ai-code-battle/PROGRESS.md
jedarden 890785c5c4 Complete Phase 1: add connectivity validation and determinism tests
- Add connectivity.go: BFS-based map connectivity validation with retry
- Update mapgen to use connectivity checking by default
- Add determinism_test.go: property-based tests for reproducibility
  - Same seed produces identical replays
  - Turn execution is deterministic
  - Grid operations are deterministic
  - Combat resolution is deterministic
  - Full 500-turn match validation
- All 32 tests pass
- Update PROGRESS.md: Phase 1 complete

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-24 03:44:44 -04:00

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# AI Code Battle - Implementation Progress
## Current Phase: Phase 1 - Core Engine
**Status: ✅ COMPLETE**
### Completed
- [x] Go module initialization (`github.com/aicodebattle/acb`)
- [x] Project structure (`engine/`, `cmd/acb-local/`, `cmd/acb-mapgen/`)
- [x] Core types (`engine/types.go`)
- Position, Tile, Direction, Bot, Core, EnergyNode, Player
- Config with default values
- MatchResult, VisibleState (fog-filtered state)
- [x] Grid implementation (`engine/grid.go`)
- Toroidal wrapping
- Distance calculations (squared for performance)
- Visibility computation
- Wall/obstacle handling
- [x] Game state (`engine/game.go`)
- State management for bots, cores, energy, players
- Bot spawning and killing
- Fog of war filtering
- [x] Turn execution (`engine/turn.go`)
- Movement phase with collision detection
- Focus-fire combat resolution
- Core capture mechanics
- Energy collection (contested resources)
- Bot spawning at active cores
- Energy node ticking
- Win condition checking (elimination, draw, dominance, turns)
- [x] Replay writer (`engine/replay.go`)
- Full replay JSON format
- Turn-by-turn state recording
- [x] Match runner (`engine/match.go`)
- Concurrent bot communication
- Per-turn timeout
- Symmetric map generation
- [x] Local bot interface (`engine/bot_local.go`)
- RandomBot, IdleBot implementations
- [x] CLI runner (`cmd/acb-local/main.go`)
- Configurable parameters (seed, size, turns)
- Replay output
- [x] Map generator (`cmd/acb-mapgen/main.go`)
- Rotational symmetry (2/3/4/6 players)
- Configurable density
- [x] Unit tests for core engine
- Grid operations, wrapping, distances
- Combat resolution (1v1, 2v1, formations)
- Core capture
- Energy collection
- Spawning
- Win conditions
- [x] Map generator connectivity validation (`cmd/acb-mapgen/connectivity.go`)
- BFS-based connectivity check
- Retry mechanism for connected map generation
- [x] Determinism tests (`engine/determinism_test.go`)
- Same seed produces identical replays
- Turn execution is deterministic
- Grid operations are deterministic
- Combat resolution is deterministic
- Replay serialization round-trip
- Full 500-turn match validation
### Exit Criteria Progress
| Criterion | Status |
|-----------|--------|
| Can run a complete 500-turn match locally | ✅ Works |
| Produce a valid replay file | ✅ Works |
| Comprehensive unit tests | ✅ 32 tests passing |
## Next Phase: Phase 2 - HTTP Protocol & Strategy Bots
**Status: Ready to start**
## File Structure
```
ai-code-battle/
├── go.mod
├── engine/
│ ├── types.go # Core data types
│ ├── grid.go # Toroidal grid implementation
│ ├── game.go # Game state management
│ ├── turn.go # Turn execution phases
│ ├── replay.go # Replay recording
│ ├── match.go # Match runner
│ ├── bot_local.go # Local bot interface
│ ├── grid_test.go # Grid tests
│ └── turn_test.go # Turn execution tests
├── cmd/
│ ├── acb-local/ # CLI match runner
│ │ └── main.go
│ └── acb-mapgen/ # Map generator
│ └── main.go
└── docs/
└── plan/
└── plan.md # Full implementation plan
```
## Key Design Decisions
1. **Position-based moves**: Bots are identified by their current position in the move protocol (not bot IDs), which works better with fog of war.
2. **Squared distances**: Using squared distances throughout (Distance2, Radius2) avoids expensive square root operations.
3. **Simultaneous resolution**: Combat deaths are computed first, then applied, ensuring true simultaneous resolution.
4. **Symmetric map generation**: Maps are generated by creating one sector and rotating for all players.
## Running Tests
```bash
go test ./engine/... -v
```
## Building CLI Tools
```bash
go build ./cmd/acb-local
go build ./cmd/acb-mapgen
```
## Example Usage
```bash
# Run a match
./acb-local -seed 42 -max-turns 100 -output replay.json -verbose
# Generate a map
./acb-mapgen -players 2 -rows 60 -cols 60 -output map.json
```