ai-code-battle/engine/bot_strategies.go
jedarden 4ba39e3aa8 feat(evolver): complete Phase 7 LLM-driven evolution implementation
- Complete autonomous evolution pipeline with island model (4 islands)
- MAP-Elites behavior grid integration for diversity
- LLM ensemble integration (fast + strong model tiers)
- 3-stage validation pipeline (syntax → schema → sandbox smoke test)
- Evaluation arena (10-match mini-tournament per candidate)
- Promotion gate (Nash equilibrium PSRO + MAP-Elites niche fill)
- Retirement policy (auto-retire low-rated bots, population cap)
- Live export to R2 for evolution dashboard
- Enhanced replay viewer with commentary and win probability
- Added series, seasons, and predictions pages

All tests passing. Phase 7 exit criteria met.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-08 16:38:48 -04:00

1135 lines
28 KiB
Go

package engine
import (
"container/list"
"math"
"math/rand"
)
// GathererBot prioritizes energy collection while avoiding combat.
type GathererBot struct {
rng *rand.Rand
}
// NewGathererBot creates a new gatherer bot.
func NewGathererBot(seed int64) *GathererBot {
return &GathererBot{
rng: rand.New(rand.NewSource(seed)),
}
}
// GetMoves returns moves focused on gathering energy.
func (b *GathererBot) GetMoves(state *VisibleState) ([]Move, error) {
if len(state.Bots) == 0 {
return nil, nil
}
myID := state.You.ID
config := state.Config
// Separate my bots from enemies
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 lookup maps
enemyPositions := make(map[Position]bool)
for _, enemy := range enemyBots {
enemyPositions[enemy.Position] = true
}
energyPositions := make(map[Position]bool)
for _, e := range state.Energy {
energyPositions[e] = true
}
wallPositions := make(map[Position]bool)
for _, w := range state.Walls {
wallPositions[w] = true
}
moves := make([]Move, 0, len(myBots))
usedEnergy := make(map[Position]bool)
for _, bot := range myBots {
move := b.computeBotMove(bot, myBots, enemyPositions, energyPositions, usedEnergy, wallPositions, config)
if move != nil {
moves = append(moves, *move)
}
}
return moves, nil
}
func (b *GathererBot) computeBotMove(
bot VisibleBot,
myBots []VisibleBot,
enemyPositions, energyPositions, usedEnergy, wallPositions map[Position]bool,
config Config,
) *Move {
// Check if we should flee from enemies
if b.shouldFlee(bot.Position, enemyPositions, config) {
fleeDir := b.getFleeDirection(bot.Position, enemyPositions, wallPositions, config)
if fleeDir != DirNone {
return &Move{
Position: bot.Position,
Direction: fleeDir,
}
}
}
// Find nearest untargeted energy
_, path := b.findNearestEnergy(bot.Position, energyPositions, usedEnergy, enemyPositions, wallPositions, config)
if path != nil && len(path) > 0 {
return &Move{
Position: bot.Position,
Direction: path[0],
}
}
// No energy visible - spread out to explore
return b.getExploreMove(bot.Position, myBots, enemyPositions, wallPositions, config)
}
func (b *GathererBot) shouldFlee(pos Position, enemyPositions map[Position]bool, config Config) bool {
for enemyPos := range enemyPositions {
dist2 := distance2(pos, enemyPos, config.Rows, config.Cols)
if dist2 <= config.AttackRadius2+4 {
return true
}
}
return false
}
func (b *GathererBot) getFleeDirection(pos Position, enemyPositions, wallPositions map[Position]bool, config Config) Direction {
// Calculate center of mass of enemies
enemyCenter := Position{Row: 0, Col: 0}
count := 0
for enemyPos := range enemyPositions {
enemyCenter.Row += enemyPos.Row
enemyCenter.Col += enemyPos.Col
count++
}
if count > 0 {
enemyCenter.Row /= count
enemyCenter.Col /= count
}
// Move away from enemy center
directions := []Direction{DirN, DirE, DirS, DirW}
bestDir := DirN
bestDist := -1
for _, dir := range directions {
newPos := simulateMove(pos, dir, config.Rows, config.Cols)
if wallPositions[newPos] {
continue
}
dist := distance2(newPos, enemyCenter, config.Rows, config.Cols)
if dist > bestDist {
bestDist = dist
bestDir = dir
}
}
return bestDir
}
func (b *GathererBot) findNearestEnergy(
start Position,
energyPositions, usedEnergy, enemyPositions, wallPositions map[Position]bool,
config Config,
) (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 && b.isNearEnemy(pos, enemyPositions, config) {
continue
}
// Explore neighbors
directions := []Direction{DirN, DirE, DirS, DirW}
for _, dir := range directions {
nextPos := simulateMove(pos, dir, config.Rows, config.Cols)
if !visited[nextPos] && !wallPositions[nextPos] {
newPath := make([]Direction, len(path)+1)
copy(newPath, path)
newPath[len(path)] = dir
queue.PushBack(queueItem{pos: nextPos, path: newPath})
}
}
}
return nearestEnergy, bestPath
}
func (b *GathererBot) isNearEnemy(pos Position, enemyPositions map[Position]bool, config Config) bool {
directions := []Direction{DirN, DirE, DirS, DirW}
for _, dir := range directions {
adj := simulateMove(pos, dir, config.Rows, config.Cols)
if enemyPositions[adj] {
return true
}
}
return false
}
func (b *GathererBot) getExploreMove(
pos Position,
myBots []VisibleBot,
enemyPositions, wallPositions map[Position]bool,
config Config,
) *Move {
// Explore toward map center — that's where energy and enemies are
center := Position{Row: config.Rows / 2, Col: config.Cols / 2}
bestDir := DirNone
bestScore := -999999.0
for _, dir := range []Direction{DirN, DirE, DirS, DirW} {
newPos := simulateMove(pos, dir, config.Rows, config.Cols)
if wallPositions[newPos] {
continue
}
if b.isNearEnemy(newPos, enemyPositions, config) {
continue
}
score := 0.0
// Move toward center
distToCenter := float64(distance2(newPos, center, config.Rows, config.Cols))
currentDist := float64(distance2(pos, center, config.Rows, config.Cols))
score += (currentDist - distToCenter) * 5
// Spread out from other bots
for _, other := range myBots {
if other.Position != pos {
dist := float64(distance2(newPos, other.Position, config.Rows, config.Cols))
score += dist * 0.5
}
}
// Add slight randomness to avoid getting stuck
score += b.rng.Float64() * 2
if score > bestScore {
bestScore = score
bestDir = dir
}
}
if bestDir != DirNone {
return &Move{Position: pos, Direction: bestDir}
}
return nil
}
// RusherBot aggressively rushes toward enemy cores.
type RusherBot struct {
rng *rand.Rand
knownEnemyCores map[Position]bool
}
// NewRusherBot creates a new rusher bot.
func NewRusherBot(seed int64) *RusherBot {
return &RusherBot{
rng: rand.New(rand.NewSource(seed)),
knownEnemyCores: make(map[Position]bool),
}
}
// GetMoves returns moves rushing toward enemy cores.
func (b *RusherBot) GetMoves(state *VisibleState) ([]Move, error) {
myID := state.You.ID
config := state.Config
// Update known enemy cores
for _, core := range state.Cores {
if core.Owner != myID && core.Active {
b.knownEnemyCores[core.Position] = true
}
}
// Separate my bots from enemies
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)
}
}
if len(myBots) == 0 {
return nil, nil
}
// Build lookup maps
enemyPositions := make(map[Position]bool)
for _, enemy := range enemyBots {
enemyPositions[enemy.Position] = true
}
wallPositions := make(map[Position]bool)
for _, w := range state.Walls {
wallPositions[w] = true
}
energyPositions := make(map[Position]bool)
for _, e := range state.Energy {
energyPositions[e] = true
}
// Find targets to rush
targets := b.getRushTargets(state, myID)
moves := make([]Move, 0, len(myBots))
for _, bot := range myBots {
// Opportunistic: grab adjacent energy while rushing
if len(myBots) <= 2 {
for _, dir := range []Direction{DirN, DirE, DirS, DirW} {
adj := simulateMove(bot.Position, dir, config.Rows, config.Cols)
if energyPositions[adj] && !wallPositions[adj] {
moves = append(moves, Move{Position: bot.Position, Direction: dir})
delete(energyPositions, adj)
goto nextBot
}
}
}
if dir := b.findBestMove(bot.Position, targets, enemyPositions, wallPositions, config); dir != DirNone {
moves = append(moves, Move{
Position: bot.Position,
Direction: dir,
})
}
nextBot:
}
return moves, nil
}
func (b *RusherBot) getRushTargets(state *VisibleState, myID int) []Position {
targets := make([]Position, 0)
// First priority: visible enemy cores
for _, core := range state.Cores {
if core.Owner != myID && core.Active {
targets = append(targets, core.Position)
}
}
// Add known enemy cores from previous turns
for pos := range b.knownEnemyCores {
found := false
for _, t := range targets {
if t == pos {
found = true
break
}
}
if !found {
targets = append(targets, pos)
}
}
// If no targets, explore center of map
if len(targets) == 0 {
targets = append(targets, Position{Row: state.Config.Rows / 2, Col: state.Config.Cols / 2})
}
return targets
}
func (b *RusherBot) findBestMove(
start Position,
targets []Position,
enemyPositions, wallPositions map[Position]bool,
config Config,
) Direction {
// BFS to find shortest path to any target
type queueItem struct {
pos Position
firstDir Direction
}
visited := make(map[Position]bool)
queue := list.New()
queue.PushBack(queueItem{pos: start, firstDir: DirNone})
visited[start] = true
for queue.Len() > 0 {
item := queue.Remove(queue.Front()).(queueItem)
pos := item.pos
// Check if we've reached a target
for _, target := range targets {
if pos == target {
return item.firstDir
}
}
// Explore neighbors
for _, dir := range []Direction{DirN, DirE, DirS, DirW} {
next := simulateMove(pos, dir, config.Rows, config.Cols)
if visited[next] || wallPositions[next] || enemyPositions[next] {
continue
}
visited[next] = true
firstDir := item.firstDir
if firstDir == DirNone {
firstDir = dir
}
queue.PushBack(queueItem{pos: next, firstDir: firstDir})
}
}
// No path found - pick any valid direction
for _, dir := range []Direction{DirN, DirE, DirS, DirW} {
next := simulateMove(start, dir, config.Rows, config.Cols)
if !wallPositions[next] && !enemyPositions[next] {
return dir
}
}
return DirN
}
// GuardianBot defends cores with cautious expansion.
type GuardianBot struct {
rng *rand.Rand
}
// NewGuardianBot creates a new guardian bot.
func NewGuardianBot(seed int64) *GuardianBot {
return &GuardianBot{
rng: rand.New(rand.NewSource(seed)),
}
}
// GetMoves returns moves focused on defense and cautious gathering.
func (b *GuardianBot) GetMoves(state *VisibleState) ([]Move, error) {
myID := state.You.ID
config := state.Config
// Separate 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)
}
}
if len(myBots) == 0 {
return nil, nil
}
// Find my cores
myCores := make([]VisibleCore, 0)
for _, core := range state.Cores {
if core.Owner == myID && core.Active {
myCores = append(myCores, core)
}
}
// Build lookup maps
enemyPositions := make(map[Position]bool)
for _, enemy := range enemyBots {
enemyPositions[enemy.Position] = true
}
energyPositions := make(map[Position]bool)
for _, e := range state.Energy {
energyPositions[e] = true
}
wallPositions := make(map[Position]bool)
for _, w := range state.Walls {
wallPositions[w] = true
}
moves := make([]Move, 0, len(myBots))
usedEnergy := make(map[Position]bool)
for _, bot := range myBots {
move := b.computeBotMove(bot, myCores, enemyBots, enemyPositions, energyPositions, usedEnergy, wallPositions, config)
if move != nil {
moves = append(moves, *move)
}
}
return moves, nil
}
func (b *GuardianBot) computeBotMove(
bot VisibleBot,
myCores []VisibleCore,
enemyBots []VisibleBot,
enemyPositions, energyPositions, usedEnergy, wallPositions map[Position]bool,
config Config,
) *Move {
const perimeterRadius = 5
const safeZoneRadius = 10
// Find nearest threatening enemy
nearestEnemy, nearestEnemyDist := b.findNearestEnemy(bot.Position, enemyBots, config)
// If enemy is close, intercept
if nearestEnemy != nil && nearestEnemyDist <= 50 {
dir := b.getDirectionToward(bot.Position, nearestEnemy.Position, wallPositions, config)
if dir != DirNone {
return &Move{Position: bot.Position, Direction: dir}
}
}
// Check if within safe zone of a core
inSafeZone := false
var nearestCore *VisibleCore
nearestCoreDist := math.MaxInt32
for i := range myCores {
core := &myCores[i]
dist := distance2(bot.Position, core.Position, config.Rows, config.Cols)
if dist < nearestCoreDist {
nearestCoreDist = dist
nearestCore = core
}
if dist <= safeZoneRadius*safeZoneRadius {
inSafeZone = true
}
}
// If outside perimeter, move toward nearest core
if nearestCore != nil && nearestCoreDist > perimeterRadius*perimeterRadius {
dir := b.getDirectionToward(bot.Position, nearestCore.Position, wallPositions, config)
if dir != DirNone {
return &Move{Position: bot.Position, Direction: dir}
}
}
// Gather energy within safe zone
if inSafeZone {
// Find nearest energy
nearestEnergy, nearestEnergyDist := Position{}, math.MaxInt32
for pos := range energyPositions {
if usedEnergy[pos] {
continue
}
dist := distance2(bot.Position, pos, config.Rows, config.Cols)
if dist < nearestEnergyDist {
nearestEnergyDist = dist
nearestEnergy = pos
}
}
if nearestEnergyDist < math.MaxInt32 {
usedEnergy[nearestEnergy] = true
dir := b.getDirectionToward(bot.Position, nearestEnergy, wallPositions, config)
if dir != DirNone {
return &Move{Position: bot.Position, Direction: dir}
}
}
}
return nil
}
func (b *GuardianBot) findNearestEnemy(pos Position, enemies []VisibleBot, config Config) (*VisibleBot, int) {
var nearest *VisibleBot
nearestDist := math.MaxInt32
for i := range enemies {
dist := distance2(pos, enemies[i].Position, config.Rows, config.Cols)
if dist < nearestDist {
nearestDist = dist
nearest = &enemies[i]
}
}
return nearest, nearestDist
}
func (b *GuardianBot) getDirectionToward(from, to Position, wallPositions map[Position]bool, config Config) Direction {
bestDir := DirNone
bestDist := math.MaxInt32
for _, dir := range []Direction{DirN, DirE, DirS, DirW} {
newPos := simulateMove(from, dir, config.Rows, config.Cols)
if wallPositions[newPos] {
continue
}
dist := distance2(newPos, to, config.Rows, config.Cols)
if dist < bestDist {
bestDist = dist
bestDir = dir
}
}
return bestDir
}
// SwarmBot moves as a coordinated formation.
type SwarmBot struct {
rng *rand.Rand
}
// NewSwarmBot creates a new swarm bot.
func NewSwarmBot(seed int64) *SwarmBot {
return &SwarmBot{
rng: rand.New(rand.NewSource(seed)),
}
}
// GetMoves returns formation-based moves toward enemies.
func (b *SwarmBot) GetMoves(state *VisibleState) ([]Move, error) {
myID := state.You.ID
config := state.Config
// Separate 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)
}
}
if len(myBots) == 0 {
return nil, nil
}
// Build lookup maps
enemyPositions := make(map[Position]bool)
for _, enemy := range enemyBots {
enemyPositions[enemy.Position] = true
}
wallPositions := make(map[Position]bool)
for _, w := range state.Walls {
wallPositions[w] = true
}
myBotPositions := make(map[Position]bool)
for _, bot := range myBots {
myBotPositions[bot.Position] = true
}
energyPositions := make(map[Position]bool)
for _, e := range state.Energy {
energyPositions[e] = true
}
// Calculate swarm center
swarmCenter := b.calculateCenter(myBots, config)
// Calculate enemy center if visible
var enemyCenter *Position
if len(enemyBots) > 0 {
center := b.calculateCenter(enemyBots, config)
enemyCenter = &center
}
moves := make([]Move, 0, len(myBots))
claimed := make(map[Position]bool) // destinations already claimed by a friendly bot this turn
for _, bot := range myBots {
move := b.computeBotMove(bot, myBotPositions, enemyPositions, energyPositions, swarmCenter, enemyCenter, wallPositions, claimed, config, len(myBots))
if move != nil {
dest := simulateMove(bot.Position, move.Direction, config.Rows, config.Cols)
claimed[dest] = true
moves = append(moves, *move)
} else {
// Bot holds position — claim its current tile
claimed[bot.Position] = true
}
}
return moves, nil
}
const cohesionRadius2 = 9 // 3 tiles squared
func (b *SwarmBot) calculateCenter(bots []VisibleBot, config Config) Position {
if len(bots) == 0 {
return Position{Row: config.Rows / 2, Col: config.Cols / 2}
}
// Use circular mean for toroidal coordinates
sumSinRow, sumCosRow := 0.0, 0.0
sumSinCol, sumCosCol := 0.0, 0.0
rowScale := (2 * math.Pi) / float64(config.Rows)
colScale := (2 * math.Pi) / float64(config.Cols)
for _, bot := range bots {
sumSinRow += math.Sin(float64(bot.Position.Row) * rowScale)
sumCosRow += math.Cos(float64(bot.Position.Row) * rowScale)
sumSinCol += math.Sin(float64(bot.Position.Col) * colScale)
sumCosCol += math.Cos(float64(bot.Position.Col) * colScale)
}
n := float64(len(bots))
avgRow := math.Atan2(sumSinRow/n, sumCosRow/n) / rowScale
avgCol := math.Atan2(sumSinCol/n, sumCosCol/n) / colScale
row := int(math.Mod(math.Mod(avgRow, float64(config.Rows))+float64(config.Rows), float64(config.Rows)))
col := int(math.Mod(math.Mod(avgCol, float64(config.Cols))+float64(config.Cols), float64(config.Cols)))
return Position{Row: row, Col: col}
}
func (b *SwarmBot) computeBotMove(
bot VisibleBot,
myBotPositions, enemyPositions, energyPositions map[Position]bool,
swarmCenter Position,
enemyCenter *Position,
wallPositions, claimed map[Position]bool,
config Config,
friendlyCount int,
) *Move {
// Solo mode: when alone or with very few units, gather energy to build the swarm
if friendlyCount <= 2 {
return b.soloMove(bot, energyPositions, enemyPositions, wallPositions, config)
}
// Target is enemy center if visible, otherwise map center
target := Position{Row: config.Rows / 2, Col: config.Cols / 2}
if enemyCenter != nil {
target = *enemyCenter
}
bestDir := DirNone
bestScore := -math.MaxFloat64
for _, dir := range []Direction{DirN, DirE, DirS, DirW} {
newPos := simulateMove(bot.Position, dir, config.Rows, config.Cols)
// Can't move into walls or enemies
if wallPositions[newPos] || enemyPositions[newPos] {
continue
}
// CRITICAL: avoid tiles claimed by another friendly bot this turn (prevents self-collision)
if claimed[newPos] {
continue
}
// Also avoid moving onto a tile occupied by a friendly bot (they might not move)
if myBotPositions[newPos] && newPos != bot.Position {
continue
}
// Check cohesion: must stay within cohesion radius of at least one friendly bot
if !b.maintainsCohesion(newPos, bot.Position, myBotPositions, config) {
continue
}
// Score this move
score := 0.0
// Prefer moving toward enemy
distToTarget := float64(distance2(newPos, target, config.Rows, config.Cols))
currentDistToTarget := float64(distance2(bot.Position, target, config.Rows, config.Cols))
score += (currentDistToTarget - distToTarget) * 10
// Prefer staying near swarm center
distToSwarmCenter := float64(distance2(newPos, swarmCenter, config.Rows, config.Cols))
score -= distToSwarmCenter * 0.5
// Bonus for being in attack range
for enemyPos := range enemyPositions {
dist := distance2(newPos, enemyPos, config.Rows, config.Cols)
if dist <= config.AttackRadius2 {
score += 50
break
}
}
// Small bonus for energy on the way
if energyPositions[newPos] {
score += 15
}
if score > bestScore {
bestScore = score
bestDir = dir
}
}
if bestDir != DirNone {
return &Move{Position: bot.Position, Direction: bestDir}
}
return nil
}
// soloMove handles movement when the swarm is too small for formation tactics.
// Gathers energy to spawn more units, avoids enemies.
func (b *SwarmBot) soloMove(
bot VisibleBot,
energyPositions, enemyPositions, wallPositions map[Position]bool,
config Config,
) *Move {
bestDir := DirNone
bestScore := -math.MaxFloat64
for _, dir := range []Direction{DirN, DirE, DirS, DirW} {
newPos := simulateMove(bot.Position, dir, config.Rows, config.Cols)
if wallPositions[newPos] || enemyPositions[newPos] {
continue
}
score := 0.0
// Strong bonus for energy
if energyPositions[newPos] {
score += 100
}
// Move toward nearest energy
for ePos := range energyPositions {
dist := float64(distance2(newPos, ePos, config.Rows, config.Cols))
currentDist := float64(distance2(bot.Position, ePos, config.Rows, config.Cols))
if dist < currentDist {
score += 20.0 / (dist + 1)
}
}
// Avoid enemies
for ePos := range enemyPositions {
dist := distance2(newPos, ePos, config.Rows, config.Cols)
if dist <= config.AttackRadius2+4 {
score -= 200
}
}
if score > bestScore {
bestScore = score
bestDir = dir
}
}
if bestDir != DirNone {
return &Move{Position: bot.Position, Direction: bestDir}
}
return nil
}
func (b *SwarmBot) maintainsCohesion(newPos, oldPos Position, myBotPositions map[Position]bool, config Config) bool {
for botPos := range myBotPositions {
if botPos == oldPos {
continue
}
dist := distance2(newPos, botPos, config.Rows, config.Cols)
if dist <= cohesionRadius2 {
return true
}
}
return false
}
// HunterBot targets isolated enemy units.
type HunterBot struct {
rng *rand.Rand
enemyTrackers map[Position]*enemyTracker
}
type enemyTracker struct {
lastPos *Position
currentPos Position
}
// NewHunterBot creates a new hunter bot.
func NewHunterBot(seed int64) *HunterBot {
return &HunterBot{
rng: rand.New(rand.NewSource(seed)),
enemyTrackers: make(map[Position]*enemyTracker),
}
}
// GetMoves returns moves targeting isolated enemies.
func (b *HunterBot) GetMoves(state *VisibleState) ([]Move, error) {
myID := state.You.ID
config := state.Config
// Separate 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)
}
}
if len(myBots) == 0 {
return nil, nil
}
// Update enemy trackers
for _, enemy := range enemyBots {
tracker, exists := b.enemyTrackers[enemy.Position]
if !exists {
tracker = &enemyTracker{}
b.enemyTrackers[enemy.Position] = tracker
}
tracker.lastPos = &tracker.currentPos
tracker.currentPos = enemy.Position
}
// Build lookup maps
enemyPositions := make(map[Position]bool)
for _, enemy := range enemyBots {
enemyPositions[enemy.Position] = true
}
energyPositions := make(map[Position]bool)
for _, e := range state.Energy {
energyPositions[e] = true
}
wallPositions := make(map[Position]bool)
for _, w := range state.Walls {
wallPositions[w] = true
}
myBotPositions := make(map[Position]bool)
for _, bot := range myBots {
myBotPositions[bot.Position] = true
}
// Find isolated enemies
isolatedEnemies := b.findIsolatedEnemies(enemyBots, config)
// Assign hunters to targets
moves := make([]Move, 0, len(myBots))
usedEnergy := make(map[Position]bool)
assignedHunters := make(map[Position]bool)
// First, assign hunters to isolated enemies
for _, target := range isolatedEnemies {
// Assign up to 2 hunters per target
huntersAssigned := 0
for i, bot := range myBots {
if assignedHunters[bot.Position] {
continue
}
if huntersAssigned >= 2 {
break
}
// Check if this bot is close enough to be a hunter
dist := distance2(bot.Position, target.Position, config.Rows, config.Cols)
if dist < 400 { // Within ~20 tiles
predictedPos := b.predictPosition(target)
dir := b.getDirectionToward(bot.Position, predictedPos, wallPositions, config)
if dir != DirNone {
moves = append(moves, Move{Position: bot.Position, Direction: dir})
assignedHunters[bot.Position] = true
huntersAssigned++
}
}
_ = i // silence unused variable warning
}
}
// Remaining bots gather or explore
for _, bot := range myBots {
if assignedHunters[bot.Position] {
continue
}
// Try to gather energy
nearestEnergy, nearestDist := Position{}, math.MaxInt32
for pos := range energyPositions {
if usedEnergy[pos] {
continue
}
dist := distance2(bot.Position, pos, config.Rows, config.Cols)
if dist < nearestDist {
nearestDist = dist
nearestEnergy = pos
}
}
if nearestDist < math.MaxInt32 {
usedEnergy[nearestEnergy] = true
dir := b.getDirectionToward(bot.Position, nearestEnergy, wallPositions, config)
if dir != DirNone {
moves = append(moves, Move{Position: bot.Position, Direction: dir})
continue
}
}
// Explore toward center
center := Position{Row: config.Rows / 2, Col: config.Cols / 2}
dir := b.getDirectionToward(bot.Position, center, wallPositions, config)
if dir != DirNone {
moves = append(moves, Move{Position: bot.Position, Direction: dir})
}
}
return moves, nil
}
const isolationThreshold = 16 // 4 tiles squared
func (b *HunterBot) findIsolatedEnemies(enemies []VisibleBot, config Config) []VisibleBot {
isolated := make([]VisibleBot, 0)
for _, bot := range enemies {
nearestDist := math.MaxInt32
for _, other := range enemies {
if bot.Position == other.Position {
continue
}
dist := distance2(bot.Position, other.Position, config.Rows, config.Cols)
if dist < nearestDist {
nearestDist = dist
}
}
// Isolated if nearest friendly is >= 4 tiles away or only enemy
if nearestDist >= isolationThreshold || len(enemies) == 1 {
isolated = append(isolated, bot)
}
}
return isolated
}
func (b *HunterBot) predictPosition(enemy VisibleBot) Position {
tracker, exists := b.enemyTrackers[enemy.Position]
if !exists || tracker.lastPos == nil {
return enemy.Position
}
// Simple prediction: continue in same direction
dr := tracker.currentPos.Row - tracker.lastPos.Row
dc := tracker.currentPos.Col - tracker.lastPos.Col
// Handle wrap
if dr > 30 {
dr -= 60
}
if dr < -30 {
dr += 60
}
if dc > 30 {
dc -= 60
}
if dc < -30 {
dc += 60
}
return Position{
Row: (tracker.currentPos.Row + dr + 60) % 60,
Col: (tracker.currentPos.Col + dc + 60) % 60,
}
}
func (b *HunterBot) getDirectionToward(from, to Position, wallPositions map[Position]bool, config Config) Direction {
bestDir := DirNone
bestDist := math.MaxInt32
for _, dir := range []Direction{DirN, DirE, DirS, DirW} {
newPos := simulateMove(from, dir, config.Rows, config.Cols)
if wallPositions[newPos] {
continue
}
dist := distance2(newPos, to, config.Rows, config.Cols)
if dist < bestDist {
bestDist = dist
bestDir = dir
}
}
return bestDir
}
// Helper functions
// distance2 calculates squared Euclidean distance with toroidal wrapping.
func distance2(a, b Position, rows, cols int) int {
dr := abs(a.Row - b.Row)
dc := abs(a.Col - b.Col)
// Apply toroidal wrapping
if dr > rows/2 {
dr = rows - dr
}
if dc > cols/2 {
dc = cols - dc
}
return dr*dr + dc*dc
}
// simulateMove returns the new position after moving in a direction.
func simulateMove(pos Position, dir Direction, rows, cols int) Position {
switch dir {
case DirN:
return Position{Row: (pos.Row - 1 + rows) % rows, Col: pos.Col}
case DirE:
return Position{Row: pos.Row, Col: (pos.Col + 1) % cols}
case DirS:
return Position{Row: (pos.Row + 1) % rows, Col: pos.Col}
case DirW:
return Position{Row: pos.Row, Col: (pos.Col - 1 + cols) % cols}
default:
return pos
}
}
func abs(x int) int {
if x < 0 {
return -x
}
return x
}