ai-code-battle/engine/map_engagement.go
jedarden ea04f4debb style: apply gofmt alignment fixes across codebase
Tab/space alignment consistency from running gofmt on all packages.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-24 10:40:33 -04:00

312 lines
8.4 KiB
Go

package engine
import "math"
// MapEngagementScore represents the engagement metrics for a map from a single match.
type MapEngagementScore struct {
WinProbCrossings float64 // Number of times win prob crossed 50%
CriticalMoments int // Count of critical moments (bot deaths/captures)
CombatDeaths int // Count of focus-fire combat deaths (EventCombatDeath)
ResourceContestTurns int // Turns where energy was contested (multiple players adjacent)
SurvivalTurns int // Turns where all players had at least one bot alive
Engagement float64 // Combined engagement score
}
// CalculateMapEngagement computes the engagement score for a map based on replay data.
// The engagement formula (from plan §14.6, extended for combat density) is:
// score = win_prob_crossings * 3.0 + combat_deaths * 3.0 + critical_moments * 2.0 +
//
// resource_contest_turns * 1.5 + survival_turns * 0.5
func CalculateMapEngagement(replay *Replay) MapEngagementScore {
if replay == nil || len(replay.Turns) == 0 {
return MapEngagementScore{}
}
// Count win probability crossings (times the leader changed)
winProbCrossings := countWinProbCrossings(replay.WinProb)
// Count combat deaths (focus-fire kills)
combatDeaths := countCombatDeaths(replay)
// Count critical moments (bot deaths/captures with significant win prob shifts)
criticalMoments := len(replay.CriticalMoments)
// Count resource contest turns (turns where energy was contested)
resourceContestTurns := countResourceContestTurns(replay)
// Count survival turns (turns where all players had at least one bot alive)
survivalTurns := countSurvivalTurns(replay)
// Calculate combined engagement score per plan §14.6
// Combat deaths are weighted heavily (3.0) to bias map evolution toward combat-dense maps
engagement := float64(winProbCrossings)*3.0 +
float64(combatDeaths)*3.0 +
float64(criticalMoments)*2.0 +
float64(resourceContestTurns)*1.5 +
float64(survivalTurns)*0.5
return MapEngagementScore{
WinProbCrossings: winProbCrossings,
CriticalMoments: criticalMoments,
CombatDeaths: combatDeaths,
ResourceContestTurns: resourceContestTurns,
SurvivalTurns: survivalTurns,
Engagement: engagement,
}
}
// countWinProbCrossings counts how many times the win probability crossed 50% for any player.
// This indicates lead changes and momentum shifts.
func countWinProbCrossings(winProbs []WinProbEntry) float64 {
if len(winProbs) < 2 {
return 0
}
crossings := 0
// Track which player was leading (had highest win prob) at each turn
for i := 1; i < len(winProbs); i++ {
prevLeader := findLeader(winProbs[i-1])
currLeader := findLeader(winProbs[i])
if prevLeader != currLeader {
crossings++
}
}
return float64(crossings)
}
// findLeader returns the index of the player with the highest win probability.
// Returns -1 if there's a tie or no clear leader.
func findLeader(entry WinProbEntry) int {
if len(entry) == 0 {
return -1
}
maxProb := entry[0]
leaderIdx := 0
// Check if there's a clear leader (no ties)
for i := 1; i < len(entry); i++ {
if entry[i] > maxProb {
maxProb = entry[i]
leaderIdx = i
}
}
// Verify the leader is significantly ahead (not a tie)
isTie := false
for i := 0; i < len(entry); i++ {
if i != leaderIdx && math.Abs(entry[i]-maxProb) < 0.01 {
isTie = true
break
}
}
if isTie {
return -1
}
return leaderIdx
}
// calculateMapCoverage computes the percentage of map tiles that were visited by any bot.
func calculateMapCoverage(replay *Replay) float64 {
if replay == nil || len(replay.Turns) == 0 {
return 0
}
totalTiles := replay.Config.Rows * replay.Config.Cols
if totalTiles == 0 {
return 0
}
// Count unique tiles visited across all turns
visited := make(map[string]struct{})
for _, turn := range replay.Turns {
for _, bot := range turn.Bots {
if bot.Alive {
key := string(rune(bot.Position.Row)) + "," + string(rune(bot.Position.Col))
visited[key] = struct{}{}
}
}
}
// Subtract wall tiles from total (they're not visitable)
wallTiles := len(replay.Map.Walls)
visitbleTiles := totalTiles - wallTiles
if visitbleTiles <= 0 {
return 0
}
return float64(len(visited)) / float64(visitbleTiles)
}
// calculateCloseness computes how close the final score was.
// Returns 1.0 for a draw/tie, decreasing to 0.0 for a blowout.
func calculateCloseness(replay *Replay) float64 {
if replay == nil || replay.Result == nil || len(replay.Result.Scores) == 0 {
return 0
}
// Find the max and min scores
maxScore := replay.Result.Scores[0]
minScore := replay.Result.Scores[0]
for _, score := range replay.Result.Scores {
if score > maxScore {
maxScore = score
}
if score < minScore {
minScore = score
}
}
scoreDiff := maxScore - minScore
if scoreDiff == 0 {
return 1.0 // Perfect tie
}
// Normalize: closeness = 1 - (score_diff / max_possible_score)
// Assume max possible score is roughly 3x the number of turns (3 points per capture)
maxPossibleScore := float64(replay.Config.MaxTurns) * 3.0
if maxPossibleScore <= 0 {
return 1.0
}
normalizedDiff := float64(scoreDiff) / maxPossibleScore
if normalizedDiff > 1.0 {
normalizedDiff = 1.0
}
return 1.0 - normalizedDiff
}
// countResourceContestTurns counts turns where energy was contested by multiple players.
// A turn is contested if at least one energy tile has bots from two or more different players
// adjacent to it (meaning they could both collect it, but contested energy is destroyed).
func countResourceContestTurns(replay *Replay) int {
if replay == nil || len(replay.Turns) == 0 {
return 0
}
contestedTurns := 0
for _, turn := range replay.Turns {
if isEnergyContested(turn) {
contestedTurns++
}
}
return contestedTurns
}
// isEnergyContested checks if any energy in this turn is contested by multiple players.
// Energy is contested when two or more players have bots adjacent to the same energy node.
func isEnergyContested(turn ReplayTurn) bool {
if len(turn.Energy) == 0 {
return false
}
// For each energy tile, check which players have adjacent bots
for _, energyPos := range turn.Energy {
playersAdjacent := make(map[int]struct{})
for _, bot := range turn.Bots {
if !bot.Alive {
continue
}
// Check if bot is adjacent to this energy (including being on it)
dist := toroidalDistance(bot.Position, energyPos, int(turn.Bots[0].Position.Row), int(turn.Bots[0].Position.Col))
if dist <= 1.5 { // Adjacent or on the tile (using sqrt(2) ~ 1.41 for diagonal)
playersAdjacent[bot.Owner] = struct{}{}
}
}
// If 2+ players are adjacent to this energy, it's contested
if len(playersAdjacent) >= 2 {
return true
}
}
return false
}
// countSurvivalTurns counts turns where all players had at least one bot alive.
// This indicates the match was still competitive with all participants active.
func countSurvivalTurns(replay *Replay) int {
if replay == nil || len(replay.Turns) == 0 {
return 0
}
numPlayers := len(replay.Players)
if numPlayers == 0 {
return 0
}
survivalTurns := 0
for _, turn := range replay.Turns {
if allPlayersAlive(turn, numPlayers) {
survivalTurns++
}
}
return survivalTurns
}
// allPlayersAlive checks if every player has at least one living bot.
func allPlayersAlive(turn ReplayTurn, numPlayers int) bool {
playersWithBots := make(map[int]struct{})
for _, bot := range turn.Bots {
if bot.Alive {
playersWithBots[bot.Owner] = struct{}{}
}
}
// All players must have at least one living bot
return len(playersWithBots) == numPlayers
}
// countCombatDeaths counts the total number of focus-fire combat deaths (EventCombatDeath)
// across all turns in the replay. This is the key combat-density metric.
func countCombatDeaths(replay *Replay) int {
if replay == nil || len(replay.Turns) == 0 {
return 0
}
combatDeaths := 0
for _, turn := range replay.Turns {
for _, event := range turn.Events {
if event.Type == EventCombatDeath {
combatDeaths++
}
}
}
return combatDeaths
}
// toroidalDistance computes the toroidal distance between two positions.
func toroidalDistance(a, b Position, rows, cols int) float64 {
dr := float64(a.Row - b.Row)
dc := float64(a.Col - b.Col)
// Handle toroidal wrapping
if dr < 0 {
dr = -dr
}
if dr > float64(rows)/2 {
dr = float64(rows) - dr
}
if dc < 0 {
dc = -dc
}
if dc > float64(cols)/2 {
dc = float64(cols) - dc
}
return dr*dr + dc*dc // Return squared distance for comparison
}