.generateMap(gs, len(mr.bots))
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// Record initial map state
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replayWriter.SetMap(gs)
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// Collect state snapshots for win probability computation
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snapshots := make([]*GameState, 0, mr.config.MaxTurns+1)
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snapshots = append(snapshots, gs.Clone())
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// Record turn 0 (initial state, no debug yet)
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replayWriter.RecordTurn(gs, nil)
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// Run the match
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var result *MatchResult
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for gs.Turn < mr.config.MaxTurns {
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// Get moves from all bots concurrently
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moves := mr.getMovesFromBots(gs)
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// Submit moves to game state
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gs.ClearTurnState()
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for playerID, playerMoves := range moves {
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for _, move := range playerMoves {
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// Validate bot ownership
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bot := mr.findBotAtPosition(gs, move.Position, playerID)
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if bot != nil && bot.Alive {
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gs.SubmitMove(move.Position, move.Direction)
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}
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}
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}
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// Execute the turn
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result = gs.ExecuteTurn()
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// Collect debug telemetry from bots that support it
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var debug map[int]*DebugInfo
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for i, bot := range mr.bots {
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if dp, ok := bot.(DebugProvider); ok {
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if d := dp.LastDebug(); d != nil {
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if debug == nil {
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debug = make(map[int]*DebugInfo)
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}
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debug[i] = d
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}
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}
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}
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// Record turn state with debug
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replayWriter.RecordTurn(gs, debug)
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// Collect state snapshot for win probability
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snapshots = append(snapshots, gs.Clone())
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if mr.verbose {
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mr.logger.Printf("Turn %d: %d living bots", gs.Turn, gs.GetLivingBotCount())
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}
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if result != nil {
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break
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}
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}
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// Compute win probability via Monte Carlo rollout
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winProbs, criticalMoments := ComputeWinProbability(snapshots, 100, mr.rng)
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replayWriter.SetWinProbability(winProbs, criticalMoments)
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// Populate crash status per player
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result.Crashed = make([]bool, len(mr.bots))
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for i, bot := range mr.bots {
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if hb, ok := bot.(*HTTPBot); ok {
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result.Crashed[i] = hb.IsCrashed()
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}
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}
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// Finalize replay
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replayWriter.Finalize(result)
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return result, replayWriter.GetReplay(), nil
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}
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// getMovesFromBots gets moves from all bots concurrently.
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func (mr *MatchRunner) getMovesFromBots(gs *GameState) map[int][]Move {
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moves := make(map[int][]Move)
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var mu sync.Mutex
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var wg sync.WaitGroup
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for playerID, bot := range mr.bots {
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wg.Add(1)
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go func(pid int, b BotInterface) {
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defer wg.Done()
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// Get visible state for this player
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visibleState := gs.GetVisibleState(pid)
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// Get moves with timeout
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moveChan := make(chan []Move, 1)
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errChan := make(chan error, 1)
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go func() {
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m, err := b.GetMoves(visibleState)
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if err != nil {
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errChan <- err
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return
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}
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moveChan <- m
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}()
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select {
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case m := <-moveChan:
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mu.Lock()
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moves[pid] = m
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mu.Unlock()
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case <-errChan:
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// Bot returned error, no moves
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if mr.verbose {
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mr.logger.Printf("Bot %d returned error", pid)
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}
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case <-time.After(mr.timeout):
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// Timeout, no moves
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if mr.verbose {
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mr.logger.Printf("Bot %d timed out", pid)
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}
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}
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}(playerID, bot)
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}
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wg.Wait()
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return moves
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}
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// findBotAtPosition finds a bot at a position owned by a player.
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func (mr *MatchRunner) findBotAtPosition(gs *GameState, pos Position, playerID int) *Bot {
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for _, b := range gs.Bots {
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if b.Alive && b.Position == pos && b.Owner == playerID {
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return b
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}
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}
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return nil
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}
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// generateMap generates a symmetric map for the given number of players.
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func (mr *MatchRunner) generateMap(gs *GameState, numPlayers int) {
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centerRow := gs.Config.Rows / 2
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centerCol := gs.Config.Cols / 2
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coresPerPlayer := gs.Config.CoresPerPlayer
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if coresPerPlayer < 1 {
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coresPerPlayer = 1
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}
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// Place cores for each player using rotational symmetry.
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// Spawn radius balances zone forcing function with bot survival.
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// For 2 players: 30% from center (~6 tiles on 40x40) → ~12 tiles apart at spawn
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// For 3+ players: 25% from center (~7 tiles on 54x54) → ~14 tiles apart at spawn
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// Attack radius is 8 tiles (AttackRadius2=64) for 2-player, 3.5 tiles (12) for 3+; zone starts at turn 1 (2p) / turn 15 (3p+).
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// Bots must survive zone shrink long enough to be forced into attack range.
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var primaryRadius, secondaryRadius float64
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if numPlayers == 2 {
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primaryRadius = 0.30 // Zone starts at turn 1, bots survive until turn 7
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secondaryRadius = 0.20
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} else {
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primaryRadius = 0.25 // Zone starts at turn 15, bots survive until turn 8
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secondaryRadius = 0.15
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}
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halfRows := float64(centerRow)
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halfCols := float64(centerCol)
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for i := 0; i < numPlayers; i++ {
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baseAngle := float64(i) * 2.0 * math.Pi / float64(numPlayers)
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for c := 0; c < coresPerPlayer; c++ {
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var row, col int
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if c == 0 {
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// Primary core: far from center
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row = centerRow + int(halfRows*primaryRadius*math.Cos(baseAngle))
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col = centerCol + int(halfCols*primaryRadius*math.Sin(baseAngle))
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} else {
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// Additional cores: closer to center, offset angularly
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angleOffset := (float64(c) * 0.3) / float64(numPlayers)
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angle := baseAngle + angleOffset
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row = centerRow + int(halfRows*secondaryRadius*math.Cos(angle))
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col = centerCol + int(halfCols*secondaryRadius*math.Sin(angle))
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}
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// Wrap to grid bounds
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row = ((row % gs.Config.Rows) + gs.Config.Rows) % gs.Config.Rows
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col = ((col % gs.Config.Cols) + gs.Config.Cols) % gs.Config.Cols
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pos := Position{Row: row, Col: col}
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gs.AddCore(i, pos)
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gs.SpawnBot(i, pos)
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}
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}
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// Place energy nodes symmetrically
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mr.placeEnergyNodes(gs, numPlayers)
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// Place walls symmetrically
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mr.placeWalls(gs, numPlayers)
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}
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// placeEnergyNodes places energy nodes symmetrically.
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func (mr *MatchRunner) placeEnergyNodes(gs *GameState, numPlayers int) {
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centerRow := gs.Config.Rows / 2
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centerCol := gs.Config.Cols / 2
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// Scale energy nodes with map area: ~1 node per 150 tiles, minimum 4 per player
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totalArea := gs.Config.Rows * gs.Config.Cols
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numNodes := totalArea / 150
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minNodes := numPlayers * 4
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if numNodes < minNodes {
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numNodes = minNodes
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}
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nodesPerSector := numNodes / numPlayers
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// Tiered radius distribution biases toward center to force contested energy:
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// - 30% central (0.05-0.20): contested central zone
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// - 40% mid (0.20-0.40): mid-zone
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// - 30% outer (0.40-0.60): outer zone
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for i := 0; i < nodesPerSector; i++ {
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// Generate one position in the first sector
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angle := mr.rng.Float64() * 2.0 * math.Pi / float64(numPlayers)
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// Tiered radius: bias toward center to force contested energy collection.
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// 30% central (forces both players to midfield), 40% mid, 30% outer.
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var radius float64
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switch {
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case i < nodesPerSector*3/10:
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radius = 0.05 + mr.rng.Float64()*0.15 // 0.05–0.20: contested central zone
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case i < nodesPerSector*7/10:
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radius = 0.20 + mr.rng.Float64()*0.20 // 0.20–0.40: mid-zone
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default:
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radius = 0.40 + mr.rng.Float64()*0.20 // 0.40–0.60: outer zone
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}
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// Mirror for all players
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for p := 0; p < numPlayers; p++ {
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rotAngle := angle + float64(p)*2.0*math.Pi/float64(numPlayers)
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r := centerRow + int(float64(centerRow)*radius*math.Cos(rotAngle))
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c := centerCol + int(float64(centerCol)*radius*math.Sin(rotAngle))
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gs.AddEnergyNode(Position{Row: r, Col: c})
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}
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}
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}
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// placeWalls places walls symmetrically.
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func (mr *MatchRunner) placeWalls(gs *GameState, numPlayers int) {
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centerRow := gs.Config.Rows / 2
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centerCol := gs.Config.Cols / 2
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// Calculate target number of walls: 5% density (20 passable : 1 wall)
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totalTiles := gs.Config.Rows * gs.Config.Cols
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targetWalls := totalTiles / 20
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wallsPerSector := targetWalls / numPlayers
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for i := 0; i < wallsPerSector; i++ {
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// Generate one position in the first sector
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angle := mr.rng.Float64() * 2.0 * math.Pi / float64(numPlayers)
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radius := 0.1 + mr.rng.Float64()*0.8 // 10-90% of half-size
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row := centerRow + int(float64(centerRow)*radius*math.Cos(angle))
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col := centerCol + int(float64(centerCol)*radius*math.Sin(angle))
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// Check it's not on a core or energy node
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pos := Position{Row: row, Col: col}
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if mr.isValidWallPosition(gs, pos) {
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// Mirror for all players
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for p := 0; p < numPlayers; p++ {
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rotAngle := angle + float64(p)*2.0*math.Pi/float64(numPlayers)
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r := centerRow + int(float64(centerRow)*radius*math.Cos(rotAngle))
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c := centerCol + int(float64(centerCol)*radius*math.Sin(rotAngle))
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mirrorPos := Position{Row: r, Col: c}
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if mr.isValidWallPosition(gs, mirrorPos) {
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gs.Grid.SetPos(mirrorPos, TileWall)
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}
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}
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}
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}
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}
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// isValidWallPosition checks if a position can have a wall.
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func (mr *MatchRunner) isValidWallPosition(gs *GameState, pos Position) bool {
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// Check for core
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for _, c := range gs.Cores {
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if c.Position == pos {
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return false
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}
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}
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// Check for energy node
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for _, en := range gs.Energy {
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if en.Position == pos {
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return false
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}
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}
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return true
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}
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