ai-code-battle/docs/plan/plan.md
jedarden d7cf4625e2 Strategy bots: one per language with starter kits
Each of the six built-in strategy bots is now implemented in a different
language (Python, Go, Rust, PHP, TypeScript, Java) to demonstrate that
the HTTP protocol is truly language-agnostic. Added per-language container
templates, resource specs, and forkable starter kit repos for participants.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 21:32:22 -04:00

46 KiB
Raw Blame History

AI Code Battle — Implementation Plan

1. Overview

AI Code Battle is a competitive bot programming platform where participants write HTTP servers that control units on a grid world. The game engine orchestrates matches asynchronously, stores replays, and serves a web platform where visitors watch rendered game replays and browse leaderboards. Matches are never live — they are evaluated offline by match workers and presented as completed replays.

The platform ships with several built-in strategy bots, each deployed as its own container, serving as both opponents for new participants and reference implementations for the HTTP protocol.


2. System Architecture

┌─────────────────────────────────────────────────────────────────────┐
│                         Web Platform                                │
│  ┌──────────────┐  ┌──────────────┐  ┌───────────────────────────┐ │
│  │  Leaderboard  │  │ Match History │  │    Replay Viewer (Canvas) │ │
│  └──────────────┘  └──────────────┘  └───────────────────────────┘ │
└──────────────────────────────┬──────────────────────────────────────┘
                               │ HTTPS
                    ┌──────────▼──────────┐
                    │     API Server       │
                    │  (user reg, bot reg, │
                    │  leaderboard, replay │
                    │   metadata, health)  │
                    └──────────┬──────────┘
                               │
              ┌────────────────┼────────────────┐
              │                │                │
     ┌────────▼───────┐ ┌─────▼──────┐ ┌───────▼────────┐
     │   PostgreSQL    │ │  Match      │ │  Object Store  │
     │   (users, bots, │ │  Queue      │ │  (S3-compat)   │
     │   matches,      │ │  (Redis)    │ │  replay JSON   │
     │   ratings)      │ │             │ │  + map data     │
     └────────────────┘ └─────┬──────┘ └────────────────┘
                              │
                    ┌─────────▼─────────┐
                    │   Match Workers    │  ← Rackspace Spot instances
                    │   (stateless,      │
                    │    interruptible)   │
                    └─────────┬─────────┘
                              │ HTTP (per-turn requests)
              ┌───────────────┼───────────────┐
              │               │               │
     ┌────────▼──────┐ ┌─────▼─────┐ ┌───────▼──────┐
     │ Participant    │ │ Built-in   │ │ Participant   │
     │ Bot A          │ │ Strategy   │ │ Bot B         │
     │ (external)     │ │ Bots       │ │ (external)    │
     └───────────────┘ │ (containers)│ └──────────────┘
                       └────────────┘

Component Summary

Component Role Scaling Model
API Server REST API for web platform, bot registration, match metadata Horizontally scaled, always-on
Match Worker Pulls match jobs from queue, executes full game simulation, uploads replay Stateless pods on Rackspace Spot
Tournament Scheduler Creates match jobs based on matchmaking algorithm Single process, cron-like
Web Frontend Static SPA — replay viewer, leaderboard, registration CDN / static hosting
Strategy Bots Built-in HTTP bots (one container each) Always-on, lightweight
PostgreSQL Users, bots, matches, ratings Single primary + read replica
Redis Match job queue, rate limiting, caching Single instance
Object Store Replay JSON files, map definitions S3-compatible (Minio or provider)

3. Game Mechanics

3.1 Map & Grid

The game plays on a toroidal grid — a rectangular grid that wraps both horizontally and vertically (no edges, no corners). This eliminates positional advantages from map boundaries.

Tile types:

Tile Symbol Description
Open . Passable empty tile
Wall # Impassable barrier
Energy * Collectible resource (respawns)
Core C Player spawn point (owned by a player)

Grid parameters (configurable per match):

Parameter Default Range Description
rows 60 30120 Grid height
cols 60 30120 Grid width
wall_density 0.15 0.050.30 Fraction of tiles that are walls
energy_nodes 20 850 Number of energy spawn locations
cores_per_player 1 12 Starting cores per player

3.2 Units (Bots)

Each player controls bots — mobile units on the grid.

  • Bots move one tile per turn in a cardinal direction: N, E, S, W
  • Bots that do not receive a move order hold position
  • Bots are binary — alive or dead, no hit points
  • A bot ordered into a wall tile stays in place (order ignored)
  • Two friendly bots ordered to the same tile: both die (self-collision)
  • A bot ordered onto a tile occupied by a stationary enemy: both die

Each player starts with one bot spawned at each of their cores.

3.3 Energy & Economy

Energy is the sole resource. It is used to spawn new bots.

Energy nodes:

  • Fixed positions on the map that periodically produce collectible energy
  • Energy appears on a node every energy_interval turns (default: 10)
  • When energy is present on a node, it is visible to any player who can see the tile

Collection:

  • A bot adjacent to (or on) an energy tile collects it if no enemy bot is also adjacent to that energy
  • If bots from multiple players are adjacent to the same energy, the energy is destroyed — nobody gets it (contested resources are denied)
  • Collection happens after combat resolution each turn

Spawning:

  • Cost: 3 energy per bot
  • Spawning happens automatically when a player has ≥3 energy and an unoccupied, unrazed core
  • One bot spawns per core per turn maximum
  • If a player has multiple cores and enough energy, one bot spawns at each eligible core simultaneously
  • Spawn priority: core that has been idle longest

3.4 Combat

Combat uses a focus fire algorithm inspired by the aichallenge ants system. This rewards formations and positioning over raw unit count.

Attack radius: squared Euclidean distance ≤ attack_radius2 (default: 5, meaning ~2.24 tiles — includes cardinal and diagonal neighbors plus one more ring).

Resolution (simultaneous):

for each bot B on the grid:
    enemies_of_B = count of enemy bots within attack_radius2 of B
    for each enemy E within attack_radius2 of B:
        enemies_of_E = count of E's enemies within attack_radius2 of E
        if enemies_of_B >= enemies_of_E:
            mark B as dead
            break  (B is already dead, no need to check further)

All deaths are resolved simultaneously — no cascading within a single turn.

Key properties:

  • 2v1: the lone bot dies, the pair survives (superior numbers win cleanly)
  • 1v1: both die (mutual destruction)
  • Tight formations are defensive — a cluster facing scattered enemies takes fewer losses because each bot in the cluster has a lower enemy count
  • Multi-player battles create emergent alliances and third-party exploitation

3.5 Fog of War

Each player has limited visibility. Only tiles within vision_radius2 (default: 49, ~7 tiles) of any owned bot are visible.

What players see within their vision:

  • All tile types (open, wall, energy, core)
  • Enemy bots and their owner IDs
  • Dead bots (for one turn after death)

What players do NOT see:

  • Anything outside their collective vision radius
  • How much energy opponents have
  • Total number of opponents (discovered through play)

Walls are sent every turn they are visible (no incremental discovery state — keeps the protocol stateless-friendly for HTTP bots).

3.6 Scoring & Win Conditions

Scoring:

  • Each player starts with 1 point per core owned
  • Capturing a core (enemy bot moves onto an undefended enemy core): +2 points to capturer, 1 point to owner; core is razed
  • Razed cores stop spawning but the player continues with remaining bots
  • Energy collected: tracked as a tiebreaker statistic (not added to score)
  • Bots eliminated: tracked as a statistic

Win conditions (checked in order):

Condition Trigger Resolution
Sole Survivor Only one player has living bots That player wins; bonus +2 per surviving enemy core
Annihilation All players eliminated simultaneously Draw
Dominance One player controls ≥80% of all bots for 100 consecutive turns That player wins
Turn Limit Turn count reaches max_turns (default: 500) Highest score wins; ties broken by energy collected, then bots alive

3.7 Turn Structure

Each turn executes in a strict, deterministic sequence:

1.  Send game state to all players (HTTP POST, filtered by fog of war)
2.  Await responses (up to 3-second timeout per player, in parallel)
3.  Validate all responses against schema
4.  Phase: MOVE        — execute valid movement orders
5.  Phase: COMBAT      — resolve focus-fire algorithm, remove dead bots
6.  Phase: CAPTURE     — enemy bots on undefended cores raze them
7.  Phase: COLLECT     — uncontested energy adjacent to bots is collected
8.  Phase: SPAWN       — players with ≥3 energy spawn bots at eligible cores
9.  Phase: ENERGY_TICK — energy nodes on their interval produce new energy
10. Phase: ENDGAME     — check win conditions
11. Record turn state for replay

All player requests in step 1 are sent concurrently. Responses are collected with the 3-second deadline. The engine does not proceed to step 3 until all responses are in or timed out.

3.8 Map Generation

Maps are generated offline and stored in the map library. They are not generated on-the-fly during matches.

Symmetry requirements:

  • 2-player maps: 180° rotational symmetry (point symmetry through center)
  • 3-player maps: 120° rotational symmetry
  • 4-player maps: 90° rotational symmetry
  • 6-player maps: 60° rotational symmetry

Generation algorithm:

  1. Generate one sector (1/N of the map for N players)
  2. Place walls using cellular automata (random seed → smooth with neighbor rules)
  3. Place cores and energy nodes within the sector
  4. Validate connectivity: BFS from core must reach all energy nodes and the sector boundary
  5. Mirror/rotate the sector to fill the full map
  6. Validate full-map connectivity: all cores must be reachable from each other
  7. Store the map with metadata (player count, dimensions, wall density)

Map library:

  • Pre-generated pool of 50+ maps per player count (2, 3, 4, 6)
  • Maps are curated — auto-generated then play-tested with strategy bots
  • Matchmaking selects the least-recently-used map for each match

4. Communication Protocol

4.1 HTTP Interface

The game engine communicates with bots via HTTP POST requests. Each bot exposes a single endpoint.

Bot endpoint: POST {bot_base_url}/turn

The engine sends the game state as a JSON body. The bot responds with its moves as a JSON body. No other endpoints are required from the bot (though /health is recommended for registration validation).

Request flow per turn:

Engine                          Bot
  │                              │
  │  POST /turn                  │
  │  Headers: auth + metadata    │
  │  Body: game state JSON       │
  │─────────────────────────────►│
  │                              │  (bot computes moves)
  │  200 OK                      │
  │  Body: moves JSON            │
  │◄─────────────────────────────│
  │                              │

4.2 Game State Schema (Engine → Bot)

{
  "match_id": "m_7f3a9b2c",
  "turn": 42,
  "config": {
    "rows": 60,
    "cols": 60,
    "max_turns": 500,
    "vision_radius2": 49,
    "attack_radius2": 5,
    "spawn_cost": 3,
    "energy_interval": 10
  },
  "you": {
    "id": 0,
    "energy": 7,
    "score": 3
  },
  "bots": [
    { "row": 10, "col": 15, "owner": 0 },
    { "row": 12, "col": 15, "owner": 0 },
    { "row": 30, "col": 40, "owner": 1 }
  ],
  "energy": [
    { "row": 20, "col": 25 }
  ],
  "cores": [
    { "row": 5, "col": 5, "owner": 0, "active": true },
    { "row": 55, "col": 55, "owner": 1, "active": true }
  ],
  "walls": [
    { "row": 10, "col": 10 },
    { "row": 10, "col": 11 }
  ],
  "dead": [
    { "row": 15, "col": 20, "owner": 1 }
  ]
}

Schema rules:

  • bots, energy, cores, walls, dead — only includes tiles within the player's collective vision
  • owner IDs are consistent within a match but randomized per match (player 0 is always "you")
  • config is identical for all players and does not change between turns
  • walls are sent every turn they are visible (stateless — bot does not need to track previously seen walls, though smart bots will)
  • dead contains bots that died on the previous turn (visible for one turn)

4.3 Move Schema (Bot → Engine)

{
  "moves": [
    { "row": 10, "col": 15, "direction": "N" },
    { "row": 12, "col": 15, "direction": "E" }
  ]
}

Validation rules:

  • moves must be an array (may be empty — all bots hold position)
  • Each move must reference a (row, col) where the player owns a bot
  • direction must be one of: "N", "E", "S", "W"
  • Duplicate (row, col) entries: first valid entry wins, rest ignored
  • Moves referencing tiles with no owned bot: ignored
  • Moves into walls: ignored (bot stays)
  • Any response that fails top-level schema validation: entire response discarded, all bots hold
  • The engine never parses, evaluates, or interprets any field beyond moves[].row, moves[].col, moves[].direction

4.4 Authentication (HMAC Shared Secret)

Each registered bot has a shared secret generated at registration time. The secret is known only to the bot owner and the game engine. It authenticates both directions — the bot can verify requests came from the real game engine, and the engine can verify responses came from the real bot.

Engine → Bot (request signing):

Headers sent with every request:

X-ACB-Match-Id: m_7f3a9b2c
X-ACB-Turn: 42
X-ACB-Timestamp: 1711200000
X-ACB-Bot-Id: b_4e8c1d2f
X-ACB-Signature: <hex-encoded HMAC-SHA256>

Signature computation:

signing_string = "{match_id}.{turn}.{timestamp}.{sha256(request_body)}"
signature = HMAC-SHA256(shared_secret, signing_string)

The bot verifies:

  1. Compute the expected signature from the headers and request body
  2. Compare with X-ACB-Signature (constant-time comparison)
  3. Verify X-ACB-Timestamp is within ±30 seconds of current time (prevents replay attacks)
  4. If verification fails: bot should return 401 and ignore the request

Bot → Engine (response signing):

Response headers:

X-ACB-Signature: <hex-encoded HMAC-SHA256>

Signature computation:

signing_string = "{match_id}.{turn}.{sha256(response_body)}"
signature = HMAC-SHA256(shared_secret, signing_string)

The engine verifies the response signature. If invalid, the response is discarded (bots hold position). This prevents man-in-the-middle from injecting moves.

Why HMAC over OAuth/JWT/mTLS:

  • Minimal complexity — no token refresh, no certificate management
  • Bot developers add a single header computation, not an auth library
  • Symmetric: both sides can verify the other with the same secret
  • Sufficient for the threat model (prevent impersonation and tampering)

Secret management:

  • Secrets are generated as 256-bit random values, hex-encoded (64 characters)
  • Displayed once at registration time; bot owner must save it
  • Can be rotated via the web platform (old secret invalidated immediately)
  • Stored hashed (bcrypt) in the database — the engine uses the hash to verify, so the raw secret is never stored. Correction: HMAC requires the raw secret, so it is stored encrypted (AES-256-GCM) with a master key, not hashed. The master key is held in an environment variable, never in the database.

4.5 Timeout & Error Handling

Scenario Behavior
Bot responds within 3s Moves validated and applied normally
Bot responds after 3s Response discarded; bots hold position for that turn
Bot returns non-200 status Treated as timeout; bots hold position
Bot returns invalid JSON Treated as timeout; bots hold position
Bot returns valid JSON failing schema Entire response discarded; bots hold position
Bot connection refused Bots hold position; engine retries next turn
Bot connection timeout (TCP) Engine uses 2s connect timeout within the 3s budget
10 consecutive failures Bot marked as crashed for this match; bots become inert for remaining turns

The bot is never killed or disconnected. Even after being marked crashed, the match continues — the crashed bot's units simply hold position every turn until they are destroyed or the match ends.


5. Strategy Bots

Six built-in strategy bots serve as reference implementations and permanent ladder opponents. Each is implemented in a different programming language to demonstrate that the HTTP protocol is truly language-agnostic and to provide starter code for participants across the most popular ecosystems.

Each bot is deployed as its own container running a lightweight HTTP server.

Bot Language Complexity Expected Rank
RandomBot Python Trivial 6th (floor)
GathererBot Go Low 4th5th
RusherBot Rust Low 4th5th
GuardianBot PHP Medium 3rd4th
SwarmBot TypeScript Medium 1st2nd
HunterBot Java High 1st2nd

5.1 RandomBot — Python

Language rationale: Python is the most accessible language for newcomers. The random bot doubles as the simplest possible starter template — a participant can fork it and have a working bot in minutes.

Strategy: Makes uniformly random valid moves each turn.

Behavior:

  • For each owned bot, pick a random direction (N/E/S/W) or hold (20% chance)
  • No pathfinding, no memory, no awareness of enemies
  • Serves as the absolute baseline — any reasonable bot should beat this

Value: Ensures new participants have an easy opponent to test against. Rating floor anchor.

Implementation: Flask or bare http.server. ~50 lines of strategy code. HMAC verification via hmac stdlib module.

5.2 GathererBot — Go

Language rationale: Go is the same language as the game engine and platform services, making this the canonical "how to build a bot" reference. Demonstrates idiomatic Go HTTP server patterns.

Strategy: Maximize energy collection, avoid combat entirely.

Behavior:

  • BFS from each owned bot to the nearest visible energy
  • Assign each bot to the closest uncontested energy (greedy matching)
  • If an enemy bot is within vision, move away from it
  • Never voluntarily enters attack range of an enemy
  • Spawns bots as fast as energy allows

Value: Tests whether aggressive bots can actually close games or whether passive resource hoarding is dominant (it shouldn't be).

Implementation: net/http stdlib server. Shared game/ package with grid utilities, BFS, and distance calculations that participants can reuse.

5.3 RusherBot — Rust

Language rationale: Rust participants get maximum compute within the 3-second timeout. This bot demonstrates that Rust's performance advantage matters less than strategy — a dumb fast bot still loses to a smart slow one.

Strategy: Identify and rush the nearest enemy core as fast as possible.

Behavior:

  • BFS from each owned bot toward the nearest known enemy core
  • If no enemy core is known, spread out to explore (random walk with bias toward unexplored territory)
  • Ignores energy except incidentally (walks over it)
  • Ignores enemy bots unless they block the path
  • Spawns bots immediately and sends all toward the target

Value: Punishes bots that neglect defense. Tests whether the combat system allows pure aggression to dominate (it shouldn't — rusher bots will walk into defensive formations and die).

Implementation: axum or actix-web. Serde for JSON. HMAC via hmac and sha2 crates. Demonstrates Rust's zero-copy deserialization.

5.4 GuardianBot — PHP

Language rationale: PHP is often overlooked in competitive programming but is widely known and trivially deployable. This demonstrates that even PHP — without async, without frameworks — can compete on equal footing when the interface is HTTP. Lowers the barrier for the large PHP developer community.

Strategy: Defend own core, gather nearby energy, cautious expansion.

Behavior:

  • Maintain a perimeter of bots within 5 tiles of each owned core
  • Assign excess bots (beyond perimeter needs) to gather energy within 10 tiles of a core
  • If enemy bots are spotted approaching, consolidate defenders between the enemy and the core
  • Only sends scouts (lone bots) to explore beyond the safe zone
  • Very conservative spawning — maintains energy reserve of 6

Value: Tests whether turtling is viable. Should beat rushers but lose to gatherers/swarms in the long game (inferior economy due to limited territory).

Implementation: PHP built-in server (php -S) with a single router script. hash_hmac() for HMAC. JSON via json_decode/json_encode. BFS implemented with SplQueue.

5.5 SwarmBot — TypeScript

Language rationale: TypeScript (Node.js) is the most popular language for web developers entering the platform. This bot demonstrates maintaining complex state across turns — the swarm's formation tracking, rally points, and center-of-mass calculation benefit from TypeScript's type system.

Strategy: Keep units in tight formations, advance as a group toward enemies.

Behavior:

  • All bots maintain cohesion — no bot moves if it would be >3 tiles from the nearest friendly bot
  • The swarm moves as a unit toward the nearest enemy presence
  • BFS-based center-of-mass steering: average position of all owned bots is the swarm center; steer toward enemy center of mass
  • Energy collection is incidental (pass over it during advance)
  • New spawns rally to the swarm before advancing

Value: Exploits the focus combat system — a tight group defeats scattered enemies. But slow expansion means inferior economy. Should dominate combat but can be outscored by gatherers on large maps.

Implementation: Express.js or Fastify. State persisted in-process across turns (the HTTP server stays alive between requests). HMAC via Node.js crypto module. Typed interfaces for game state and moves.

5.6 HunterBot — Java

Language rationale: Java is dominant in competitive programming (Battlecode is Java-only). This is the most sophisticated strategy bot, demonstrating that Java's verbosity is offset by mature data structures (PriorityQueue, HashMap) and predictable GC behavior within the timeout window.

Strategy: Target isolated enemy bots for efficient kills.

Behavior:

  • Identify enemy bots that are ≥4 tiles from their nearest friendly bot (isolated targets)
  • Send pairs of bots to intercept isolated enemies (2v1 wins cleanly)
  • If no isolated targets, default to gatherer behavior
  • Maintain a map of known enemy positions across turns, predict movement based on last-seen direction and speed
  • Avoid engaging formations of 3+ enemy bots
  • Opportunistic energy collection when not actively hunting

Value: Sophisticated target selection and prediction. Represents an intermediate-to-advanced-skill bot. Should beat random/gatherer/rusher but struggle against swarm formations.

Implementation: Javalin or com.sun.net.httpserver. javax.crypto.Mac for HMAC. Maintains a HashMap<Position, EnemyTracker> across turns for movement prediction. Hungarian algorithm for optimal bot-to-target assignment.

5.7 Container Templates

Each language has its own container structure. All share the same contract: listen on port 8080, serve POST /turn and GET /health.

Go (GathererBot):

strategy-gatherer/
├── Dockerfile
├── main.go                  # HTTP server, HMAC verification
├── strategy.go              # Gatherer-specific logic
├── game/
│   ├── state.go             # Game state types
│   ├── grid.go              # Grid utilities (BFS, distance, wrapping)
│   └── moves.go             # Move response types
└── go.mod

Python (RandomBot):

strategy-random/
├── Dockerfile
├── main.py                  # HTTP server, HMAC verification, strategy
├── game.py                  # Game state types and grid utilities
└── requirements.txt         # (minimal — stdlib only for random bot)

Rust (RusherBot):

strategy-rusher/
├── Dockerfile
├── Cargo.toml
└── src/
    ├── main.rs              # HTTP server, HMAC verification
    ├── strategy.rs          # Rusher-specific logic
    └── game.rs              # Game state types, grid utilities

PHP (GuardianBot):

strategy-guardian/
├── Dockerfile
├── index.php                # Router + HMAC verification
├── strategy.php             # Guardian-specific logic
├── game.php                 # Game state types, BFS, grid utilities
└── composer.json             # (optional — no external deps needed)

TypeScript (SwarmBot):

strategy-swarm/
├── Dockerfile
├── package.json
├── tsconfig.json
└── src/
    ├── index.ts             # HTTP server, HMAC verification
    ├── strategy.ts          # Swarm-specific logic
    └── game.ts              # Game state types, grid utilities

Java (HunterBot):

strategy-hunter/
├── Dockerfile
├── pom.xml
└── src/main/java/com/acb/hunter/
    ├── App.java             # HTTP server, HMAC verification
    ├── Strategy.java        # Hunter-specific logic
    ├── GameState.java       # Game state deserialization
    └── Grid.java            # Grid utilities, BFS, distance

Shared contract (all languages):

  • Listen on port 8080
  • POST /turn — receives game state, runs strategy, returns moves
  • GET /health — returns 200 (used for registration health check)
  • HMAC signature verification on incoming requests
  • HMAC signature on outgoing responses
  • Request logging (turn number, compute time, move count)

Container specs:

Bot Build Image Runtime Image Memory Limit CPU Limit
RandomBot python:3.13-slim python:3.13-slim 64MB 0.1 cores
GathererBot golang:1.24-alpine alpine:3.21 128MB 0.25 cores
RusherBot rust:1.85-alpine alpine:3.21 128MB 0.25 cores
GuardianBot php:8.4-cli-alpine php:8.4-cli-alpine 128MB 0.25 cores
SwarmBot node:22-alpine node:22-alpine 128MB 0.25 cores
HunterBot eclipse-temurin:21-alpine eclipse-temurin:21-jre-alpine 256MB 0.5 cores

Java gets a higher resource allocation due to JVM overhead. All others are intentionally constrained — strategy bots should be lightweight.

5.8 Starter Kit & SDK Libraries

To lower the barrier for participants writing their own bots, the platform provides starter kits for each supported language. Each starter kit is a minimal, forkable repository containing:

  • A working HTTP server with HMAC verification already implemented
  • Type definitions for the game state and move schemas
  • Grid utility functions (toroidal distance, BFS, neighbor enumeration)
  • A stub strategy function that holds all bots in place (participant fills in)
  • A Dockerfile that builds and runs the bot
  • A README with quickstart instructions

Starter kit languages (matching strategy bots):

Kit Repository Notes
acb-starter-python Template repo Flask-based, ~100 lines total
acb-starter-go Template repo Shares game/ package with GathererBot
acb-starter-rust Template repo axum + serde, strongly typed
acb-starter-php Template repo Zero dependencies, built-in server
acb-starter-typescript Template repo Fastify, full type definitions
acb-starter-java Template repo Javalin, Maven-based

Participants are not limited to these languages. Any language that can serve HTTP and compute HMAC-SHA256 can compete. The starter kits simply eliminate boilerplate for the most common choices.


6. Tournament System

6.1 Matchmaking

Matches are created continuously by the tournament scheduler, a process that runs on a fixed interval (default: every 10 seconds).

Algorithm:

  1. Select seed bot: the registered bot with the most time since its last match (tiebreak: lowest bot ID)
  2. Determine match size: based on the seed bot's least-played format (2-player, 3-player, 4-player, or 6-player)
  3. Select opponents: from the eligible pool, preferring: a. Closest skill rating to seed (Pareto distribution: 80% within 16 ranks) b. Least recently paired with the seed c. Fewest games played in the last 24 hours (keeps game counts even)
  4. Select map: least recently used map for the chosen player count
  5. Assign player slots: random
  6. Create match job: push to Redis queue with match config + bot endpoints

Eligibility:

  • Bot must be registered and active (passed health check within last hour)
  • Bot must not be in a match currently (one match at a time per bot)
  • Bot must not have been marked crashed in its last 3 consecutive matches (cooldown: 30 minutes)

6.2 Rating System

Algorithm: Glicko-2

Glicko-2 is preferred over TrueSkill for this platform because:

  • No licensing concerns (TrueSkill is patented by Microsoft)
  • Includes a volatility parameter (σ) that adapts to inconsistent performance
  • Well-suited to multi-player games via pairwise decomposition
  • Established in competitive gaming (chess, Go, online games)

Parameters per bot:

  • mu (μ): rating estimate (default: 1500)
  • phi (φ): rating deviation / uncertainty (default: 350)
  • sigma (σ): rating volatility (default: 0.06)

Display rating: mu - 2*phi (conservative estimate shown on leaderboard)

Update frequency: after every match. Ratings converge quickly — a new bot reaches a stable rating within ~30 matches.

Multi-player adaptation:

  • A 4-player match produces 6 pairwise results (every pair of players)
  • Each pairwise result is: win/loss based on relative score, or draw if equal
  • Glicko-2 update is applied once per match using all pairwise outcomes

6.3 Continuous Tournament

The tournament runs indefinitely with no seasons or resets (initially).

Match throughput target: enough matches that every active bot plays at least 10 matches per day. With N active bots and M match workers:

  • 2-player matches: each match involves 2 bots, takes ~3 minutes (500 turns × 3s max + overhead)
  • One worker produces ~20 matches/hour
  • 3 workers: ~60 matches/hour, ~1440/day — supports ~288 active bots at 10 games/day

Scaling: add more spot workers to increase throughput.


7. Replay System

7.1 Replay Data Format

Replays are JSON files optimized for compact storage while supporting full client-side reconstruction of every game turn.

{
  "version": 1,
  "match_id": "m_7f3a9b2c",
  "date": "2026-03-23T14:30:00Z",
  "players": [
    { "bot_id": "b_4e8c1d2f", "name": "SwarmBot", "owner": "alice" },
    { "bot_id": "b_9a1b3c4d", "name": "HunterBot", "owner": "bob" }
  ],
  "result": {
    "winner": 0,
    "condition": "turn_limit",
    "final_scores": [7, 3],
    "final_energy": [12, 4],
    "final_bots": [18, 6]
  },
  "config": {
    "rows": 60,
    "cols": 60,
    "max_turns": 500,
    "vision_radius2": 49,
    "attack_radius2": 5,
    "spawn_cost": 3,
    "energy_interval": 10
  },
  "map": {
    "walls": [[10,10], [10,11], [10,12]],
    "energy_nodes": [[20,25], [40,35]],
    "cores": [
      { "pos": [5,5], "owner": 0 },
      { "pos": [55,55], "owner": 1 }
    ]
  },
  "turns": [
    {
      "moves": {
        "0": [{"from":[10,15],"dir":"N"},{"from":[12,15],"dir":"E"}],
        "1": [{"from":[50,45],"dir":"S"}]
      },
      "spawns": [[5,5,0]],
      "deaths": [[30,40,1]],
      "captures": [],
      "energy_collected": {"0": [[20,25]]},
      "energy_spawned": [[35,15]],
      "scores": [3, 1]
    }
  ]
}

Size estimate: a 500-turn, 4-player match with ~50 bots total produces a replay of ~200500 KB uncompressed, ~3080 KB gzipped.

Optimization: for very long matches, the turns array can use delta encoding — only recording events that changed from the previous turn.

7.2 Storage

  • Replays are stored in S3-compatible object storage (Minio self-hosted or provider-managed)
  • Path: replays/{year}/{month}/{match_id}.json.gz
  • Retention: indefinite for top-100 matches per month; older matches pruned after 90 days
  • Map definitions stored separately: maps/{map_id}.json
  • The API server returns signed URLs for replay access (no public bucket)

7.3 Browser Replay Viewer

The replay viewer is a client-side TypeScript application rendered on HTML5 Canvas.

Rendering pipeline:

  1. Fetch replay JSON from object storage (via signed URL from API)
  2. Parse and index: build per-turn game state by replaying events from turn 0
  3. Render the current turn to canvas
  4. User controls advance/rewind the turn index

Visual design:

Element Rendering
Grid Subtle grid lines on dark background
Walls Dark gray filled squares
Open tiles Transparent (background shows through)
Energy nodes Small yellow diamond; pulse animation when energy is present
Cores Large player-colored circle with ring; X overlay when razed
Bots Player-colored filled circles; brief trail showing last move direction
Dead bots Fading red X for one turn
Fog of war Dark semi-transparent overlay on tiles outside selected player's vision
Combat Flash effect on tiles where kills occurred

Controls:

Control Function
Play / Pause Toggle automatic playback
Speed slider 1x, 2x, 4x, 8x, 16x (turns per second: 2, 4, 8, 16, 32)
Turn scrubber Drag to any turn; displays turn number
Perspective dropdown "All" (omniscient) or per-player fog of war view
Zoom Scroll to zoom; drag to pan
Score overlay Per-player score, energy, bot count — updates each turn
Minimap Small overview of full grid in corner (for large maps)

Shareable URLs: https://aicodebattle.com/replay/{match_id} — the replay viewer is the landing page for any match. No login required to watch.


8. Web Platform

8.1 User Registration

  • Email + password or OAuth (GitHub recommended — target audience is developers)
  • Email verification required before bot registration
  • Profile: username (unique), display name, avatar (from OAuth provider)

8.2 Bot Registration

Registration flow:

  1. User navigates to "Register Bot" in their dashboard
  2. Provides:
    • Bot name (unique, alphanumeric + hyphens, 332 chars)
    • Endpoint URL (HTTPS required for competitive play; HTTP allowed for development with a flag)
    • Description (optional, shown on leaderboard)
  3. Platform generates:
    • bot_id: unique identifier (b_ prefix + 8 hex chars)
    • shared_secret: 256-bit random, hex-encoded (64 chars)
  4. Platform displays the shared secret once — user must copy it
  5. Platform performs a health check: GET {endpoint_url}/health
    • Must return 200 within 5 seconds
    • If health check fails, registration is saved but bot is marked inactive
  6. Platform performs a protocol test: sends a mock turn-0 game state to POST {endpoint_url}/turn with valid HMAC
    • Bot must return a valid (possibly empty) moves response within 3 seconds
    • If protocol test fails, bot is marked inactive with an error message

Bot status lifecycle:

PENDING → ACTIVE → INACTIVE (health check failed)
                  → SUSPENDED (manual by admin)
                  → RETIRED (by owner)

Only ACTIVE bots participate in matchmaking.

Ongoing health checks: the platform pings each active bot's /health endpoint every 15 minutes. Three consecutive failures → marked INACTIVE. Bots automatically return to ACTIVE when health checks resume passing.

8.3 Leaderboard

  • Default sort: Glicko-2 display rating (mu - 2*phi) descending
  • Columns: rank, bot name, owner, rating, games played, win rate, last active
  • Filterable by: player count tier (2p, 3p, 4p, 6p), time range
  • Updates in near-real-time (WebSocket push or 30-second polling)
  • Public — no login required to view

8.4 Match History & Profiles

Bot profile page (/bot/{bot_name}):

  • Current rating + rating history chart
  • Recent matches (last 50) with links to replay viewer
  • Win/loss/draw breakdown
  • Performance vs. each opponent
  • Bot description, owner, registration date

User profile page (/user/{username}):

  • List of owned bots
  • Aggregate statistics across all bots

Match page (/match/{match_id}):

  • Participants, map, final scores
  • Embedded replay viewer (auto-plays)
  • Turn-by-turn event log (collapsible)

9. Deployment & Infrastructure

9.1 Container Architecture

Image Base Purpose Replicas
acb-api Go binary on Alpine REST API server 2 (always-on)
acb-worker Go binary on Alpine Match execution worker 310 (spot)
acb-scheduler Go binary on Alpine Tournament matchmaking 1 (always-on)
acb-web Nginx + static files Frontend SPA 1 (or CDN)
acb-strategy-random Python 3.13 slim RandomBot 1
acb-strategy-gatherer Go on Alpine GathererBot 1
acb-strategy-rusher Rust on Alpine RusherBot 1
acb-strategy-guardian PHP 8.4 CLI Alpine GuardianBot 1
acb-strategy-swarm Node 22 Alpine SwarmBot (TypeScript) 1
acb-strategy-hunter Temurin 21 JRE Alpine HunterBot (Java) 1

9.2 Rackspace Spot Deployment

Match workers are the primary consumers of compute and are perfectly suited for spot instances:

  • Stateless: workers pull jobs from a queue, execute, and push results. No persistent local state.
  • Interruptible: if a spot instance is reclaimed mid-match, the match job is re-queued after a staleness timeout (10 minutes with no progress update). The match is replayed from scratch on another worker.
  • Bursty: match throughput can flex with spot availability. More instances = faster ladder convergence, but no hard deadline.

Instance sizing:

  • Match workers: 2 vCPU, 4 GB RAM per instance (each runs one match at a time)
  • Strategy bots: can share a single small instance (all 6 use <1GB total; Java's JVM is the biggest consumer at ~256MB)
  • API server + scheduler: 2 vCPU, 4 GB RAM, always-on (not spot)

Deployment layout:

Always-on tier (standard instances):
├── acb-api (×2, behind load balancer)
├── acb-scheduler (×1)
├── acb-web (×1 or CDN)
├── acb-strategy-* (×1 each, shared instance)
├── PostgreSQL (managed or self-hosted)
├── Redis (managed or self-hosted)
└── Minio / S3-compatible store

Spot tier (preemptible instances):
├── acb-worker (×3 minimum, scale up as available)
└── (each worker is a standalone container, no coordination needed)

Spot reclaim handling:

  1. Worker registers a shutdown hook that catches SIGTERM
  2. On SIGTERM, worker sets the current match status to interrupted in Redis
  3. Worker exits gracefully (within the 30-second SIGTERM grace period)
  4. Scheduler's stale-match reaper detects interrupted or stale in_progress matches and re-queues them
  5. Another worker picks up the job

9.3 Data Stores

PostgreSQL:

  • Tables: users, bots, matches, match_participants, maps, ratings
  • Single primary instance; read replica for leaderboard queries
  • Connection pooling via PgBouncer
  • Backup: daily automated dumps to object storage

Redis:

  • Match job queue (Redis Streams or List-based queue)
  • Rate limiting (per-bot, per-endpoint)
  • Session cache
  • Leaderboard cache (sorted sets)
  • No persistence required — queue jobs are recoverable from PostgreSQL match records with queued status

Object Storage (S3-compatible):

  • Replay files (gzipped JSON)
  • Map definition files
  • Bot submission metadata / logs
  • Signed URL generation for replay access (1-hour expiry)

9.4 Networking & Security

External traffic:

  • Web platform: HTTPS only, behind reverse proxy (Caddy or nginx)
  • Bot endpoints: engine connects outbound to registered URLs

Internal traffic:

  • API ↔ PostgreSQL: private network
  • API ↔ Redis: private network
  • Workers ↔ Redis: private network (workers may be in different regions — use Redis over TLS if cross-region)
  • Workers → bot endpoints: public internet (HTTPS required for competitive bots)
  • Workers → strategy bots: private network (same infrastructure)

Security boundaries:

  • The game engine (workers) never executes bot code — HTTP only
  • All bot responses are schema-validated before processing
  • HMAC authentication prevents request/response forgery
  • Rate limiting on API endpoints (registration, health checks)
  • Bot endpoint URLs validated at registration (no internal IPs, no localhost)
  • Workers run with no inbound ports — they only make outbound HTTP calls

9.5 Monitoring

Signal Tool Alert Threshold
Match throughput Prometheus counter <10 matches/hour for >30 minutes
Worker count Prometheus gauge <2 live workers for >15 minutes
Bot health check failures Prometheus counter >50% of active bots failing
API latency (p99) Prometheus histogram >500ms
Match queue depth Redis metric >100 pending matches
Replay storage usage S3 metric >80% of quota
Error rate (5xx) Access logs >1% of requests

10. Implementation Phases

Phase 1: Core Engine (foundation)

Build the game simulation as a standalone Go library with a CLI runner.

Deliverables:

  • engine/ package: grid, bots, energy, combat, fog of war, turn execution
  • cmd/acb-local/ CLI: run a match between two local bot processes (stdin/stdout for dev convenience) and output a replay JSON file
  • Replay JSON writer
  • Comprehensive unit tests for combat resolution, fog of war, wrapping, collision, scoring, endgame conditions
  • Map generation tool: cmd/acb-mapgen/

Exit criteria: can run a complete 500-turn match between two bots locally and produce a valid replay file.

Phase 2: HTTP Protocol & Strategy Bots

Deliverables:

  • HTTP bot interface in the engine (replaces stdin/stdout for production)
  • HMAC signing and verification library (Go, reusable by GathererBot)
  • GathererBot (Go) and RandomBot (Python) — validate the protocol works across languages before building the remaining four
  • RusherBot (Rust), GuardianBot (PHP), SwarmBot (TypeScript), HunterBot (Java)
  • All 6 bots containerized with language-appropriate Dockerfiles
  • Starter kit template repos for each language (fork-ready)
  • Integration test: engine runs a full match between bots in different languages over HTTP

Exit criteria: can run a complete match between any two strategy bot containers (in different languages) over HTTP, with HMAC authentication, producing a valid replay.

Phase 3: Replay Viewer

Deliverables:

  • TypeScript Canvas-based replay viewer
  • Play/pause, scrub, speed control
  • Fog of war perspective toggle
  • Score overlay
  • Loads replay JSON from local file or URL

Exit criteria: can open a replay file in a browser and watch a complete match with all visual elements rendering correctly.

Phase 4: Match Orchestration

Deliverables:

  • Match worker service (acb-worker): pulls from Redis queue, runs matches, uploads replays, records results
  • Tournament scheduler (acb-scheduler): matchmaking algorithm, creates jobs
  • PostgreSQL schema and migrations
  • Stale match reaper (handles interrupted spot instances)
  • Match result → Glicko-2 rating update pipeline

Exit criteria: scheduler creates matches, workers execute them autonomously, ratings update, replays are stored. System recovers from worker interruption.

Phase 5: Web Platform

Deliverables:

  • API server (acb-api): user registration, bot registration, leaderboard, match history, replay URLs
  • Web frontend (acb-web): registration, bot management dashboard, leaderboard, match history, embedded replay viewer
  • Bot health check system (periodic + on-registration)
  • Shared secret generation, display, rotation

Exit criteria: a user can register, add a bot, see it appear on the leaderboard after matches are played, and watch replays of its games.

Phase 6: Deployment & Production

Deliverables:

  • Container images pushed to registry
  • Rackspace Spot deployment for workers
  • Always-on deployment for API, scheduler, strategy bots, datastores
  • TLS termination, DNS, CDN for static assets
  • Monitoring dashboards and alerts
  • Backup automation for PostgreSQL and replay storage

Exit criteria: platform is publicly accessible, matches run continuously, strategy bots compete on the ladder, external participants can register and play.