secret storage, evolution throughput, predictions, enrichment, fairness, lineage, crash ratings, cron model, core capture, replay pruning Critical fixes: - R2 write budget: replaced Worker cron index rebuilder (was ~1.6M writes/mo, over 1M limit) with Rackspace index builder that deploys to Pages every ~90 min (500 builds/mo). R2 now only for replays, match metadata, and evolution live status (~44K writes/mo). - D1 schema consolidated: all 13 tables in one place (§8.3), including predictions, map_votes, replay_feedback, series, series_games, seasons - Protocol schema examples updated with notes about future additive fields (season_id, terrain, debug) per backward compatibility rules High fixes: - Shared secret storage: removed self-contradicting draft note, clean statement of AES-256-GCM approach - Predictions: changed predicted_winner INTEGER to predicted_bot_id TEXT (tied to bot identity, not random player slot) Medium fixes: - Evolution throughput: configurable ladder/evolution ratio (70/30 default), container exits after 4h for Kubernetes redeploy - Test harnesses added: game engine, bot protocol, evolution validation - Enrichment: coding agent on Rackspace generates markdown play-by-play - Map fairness: sample increased from 20 to 80 matches (~2% false positive vs ~15%) - Bot lineage: parent_ids TEXT column added to bots table - Crash/timeout matches explicitly affect Glicko-2 ratings - "Undefended core" defined at Phase CAPTURE - Replay pruning: age-based 90-day, weekly Rackspace job, exemptions for playlists/rivalries/series/seasons, acb-replay-pruner container Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
197 KiB
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
The platform is split across two tiers:
- Cloudflare (free tier) — all web-facing infrastructure: static site, API endpoints, database, file storage, and scheduling logic
- Rackspace Spot — all compute: match execution, bot hosting, evolution pipeline
This split maps cleanly to each provider's strength. Cloudflare excels at serving content globally with zero egress cost. Rackspace Spot provides cheap interruptible compute for the CPU-intensive match simulation.
Pages vs R2: What Goes Where
The platform uses a three-way data split across Cloudflare Pages, R2, and a Rackspace index builder container:
- Cloudflare Pages serves the application shell (code, assets, WASM) and
all pre-computed JSON index files (leaderboard, bot profiles, playlists,
blog, evolution meta, seasons, series indexes). These index files are
deployed to Pages by a Rackspace container via
wrangler pages deploy. - Cloudflare R2 serves high-volume dynamic data that exceeds Pages'
20,000 file limit: replays, individual match metadata, thumbnails, bot
cards, maps, and the evolution
live.jsonfeed.
The browser loads the SPA from Pages (instant, CDN-cached) and fetches index data from Pages. It fetches replays and per-match data from R2 (CDN-cached via custom domain, zero egress).
Why the split is necessary:
Pages has a 20,000 file limit per project. The application code plus all pre-computed index files total ~1,000–2,000 files — well within the limit. But replays alone exceed 20K (60/hour x 24h x 90 days = ~130,000 files). R2 has no file count limit.
Pages also has a 500 builds/month limit = ~16 deploys/day = one deploy every ~90 minutes. Data staleness of 90 minutes is acceptable for index files (leaderboards, bot profiles, playlists). Replays and match metadata are written to R2 in real time by match workers with no deploy limit.
What lives in Pages (~1,000–2,000 files, code deploys + index deploys):
Pages (aicodebattle.com):
├── index.html, leaderboard.html, matches.html, ... (SPA routes)
├── js/ (bundled TypeScript application)
│ ├── app.js (SPA router, data fetching)
│ ├── replay-viewer.js (Canvas replay renderer)
│ ├── sandbox.js (WASM sandbox orchestrator)
│ └── charts.js (win probability, meta charts)
├── css/ (stylesheets)
├── wasm/ (game engine + built-in bot WASMs)
│ ├── engine.wasm
│ ├── gatherer.wasm
│ ├── rusher.wasm
│ └── ...
├── docs/ (protocol spec, replay format, data paths, guides)
├── img/ (logos, icons, UI assets)
├── embed.html (lightweight embeddable replay player)
└── data/ (pre-computed JSON indexes, deployed by Rackspace)
├── leaderboard.json
├── bots/
│ ├── index.json
│ └── {bot_id}.json
├── matches/
│ └── index.json (recent matches, paginated)
├── series/
│ ├── index.json
│ └── {series_id}.json
├── seasons/
│ ├── index.json
│ └── {season_id}.json
├── playlists/
│ └── {slug}.json
├── predictions/
│ ├── leaderboard.json
│ └── open.json
├── meta/
│ ├── archetypes.json
│ └── rivalries.json
├── evolution/
│ ├── lineage.json
│ └── meta.json
└── blog/
├── index.json
└── posts/{slug}.json
What lives in R2 (unlimited files, updated continuously by match workers + evolver):
R2 (data.aicodebattle.com):
├── replays/
│ └── {match_id}.json.gz (full replay files)
├── matches/
│ └── {match_id}.json (individual match metadata)
├── maps/
│ ├── index.json
│ └── {map_id}.json
├── evolution/
│ └── live.json (real-time observatory feed, updated by evolver)
├── thumbnails/
│ └── {match_id}.png (auto-generated match thumbnails)
└── cards/
└── {bot_id}.png (bot profile card images)
Data loading pattern in the SPA:
// Pages serves the SPA shell + pre-computed index JSON
// R2 serves replays, per-match data, and evolution live feed
const PAGES = 'https://aicodebattle.com'
const R2 = 'https://data.aicodebattle.com'
// Leaderboard page loads (from Pages — deployed every ~90 min):
const lb = await fetch(`${PAGES}/data/leaderboard.json`).then(r => r.json())
// Replay viewer loads (from R2 — written by match worker in real time):
const replay = await fetch(`${R2}/replays/${matchId}.json.gz`)
// Match metadata (from R2):
const meta = await fetch(`${R2}/matches/${matchId}.json`).then(r => r.json())
// Evolution observatory live feed (from R2 — updated by evolver):
const live = await fetch(`${R2}/evolution/live.json`).then(r => r.json())
// Evolution lineage (from Pages — deployed every ~90 min):
const lineage = await fetch(`${PAGES}/data/evolution/lineage.json`).then(r => r.json())
Cache headers:
Pages (index files): CDN-cached by Cloudflare Pages automatically. Staleness is bounded by deploy frequency (~90 minutes).
R2 custom domain serves files with appropriate cache headers:
replays/*.json.gz:Cache-Control: public, max-age=31536000, immutableevolution/live.json:Cache-Control: public, max-age=10matches/*.json:Cache-Control: public, max-age=31536000, immutable
R2 also serves Rackspace agents:
R2 is the data bus between Cloudflare and Rackspace. Match workers and
the evolver read from R2 (maps, bot data for evolution prompts) and write
to R2 (replays, match metadata, evolution live status). The index builder
container on Rackspace reads match results from D1 (via the Worker API)
and deploys pre-computed index JSON to Pages. The evolver writes
evolution/live.json directly to R2 for low-latency observatory updates.
┌─────────────────────── Cloudflare (free tier) ───────────────────────┐
│ │
│ ┌─────────────┐ ┌──────────────────┐ ┌───────────────────────┐ │
│ │ Pages │ │ Worker (acb-api) │ │ R2 Bucket │ │
│ │ SPA shell + │ │ registration, │ │ │ │
│ │ index JSON │ │ job coordination,│ │ Replays, per-match │ │
│ │ HTML/JS/CSS │ │ cron triggers │ │ metadata, maps, │ │
│ │ WASM, docs │ │ (matchmaker, │ │ thumbnails, cards, │ │
│ └──────┬──────┘ │ health, reaper) │ │ evolution/live.json │ │
│ │ └────────┬─────────┘ └───────────┬───────────┘ │
│ │ SPA loads from │ │ │
│ │ Pages (shell + │ reads/writes │ │
│ │ index data), │ │ │
│ │ then fetches │ Rackspace writes │
│ │ replays from R2 │ replays + metadata │
│ │ │ │ │
│ │ ┌─────────▼───────┐ │ │
│ │ │ D1 Database │ │ │
│ │ │ bots, matches, │ │ │
│ │ │ jobs, ratings │ │ │
│ │ └─────────────────┘ │ │
└─────────┼────────────────────────────────┬──────────────┘─────────────┘
│ │
browser│ HTTPS │ (job coordination +
loads │ │ result submission +
SPA │ │ R2 read/write via S3 API)
│ │
┌─────────┼──────────────────── Rackspace Spot ────────────────────────┐
│ │ │ │
│ ┌──────▼───────────┐ ┌──────────────▼───────────────────────────┐│
│ │ User's Browser │ │ Match Workers + Evolver ││
│ │ (not Rackspace — │ │ • Claim jobs from Worker API ││
│ │ shown for data │ │ • Read maps/bot data from R2 ││
│ │ flow clarity) │ │ • Run matches, call bot HTTP endpoints ││
│ └──────────────────┘ │ • Write replays + metadata to R2 ││
│ │ • POST result metadata to Worker API ││
│ ┌──────────────────┐ └──────────────────────────────────────────┘│
│ │ Bot Containers │ │
│ │ Strategy (×6) │ ┌────────────────────────────────────────┐ │
│ │ Evolved (0–50) │ │ Index Builder │ │
│ └──────────────────┘ │ • Reads match results from D1 via API │ │
│ │ • Generates index JSON files │ │
│ │ • Deploys to Pages (wrangler pages │ │
│ │ deploy) every ~90 minutes │ │
│ └────────────────────────────────────────┘ │
└──────────────────────────────────────────────────────────────────────┘
Component Summary
| Component | Where | Role |
|---|---|---|
| Pages | Cloudflare | SPA shell + pre-computed index JSON — HTML/JS/CSS/WASM/docs + leaderboard, bot profiles, playlists, blog, series/season indexes. Updated by developer deploys (code) and Rackspace index builder (data, every ~90 min). ~1,000–2,000 files. |
| Worker | Cloudflare | API endpoints (registration, job coordination) + cron triggers (matchmaker, health checker, stale job reaper) |
| D1 | Cloudflare | SQLite database — bot registry, match queue, ratings, results. Source of truth. |
| R2 | Cloudflare | High-volume dynamic data — replays, per-match metadata, maps, thumbnails, cards, evolution live feed. Served to browsers via custom domain. Also the data bus for Rackspace agents (read maps, write replays/metadata/live status). |
| Match Workers | Rackspace Spot | Stateless match execution — claim job from Worker API, read maps from R2, run simulation, write replay to R2, POST result to Worker API |
| Bot Containers | Rackspace Spot | Strategy bots (×6) + evolved bots (0–50) — HTTP servers called by workers during matches |
| Evolver | Rackspace Spot | Evolution pipeline — reads lineage/meta from Pages, generates candidates, writes live status to R2 |
| Index Builder | Rackspace Spot | Periodically reads match results from D1 (via Worker API), generates all pre-computed JSON index files, deploys to Pages via wrangler pages deploy. Runs every ~90 minutes. |
What's intentionally absent: no PostgreSQL, no Redis, no always-on VPS for web infrastructure, no Nginx, no reverse proxy. Cloudflare handles TLS, CDN, DNS, storage, and compute-at-edge for the entire web-facing tier at zero cost.
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 | 30–120 | Grid height |
cols |
60 | 30–120 | Grid width |
wall_density |
0.15 | 0.05–0.30 | Fraction of tiles that are walls |
energy_nodes |
20 | 8–50 | Number of energy spawn locations |
cores_per_player |
1 | 1–2 | 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_intervalturns (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
(A core is undefended if no bot belonging to
the core's owner occupies the core's tile after
the attack phase resolves. An enemy bot on an
undefended core's tile razes it.)
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:
- Generate one sector (1/N of the map for N players)
- Place walls using cellular automata (random seed → smooth with neighbor rules)
- Place cores and energy nodes within the sector
- Validate connectivity: BFS from core must reach all energy nodes and the sector boundary
- Mirror/rotate the sector to fill the full map
- Validate full-map connectivity: all cores must be reachable from each other
- 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 visionownerIDs are consistent within a match but randomized per match (player 0 is always "you")configis identical for all players and does not change between turnswallsare sent every turn they are visible (stateless -- bot does not need to track previously seen walls, though smart bots will)deadcontains bots that died on the previous turn (visible for one turn)
Future additive fields: the game state schema is designed for forward
compatibility. Future seasons may add optional fields to config (e.g.,
season_id, rules_version, special_tiles, terrain) without breaking
existing bots. See the seasonal backward compatibility rules in SS13.9. Bots
that do not read new fields continue to function normally.
4.3 Move Schema (Bot -> Engine)
{
"moves": [
{ "row": 10, "col": 15, "direction": "N" },
{ "row": 12, "col": 15, "direction": "E" }
],
"debug": {
"reasoning": "3 energy within 5 tiles east; enemy cluster north — avoiding",
"targets": [
{ "row": 20, "col": 25, "label": "energy", "priority": 0.9 }
]
}
}
The debug field is entirely optional. When present, it is stored in the
replay for visualization in the replay viewer but is never parsed or acted
upon by the engine. See SS13.1 for the full debug telemetry specification.
Validation rules:
movesmust be an array (may be empty -- all bots hold position)- Each move must reference a
(row, col)where the player owns a bot directionmust 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(and the optionaldebugfield, which is pass-through to the replay)
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:
- Compute the expected signature from the headers and request body
- Compare with
X-ACB-Signature(constant-time comparison) - Verify
X-ACB-Timestampis within ±30 seconds of current time (prevents replay attacks) - 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 encrypted (AES-256-GCM) in the database. The master encryption key is held in a Worker environment variable, never in the database. HMAC verification requires the raw secret, so hashing is not viable -- the engine decrypts on each request.
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.
Rating impact of crashes: Matches where a bot crashes or times out still count toward Glicko-2 ratings. The crashed bot receives a loss. This prevents intentional crashing as a loss-avoidance strategy.
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 | 4th–5th |
| RusherBot | Rust | Low | 4th–5th |
| GuardianBot | PHP | Medium | 3rd–4th |
| SwarmBot | TypeScript | Medium | 1st–2nd |
| HunterBot | Java | High | 1st–2nd |
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 movesGET /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:
- Select seed bot: the registered bot with the most time since its last match (tiebreak: lowest bot ID)
- Determine match size: based on the seed bot's least-played format (2-player, 3-player, 4-player, or 6-player)
- 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)
- Select map: least recently used map for the chosen player count
- Assign player slots: random
- 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 ~200–500 KB uncompressed, ~30–80 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 and per-match metadata are stored in Cloudflare R2 and served to the browser via R2's custom domain with zero egress cost. Pre-computed index files (leaderboard, bot profiles, playlists, series, seasons, blog) are deployed to Cloudflare Pages by the Rackspace index builder container.
R2 bucket layout (public-read via custom domain):
replays/{match_id}.json.gz # individual replay files
matches/{match_id}.json # per-match metadata (participants, scores)
maps/{map_id}.json # map definitions
evolution/live.json # real-time evolution observatory feed
thumbnails/{match_id}.png # auto-generated match thumbnails
cards/{bot_id}.png # bot profile card images
Pages data layout (deployed by Rackspace index builder every ~90 min):
data/leaderboard.json # current leaderboard snapshot
data/bots/index.json # bot directory
data/bots/{bot_id}.json # per-bot profile (rating history, recent matches)
data/matches/index.json # paginated match list (last 1000)
data/series/index.json # series directory
data/seasons/index.json # seasons directory
data/playlists/{slug}.json # auto-curated collections
data/evolution/lineage.json # evolution lineage graph
data/evolution/meta.json # current meta/Nash snapshot
data/blog/index.json # blog post directory
data/blog/posts/{slug}.json # individual blog posts
How data flows:
- Match worker completes a match -> uploads
replay.json.gzandmatches/{match_id}.jsondirectly to R2 via S3-compatible API (worker has a scoped R2 API token) - Worker POSTs small result metadata to the Cloudflare Worker API endpoint
- Worker API writes match result to D1
- Rackspace index builder (every ~90 min) reads new results from D1 via
Worker API, rebuilds all index JSON files (
leaderboard.json,bots/*.json,matches/index.json, playlists, series, seasons, blog), and deploys to Pages viawrangler pages deploy - Static site (Pages) serves index files directly; browser fetches replays and per-match metadata from R2's custom domain
Retention and pruning:
- Match metadata in D1 is retained indefinitely (rows are small)
- Replays in R2 are pruned on an age basis: replays older than 90 days are deleted by a weekly Rackspace pruning job
- Exemptions from pruning: replays referenced by playlists ("Closest Finishes", "Biggest Upsets", etc.), rivalry pages, series, or season archives are exempt. The pruning job checks the exemption list from D1 before deleting.
- At 60 matches/hour x 24h x 90 days = ~130,000 replay files at steady state, well within R2's storage limits
- The pruning job runs weekly on Rackspace: lists R2 objects in
replays/older than 90 days, queries D1 for exempt match IDs, deletes non-exempt replays - Index files in Pages are append-with-rotation:
index.jsonholds the last 1000; older pages atindex-{page}.json
R2 free tier usage at this scale:
- Writes (Class A): ~44K/month (replays + per-match metadata from workers) vs 1M limit. Index rebuilds no longer write to R2 — they deploy to Pages.
- Reads (Class B): ~30K/month (replay loads from browsers + Rackspace reads) vs 10M limit. Index file reads are served from Pages, not R2.
- Storage: ~3–5 GB after 90 days (well under 10 GB limit)
- Egress: always free, unlimited
7.3 Browser Replay Viewer
The replay viewer is a client-side TypeScript application rendered on HTML5 Canvas.
Rendering pipeline:
- Fetch
replay.json.gzfrom R2 custom domain (zero egress cost; browser handles gzip decompression viaAccept-Encoding) - Parse and index: build per-turn game state by replaying events from turn 0
- Render the current turn to canvas
- User controls advance/rewind the turn index
No Worker invocations — the viewer is a static Pages page loading a file directly from R2.
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
The web-facing platform runs entirely on Cloudflare's free tier: Pages for the static site, a Worker for the API and scheduling logic, D1 for the database, and R2 for file storage.
8.1 Cloudflare Pages (Static Site)
The website is a static SPA deployed to Cloudflare Pages. Pages serves both the application code and pre-computed JSON index files. Index files are deployed by the Rackspace index builder container every ~90 minutes. Replays and per-match data are fetched from R2.
/ → Landing page, featured replays, leaderboard summary
/leaderboard → Full leaderboard (fetches data/leaderboard.json from Pages)
/matches → Match history (fetches data/matches/index.json from Pages)
/replay/{match_id} → Replay viewer (fetches replay .json.gz from R2)
/bot/{bot_id} → Bot profile (fetches data/bots/{bot_id}.json from Pages)
/evolution → Evolution dashboard (fetches data/evolution/*.json from Pages + evolution/live.json from R2)
/register → Bot registration form (submits to Worker API)
/docs → Protocol spec, starter kit links, getting started
Build: Vite + TypeScript. Code changes are deployed via git integration
or manual wrangler pages deploy. The Rackspace index builder also deploys
to Pages (index JSON files only) every ~90 minutes. Combined, code deploys +
index deploys share the 500 builds/month budget (~16/day). No build-time
data fetching -- all data loaded at runtime.
Data loading pattern:
// Index files served directly from Pages (same origin)
const leaderboard = await fetch('/data/leaderboard.json').then(r => r.json())
// Replays served from R2 (separate domain, zero egress)
const R2 = 'https://data.aicodebattle.com'
const replay = await fetch(`${R2}/replays/${matchId}.json.gz`)
Stale data is acceptable -- index JSON files are rebuilt and deployed every ~90 minutes by the Rackspace index builder. No real-time push. Visitors see index data that is at most ~90 minutes old. Replays and per-match metadata are written to R2 in real time by match workers.
8.2 Cloudflare Worker (API + Scheduling)
A single Worker (acb-api) handles all server-side logic. It has D1 and R2
bindings.
API endpoints (HTTP routes):
POST /api/register → register a new bot
POST /api/rotate-key → rotate a bot's shared secret
GET /api/status/{bot_id} → check bot health status
GET /api/jobs/next → worker claims next pending match job (authenticated)
POST /api/jobs/{id}/result → worker submits match result metadata (authenticated)
GET /api/data/export → index builder reads D1 data for index generation (authenticated)
Cron triggers (5 available on free tier):
| Cron | Interval | What It Does |
|---|---|---|
| Matchmaker | Every 1 min | Queries active bots from D1, computes pairings, inserts job rows |
| Health checker | Every 15 min | Pings each active bot's /health endpoint, updates status in D1 |
| Stale job reaper | Every 5 min | Marks jobs running >15 min as abandoned, resets to pending |
| (reserved) | -- | Available for future use |
| (reserved) | -- | Available for future use |
Note: index building (leaderboard, bot profiles, match indexes, playlists, etc.) is handled by the Rackspace index builder container, not a Worker cron. This avoids the R2 Class A write budget issue that would arise from writing ~75 JSON files to R2 every 2 minutes (~1.6M writes/month, exceeding the 1M free limit). The index builder deploys to Pages instead.
CPU time budget (10ms free tier):
All D1 queries, R2 writes, and fetch() calls are I/O — they don't count
against the 10ms CPU limit. Only JavaScript computation counts. At modest
scale (~50 bots):
- Matchmaking sort + pairing: <1ms CPU
- JSON serialization for index rebuilds: <2ms CPU
- HMAC computation for registration: <1ms CPU
- All cron triggers fit comfortably within 10ms
Worker authentication for Rackspace endpoints:
The /api/jobs/* endpoints are called by Rackspace match workers. They
authenticate with a static API key passed in the Authorization header.
The key is stored in the Worker's environment variables (Cloudflare encrypted
secrets). This prevents unauthorized job claims or result injection.
8.3 Cloudflare D1 (Database)
D1 is a serverless SQLite database accessible from the Worker.
Consolidated schema (all tables referenced throughout this plan):
-- §8.3: Core tables
CREATE TABLE bots (
bot_id TEXT PRIMARY KEY,
name TEXT UNIQUE NOT NULL,
owner TEXT NOT NULL,
endpoint_url TEXT NOT NULL,
shared_secret TEXT NOT NULL, -- encrypted, see §4.4
status TEXT NOT NULL DEFAULT 'pending',
rating_mu REAL NOT NULL DEFAULT 1500.0,
rating_phi REAL NOT NULL DEFAULT 350.0,
rating_sigma REAL NOT NULL DEFAULT 0.06,
evolved INTEGER NOT NULL DEFAULT 0,
island TEXT,
generation INTEGER,
parent_ids TEXT, -- JSON array of parent bot_ids for lineage tracking
description TEXT,
created_at TEXT NOT NULL,
last_active TEXT
);
CREATE TABLE matches (
match_id TEXT PRIMARY KEY,
map_id TEXT NOT NULL,
status TEXT NOT NULL DEFAULT 'pending',
winner INTEGER,
condition TEXT,
turn_count INTEGER,
scores_json TEXT,
created_at TEXT NOT NULL,
completed_at TEXT
);
CREATE TABLE match_participants (
match_id TEXT NOT NULL,
bot_id TEXT NOT NULL,
player_slot INTEGER NOT NULL,
score INTEGER,
status TEXT,
PRIMARY KEY (match_id, bot_id)
);
CREATE TABLE jobs (
job_id TEXT PRIMARY KEY,
match_id TEXT NOT NULL,
status TEXT NOT NULL DEFAULT 'pending',
config_json TEXT NOT NULL,
claimed_at TEXT,
completed_at TEXT
);
CREATE TABLE rating_history (
bot_id TEXT NOT NULL,
match_id TEXT NOT NULL,
rating REAL NOT NULL,
recorded_at TEXT NOT NULL
);
-- §13.5: Prediction system
CREATE TABLE predictions (
prediction_id TEXT PRIMARY KEY,
match_id TEXT NOT NULL,
predictor_id TEXT NOT NULL, -- localStorage-generated UUID
predictor_name TEXT, -- optional display name
predicted_bot_id TEXT NOT NULL, -- bot_id of the predicted winner
correct INTEGER, -- null until resolved
created_at TEXT NOT NULL
);
CREATE TABLE predictor_stats (
predictor_id TEXT PRIMARY KEY,
predictor_name TEXT,
correct INTEGER NOT NULL DEFAULT 0,
incorrect INTEGER NOT NULL DEFAULT 0,
streak INTEGER NOT NULL DEFAULT 0,
best_streak INTEGER NOT NULL DEFAULT 0,
rating REAL NOT NULL DEFAULT 1000.0
);
-- §13.6: Map voting
CREATE TABLE map_votes (
vote_id TEXT PRIMARY KEY,
map_id TEXT NOT NULL,
voter_id TEXT NOT NULL, -- localStorage UUID
vote INTEGER NOT NULL, -- +1 or -1
created_at TEXT NOT NULL,
UNIQUE(map_id, voter_id)
);
-- §12.6: Community replay feedback
CREATE TABLE replay_feedback (
feedback_id TEXT PRIMARY KEY,
match_id TEXT NOT NULL,
turn INTEGER NOT NULL,
type TEXT NOT NULL, -- 'insight', 'mistake', 'idea', 'highlight'
body TEXT NOT NULL,
author TEXT NOT NULL, -- free text (no accounts, like registration)
upvotes INTEGER NOT NULL DEFAULT 0,
created_at TEXT NOT NULL
);
CREATE INDEX idx_feedback_match ON replay_feedback(match_id, turn);
-- §13.7: Multi-game series
CREATE TABLE series (
series_id TEXT PRIMARY KEY,
bot_a_id TEXT NOT NULL,
bot_b_id TEXT NOT NULL,
format INTEGER NOT NULL, -- 3, 5, or 7
status TEXT NOT NULL DEFAULT 'pending',
a_wins INTEGER NOT NULL DEFAULT 0,
b_wins INTEGER NOT NULL DEFAULT 0,
season_id TEXT,
created_at TEXT NOT NULL,
completed_at TEXT
);
CREATE TABLE series_games (
series_id TEXT NOT NULL,
game_number INTEGER NOT NULL,
match_id TEXT, -- null until played
map_id TEXT NOT NULL,
winner INTEGER,
PRIMARY KEY (series_id, game_number)
);
-- §13.9: Seasonal rotations
CREATE TABLE seasons (
season_id TEXT PRIMARY KEY,
name TEXT NOT NULL,
theme TEXT NOT NULL,
rules_version INTEGER NOT NULL,
started_at TEXT NOT NULL,
ended_at TEXT,
champion_id TEXT,
status TEXT NOT NULL DEFAULT 'active'
);
Free tier usage at scale:
- Writes: ~1,500/day (match results + job state changes + ratings) vs 100K limit
- Reads: ~50K/day (matchmaking queries + index builder data exports + API lookups) vs 5M limit
- Storage: <100 MB after months of operation vs 5 GB limit
8.4 Rackspace Index Builder
The index builder is a container running on Rackspace Spot that replaces the original Worker cron-based index rebuilding. It runs on a periodic cycle (every ~90 minutes) and performs the following:
- Read: Fetches current match results, bot stats, ratings, series,
seasons, predictions, playlists, community feedback, and evolution
lineage data from D1 via the Worker API endpoint (
GET /api/data/export, authenticated with the same API key as match workers) - Generate: Computes all pre-computed JSON index files:
leaderboard.json-- sorted bot rankings with statsbots/index.jsonandbots/{bot_id}.json-- bot directory and profilesmatches/index.json-- paginated match list (last 1000)series/index.jsonandseries/{series_id}.jsonseasons/index.jsonandseasons/{season_id}.jsonplaylists/{slug}.json-- auto-curated collectionspredictions/leaderboard.jsonandpredictions/open.jsonmeta/archetypes.jsonandmeta/rivalries.jsonevolution/lineage.jsonandevolution/meta.jsonblog/index.jsonandblog/posts/{slug}.json(weekly blog generation)
- Deploy: Runs
wrangler pages deployto push the index files to the Pages project. Only thedata/directory is updated; the SPA shell (HTML/JS/CSS/WASM) is untouched.
Why Rackspace, not a Worker cron: Writing ~75 JSON files to R2 every 2 minutes would exceed the R2 free tier Class A write limit (1M/month). Pages allows 500 builds/month (~16/day). Deploying every ~90 minutes uses ~16 builds/day, staying within the budget. Data staleness of 90 minutes is acceptable for leaderboards and indexes.
Environment: The container needs a Cloudflare API token with Pages deploy permissions and the Worker API key for D1 data access. Both are stored as Kubernetes secrets.
8.5 Bot Registration
Registration flow:
- Participant fills out the form on the static site (
/register) - Form POSTs to the Worker:
POST /api/register- Bot name (unique, alphanumeric + hyphens, 3–32 chars)
- Endpoint URL (HTTPS required for competitive; HTTP allowed for dev)
- Owner name (free text, shown on leaderboard)
- Description (optional)
- Worker generates:
bot_id:b_+ 8 hex chars (fromcrypto.randomUUID())shared_secret: 256-bit random, hex-encoded (crypto.getRandomValues())
- Worker performs a health check:
fetch(endpoint_url + '/health')- Must return 200 within 5 seconds
- Worker performs a protocol test: sends mock game state to
POST {endpoint_url}/turnwith valid HMAC- Must return valid moves JSON within 3 seconds
- Worker inserts bot record into D1
- Worker returns
bot_idandshared_secretto the participant (displayed once — they must save it)
No user accounts. Registration is bot-level. The owner name is self-reported. The shared secret is the only authentication — whoever has it can rotate the key or retire the bot. No OAuth, no sessions, no password storage.
Bot status lifecycle:
PENDING → ACTIVE → INACTIVE (health check failed)
→ RETIRED (by owner via /api/rotate-key with retire flag)
Only ACTIVE bots participate in matchmaking. The health checker cron pings
each active bot every 15 min. Three consecutive failures → INACTIVE. Bots
automatically return to ACTIVE when health checks pass again.
8.6 Leaderboard
The leaderboard is a JSON file deployed to Pages (data/leaderboard.json)
by the Rackspace index builder every ~90 minutes.
{
"updated_at": "2026-03-23T14:35:00Z",
"entries": [
{
"rank": 1,
"bot_id": "b_4e8c1d2f",
"name": "SwarmBot",
"owner": "alice",
"rating": 1820,
"games": 142,
"wins": 98,
"losses": 40,
"draws": 4,
"evolved": false,
"last_match": "2026-03-23T14:30:00Z"
}
]
}
The static site fetches this file directly from Pages (same origin, no Worker invocation). Client-side sorting and filtering (by player count tier, time range, human-only vs all). Auto-refresh every 60 seconds. Public -- no login.
8.7 Match History & Profiles
Bot profile (/bot/{bot_id}) -- fetches data/bots/{bot_id}.json from Pages:
- Current rating + rating history (array of
[timestamp, rating]pairs rendered as a chart client-side) - Recent matches (last 50) with links to replay viewer
- Win/loss/draw breakdown
- Bot description, owner, registration date
- If evolved: lineage, generation, island
Match list (/matches) -- fetches data/matches/index.json from Pages:
- Paginated list of recent matches
- Each entry: match_id, participants, scores, date, link to replay
Match detail (/replay/{match_id}):
- Fetches
matches/{match_id}.jsonfrom R2 for metadata - Fetches
replays/{match_id}.json.gzfrom R2 for the replay - Embedded replay viewer (auto-plays)
- Score breakdown, participants, match duration
9. Deployment & Infrastructure
9.1 Design Principles
The platform is split across two providers based on their strengths:
- Cloudflare (free tier) handles everything web-facing: the site, the API, the database, file storage, and scheduling. This tier has zero cost, zero ops burden (no servers to maintain), and global edge distribution.
- Rackspace Spot handles everything compute-heavy: match execution, bot hosting, and the evolution pipeline. These workloads are stateless and interruptible — perfect for spot pricing.
All durable state lives in Cloudflare (D1 + R2). Rackspace instances are fully ephemeral — they can be reclaimed at any time with zero data loss.
9.2 Cloudflare Tier (Free Plan)
| Service | Usage | Free Limit | Headroom |
|---|---|---|---|
| Pages | ~1K views/day + ~16 index deploys/day | Unlimited bandwidth + requests; 500 builds/month | ~50% of builds budget |
| Workers | ~5K requests/day (API + crons) | 100K requests/day | 95% |
| Workers CPU | <5ms per invocation | 10ms per invocation | 50% |
| R2 storage | ~3-5 GB | 10 GB | 50-70% |
| R2 Class A (writes) | ~44K/month (replays + per-match metadata only) | 1M/month | 96% |
| R2 Class B (reads) | ~20K/month (replay loads + Rackspace reads) | 10M/month | 99.8% |
| R2 egress | Unlimited | Unlimited (always free) | -- |
| D1 writes | ~1.5K/day | 100K/day | 98.5% |
| D1 reads | ~50K/day | 5M/day | 99% |
| D1 storage | <100 MB | 5 GB | 98% |
| Cron triggers | 3 used | 5 per account | 2 spare |
Note: R2 Class A writes dropped from ~1.6M/month (when the Worker cron wrote ~75 index files to R2 every 2 minutes) to ~44K/month by moving index files to Pages deploys. This change is what keeps the platform within the R2 free tier.
Cloudflare deployment:
Cloudflare Account:
├── Pages project: aicodebattle.com (static site + index JSON data)
├── Worker: acb-api
│ ├── Routes: api.aicodebattle.com/*
│ ├── Crons: matchmaker (1m), health (15m), reaper (5m)
│ ├── D1 binding: ACB_DB
│ └── R2 binding: ACB_DATA
├── R2 bucket: acb-data
│ └── Custom domain: data.aicodebattle.com (public read)
└── D1 database: acb-db
What Cloudflare handles:
- TLS termination (automatic, free)
- DNS (Cloudflare nameservers)
- CDN for static assets (Pages, global edge)
- DDoS protection (free tier includes basic)
- File serving with zero egress (R2)
- Database with automatic backups (D1, 7-day Time Travel)
9.3 Rackspace Spot Tier
Everything on Rackspace is stateless and interruptible. All durable state is in Cloudflare (D1 + R2).
Container architecture:
| Image | Base | Purpose | Instances |
|---|---|---|---|
acb-worker |
Go binary on Alpine | Match execution | 1-10 (spot) |
acb-evolver |
Go binary on Alpine | Evolution pipeline | 1 (spot) |
acb-index-builder |
Node 22 Alpine (includes wrangler CLI) | Reads D1 via Worker API, generates index JSON, deploys to Pages | 1 (spot) |
acb-replay-pruner |
Go binary on Alpine | Weekly replay pruning in R2 | 1 (spot, CronJob) |
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 |
acb-evolved-* |
Varies by language | LLM-generated bots | 0-50 |
Deployment layout:
Spot instance A (4 vCPU, 8 GB RAM, "bot host"):
├── acb-strategy-* (all 6 built-in bots, ~1 GB total)
└── acb-evolved-* (0-50 evolved bots, dynamic)
Spot instance B (2 vCPU, 4 GB RAM, "worker"):
└── acb-worker (runs 1 match at a time)
Spot instance C (2 vCPU, 4 GB RAM, "worker"):
└── acb-worker (runs 1 match at a time)
Spot instance D (4 vCPU, 8 GB RAM, "evolver"):
└── acb-evolver (LLM pipeline, sandbox, evaluation)
Spot instance E (1 vCPU, 2 GB RAM, "index builder"):
└── acb-index-builder (runs every ~90 min, deploys to Pages)
└── acb-replay-pruner (weekly CronJob, prunes old replays from R2)
9.4 Match Job Coordination
Workers coordinate with the Cloudflare Worker API. The Worker + D1 are the single point of coordination.
Job flow:
- Matchmaker cron creates jobs in D1 (
status: 'pending') - Rackspace worker polls:
GET api.aicodebattle.com/api/jobs/next(authenticated with API key) - Worker API atomically claims the job (D1 transaction: set
status: 'running', recordclaimed_at), returns job config JSON including:- Map data (or map_id to fetch from R2)
- Bot endpoints + shared secrets for HMAC signing
- Match config (turns, radii, etc.)
- Rackspace worker executes the full match (500 turns, HTTP calls to bots)
- Worker uploads replay:
PUTdirectly to R2 via S3-compatible API (scoped R2 API token,PutObjectonly onreplays/prefix) - Worker submits result metadata:
POST api.aicodebattle.com/api/jobs/{id}/result- Small JSON body: scores, winner, turn count, condition
- Worker API writes result to D1, marks job
completed - Rackspace index builder (next ~90-min cycle) reads new results from D1
via Worker API, rebuilds leaderboard.json + bot profiles + match index +
all other index files, deploys to Pages via
wrangler pages deploy
Stale job recovery:
- Reaper cron checks D1 every 5 minutes for jobs
running>15 minutes - Assumed abandoned (spot instance reclaimed)
- Reset to
pendingfor re-execution
9.5 Spot Reclamation Behavior
If bot-host spot instance is reclaimed:
- All built-in + evolved bots go offline
- Health checker cron detects failures, marks bots
INACTIVEin D1 - Matchmaker skips inactive bots — only external bots can play
- When a new bot-host instance starts, bots come back online, health checks pass, matchmaker resumes including them
- Matches in progress where a bot disappeared: that bot times out on each turn, its units hold position, it effectively loses
If all worker instances are reclaimed:
- Jobs accumulate as
pendingin D1 - The website, leaderboard, and replays remain fully functional (Cloudflare)
- When workers return, they drain the queue
If everything on Rackspace is gone simultaneously:
- Visitors see a working website with stale-but-valid data
- No matches run, no bots respond to health checks
- All bots eventually marked inactive
- Full recovery when any Rackspace instances return
The user-facing experience degrades gracefully because all web infrastructure is on Cloudflare, not Rackspace.
9.6 Networking & Security
External traffic (Cloudflare):
aicodebattle.com→ Cloudflare Pages (static site)data.aicodebattle.com→ R2 public bucket (JSON data + replays)api.aicodebattle.com→ Cloudflare Worker (API endpoints)- TLS, CDN, DDoS protection all handled by Cloudflare automatically
Rackspace → Cloudflare:
- Workers → Worker API: HTTPS to
api.aicodebattle.com(authenticated with API key inAuthorizationheader) - Workers → R2: HTTPS via S3-compatible API (scoped R2 API token)
Rackspace → Bots (during matches):
- Workers → built-in/evolved bots: HTTP within Rackspace private network (or Tailscale if across instances)
- Workers → external participant bots: outbound HTTPS to registered URLs
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
- Worker API endpoints authenticated with API key (job coordination)
- R2 API token scoped to
PutObjectonreplays/prefix only - Registration endpoint validates bot URLs (no internal IPs, no private ranges)
- D1 is only accessible from the bound Worker (not publicly queryable)
- R2 data bucket is public-read — contains no secrets
9.7 Cost Model
| Component | Provider | Cost |
|---|---|---|
| Pages + Worker + D1 + R2 | Cloudflare | $0/mo (free tier) |
| Bot host (×1 avg) | Rackspace Spot | ~$10–20/mo |
| Match workers (×2–3 avg) | Rackspace Spot | ~$15–30/mo |
| Evolver (×1) | Rackspace Spot | ~$10–20/mo |
| Infrastructure total | ~$35–70/mo | |
| LLM API (evolution pipeline) | Various | ~$150–600/mo |
Compared to the previous architecture ($65–110/mo), moving the web tier to Cloudflare saves ~$30–40/mo (the stable instance) and eliminates all web infrastructure ops (no Nginx config, no TLS certs, no volume management, no backup scripts for the data directory).
9.8 Monitoring
| Signal | Method | Alert |
|---|---|---|
| Site up | Cloudflare analytics (built-in) | Auto |
| Worker errors | Cloudflare Worker analytics | Error rate >5% |
| D1 usage | Cloudflare dashboard | Approaching free tier limits |
| R2 storage | Cloudflare dashboard | >8 GB (approaching 10 GB) |
| Active Rackspace workers | Worker API tracks last job claim time | No claim in >30 min |
| Match throughput | D1 query: completions per hour | <10/hour for >1 hour |
| Bot health failures | D1 query in health checker cron | >50% failing |
| Stale jobs | Reaper cron count | >10 stale in a cycle |
Alerts via Worker → webhook to Discord/Slack. No external monitoring service needed — Cloudflare provides built-in analytics for Pages, Workers, R2, and D1.
10. LLM-Driven Bot Evolution
The platform includes an autonomous evolution pipeline that uses LLMs to continuously generate, evaluate, and promote new bot strategies. Evolved bots compete on the same ladder as human-written bots — visitors see an ever-changing meta where strategies emerge, dominate, and get countered without human intervention.
10.1 Architecture Overview
The evolution system combines two proven approaches:
- FunSearch/AlphaEvolve island model — maintains diverse, independent populations of bot code that cross-pollinate. Prevents premature convergence to a single dominant strategy.
- LLM-PSRO (Policy Space Response Oracle) — uses Nash equilibrium as the promotion gate. A new bot must beat the optimal mixed strategy over the current population, not just one specific opponent. This provides mathematically grounded regression prevention.
┌──────────────────────────────────────────────────────────┐
│ Programs Database │
│ ┌───────────┐ ┌───────────┐ ┌───────────┐ ┌──────────┐ │
│ │ Island 1 │ │ Island 2 │ │ Island 3 │ │ Island 4 │ │
│ │ (Python) │ │ (Go) │ │ (Rust) │ │ (mixed) │ │
│ │ pop: 20 │ │ pop: 20 │ │ pop: 20 │ │ pop: 20 │ │
│ └───────────┘ └───────────┘ └───────────┘ └──────────┘ │
└──────────────────────────┬───────────────────────────────┘
│
sample 2-3 parents + match replays
│
┌──────────▼───────────┐
│ Prompt Builder │
│ • Parent source code │
│ • Recent loss replay │
│ • Win/loss analysis │
│ • Current meta desc │
│ • "Beat this mix" │
└──────────┬───────────┘
│
┌──────────▼───────────┐
│ LLM Ensemble │
│ • Fast model (×8) │
│ exploration/breadth │
│ • Strong model (×2) │
│ exploitation/depth │
└──────────┬───────────┘
│ generates candidate bot code
┌──────────▼───────────┐
│ Validation Gate │
│ 1. Syntax check │
│ 2. Compile/lint │
│ 3. Schema test │
│ 4. Sandbox smoke run │
└──────────┬───────────┘
│ passes validation
┌──────────▼───────────┐
│ Evaluation Arena │
│ • 10 matches vs │
│ population sample │
│ • Compute win rate │
│ • Build payoff row │
└──────────┬───────────┘
│
┌──────────▼───────────┐
│ Promotion Gate │
│ • Compute Nash eq. │
│ over population │
│ • Candidate must │
│ beat Nash mixture │
│ • Or: fill empty │
│ MAP-Elites niche │
└──────────┬───────────┘
│ promoted
┌──────────▼───────────┐
│ Deploy & Register │
│ • Build container │
│ • Push to registry │
│ • Register on ladder │
│ • Enter island DB │
└──────────────────────┘
10.2 Programs Database (Island Model)
The programs database stores all evolved bot code, organized into islands that evolve independently to maintain strategic diversity.
Island structure:
- 4 islands, one per primary language (Python, Go, Rust, mixed)
- Each island holds up to 20 programs ranked by fitness
- Programs are clustered by behavior signature — a vector of outcomes across a fixed set of benchmark matches (e.g., win/loss/score against each of the 6 built-in strategy bots)
- Sampling favors high-scoring clusters; within a cluster, favors shorter/simpler code (Occam pressure prevents bloat)
Cross-pollination:
- Every 50 generations, the top program from each island is copied to a random other island (translated to that island's language by the LLM if needed)
- This spreads successful strategies across languages without homogenizing the populations
Behavior dimensions for MAP-Elites diversity:
| Dimension | Low | High |
|---|---|---|
| Aggression | Never enters enemy territory | Rushes enemy core immediately |
| Economy | Ignores energy entirely | Maximizes energy per turn |
| Exploration | Stays near core | Covers >80% of visible map |
| Formation | Units always scattered | Units always in tight groups |
Each dimension is binned into 3 levels, creating a 3⁴ = 81-cell behavior grid. The database tries to fill every cell with the highest-scoring bot for that behavioral profile. This ensures the evolved population contains turtles, rushers, economists, swarmers, and everything in between — not just one dominant archetype.
10.3 Prompt Construction
The LLM prompt is the critical interface between match performance data and code generation. Each prompt is constructed from:
Parent code (2–3 programs):
- Sampled from the island's high-scoring clusters
- Included as full source code with inline comments noting their rating and behavioral profile
- The LLM sees concrete working examples, not abstract descriptions
Match analysis (from recent losses):
- The replay of the parent's worst recent loss is summarized:
- Turn-by-turn narrative of critical moments (when the bot lost a formation, missed energy, walked into a trap)
- Final score breakdown
- Opponent's apparent strategy (inferred from replay)
- This gives the LLM specific failure modes to address
Meta description:
- Current Nash equilibrium mixture over the population (e.g., "the optimal counter-strategy is 40% swarm, 30% hunter, 30% gatherer")
- The candidate should beat this mixture, not just one opponent
- Weaknesses in the current meta are highlighted (e.g., "no bot currently exploits the east-side energy clusters on 4-player maps")
Constraints:
- Target language for this island
- Must implement the HTTP bot interface (
POST /turn,GET /health) - Must include HMAC verification
- Maximum source code size (10 KB — prevents bloat)
- Must respond within 3-second timeout with reasonable compute
Prompt template (simplified):
You are evolving a competitive bot for AI Code Battle, a grid-based
strategy game. Your bot must be an HTTP server that receives game state
and returns moves.
## Game Rules
{game_rules_summary}
## HTTP Protocol
{protocol_spec}
## Parent Bots (these work — improve on them)
### Parent A — Rating: 1650, Style: aggressive-gatherer
```{language}
{parent_a_source}
Parent B — Rating: 1580, Style: defensive-swarm
{parent_b_source}
Parent A's Worst Loss (Replay Summary)
{replay_analysis}
Current Meta
The Nash equilibrium mixture is: {nash_mixture_description}
Known weaknesses in current population: {meta_weaknesses}
Your Task
Write a new bot in {language} that:
- Addresses Parent A's failure mode shown in the replay
- Incorporates Parent B's strongest tactical element
- Can beat the Nash mixture described above
- Fits in a single file under 10 KB
Return the complete source code.
### 10.4 LLM Ensemble
The evolution system uses two model tiers, inspired by AlphaEvolve:
**Exploration tier (fast model, 80% of generations):**
- Cheaper, faster model (e.g., Claude Haiku, GPT-4o-mini, Gemini Flash)
- Generates 8 candidates per cycle
- High temperature (0.9–1.0) for diversity
- Purpose: broad search across strategy space; most candidates will fail,
but occasional novel approaches emerge
**Exploitation tier (strong model, 20% of generations):**
- More capable model (e.g., Claude Sonnet/Opus, GPT-4o, Gemini Pro)
- Generates 2 candidates per cycle
- Lower temperature (0.3–0.5) for refinement
- Purpose: take the best current strategies and make them better; refine
tactical details, optimize pathfinding, improve edge-case handling
**Total throughput:** 10 candidates per evolution cycle. With a cycle time
of ~15 minutes (generation + validation + 10 evaluation matches), the system
produces ~96 candidates/day, of which ~5–15% pass the promotion gate.
### 10.5 Validation Pipeline
Every LLM-generated candidate passes through a multi-stage validation
before it touches the evaluation arena:
**Stage 1: Syntax & Compilation**
- Language-specific: `python -m py_compile`, `go build`, `cargo check`,
`php -l`, `tsc --noEmit`, `javac`
- Reject: syntax errors, missing imports, type errors
- ~40% of candidates fail here (expected — LLMs produce broken code often)
**Stage 2: Schema Compliance**
- Start the bot container
- Send a mock turn-0 game state to `POST /turn`
- Verify response parses as valid moves JSON
- Verify `GET /health` returns 200
- Verify HMAC signature is present and valid
- Reject: bots that can't speak the protocol
- ~20% of remaining candidates fail here
**Stage 3: Sandbox Smoke Test**
- Run a 50-turn match against RandomBot inside nsjail
- Verify the bot doesn't crash, timeout on every turn, or produce
identical moves every turn (degenerate)
- Verify the bot scores ≥ 0 (doesn't actively self-destruct)
- Reject: bots that crash, hang, or do nothing
- ~10% of remaining candidates fail here
**Net yield:** ~30–40% of generated candidates survive to the evaluation
arena. At 10 candidates/cycle, that's 3–4 evaluated candidates per cycle.
**Sandboxing (nsjail):**
- All LLM-generated code executes inside nsjail containers
- No network access (game state is piped via the engine, not fetched)
- No filesystem access beyond the bot's own directory
- CPU time limit: 5 seconds per turn (generous; 3-second HTTP timeout is
enforced by the engine separately)
- Memory limit: 512 MB
- Process limit: 10 (prevents fork bombs)
### 10.6 Evaluation Arena
Candidates that pass validation enter a mini-tournament:
**Evaluation protocol:**
1. Play 10 matches against opponents sampled from the current population:
- 2 matches vs each of the 3 closest-rated bots in the candidate's island
- 2 matches vs a random bot from a different island
- 2 matches vs the current island champion
2. Record results → compute win rate and per-opponent scores
3. Build the candidate's **payoff row** in the population's payoff matrix
**Match configuration:**
- 2-player matches only (faster evaluation; multi-player tested post-promotion)
- Standard maps, standard timeout
- Evaluation matches are **not** counted toward ladder ratings (they use a
separate evaluation queue)
### 10.7 Promotion Gate (Nash Equilibrium / PSRO)
The promotion gate determines whether a candidate enters the population and
gets deployed to the ladder.
**Primary gate: Nash equilibrium (LLM-PSRO)**
1. Compute the Nash equilibrium mixture σ* over the current island population
using the existing payoff matrix
2. Compute the candidate's expected payoff against σ* (using the payoff row
from the evaluation arena)
3. **Promote if** the candidate's expected payoff against σ* is positive
(i.e., the candidate beats the current optimal mixed strategy)
4. If promoted, add the candidate to the island population, recompute Nash
This ensures the population's game-theoretic strength monotonically increases.
A bot that just exploits one opponent's weakness but loses to the overall mix
is rejected.
**Secondary gate: MAP-Elites niche filling**
Even if a candidate doesn't beat the Nash mixture, it may fill an **empty
cell** in the behavior grid (section 10.2). If the candidate's behavior
signature maps to an unoccupied cell, it is promoted anyway. This maintains
strategic diversity even when the Nash gate is tight.
**Replacement policy:**
- If the candidate's behavior cell already has an occupant, the candidate
replaces it only if the candidate's fitness is higher
- Island population size is capped at 20; if full and no cell is improved,
the candidate is discarded
- The worst-performing program in an over-populated cluster is evicted first
### 10.8 Deployment Pipeline
Promoted bots are automatically containerized and registered on the ladder:
**Build:**
1. Write the bot's source code to a temporary directory
2. Copy the language-appropriate Dockerfile from the starter kit template
3. Build the container image: `acb-evolved-{island}-{generation}-{hash}`
4. Push to container registry
**Register:**
1. Generate a new `bot_id` and `shared_secret`
2. Deploy the container to the always-on strategy bot instance pool
3. Register the bot via the platform API with metadata:
- `owner`: "evolution-system" (system account)
- `name`: auto-generated (e.g., `evo-py-g42-7f3a`)
- `description`: auto-generated from the LLM's strategy summary
- `lineage`: parent bot IDs + generation number
- `island`: which island produced it
4. Health check → mark ACTIVE → enters matchmaking
**Lifecycle management:**
- Evolved bots are tagged with `evolved: true` in the database
- The evolution system tracks the **lineage** of every bot (parent IDs,
generation number, island of origin)
- Evolved bots that drop below rating 800 (bottom 10% of ladder) for 7
consecutive days are **retired** automatically to prevent population bloat
- Maximum active evolved bots: 50 (configurable). When the cap is reached,
the lowest-rated evolved bot is retired before a new one is promoted.
- Retired evolved bots remain in the programs database for future sampling
(their code may still contain useful tactics) but are removed from the
ladder and their containers are stopped
### 10.9 Evolution Cycle Timing
| Phase | Duration | Notes |
|-------|----------|-------|
| Parent sampling + prompt construction | ~10 seconds | CPU-bound, fast |
| LLM generation (10 candidates) | ~30–60 seconds | Parallel across ensemble |
| Validation (syntax, schema, smoke) | ~2 minutes | Parallel per candidate |
| Evaluation arena (10 matches) | ~10 minutes | Sequential matches, 3s/turn × 500 turns worst case; but most against weak bots end faster |
| Nash computation + promotion | ~5 seconds | Small matrix, fast |
| Container build + deploy | ~2 minutes | Docker build + push |
| **Total cycle time** | **~15 minutes** | |
**Daily output:** ~96 candidates generated, ~10-15 promoted, ~5-10 survive
on the ladder after the 7-day retirement window.
**Throughput is configurable** and depends on Rackspace Spot capacity. The
ratio of ladder matches to evolution evaluation matches is tunable (default:
70/30 -- 70% of match worker capacity goes to ladder matches, 30% to
evolution evaluation matches). When Rackspace capacity is reduced (spot
reclamation), the ratio can be adjusted to prioritize ladder matches over
evolution. When excess capacity is available, evolution throughput increases
automatically.
**Container lifecycle:** the evolution system on Rackspace runs as a
long-lived container that intentionally exits after a configurable time
period (default: 4 hours), causing Kubernetes to redeploy it. This prevents
memory leaks and stale state accumulation across hundreds of evolution
cycles.
### 10.10 Test Harnesses
Three test harness suites validate correctness across the game engine, bot
protocol, and evolution pipeline. These run as part of CI and as part of
the evolution validation pipeline.
**Game engine test suite:**
- Unit tests for combat resolution (focus fire algorithm), fog of war
computation, movement and collision, scoring, and endgame condition
detection
- Property-based tests for determinism: given the same input state and
moves, the engine must produce the same output state. Random seeds
generate thousands of input combinations; any nondeterminism is a
failing test.
- Edge case tests: toroidal wrapping, simultaneous multi-player death,
contested energy, core capture during spawn phase
**Bot protocol test suite:**
- Schema validation: verify that game state JSON conforms to the
documented schema (section 4.2) and that move responses are validated
correctly (section 4.3)
- HMAC verification: test correct signature generation and verification,
timestamp replay rejection, and constant-time comparison
- Timeout handling: verify that the engine correctly handles bots that
respond after the 3-second deadline, return non-200 status codes,
return invalid JSON, or refuse connections
- Malformed response handling: verify graceful degradation for partial
JSON, missing fields, extra fields, and oversized payloads
**Evolution validation test suite:**
- Syntax checking per language: verify that the validation pipeline
correctly accepts valid code and rejects invalid code for each
supported language (Python, Go, Rust, PHP, TypeScript, Java)
- Schema compliance: verify that generated bots correctly implement
`POST /turn` and `GET /health` with valid HMAC signatures
- Sandbox smoke test: verify that nsjail isolation works correctly
(no network access, filesystem isolation, resource limits enforced)
- End-to-end: generate a known-good bot from a template, run it through
the full validation pipeline, and verify it passes all stages
### 10.11 Evolution Dashboard
The web platform includes a dedicated evolution section visible to all visitors:
**Lineage viewer:**
- Interactive tree/graph showing the ancestry of every evolved bot
- Click a node to see the bot's source code, rating history, and match record
- Color-coded by island/language
- Animated timeline showing which bots were active at which point
**Meta tracker:**
- Current Nash equilibrium mixture visualization (pie chart of strategy archetypes)
- How the meta has shifted over time (stacked area chart)
- Which behavioral niches are filled vs empty in the MAP-Elites grid
**Generation log:**
- Stream of recent evolution attempts: generated, validated, evaluated, promoted/rejected
- For each attempt: the prompt summary, the LLM's output, validation results,
evaluation match results, and promotion decision with reasoning
**Statistics:**
- Total generations run, candidates generated, promotion rate
- Average rating of evolved bots vs human-written bots over time
- Island diversity metrics (how different are the islands from each other)
### 10.12 Separation from Human Ladder
Evolved bots compete on the **same ladder** as human-written bots — there is
no separate tier. This is a deliberate design choice:
**Why mix them:**
- The entire point is to see if LLM-evolved strategies can compete with or
surpass human-written ones
- Humans can study evolved bot replays and learn new tactics, then write
better bots that push the meta further — a human-AI co-evolution dynamic
- Separate ladders would remove the competitive pressure that drives evolution
**Identification:**
- Evolved bots are clearly tagged on the leaderboard (`[EVO]` prefix or badge)
- Their lineage and source code are publicly viewable (transparency)
- Human participants can opt to filter the leaderboard to show human-only rankings
- Match history shows whether opponents were evolved or human-written
**Fair play:**
- Evolved bots follow the same rules: same timeout, same schema, same HMAC
- No special treatment in matchmaking — rated and matched identically
- The evolution system is rate-limited (max 50 active evolved bots) to prevent
flooding the ladder
---
## 11. 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:**
- Cloudflare Worker (`acb-api`): job coordination endpoints
(`/api/jobs/next`, `/api/jobs/{id}/result`), authenticated with API key
- D1 schema: `bots`, `matches`, `match_participants`, `jobs`,
`rating_history` tables
- Worker cron: matchmaker (1 min), health checker (15 min), stale job reaper (5 min)
- Rackspace index builder container: reads D1 via Worker API, generates index
JSON files, deploys to Pages every ~90 minutes
- Match worker container (`acb-worker`): claims jobs from Worker API, runs
matches, uploads replays to R2 via S3 API, POSTs results to Worker API
- Glicko-2 rating update logic in the Worker (runs on result submission)
**Exit criteria:** matchmaker cron creates jobs in D1, Rackspace workers claim
and execute them, replays land in R2, results flow into D1, ratings update,
and leaderboard.json rebuilds automatically. System recovers from worker
disappearance via the stale job reaper.
### Phase 5: Web Platform
**Deliverables:**
- Cloudflare Pages static site: leaderboard, match history, bot profiles,
replay viewer, registration form, docs/getting-started page
- Worker API: registration endpoints (`/api/register`, `/api/rotate-key`,
`/api/status/{id}`)
- Worker cron: health checker (15 min) — pings bot endpoints, updates D1
- R2 bucket with custom domain for replays and per-match data
- Rackspace index builder container deploying index JSON to Pages
- Pages serves index data (leaderboard, bot profiles, playlists); R2 serves
replays and per-match metadata -- no Worker invocations for page views
**Exit criteria:** a participant can register a bot via the web form, the
bot appears on the leaderboard after matches complete, and anyone can browse
matches and watch replays — all served from Cloudflare free tier.
### Phase 6: Deployment & Production
**Deliverables:**
- Cloudflare: Pages project, Worker deployed via Wrangler, D1 database
created, R2 bucket with custom domain, DNS configured
- Rackspace Spot: match worker containers pulling jobs from Cloudflare
Worker API, bot-host container running all strategy bots, index builder
container deploying to Pages, replay pruner CronJob
- R2 API token (scoped) distributed to Rackspace workers
- Cloudflare API token (Pages deploy) distributed to index builder
- Worker API key distributed to Rackspace workers and index builder
- Monitoring: Cloudflare analytics + Worker-based alerting webhooks
**Exit criteria:** platform is publicly accessible on Cloudflare (zero
infrastructure cost), matches run on Rackspace Spot, the site remains fully
functional when all Rackspace instances are reclaimed, and external
participants can register and play.
### Phase 7: LLM-Driven Evolution
**Deliverables:**
- Programs database with island model (4 islands, MAP-Elites behavior grid)
- Prompt builder: parent sampling, replay analysis, meta description
- LLM ensemble integration (fast + strong model tiers)
- Validation pipeline: syntax → schema → sandbox smoke test (nsjail)
- Evaluation arena: 10-match mini-tournament per candidate
- Promotion gate: Nash equilibrium computation (PSRO) + MAP-Elites niche fill
- Automated container build + deploy + register pipeline for promoted bots
- Retirement policy: auto-retire low-rated evolved bots, enforce population cap
- Evolution dashboard: lineage viewer, meta tracker, generation log
- Seed the programs database with the 6 built-in strategy bots as initial
population
**Exit criteria:** evolution system runs autonomously — generates candidates,
validates, evaluates, promotes, deploys, and retires bots without human
intervention. At least one evolved bot reaches the top 50% of the ladder
within the first week of operation.
### Phase 8: Enhanced Features
**Deliverables:**
- WASM game engine build (`GOOS=js GOARCH=wasm`) with `loadState()`,
`step()`, and `runMatch()` API for browser use
- WASM bot interface spec: `init()`, `compute_moves()`, `free_result()`
exports for bot-to-engine communication
- Pre-compiled WASM builds of the 6 built-in strategy bots (Go/Rust/TS
natively; PHP/Java reimplemented in Go for WASM)
- In-browser sandbox: Monaco editor (TS quick-start) + WASM upload mode +
opponent selector + replay viewer integration
- Win probability computation in the match worker (Monte Carlo rollout) +
critical moments detector + replay viewer sparkline graph
- Replay enrichment pipeline: selective AI commentary for featured matches
- Clip maker: GIF + MP4 export with 5 social media format presets
(landscape, square, portrait, compact GIF, square GIF)
- Rival detection query + rivalry pages with template-generated narratives
- Community replay feedback system: tagged annotations feeding evolution
- D1 schema additions: `replay_feedback` table
- Worker API addition: `POST /api/feedback` for submitting replay annotations
**Exit criteria:** users can write and test bots in the browser (TS
quick-start or uploaded WASM) without deploying anything, watch enriched
replays with commentary and win probability, export clips for social
sharing, view rivalries, and submit tactical feedback that influences the
evolution pipeline.
### Phase 9: Platform Depth
**Deliverables:**
- Bot debug telemetry: optional `debug` field in move response schema,
stored in replay, rendered in viewer side panel + grid overlays
- Replay view modes: dots (default), Voronoi territory, influence gradient
— all computed client-side, toggled via viewer toolbar
- Embeddable replay widget: `/embed/{match_id}` route on Pages, minimal
Chrome, auto-play, ~50KB, Open Graph tags
- Replay playlists: auto-curated collections rebuilt by Rackspace index
builder, deployed to Pages, browsable on the static site
- Prediction system: D1 `predictions` table, Worker endpoints for submit
+ resolve, prediction leaderboard JSON deployed to Pages
- Map evolution pipeline: engagement scoring, breeding/mutation, symmetry
validation, positional fairness monitoring, user map voting
- Multi-game series: D1 `series` table, series scheduler, unified replay
presentation, spoiler toggle
- Match event timeline: client-side event extraction, icon ribbon in
replay viewer, click-to-jump
- Seasonal system: D1 `seasons` table, ladder reset logic, season archive
pages, versioned game rules with backward compatibility
- Bot profile cards: Canvas-rendered PNG, shareable URL with OG tags
**Exit criteria:** the platform supports seasonal competition with map
evolution, multi-game series, predictions for non-coders, embeddable
replays, curated playlists, three replay view modes, bot debug telemetry,
event timelines, and shareable bot profile cards. All within Cloudflare
free tier.
### Phase 10: Ecosystem & Polish
**Deliverables:**
- Weekly meta report: auto-generated blog post published to R2, rendered
on `/blog` with LLM-enhanced narrative sections
- Public match data: documented static JSON file paths in R2, OpenAPI-style
documentation at `/docs/api`, versioned replay format spec
- Accessibility suite: Tol color-blind palette + shape-per-player, keyboard
shortcuts for replay viewer, high contrast mode, reduced motion, screen
reader transcript, focus indicators
- Live evolution observatory: evolver writes `live.json` to R2 every cycle,
observatory page polls and renders live feed + lineage tree + meta shift
chart
- Narrative engine: weekly story arc detection, LLM-generated 200-word
chronicles, published alongside meta reports on `/blog`
**Exit criteria:** the platform publishes weekly editorial content (meta
report + story arcs) as blog posts, exposes all match data as documented
static JSON, meets WCAG accessibility standards for color and keyboard
navigation, and streams the evolution process as a live observatory.
---
## 12. Enhanced Features
### 12.1 In-Browser WASM Game Sandbox
The game engine and bots compile to WebAssembly, enabling users to develop
and test bots entirely in the browser against real opponents — zero
deployment, zero server setup.
**Architecture — WASM per module, not JS functions:**
A meaningful bot needs pathfinding, state tracking across turns, spatial
data structures, and threat assessment. That's a real program, not a
20-line JavaScript function. Limiting bots to JS callbacks would undermine
the platform's multi-language premise.
Instead, the sandbox loads **separate WASM modules** for the game engine
and each bot:
Browser ├── Game Engine (Go → WASM, ~15 MB) │ ├── loadState(json) → set engine to a specific turn state │ ├── step(moves[]) → advance one turn, return events │ └── runMatch(config, map) → run full match coordinating bot WASMs │ ├── Bot WASMs (pre-compiled, loaded on demand) │ ├── gatherer.wasm (Go → WASM, ~12 MB) │ ├── rusher.wasm (Rust → WASM, ~3 MB) │ ├── swarm.wasm (TypeScript → WASM via wasm-pack, ~5 MB) │ ├── random.wasm (Go → WASM, ~10 MB) -- lightweight reimpl │ ├── guardian.wasm (Go → WASM, ~12 MB) -- reimpl from PHP │ └── hunter.wasm (Go → WASM, ~12 MB) -- reimpl from Java │ ├── User's Bot WASM (compiled locally, uploaded as .wasm file) │ └── or: user writes Go/Rust/TS, compiles in-browser via toolchain │ ├── Monaco Editor (code editing for quick-start JS/TS mode) └── Replay Viewer (Canvas, renders result)
**WASM communication interface:**
Each bot WASM exports a standard interface:
// Exported by every bot WASM module fn init(config_json: *const u8, config_len: u32) fn compute_moves(state_json: *const u8, state_len: u32) -> *const u8 fn free_result(ptr: *const u8)
The engine WASM orchestrates the match: each turn, it serializes the
fog-filtered game state as JSON, calls each bot WASM's `compute_moves`,
deserializes the moves, and advances the simulation. Bots maintain their
own internal state across turns inside their WASM linear memory.
**Language support in the sandbox:**
| Language | WASM Compilation | Sandbox Support |
|----------|-----------------|-----------------|
| Go | `GOOS=js GOARCH=wasm` (native) | Full |
| Rust | `wasm32-unknown-unknown` (native) | Full |
| TypeScript | AssemblyScript or wasm-pack | Full |
| Python | Pyodide (~20 MB runtime) | Heavy but feasible |
| PHP | Not practical for WASM | HTTP ladder only |
| Java | Not practical for WASM | HTTP ladder only |
For the built-in opponents, GuardianBot (PHP) and HunterBot (Java) are
**reimplemented in Go** as sandbox-only WASM builds. They are behaviorally
equivalent — same BFS, same combat logic, same heuristics — not identical
code.
**Memory budget:**
| Configuration | Memory |
|--------------|--------|
| Engine + 1 user bot + 1 opponent | ~30–40 MB |
| Engine + 1 user bot + 3 opponents (4-player) | ~55–75 MB |
| Engine + 1 user bot + 5 opponents (6-player) | ~75–105 MB |
| With Pyodide (Python user bot) | Add ~20 MB |
Desktop browsers typically have 2–4 GB available. Even the heaviest
configuration is <5% of available memory. Mobile is tighter but the
sandbox is a desktop-first dev tool.
A 500-turn 2-player match simulates in ~2–3 seconds (WASM-to-WASM calls
have overhead vs native, but each turn's computation is trivial).
**User flows (two modes):**
*Quick-start mode (JS/TS in Monaco):*
1. User visits `/sandbox`
2. Monaco editor pre-loaded with a TypeScript starter bot
3. User writes strategy code with full type hints and autocomplete
4. Code compiles to WASM in-browser via AssemblyScript
5. Selects opponent and map, clicks "Run Match"
6. Engine orchestrates match between user WASM and opponent WASM (~2–3s)
7. Replay viewer renders result inline
8. Modify, re-run — instant feedback loop
*Full mode (upload compiled WASM):*
1. User develops a bot locally in Go, Rust, or any WASM-targeting language
2. Compiles to `.wasm` using their own toolchain
3. Uploads the `.wasm` file to the sandbox page
4. Sandbox validates the exported interface (`init`, `compute_moves`)
5. Runs match against selected opponents
6. When ready for the real ladder, deploys the same bot logic as an HTTP
server using a starter kit
**Why this matters:** The sandbox preserves the platform's multi-language
strength while eliminating the deployment barrier. Users can develop
substantial, stateful bots in real languages — not toy JS functions —
and iterate locally before committing to the HTTP ladder.
### 12.2 Win Probability Graph + Critical Moments
Every match replay includes a **win probability curve** — a per-turn estimate
of each player's chance of winning — and a set of **critical moments** where
the game's outcome shifted decisively.
**Win probability computation:**
After each match, the worker computes win probability using Monte Carlo
rollout:
for each turn T in the match: state = game_state_at_turn_T wins = [0, 0, ..., 0] // per player for i in 1..100: result = simulate_random_play(state, remaining_turns) wins[result.winner] += 1 win_prob[T] = wins / 100
`simulate_random_play` runs the game engine with random valid moves for all
players from the given state to completion. 100 rollouts × 500 turns is
~50,000 engine steps — the Go engine handles this in <1 second.
The result is stored in the replay JSON as a `win_prob` array:
```json
"win_prob": [
[0.50, 0.50],
[0.51, 0.49],
[0.48, 0.52],
...
]
Size: ~4 KB for a 500-turn, 2-player match. Negligible.
Critical moments:
A critical moment is any turn where |Δwin_prob| exceeds 0.15 (15%) for
any player. Typically 3–5 per match. Stored in the replay JSON:
"critical_moments": [
{ "turn": 87, "delta": 0.22, "description": "SwarmBot loses 6 units in eastern engagement" },
{ "turn": 203, "delta": -0.31, "description": "GathererBot's core captured" }
]
The description is auto-generated from the turn's events (deaths, captures,
large position changes). No LLM needed — template-based.
Replay viewer integration:
- Sparkline graph below the main canvas: one line per player, color-coded
- Horizontal axis: turns. Vertical axis: 0%–100% win probability
- Critical moment markers: vertical dashed lines on the graph with labels
- Click to jump: clicking any point on the graph scrubs to that turn
- Quick nav buttons: "Next critical moment" / "Previous critical moment" to skip between turning points
This transforms replay viewing from "press play and wait 5 minutes" to "click the 3 interesting moments and watch 30 seconds of decisive action."
12.3 Replay Enrichment (Selective AI Commentary)
Select replays receive AI-generated natural language commentary — a play-by-play narration that makes matches accessible to casual viewers.
Not all replays are enriched. Commentary is generated selectively for:
- Featured matches: matches flagged by the system as particularly interesting (high win probability variance, close finishes, upsets where a lower-rated bot wins)
- Rivalry matches: matches between detected rivals (§12.5)
- Evolution milestones: first match of a newly promoted evolved bot, or matches where an evolved bot breaks into the top 10
- User-requested: participants can request enrichment for their own matches (rate-limited: 5 per day per bot)
Selection criteria (automatic):
enrich if:
- win_prob crossed 0.5 at least 3 times (back-and-forth match)
- final score difference ≤ 2
- winner's rating was ≥100 lower than loser's (upset)
- match involved a newly promoted evolved bot
- match is between detected rivals
At ~60 matches/hour, roughly 10–15% qualify — about 6–9 enriched replays per hour.
Commentary generation:
Enrichment is performed by a coding agent on Rackspace that takes the replay JSON + match metadata as input and generates a Markdown-formatted play-by-play output. The agent uses an LLM to analyze the replay data and produce structured commentary. This runs as a post-processing step on a dedicated Rackspace container (not on the match worker itself).
Agent input:
- Full replay JSON (turn-by-turn game state)
- Match metadata (players, ratings, map size, win condition)
- Win probability curve (sampled every 10 turns)
- Critical moments array
Agent output: a Markdown file ({match_id}-commentary.md) stored
alongside the replay in R2:
# SwarmBot vs GathererBot — 60x60 Grid
## Turn 1: Opening
Both bots spawn at opposite corners of a 60x60 grid with heavy wall
cover in the center. SwarmBot immediately sends all units east in a
tight cluster.
## Turn 42: First Contact
GathererBot's scout stumbles into SwarmBot's formation near the central
energy cluster. The scout is outnumbered 8-to-1 and eliminated instantly.
## Turn 87: The Turning Point
SwarmBot pushes through the eastern corridor but GathererBot has quietly
amassed 14 units behind the western wall line — a force SwarmBot doesn't
know exists.
Cost: ~$0.01-0.03 per enriched match at Haiku-class pricing. At 9 enriched matches/hour: ~$2-6/day, ~$60-180/month. Reasonable.
Replay viewer integration:
- The replay viewer fetches the companion
.mdfile from R2 and renders the Markdown as commentary subtitles below the canvas, synchronized to turn playback - Commentary sections are keyed to turn numbers; the viewer displays the relevant section as playback progresses
- Toggle on/off via a "Commentary" button
- Enriched replays are badged on the match list ("Featured" / "Narrated")
12.4 Shareable Replay Clips
One-click export of a replay segment as a GIF or video, formatted for major social media platforms. This is the viral growth engine.
Export formats:
| Preset | Resolution | Aspect | Format | Target |
|---|---|---|---|---|
| Landscape | 1920×1080 | 16:9 | MP4 | YouTube, Twitter, Discord |
| Square | 1080×1080 | 1:1 | MP4 | Twitter, Instagram feed |
| Portrait | 1080×1920 | 9:16 | MP4 | TikTok, YouTube Shorts, IG Stories |
| GIF (compact) | 640×360 | 16:9 | GIF | Discord embeds, forums |
| GIF (square) | 480×480 | 1:1 | GIF | Twitter, Slack |
User flow:
- While watching a replay, click "Clip" (scissors icon)
- Drag handles on the turn scrubber to select a segment (default: 20 turns centered on the current turn, or the nearest critical moment)
- Select format preset from dropdown
- Optional: toggle overlays (score, win probability, commentary subtitles)
- Click "Export"
- Browser records the Canvas replay segment using
OffscreenCanvas+MediaRecorderAPI (MP4/WebM) or gif.js (GIF) - Processing happens entirely client-side — no server cost
- Download button appears, plus "Share" buttons:
- Twitter/X: opens compose with the clip attached + auto-generated text ("SwarmBot pulls off a comeback against HunterBot! 🎮 aicodebattle.com/replay/{id}")
- Reddit: copies a markdown link with embedded video
- Discord: downloads the file (under Discord's 25MB upload limit)
- Copy link: shareable URL to the replay at the specific turn range
Clip overlay: the exported clip includes:
- Player names + colors in a header bar
- Score overlay (bottom-left)
- Win probability mini-graph (bottom strip, if enabled)
- "aicodebattle.com" watermark (small, bottom-right)
GIF optimization: GIFs are limited to 256 colors and can be large. The clip maker uses:
- Reduced frame rate (10 fps for GIF vs 30 fps for MP4)
- Color quantization optimized for the grid art style
- Max 10-second duration for GIFs (longer clips → MP4 only)
- Target size: <5 MB for GIFs, <15 MB for MP4
Implementation: ~200 lines of TypeScript. MediaRecorder for MP4,
gif.js for GIF, OffscreenCanvas for headless rendering. All runs in
the browser. The share buttons use Web Share API where available, fallback
to window.open() with pre-composed URLs.
12.5 Automatic Rival Detection
The platform automatically identifies rivalries — pairs of bots that frequently play each other with close results — and surfaces them as narrative-driven content.
Detection algorithm:
-- Run by the Rackspace index builder
SELECT
a.bot_id AS bot_a,
b.bot_id AS bot_b,
COUNT(*) AS matches,
SUM(CASE WHEN winner = a.player_slot THEN 1 ELSE 0 END) AS a_wins,
SUM(CASE WHEN winner = b.player_slot THEN 1 ELSE 0 END) AS b_wins
FROM match_participants a
JOIN match_participants b ON a.match_id = b.match_id AND a.bot_id < b.bot_id
JOIN matches m ON m.match_id = a.match_id
WHERE m.status = 'completed'
GROUP BY a.bot_id, b.bot_id
HAVING COUNT(*) >= 10
ORDER BY COUNT(*) * (1.0 - ABS(CAST(a_wins - b_wins AS REAL) / COUNT(*))) DESC
LIMIT 20
The ranking formula: matches_played × (1 - |win_rate_imbalance|).
High-scoring pairs have many matches with near-50/50 results — the
definition of a rivalry.
Rivalry page (/rivalry/{bot_a_id}/{bot_b_id}):
{
"bot_a": { "id": "b_4e8c1d2f", "name": "SwarmBot", "owner": "alice" },
"bot_b": { "id": "b_9a1b3c4d", "name": "HunterBot", "owner": "bob" },
"matches": 23,
"record": { "a_wins": 11, "b_wins": 11, "draws": 1 },
"closest_match": "m_abc123",
"longest_streak": { "holder": "b_4e8c1d2f", "length": 4 },
"recent_matches": ["m_abc123", "m_def456", ...],
"narrative": "SwarmBot and HunterBot have met 23 times — the series is dead even at 11-11-1. SwarmBot held a 4-match winning streak from Mar 15-18, but HunterBot answered with 3 straight victories. Their last match was decided by a single point."
}
The narrative is template-generated from the stats (no LLM needed):
"{bot_a} and {bot_b} have met {n} times — {record_description}.
{streak_description}. {recent_trend_description}."
Platform integration:
- Rivalry widget on the landing page: "Top Rivalries" with head-to-head records and links to key matches
- Bot profile pages show "Rivals" section listing detected rivalries
- Rivalry matches are auto-flagged for replay enrichment (§12.3)
- Leaderboard can show "rivalry mode" — filter to matches between two specific bots
12.6 Community Replay Feedback
Users can leave tagged feedback on specific moments in replays.
Feedback is anchored to a (replay_id, turn) pair and is visible to
other viewers. High-signal feedback is fed into the evolution pipeline
as strategic hints.
Feedback types:
| Type | Icon | Purpose |
|---|---|---|
| Tactical insight | 💡 | "This flanking move was brilliant because..." |
| Mistake spotted | ⚠️ | "Bot should have retreated here — outnumbered 3:1" |
| Strategy idea | 🧪 | "What if a bot used this wall corridor as a chokepoint?" |
| Highlight | ⭐ | "Amazing play" (lightweight, like a star/upvote) |
D1 schema:
CREATE TABLE replay_feedback (
feedback_id TEXT PRIMARY KEY,
match_id TEXT NOT NULL,
turn INTEGER NOT NULL,
type TEXT NOT NULL, -- 'insight', 'mistake', 'idea', 'highlight'
body TEXT NOT NULL,
author TEXT NOT NULL, -- free text (no accounts, like registration)
upvotes INTEGER NOT NULL DEFAULT 0,
created_at TEXT NOT NULL
);
CREATE INDEX idx_feedback_match ON replay_feedback(match_id, turn);
Replay viewer integration:
- Small markers appear on the turn scrubber at turns with feedback
- Hovering shows a preview count: "3 comments at turn 87"
- Clicking opens a side panel showing all feedback for that turn
- Users can add their own feedback via a form in the side panel
- Upvote button on each feedback item (1 per visitor via localStorage)
Feeding into evolution:
The evolution pipeline's prompt builder (§10.3) consumes community feedback as an additional signal:
- The Rackspace index builder aggregates high-upvote feedback of type
ideaandmistakeintodata/evolution/community_hints.json(deployed to Pages) - The evolver reads this file and includes the top-voted recent hints in the prompt:
## Community Tactical Insights (from replay annotations)
Replay m_abc123, Turn 87 (12 upvotes):
"The bot should have used the narrow wall corridor at (30,42)-(30,48)
as a chokepoint instead of engaging in the open. A defensive line of
3 units there could have held off the 8-unit swarm."
Replay m_def456, Turn 203 (8 upvotes):
"When outnumbered 3:1, retreating toward the nearest energy cluster
and spawning reinforcements is better than fighting — the focus combat
system guarantees you lose the 3v1."
- If a resulting evolved bot performs well, the feedback items that contributed to its prompt are credited on the evolution dashboard: "Feedback from user 'tactician42' on replay m_abc123 contributed to evo-py-g42-7f3a (rating: 1720)"
Moderation:
- Feedback is plain text, max 500 characters
- No accounts means no banning — but feedback is public and upvote-ranked, so low-quality content sinks
- A simple word filter catches obvious spam
- The evolution pipeline only consumes feedback with ≥3 upvotes, filtering noise automatically
- Admin can delete feedback via a D1 query (no UI needed initially)
Why this matters: It creates a human-AI collaboration loop. Spectators contribute strategic insight, the AI translates it into code, the platform evaluates it, and successful feedback is credited. This gives non-coders a way to participate meaningfully in the competition.
13. Platform Depth Features
13.1 Bot Debug Telemetry + Reasoning Visualization
Bots can optionally include a debug field in their move response. The
engine stores it in the replay without interpreting it. The replay viewer
renders it.
Extended move response schema:
{
"moves": [
{ "row": 10, "col": 15, "direction": "N" }
],
"debug": {
"reasoning": "3 energy within 5 tiles east; enemy cluster north — avoiding",
"targets": [
{ "row": 20, "col": 25, "label": "energy", "priority": 0.9 },
{ "row": 8, "col": 30, "label": "threat", "priority": 0.7 }
],
"values": {
"energy_reserves": 7,
"threat_level": "medium",
"mode": "gathering"
},
"heatmap": {
"name": "threat",
"data": [[0, 0, 0.2, 0.8], [0, 0.1, 0.5, 0.9]]
}
}
}
Schema rules for debug:
- Entirely optional — bots that omit it behave identically
- Max size: 10 KB per turn (prevents replay bloat; excess is truncated)
- The engine never reads or acts on debug data — it's pass-through to replay
- No fields inside
debugare validated beyond size — bots can put anything - Only the bot's owner sees debug data by default; owners can toggle public visibility per-bot in their bot profile
Replay viewer rendering:
| Debug field | Rendering |
|---|---|
reasoning |
Text in a collapsible side panel, one entry per turn |
targets |
Colored markers on the grid (green = high priority, red = low) with labels |
values |
Key-value table in the side panel, updates each turn |
heatmap |
Semi-transparent color overlay on the grid (blue→red gradient) |
All debug rendering is toggled via a "Debug" button in the viewer toolbar. When off, no debug data is shown (default for spectators). When on, the viewer shows the selected player's debug output.
Replay size impact:
A bot sending 5 KB of debug data per turn across 500 turns adds 2.5 MB to the replay. With gzip compression (~90% on structured JSON), that's ~250 KB. Acceptable alongside the ~50 KB base replay.
Why it matters: This is a visual debugger for distributed bot code. Instead of reading logs, developers watch their bot's thought process alongside its actions. For spectators who opt in, seeing "the bot is scared of the northern cluster" while watching it move south creates narrative that no commentary system can match.
13.2 Territory Control Heatmap Overlay
The replay viewer supports three visualization modes, toggled via a toolbar dropdown. All computed client-side from bot positions — no server cost.
Mode 1: Dots (default)
The current view — bots as colored circles on the grid. Minimal, clean, fast.
Mode 2: Voronoi Territory
Each tile on the grid is colored by which player's nearest bot is closest. Creates clean territorial borders that shift each turn.
Computation per turn:
for each visible tile (row, col):
min_dist = infinity
owner = none
for each bot on the grid:
d = toroidal_distance_squared(tile, bot)
if d < min_dist:
min_dist = d
owner = bot.owner
tile_color = player_colors[owner] at 30% opacity
For a 60×60 grid with 50 bots, that's 3,600 × 50 = 180,000 distance
calculations per turn — trivial for modern JS (~1ms). The result is a
per-tile color array rendered as a single full-grid Canvas fillRect pass
underneath the bot sprites.
Mode 3: Influence Gradient
Force projection based on bot count and distance. Each player's influence
at a tile is the sum of 1 / (1 + distance) across all their bots.
Rendered as a smooth gradient:
for each visible tile:
influence = [0, 0, ..., 0] // per player
for each bot:
d = toroidal_distance(tile, bot)
influence[bot.owner] += 1.0 / (1.0 + d)
dominant = argmax(influence)
strength = influence[dominant] / sum(influence)
tile_color = player_colors[dominant] at (strength × 50%) opacity
The gradient creates a softer, more organic visualization than Voronoi — you can see where influence is strong (dense, saturated) vs weak (faint, contested). Frontlines appear as narrow bands where no player dominates.
Performance: both modes compute in <5ms per turn on a 60×60 grid. The replay viewer caches the overlay bitmap per turn and only recomputes on turn change. At 32 turns/second (16× speed), this stays within frame budget.
Toolbar UI:
View: [Dots ▼] [Dots | Territory | Influence]
Switching modes is instant — the underlying replay data doesn't change, only the rendering pipeline.
13.3 Embeddable Replay Widget
A lightweight, standalone replay player that works in an iframe anywhere.
URL format:
https://aicodebattle.com/embed/{match_id}
https://aicodebattle.com/embed/{match_id}?start=87&speed=4&mode=territory
Query parameters:
| Param | Default | Description |
|---|---|---|
start |
0 | Starting turn |
speed |
2 | Playback speed (1, 2, 4, 8, 16) |
mode |
dots | Visualization mode (dots, territory, influence) |
autoplay |
true | Start playing on load |
controls |
true | Show play/pause and speed controls |
Widget design:
Stripped-down replay viewer: canvas + minimal controls bar. No scrubber, no side panel, no fog-of-war toggle. Just the match playing.
┌──────────────────────────────┐
│ │
│ [Canvas] │
│ │
├──────────────────────────────┤
│ ▶ 2x SwarmBot 3 — 1 Hunter │
│ Watch full ↗ │
└──────────────────────────────┘
"Watch full" links to the main replay page on aicodebattle.com.
Implementation:
- Separate route on Cloudflare Pages:
/embed/{match_id} - Loads the same replay JSON from R2
- Renders with the same Canvas engine, minus chrome
- Total bundle: ~50 KB (JS + CSS)
- Open Graph tags for rich previews when pasting the URL:
<meta property="og:title" content="SwarmBot vs HunterBot — AI Code Battle" /> <meta property="og:description" content="SwarmBot wins 3-1 in 342 turns" /> <meta property="og:image" content="https://data.aicodebattle.com/thumbnails/m_7f3a9b2c.png" /> - Thumbnail: auto-generated PNG of the final turn state, created by the Rackspace index builder or pre-rendered by the match worker
Cloudflare free tier impact: embed loads are Pages requests (unlimited). The replay JSON fetch is an R2 Class B read — already accounted for in the existing budget.
13.4 Replay Playlists + Auto-Curation
Automatically curated collections of replays, browsable from the static site's landing page.
Playlist definitions:
| Playlist | Query Criteria | Rebuild Frequency |
|---|---|---|
| "Closest Finishes" | final_score_diff <= 1 sorted by win_prob_crossings DESC |
Every ~90 min (index builder deploy) |
| "Biggest Upsets" | winner_rating - loser_rating <= -150 |
Every ~90 min |
| "Best Comebacks" | min(win_prob) < 0.2 AND winner = underdog |
Every ~90 min |
| "Evolution Breakthroughs" | Evolved bot's first win against a top-10 bot | Every ~90 min |
| "Rivalry Classics" | Matches between detected rivals, sorted by closeness | Every ~90 min |
| "This Week's Highlights" | Top 10 by community upvote count (from SS12.6) | Every ~90 min |
| "New Bot Debuts" | First match of each newly registered bot | Every ~90 min |
| "Season Highlights" | Top 20 matches of the current season by engagement | Every ~90 min |
R2 storage: data/playlists/{slug}.json
{
"name": "Closest Finishes",
"description": "Matches decided by a single point or less",
"updated_at": "2026-03-23T14:35:00Z",
"matches": [
{
"match_id": "m_7f3a9b2c",
"players": ["SwarmBot", "HunterBot"],
"scores": [3, 2],
"date": "2026-03-23T14:30:00Z",
"thumbnail_url": "https://data.aicodebattle.com/thumbnails/m_7f3a9b2c.png",
"enriched": true
}
]
}
Static site UI: landing page shows playlists as horizontal scrollable rows (Netflix-style). Each card shows a thumbnail, player names, and score. Click opens the replay.
Cloudflare free tier impact: playlist JSONs are tiny (<50 KB each). They're rebuilt by the Rackspace index builder and deployed to Pages -- just additional D1 queries within the existing index build cycle.
13.5 Prediction System
Visitors predict outcomes of upcoming notable matches. Correct predictions earn reputation. A prediction leaderboard tracks the best analysts.
Which matches get predictions:
The matchmaker flags a match as "predictable" when:
- Both bots are in the top 20
- It's a rivalry match
- It's a series match (§13.7)
- An evolved bot faces a top-10 human-written bot
At ~60 matches/hour, roughly 5–10% are flagged — about 3–6 per hour.
Flow:
- Scheduler creates a match job with
predictable: true - Worker API writes the match to a
predictions_openstate in D1 - Static site shows "Upcoming Matches" with a predict button
- Visitor clicks a player to predict (stored via
POST /api/predict) - Prediction window: open from job creation until the match starts executing (typically 1–5 minutes)
- Match executes normally
- On result submission, Worker resolves predictions in D1
- Rackspace index builder updates the prediction leaderboard JSON on Pages (next ~90-min deploy cycle)
D1 schema: (see SS8.3 for the consolidated schema)
CREATE TABLE predictions (
prediction_id TEXT PRIMARY KEY,
match_id TEXT NOT NULL,
predictor_id TEXT NOT NULL, -- localStorage-generated UUID
predictor_name TEXT, -- optional display name
predicted_bot_id TEXT NOT NULL, -- bot_id of the predicted winner
correct INTEGER, -- null until resolved
created_at TEXT NOT NULL
);
CREATE TABLE predictor_stats (
predictor_id TEXT PRIMARY KEY,
predictor_name TEXT,
correct INTEGER NOT NULL DEFAULT 0,
incorrect INTEGER NOT NULL DEFAULT 0,
streak INTEGER NOT NULL DEFAULT 0,
best_streak INTEGER NOT NULL DEFAULT 0,
rating REAL NOT NULL DEFAULT 1000.0
);
Predictions are tied to bot identity (predicted_bot_id), not player
slot. Resolution matches the winning bot's bot_id against the predicted
bot_id. This avoids ambiguity when the same bot appears in different
player slots across matches.
Predictor rating uses a simplified Elo: correct prediction on a balanced match (close ratings) = small gain; correct prediction on a heavy underdog = large gain.
Cloudflare free tier check:
| Metric | Usage | Limit |
|---|---|---|
| D1 writes | ~6 predictions/match × 6 matches/hour × 24h = ~864/day | 100K/day |
| D1 reads | ~50 leaderboard reads/day | 5M/day |
| Worker requests | POST /api/predict ~864/day |
100K/day |
Comfortably within limits. Even at 10× the assumed prediction volume (8,640/day), still under 9% of the write limit.
Static site UI:
- "Predictions" page showing upcoming predictable matches with bot profiles and head-to-head records
- One-click predict button (no login required — UUID from localStorage)
- After match: result shown with "You were right/wrong" + points earned
- Prediction leaderboard: top 50 analysts ranked by prediction rating
13.6 Map Evolution
Maps evolve alongside bots. High-engagement maps breed to produce new maps. Low-engagement maps retire. User feedback and positional fairness monitoring ensure quality.
Engagement scoring:
After each match, the map receives an engagement score:
engagement = (
win_prob_crossings × 3.0 +
critical_moments × 2.0 +
map_coverage_pct × 1.0 +
closeness × 2.0 +
avg_turn_count / max_turns × 1.0
)
where:
closeness = 1.0 - (abs(score_diff) / max(total_score, 1))
map_coverage_pct = tiles_visited_by_any_bot / total_open_tiles
The map's engagement score is the rolling average across its last 20 matches.
Positional fairness monitoring:
A map is positionally fair if no starting position has a systematic advantage. Monitored by tracking win rate per player slot:
SELECT
map_id,
player_slot,
COUNT(*) AS games,
AVG(CASE WHEN winner = player_slot THEN 1.0 ELSE 0.0 END) AS win_rate
FROM match_participants mp
JOIN matches m ON m.match_id = mp.match_id
GROUP BY map_id, player_slot
HAVING COUNT(*) >= 80
If any player slot's win rate deviates from the expected rate (1/N for N-player maps) by more than 10 percentage points across 80+ matches, the map is flagged as unfair and removed from the competitive pool. At 80 matches with a 10pp threshold, the false positive rate from random variance drops to ~2% (compared to ~15% at 20 matches).
Example: on a 2-player map, if player slot 0 wins 58% of the time after 80 matches, the map is flagged (58% - 50% = 8% -- close to threshold, monitored). At 60%, it is flagged and removed.
User map voting:
After watching a replay, visitors can upvote or downvote the map (not the match — the map). Stored in D1:
CREATE TABLE map_votes (
vote_id TEXT PRIMARY KEY,
map_id TEXT NOT NULL,
voter_id TEXT NOT NULL, -- localStorage UUID
vote INTEGER NOT NULL, -- +1 or -1
created_at TEXT NOT NULL,
UNIQUE(map_id, voter_id)
);
Map voting influences the evolution system:
- Maps with net negative votes get a 0.5× engagement multiplier (less likely to breed)
- Maps with >10 net positive votes get a 1.5× multiplier
- Maps with >20 net negative votes are force-retired regardless of engagement
The replay viewer shows a simple 👍/👎 widget for the map (not the bots) alongside map metadata (name, dimensions, wall density, energy count).
Breeding algorithm:
Runs weekly on the evolver (Rackspace Spot). Produces ~5 new maps per player-count tier.
1. Select parents:
- Top 5 maps by engagement × vote_multiplier for this player count
- Weighted random: higher engagement = more likely to be selected
2. Crossover:
- Divide parent maps into quadrants (or thirds for 3/6-player)
- Randomly select quadrants from each parent
- Compose into a new map
3. Apply symmetry:
- Generate one sector from the composed quadrants
- Mirror/rotate to fill the full map for the target player count
- This guarantees positional fairness by construction
4. Mutate:
- Randomly flip 5-10% of tiles (wall ↔ open)
- Shift 1-3 energy node positions by 1-3 tiles
- Apply cellular automata smoothing (2 iterations) to avoid
jagged walls
5. Validate:
- BFS from every core must reach every other core
- BFS from every core must reach ≥3 energy nodes
- Open area per player must be between 900 and 5000 tiles
- Wall density must be between 5% and 30%
6. Smoke-test:
- Run 3 matches with built-in bots on the candidate map
- Engagement score must exceed 50th percentile of current pool
- If failed: discard and retry (max 3 attempts per candidate)
7. Add to pool:
- Store map JSON in R2
- Insert into D1 maps table with `status: 'active'`
- Available for matchmaking in the next scheduler cycle
Lifecycle:
| Status | Meaning |
|---|---|
active |
In the matchmaking pool, eligible for competitive play |
probation |
Fairness flag triggered — under review, still playable |
retired |
Removed from pool (low engagement, unfair, or force-retired) |
classic |
Top 5 all-time maps, immune from retirement |
- Active pool: 50 maps per player count (2, 3, 4, 6)
- New maps: ~5 per week per player count
- Retirement: bottom 10% by engagement score pruned monthly
- Classic promotion: maps that sustain top-5 engagement for 3+ months
13.7 Multi-Game Series
Best-of-N matches between two bots across different maps. Series produce more meaningful ratings than single matches and create narrative arcs.
Series types:
| Type | Games | Trigger |
|---|---|---|
| Best-of-3 | 3 | Auto-scheduled for top-20 bots, 1 per day per bot |
| Best-of-5 | 5 | Weekly featured series between top rivalries |
| Best-of-7 | 7 | Season championship bracket (§13.9) |
Map selection for series:
Each game in a series uses a different map, selected to test different strategic dimensions:
Game 1: Map with highest engagement score (the "classic")
Game 2: Map with highest wall density in pool (corridors/chokepoints)
Game 3: Map with lowest wall density in pool (open field)
Game 4: Most recently evolved map (untested terrain)
Game 5+: Random from remaining pool
This ensures series test bot adaptability, not just performance on one map type.
D1 schema:
CREATE TABLE series (
series_id TEXT PRIMARY KEY,
bot_a_id TEXT NOT NULL,
bot_b_id TEXT NOT NULL,
format INTEGER NOT NULL, -- 3, 5, or 7
status TEXT NOT NULL DEFAULT 'pending',
a_wins INTEGER NOT NULL DEFAULT 0,
b_wins INTEGER NOT NULL DEFAULT 0,
season_id TEXT,
created_at TEXT NOT NULL,
completed_at TEXT
);
CREATE TABLE series_games (
series_id TEXT NOT NULL,
game_number INTEGER NOT NULL,
match_id TEXT, -- null until played
map_id TEXT NOT NULL,
winner INTEGER,
PRIMARY KEY (series_id, game_number)
);
Execution:
The scheduler creates all games in a series as pending jobs with sequential ordering. Workers execute them in order (game 2 doesn't start until game 1 completes). If either bot reaches the winning threshold (2 for bo3, 3 for bo5, 4 for bo7), remaining games are skipped.
Rating impact:
Series results contribute to Glicko-2 ratings as follows:
- Each individual game in the series contributes to the pairwise rating update (same as a single match)
- The series winner gets a bonus rating adjustment of +10 mu (small but meaningful — rewards series consistency)
Replay presentation:
The series page (/series/{series_id}) shows all games as a unified
experience:
SwarmBot vs HunterBot — Best of 5 (Season 4 Semifinals)
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Game 1 ✓ SwarmBot 3-1 Map: The Labyrinth [Watch]
Game 2 ✓ HunterBot 2-4 Map: Open Expanse [Watch]
Game 3 ✓ HunterBot 1-3 Map: Coral Reef [Watch]
Game 4 ??? [Reveal]
Game 5 ??? [Reveal]
Series: HunterBot leads 2-1
Spoiler toggle: by default, future games are hidden ("???"). Viewers click "Reveal" to show the result — or "Watch All" to experience the series sequentially with auto-advancing between games.
13.8 Match Event Timeline
A horizontal event ribbon below the replay canvas showing significant events as colored, clickable icons.
Event types:
| Icon | Event | Trigger |
|---|---|---|
| ⚔️ | Combat | 2+ bots died this turn |
| 🏰 | Core captured | A core was razed |
| 💎 | Energy milestone | Player collected 3+ energy in one turn |
| 💀 | Mass death | 5+ bots died this turn |
| 📈 | Momentum shift | Win probability crossed 50% |
| 🌟 | Critical moment | Win probability shifted >15% |
| 🐣 | Spawn wave | 3+ bots spawned this turn |
Implementation:
Events are extracted client-side from the replay data on load. For each
turn, check the events array (deaths, captures, spawns, energy_collected)
against the trigger thresholds. Win probability events come from the
win_prob and critical_moments arrays already in the replay.
Rendering:
┌──────────────────────────────────────────────────┐
│ [Canvas] │
├──────────────────────────────────────────────────┤
│ Win Prob: ~~~~~~~~~/\~~~~~/\~~~~/\~~~~~~ │ ← sparkline
├──────────────────────────────────────────────────┤
│ Events: ·💎·····⚔️··💎···🏰⚔️···💎···⚔️💀··🏰🌟│ ← timeline
├──────────────────────────────────────────────────┤
│ ◄ ▶ ⏸ Turn 203/500 Speed: 4x View: [Dots]│ ← controls
└──────────────────────────────────────────────────┘
- Icons are positioned proportionally along the timeline by turn number
- Hovering an icon shows a tooltip: "Turn 87: 3 bots killed in eastern corridor"
- Clicking an icon scrubs the replay to that turn
- Dense clusters of icons indicate "hot zones" of activity — visually obvious even at a glance
- The timeline is rendered as an HTML element overlaid on the viewer (not Canvas) for accessibility and hover interactions
The event timeline and win probability graph work together: the graph shows the trend, the timeline shows the moments. A viewer can scan the timeline for icon clusters, then check the win probability graph to see if those moments mattered.
13.9 Seasonal Rotations
The platform runs in seasons — 4-week competitive periods with a fresh map pool, a new ladder, and a theme. Seasons provide urgency, freshness, and a reason to come back.
Season structure:
| Week | Phase | Description |
|---|---|---|
| 1 | Discovery | New map pool + theme released. All bots start at default rating. Exploration matches. |
| 2–3 | Competition | Main ladder. Matchmaking intensifies. Mid-season stats published. |
| 4 | Championship | Top 8 bots by rating enter a best-of-7 bracket. Season champion crowned. |
| Between | Break (3 days) | New maps bred via map evolution. Season archive published. |
What resets each season:
- Glicko-2 ratings (mu/phi/sigma reset to defaults)
- Map pool (evolved maps from previous season + new generated maps)
- Prediction standings
- Playlist contents
What persists:
- Bot registrations and endpoints (bots don't re-register)
- All-time records and historical season archives (browsable)
- Evolution population (continues across seasons, adapts to new maps)
- Community feedback and replay annotations
D1 schema:
CREATE TABLE seasons (
season_id TEXT PRIMARY KEY,
name TEXT NOT NULL,
theme TEXT NOT NULL,
rules_version INTEGER NOT NULL,
started_at TEXT NOT NULL,
ended_at TEXT,
champion_id TEXT,
status TEXT NOT NULL DEFAULT 'active'
);
Season themes and game rule versioning:
Each season can introduce minor rule variations that keep the meta fresh. The critical constraint: existing bots must continue to work without modification. This is achieved through additive, optional changes only.
Backward compatibility rules:
ALLOWED per-season changes (additive, non-breaking):
✓ New tile types that bots can ignore (treated as open by old bots)
✓ New optional fields in the game state JSON (old bots ignore them)
✓ Adjusted numeric parameters within the existing schema:
- vision_radius2, attack_radius2, spawn_cost, energy_interval
- These are sent in the config object each match — bots that read
config adapt automatically; bots that hardcode values still work
but may be suboptimal
✓ New scoring bonuses (additive to existing scoring)
✓ Map pool changes (different maps, not different map format)
FORBIDDEN (would break existing bots):
✗ Removing or renaming existing fields in game state / move schema
✗ Changing the meaning of existing fields
✗ New required fields in the move response
✗ Changing the coordinate system or grid topology
✗ Removing movement directions (N/E/S/W)
✗ Changing the turn structure (phases must remain in the same order)
Example seasonal themes:
| Season | Theme | Rule Variation |
|---|---|---|
| 1 | "The Labyrinth" | High wall density maps, vision_radius2: 36 (reduced from 49) |
| 2 | "Energy Rush" | energy_interval: 5 (doubled production), spawn_cost: 2 (cheaper bots) |
| 3 | "Fog of War" | vision_radius2: 25 (heavily reduced), new optional sonar field in game state showing approximate enemy count per quadrant |
| 4 | "The Colosseum" | attack_radius2: 8 (extended range), open maps, aggressive meta |
| 5 | "Shifting Sands" | New tile type quicksand in game state (bots that don't handle it treat it as open — they can enter but movement costs 2 turns) |
For season 5's quicksand example: the game state sends
{ "row": 15, "col": 20, "type": "quicksand" } in a new terrain array.
Old bots that don't read terrain still function — they walk through
quicksand unknowingly (and get slowed). New bots that parse terrain can
avoid quicksand tiles, gaining a strategic edge. This creates an incentive
to update bots each season without forcing anyone to.
Season config in the match protocol:
The game state's config object already includes all tunable parameters.
Seasonal changes are just different values:
{
"config": {
"season_id": "s4",
"season_name": "The Colosseum",
"rules_version": 4,
"rows": 60,
"cols": 60,
"max_turns": 500,
"vision_radius2": 49,
"attack_radius2": 8,
"spawn_cost": 3,
"energy_interval": 10,
"special_tiles": ["quicksand"]
}
}
Bots that read config.attack_radius2 adapt automatically. Bots that
hardcode attack_radius2 = 5 still work but use stale assumptions.
special_tiles is a new array listing any non-standard tile types in
play — old bots that don't read it are unaffected.
Season archive:
Each completed season gets an archive page (/season/{season_id}):
- Champion + top 10 + bracket results
- Most improved bot (biggest rating gain)
- Best newcomer (highest-rated bot registered this season)
- Most watched match (by replay view count)
- Evolution highlights (best evolved bot, most creative strategy)
- Map of the season (highest engagement score)
- All replays preserved and browsable
Season championship bracket:
In week 4, the top 8 bots enter a single-elimination bracket of best-of-7 series (§13.7). The bracket is published on the season page with live updates as series complete.
Quarterfinals:
#1 SwarmBot vs #8 NewBot → SwarmBot (4-1)
#4 GathererBot vs #5 RusherBot → RusherBot (4-3)
#3 HunterBot vs #6 evo-go-g12 → HunterBot (4-2)
#2 GuardianBot vs #7 evo-py-g8 → GuardianBot (4-0)
Semifinals:
SwarmBot vs RusherBot → SwarmBot (4-2)
HunterBot vs GuardianBot → HunterBot (4-3)
Finals:
SwarmBot vs HunterBot → ???
13.10 Bot Profile Cards
Auto-generated visual cards summarizing a bot's identity, stats, and character in a single shareable image.
Card generation:
The card is rendered as a PNG via OffscreenCanvas (in the browser on demand, or pre-rendered by the Rackspace index builder for top-50 bots).
Card content:
┌─────────────────────────────────┐
│ │
│ SwarmBot #3 │
│ by alice Rating: 1820 │
│ │
│ ┌─────────────────────────┐ │
│ │ Archetype: │ │
│ │ FORMATION SWARM │ │
│ │ │ │
│ │ Season 4 · 142 games │ │
│ └─────────────────────────┘ │
│ │
│ Win Rate 69% ████████░░ │
│ vs Rushers 82% █████████░ │
│ vs Turtles 45% ████░░░░░░ │
│ │
│ Signature: Eastern corridor │
│ push on 4-player maps │
│ │
│ Rival: HunterBot (11-11-1) │
│ │
│ ⚔️ 847 kills 💎 2.1k energy │
│ 🏰 23 captures 📈 +320 Elo │
│ │
│ aicodebattle.com │
└─────────────────────────────────┘
Data sources (all from existing bot profile JSON):
| Field | Source |
|---|---|
| Rating, rank | Leaderboard |
| Archetype | Strategy classifier from behavioral features (§12 evolution meta) |
| Win rate breakdown | D1 query: wins vs each archetype cluster |
| Signature | Most statistically distinctive behavior vs population average |
| Rival | From rival detection (§12.5) |
| Kill/energy/capture stats | Aggregate from match_participants |
"Signature" computation:
For each bot, compare its behavioral features (aggression, economy, exploration, formation) to the population mean. The dimension where the bot deviates most is its signature. Combined with map-type analysis:
if bot.aggression is 2σ above mean AND best_map_type == "4-player":
signature = "Aggressive multi-front warfare on 4-player maps"
if bot.economy is 1.5σ above mean AND bot.exploration > 80%:
signature = "Full-map economic dominance"
Template-generated from ~20 signature patterns.
Sharing:
- "Share Card" button on the bot profile page generates a PNG download
- Direct URL:
https://aicodebattle.com/card/{bot_id}.png- Served as a static PNG from R2 (pre-rendered for top-50 bots)
- Or rendered on-demand via a Worker that reads the bot profile JSON,
draws to Canvas (using
@cloudflare/workers-typesCanvas API or a pre-built image template), and returns the PNG
- Open Graph tags on the URL so pasting it into Twitter/Discord/Slack
shows the card as a rich preview:
<meta property="og:image" content="https://aicodebattle.com/card/b_4e8c1d2f.png" /> <meta property="og:title" content="SwarmBot — #3 Rated — AI Code Battle" /> - The card image includes the platform URL as a watermark, driving traffic
14. Ecosystem & Polish
14.1 Weekly Meta Report (Blog Posts)
Every Monday, the platform publishes a "State of the Game" blog post — an auto-generated analysis of the competitive landscape for the current season.
Published to: /blog/meta-week-{N}-season-{S} on the static site.
Blog infrastructure:
Blog posts are Markdown files stored in R2 (blog/posts/{slug}.json),
each containing:
{
"slug": "meta-week-12-season-4",
"title": "Week 12 Meta Report — Season 4: The Colosseum",
"date": "2026-03-23",
"type": "meta-report",
"content_md": "# Week 12 Meta Report\n\n## Dominant Strategies\n...",
"summary": "Swarm tactics dominate as attack_radius2 increase favors formations...",
"tags": ["meta-report", "season-4"]
}
The static site's /blog page fetches blog/index.json (list of all
posts) and renders them client-side with a Markdown renderer.
Report contents:
| Section | Data Source | Generation |
|---|---|---|
| Dominant Strategies | Archetype distribution of top-20 bots | D1 query → template |
| Rising / Falling Bots | Biggest rating movers (±) this week | D1 query → template |
| Counter-Strategy Spotlight | Under-represented archetypes in top 20 | D1 query → LLM narrative |
| Map of the Week | Highest engagement map | D1 query → template |
| Evolution Highlights | Promotion count, best evolved bot, most novel attempt | D1 query → LLM narrative |
| Prediction Standings | Top 5 predictors, accuracy rates | D1 query → template |
| Season Progress | Weeks remaining, championship seedings | D1 query → template |
Generation pipeline:
- The Rackspace index builder runs a weekly blog generation pass (triggered
on
dayOfWeek === 1during its regular cycle) - Queries D1 via Worker API for all data points above
- Template-fills the structured sections (strategy distribution, ratings, maps, predictions)
- Sends the free-text sections (counter-strategy spotlight, evolution highlights) to a cheap LLM with the data context + a journalism-style prompt
- Assembles the full Markdown post
- Includes the blog JSON file in the next Pages deploy
- Updates
data/blog/index.jsonin the deploy
Cost: one LLM call per week (~$0.05). Negligible.
Why blog posts: Blog posts are indexable by search engines (driving organic traffic), shareable as URLs, and accumulate into a historical record of the platform's competitive evolution. They also give the platform a human-feeling editorial voice even though the content is auto-generated.
14.2 Public Match Data (Static JSON)
All platform data is already pre-computed and stored as static JSON files. Index files are served from Pages (deployed every ~90 min by the Rackspace index builder). Replays and per-match data are served from R2 (written in real time by match workers). The "API" is simply documented file paths -- no Worker endpoints, no query parameters, no rate limiting needed.
Documented data paths:
PAGES = https://aicodebattle.com
R2 = https://data.aicodebattle.com
--- Served from Pages (index files, updated every ~90 min) ---
Leaderboard:
GET {PAGES}/data/leaderboard.json
Bot directory:
GET {PAGES}/data/bots/index.json
GET {PAGES}/data/bots/{bot_id}.json
Match index:
GET {PAGES}/data/matches/index.json
GET {PAGES}/data/matches/index-{page}.json (older pages)
Series:
GET {PAGES}/data/series/index.json
GET {PAGES}/data/series/{series_id}.json
Seasons:
GET {PAGES}/data/seasons/index.json
GET {PAGES}/data/seasons/{season_id}.json
Playlists:
GET {PAGES}/data/playlists/{slug}.json
Meta:
GET {PAGES}/data/meta/archetypes.json
GET {PAGES}/data/meta/rivalries.json
Evolution (indexes):
GET {PAGES}/data/evolution/lineage.json
GET {PAGES}/data/evolution/meta.json
Blog:
GET {PAGES}/data/blog/index.json
GET {PAGES}/data/blog/posts/{slug}.json
Predictions:
GET {PAGES}/data/predictions/leaderboard.json
GET {PAGES}/data/predictions/open.json
--- Served from R2 (real-time data, written by workers/evolver) ---
Individual match metadata:
GET {R2}/matches/{match_id}.json
Replays:
GET {R2}/replays/{match_id}.json.gz
Maps:
GET {R2}/maps/index.json
GET {R2}/maps/{map_id}.json
Evolution (live feed):
GET {R2}/evolution/live.json
Replay format specification:
Published at /docs/replay-format on the static site. Contains:
- JSON Schema file (
replay-schema-v{N}.json) in R2 — third-party tools can validate replays programmatically - Field-by-field documentation with types, semantics, and examples
- Versioning policy: additive changes only, matching the seasonal backward compatibility rules (§13.9). New fields may appear in future versions; old fields are never removed or renamed.
- Example replays for each version (downloadable from R2)
- Changelog of schema changes per season
Documentation page (/docs/data):
A static page listing every data path above with descriptions, update
frequency, and example curl commands. No authentication, no API keys,
no rate limiting — it's just static files.
Why static JSON, not a Worker API:
All this data already exists as static files -- index files on Pages, replays and per-match data on R2. The Rackspace index builder already produces leaderboard.json, bot profiles, match indexes, playlists, etc. Adding an API layer on top would consume Worker invocations (limited to 100K/day on free tier) for data that's already pre-computed and publicly readable. Pages files scale infinitely with zero cost; R2 files serve with zero egress cost.
Third-party tools just fetch() the URLs. If they need to poll for
updates, they check the updated_at field in each JSON file. Pages index
files refresh every ~90 minutes. R2 cache headers guide freshness for
replays (immutable) and the evolution live feed (10s).
14.3 Accessibility Suite
Color-blind safe palettes:
The platform ships with two palette options. Users toggle between them via a dropdown in the replay viewer toolbar. Preference persists in localStorage.
| Players | Default | Color-Blind Safe (Tol) |
|---|---|---|
| Player 1 | Blue (#2196F3) | Blue (#0077BB) |
| Player 2 | Red (#F44336) | Orange (#EE7733) |
| Player 3 | Green (#4CAF50) | Cyan (#009988) |
| Player 4 | Yellow (#FFEB3B) | Magenta (#EE3377) |
| Player 5 | Purple (#9C27B0) | Grey (#BBBBBB) |
| Player 6 | Teal (#009688) | Black (#000000) |
The Tol palette is designed by Paul Tol for maximum distinguishability under protanopia, deuteranopia, and tritanopia.
Shape-per-player (redundant encoding):
Each player's bots are rendered with a distinct shape in addition to color, ensuring identification without color vision:
| Player | Shape |
|---|---|
| 1 | Circle ● |
| 2 | Square ■ |
| 3 | Triangle ▲ |
| 4 | Diamond ◆ |
| 5 | Pentagon ⬠ |
| 6 | Hexagon ⬡ |
Shapes are visible in all three view modes (dots, territory, influence). In territory/influence mode, bot sprites retain their shapes on top of the colored overlay.
Keyboard shortcuts:
| Key | Action |
|---|---|
Space |
Play / Pause |
← / → |
Step back / forward one turn |
Shift+← / Shift+→ |
Jump 10 turns |
[ / ] |
Previous / Next critical moment |
1–5 |
Speed preset (1×, 2×, 4×, 8×, 16×) |
V |
Cycle view mode (dots → territory → influence) |
F |
Cycle fog of war perspective |
T |
Toggle debug telemetry panel |
E |
Toggle event timeline |
C |
Toggle commentary subtitles |
? |
Show keyboard shortcuts overlay |
A "⌨️" icon in the toolbar opens the shortcuts reference as an overlay.
High contrast mode:
Toggled via toolbar or H key. Changes:
- Grid lines: thin grey → bold white
- Background: dark grey → pure black
- Bot sprites: add 2px white outline
- Territory/influence overlays: increase opacity from 30% to 50%
- Energy nodes: yellow → bright white with yellow border
- Walls: dark grey → medium grey with white border
- Dead bots: fading red → solid white X
Reduced motion:
Respects the prefers-reduced-motion CSS media query automatically.
When active:
- Energy node pulse animation → static icon
- Dead bot fade effect → instant removal
- Bot movement trails → disabled
- Combat flash → static highlight for one turn
- Replay speed presets remain (this is user-controlled motion, not decorative)
Screen reader transcript:
A "Transcript" button in the toolbar opens a text panel showing a turn-by-turn summary generated from replay events:
Turn 87: Player 1 (SwarmBot) moved 8 bots east. Player 2 (HunterBot)
moved 3 bots south. Combat at (30,42): 2 SwarmBot units and 1 HunterBot
unit killed. SwarmBot collected energy at (25,38). Win probability:
SwarmBot 62%, HunterBot 38%.
Generated client-side from the replay data. ARIA live region announces each turn's summary during auto-playback.
Focus management:
- All interactive elements have visible focus indicators (2px blue outline, offset by 2px for contrast)
- Tab order follows a logical flow: toolbar → canvas (focusable for keyboard shortcuts) → scrubber → controls
- Canvas receives focus on click; keyboard shortcuts only activate when canvas is focused (prevents conflicts with page-level shortcuts)
- Skip-to-content link at page top for screen reader users
14.4 Live Evolution Observatory
The evolution dashboard becomes a real-time observatory where visitors watch the AI evolution system work — candidates being generated, tested, rejected, and promoted.
Data flow:
The evolver on Rackspace writes a status file to R2 at each stage of every evolution cycle:
PUT data.aicodebattle.com/data/evolution/live.json
Updated at every state transition: generation start, validation complete, each evaluation match result, promotion decision. At ~15 minutes per cycle with ~5 state transitions, that's ~20 R2 writes per hour (~14,400/month — 1.4% of the 1M Class A free limit).
live.json schema:
{
"updated_at": "2026-03-23T14:32:15Z",
"cycle": {
"generation": 847,
"started_at": "2026-03-23T14:20:00Z",
"phase": "evaluating",
"candidate": {
"id": "go-847-3",
"island": "go",
"language": "Go",
"parents": [
{ "id": "go-831-1", "rating": 1580 },
{ "id": "go-839-2", "rating": 1540 }
],
"community_hint": "try retreating when outnumbered 3:1",
"validation": {
"syntax": { "passed": true, "time_ms": 120 },
"schema": { "passed": true, "time_ms": 450 },
"smoke": { "passed": true, "time_ms": 3200 }
},
"evaluation": {
"matches_total": 10,
"matches_played": 4,
"results": [
{ "opponent": "strategy-random", "won": true, "score": "5-1" },
{ "opponent": "strategy-swarm", "won": false, "score": "2-3" },
{ "opponent": "evo-go-g840", "won": true, "score": "4-2" },
{ "opponent": "strategy-hunter", "won": true, "score": "3-1" }
]
}
}
},
"recent_activity": [
{
"time": "2026-03-23T14:32:00Z",
"generation": 847,
"candidate": "go-847-2",
"island": "go",
"result": "rejected",
"reason": "Nash gate: expected payoff -0.12 vs Nash mixture",
"stage": "promotion"
},
{
"time": "2026-03-23T14:28:00Z",
"generation": 846,
"candidate": "py-846-5",
"island": "python",
"result": "rejected",
"reason": "Smoke test: crashed on turn 12",
"stage": "validation"
},
{
"time": "2026-03-23T14:25:00Z",
"generation": 846,
"candidate": "rs-846-1",
"island": "rust",
"result": "promoted",
"bot_id": "evo-rs-g846",
"initial_rating": 1500,
"stage": "deployment"
}
],
"islands": {
"python": { "population": 18, "best_rating": 1580, "best_bot": "evo-py-g820" },
"go": { "population": 20, "best_rating": 1650, "best_bot": "evo-go-g831" },
"rust": { "population": 17, "best_rating": 1520, "best_bot": "evo-rs-g846" },
"mixed": { "population": 20, "best_rating": 1710, "best_bot": "evo-mx-g802" }
},
"totals": {
"generations_total": 847,
"candidates_today": 96,
"promoted_today": 12,
"promotion_rate_7d": 0.12,
"highest_evolved_rating": 1710,
"evolved_in_top_10": 3
}
}
Observatory page (/evolution):
The static site polls live.json every 10 seconds and renders:
Top bar: island overview
┌────────────┬────────────┬────────────┬────────────┐
│ 🐍 Python │ 🔵 Go │ 🦀 Rust │ 🔀 Mixed │
│ pop: 18 │ pop: 20 │ pop: 17 │ pop: 20 │
│ best: 1580│ best: 1650│ best: 1520│ best: 1710│
└────────────┴────────────┴────────────┴────────────┘
Center: current cycle status
Shows the current candidate's progress through the pipeline as a
step indicator: [Generate] → [✓ Syntax] → [✓ Schema] → [✓ Smoke] → [Evaluating 4/10] → [Promotion?]
Below that, a mini-results table showing the candidate's evaluation matches as they complete: opponent, result, score.
If a community hint influenced this candidate's prompt, it's shown:
💡 Community hint: "try retreating when outnumbered 3:1" (by tactician42)
Bottom: activity feed
A scrolling log of recent evolution events, color-coded:
- 🟢 Promoted (green)
- 🔴 Rejected at validation (red)
- 🟡 Rejected at Nash gate (yellow)
Each entry shows the candidate ID, island, result, and reason.
Tabs: lineage tree + meta chart
-
Lineage tree: interactive d3.js force-directed graph. Each node is a bot (evolved or built-in). Edges connect parents to children. Nodes are colored by island. Size proportional to rating. Click a node to see the bot's profile. The tree grows as new bots are promoted.
-
Meta shift chart: stacked area chart (d3.js or Chart.js) showing the archetype distribution of the evolved population over generations. X-axis: generation number. Y-axis: percentage. Each archetype is a colored band. Watch strategies emerge, dominate, and get countered over time.
Both visualizations are built from data/evolution/lineage.json and
data/evolution/meta.json (served from Pages, produced by the Rackspace
index builder). The live feed overlay is the only component that polls
live.json from R2.
14.5 Narrative Engine (Chronicles)
Auto-generated storylines from match data, published alongside the weekly
meta report as blog posts on /blog.
Story arc detection:
The weekly index builder pass (same as the meta report, SS14.1) scans D1 for active story arcs:
| Arc Type | D1 Query Trigger |
|---|---|
| Rise | Bot gained ≥200 rating in the last 7 days |
| Fall | Bot lost ≥200 rating in the last 7 days |
| Rivalry Intensifies | Rivalry pair played 5+ matches this week with alternating wins |
| Upset of the Week | Biggest single-match rating gap where the underdog won |
| Evolution Milestone | Evolved bot reached a new all-time-high rating or entered top 5 |
| Comeback | Bot recovered ≥150 rating after a decline |
| Season Narrative | End of season (championship results, final standings) |
Generation pipeline:
- Detect 3–5 active arcs from D1 queries
- For each arc, compile context: bot profiles, rating history, key match IDs with scores, archetype data, rival relationships
- Prompt a cheap LLM (Haiku-class):
Write a 200-word sports-journalism narrative about this event in the
AI Code Battle platform. Be dramatic but factual. Reference specific
matches. Write in present tense. Do not use emojis.
Arc type: Rise
Bot: evo-go-g31
Season: 4 (The Colosseum)
Rating: 1320 → 1580 over 7 days
Key matches:
- Beat SwarmBot (#1, 1820) on "The Labyrinth" — score 4-2, turn 287
- Won bo3 series vs HunterBot (#4, 1650) 2-1
- Lost to GuardianBot (#2, 1720) by 1 point on "Open Expanse"
Archetype: hybrid swarm-gatherer
Origin: evolved, generation 31, Go island
Parents: evo-go-g28 (gatherer archetype) × evo-go-g25 (swarm archetype)
Community hint that influenced it: "combine tight formations with
energy-first opening"
- Assemble output as a blog post JSON file with:
- Headline (generated by LLM)
- 200-word narrative
- Embedded replay links for key matches
- Bot profile card image (§13.10)
- Rating chart (data for client-side rendering)
- Write to R2:
blog/posts/{slug}.json - Update
blog/index.json
Blog page (/blog):
- Lists all posts reverse-chronologically
- Post types:
meta-reportandchronicle(story arcs) - Each post renders as a full page with embedded replay widgets (§13.3) at key moments
- Tags for filtering:
meta-report,rise,fall,rivalry,upset,evolution,comeback,season-recap
Weekly output: 1 meta report + 3–5 chronicles = 4–6 blog posts/week.
Cost: ~$0.05 per LLM call × 6 posts/week = ~$0.30/week, ~$1.30/month.
Why it matters: Chronicles transform raw match data into stories that people share, discuss, and follow. "The Rise of evo-go-g31" is a headline someone posts on Hacker News. "GathererBot's Decline" is a cautionary tale that sparks strategy discussion. The narrative engine gives the platform a voice — it feels alive, with characters and plot arcs, not just numbers on a leaderboard.
15. User Experience Design
The platform serves three distinct audiences with different needs. The UX must be simple enough that a first-time visitor understands the platform in 10 seconds, and deep enough that a regular user can access all features without friction. Mobile and desktop are both first-class.
15.1 Audiences
| Audience | What They Want | Frequency |
|---|---|---|
| Spectator | Watch cool bot battles, browse leaderboard, follow stories | Daily, 5–15 min sessions |
| Participant | Build and improve bots, track performance, iterate | Several times/week, 30–60 min sessions |
| Visitor | Understand what this is, see something impressive, maybe come back | Once, 1–3 minutes |
The default experience is optimized for spectators — the largest audience. Participants have dedicated sections. First-time visitors get a clear value proposition immediately.
15.2 Information Architecture
/ Home (hero + featured replay + highlights)
├── /watch Spectator hub
│ ├── /watch/replays Browse all replays (playlists, search, filters)
│ ├── /watch/replay/{id} Full replay viewer
│ ├── /watch/series/{id} Series replay page
│ └── /watch/predictions Predict upcoming matches
├── /compete Participant hub
│ ├── /compete/sandbox In-browser WASM sandbox
│ ├── /compete/register Register a bot
│ ├── /compete/bot/{id} Your bot's dashboard (owner view)
│ └── /compete/docs Protocol spec, starter kits, guides
├── /leaderboard Rankings (current season)
├── /evolution Evolution observatory (live feed + lineage)
├── /blog Meta reports + chronicles
├── /season/{id} Season archive (past) or current season status
└── /bot/{id} Bot public profile (anyone can view)
Three entry points, three audiences:
- Spectators enter through
/watchor the homepage highlights - Participants enter through
/competeor/compete/sandbox - Visitors land on
/and are guided to one of the above
15.3 Homepage
The homepage answers three questions in 10 seconds:
- What is this? (headline)
- What does it look like? (auto-playing featured replay)
- What can I do? (two clear CTAs)
Layout:
┌──────────────────────────────────────────────────┐
│ AI Code Battle │
│ Bots compete. Strategies evolve. You watch. │
│ │
│ [Watch Battles] [Build a Bot] │
├──────────────────────────────────────────────────┤
│ │
│ ┌──────────────────────────────────────────┐ │
│ │ Featured Replay (auto-playing, muted) │ │
│ │ Territory view, win probability graph │ │
│ │ Commentary subtitles if enriched │ │
│ └──────────────────────────────────────────┘ │
│ "SwarmBot vs HunterBot — Season 4 Semifinals" │
│ │
├──────────────────────────────────────────────────┤
│ Top 5 Leaderboard │ Latest Stories │
│ #1 SwarmBot 1820 │ "The Rise of evo-go-g31"│
│ #2 GuardianBot 1720 │ "Week 12 Meta Report" │
│ #3 evo-mx-g802 1710 │ "Rivalry: Swarm v Hunt" │
│ #4 HunterBot 1650 │ │
│ #5 evo-go-g831 1650 │ │
│ [Full leaderboard →] │ [All stories →] │
├─────────────────────────┴─────────────────────────┤
│ Playlists │
│ [Closest Finishes] [Biggest Upsets] [Comebacks] │
│ ← scrollable cards with thumbnails → │
├──────────────────────────────────────────────────┤
│ Season 4: The Colosseum — Week 3 of 4 │
│ Championship bracket starts in 8 days │
│ [Predictions open →] │
├──────────────────────────────────────────────────┤
│ Evolution Observatory (mini) │
│ Gen #847 · 12 bots promoted today · 3 in top 10 │
│ [Watch evolution live →] │
└──────────────────────────────────────────────────┘
Key decisions:
- The featured replay auto-plays in territory view (most visually impressive mode) — the visitor sees something immediately interesting without clicking anything
- Two CTAs, not five — "Watch" for spectators, "Build" for participants
- The leaderboard is a compact summary, not the whole page — the platform is about watching, not reading tables
- Playlists are below the fold but above the season/evolution sections
- Everything above the fold fits on a 1080p screen
15.4 Navigation
Desktop: persistent top bar
┌──────────────────────────────────────────────────┐
│ ⚔️ AI Code Battle Watch Compete Leaderboard │
│ Evolution Blog Season 4 │
└──────────────────────────────────────────────────┘
- Logo + name (links to home)
- Primary nav: Watch, Compete, Leaderboard
- Secondary nav: Evolution, Blog, current Season
Mobile: bottom tab bar + hamburger
┌──────────────────────────────────────────┐
│ [content area] │
│ │
│ │
├──────────────────────────────────────────┤
│ 🏠 Home 👀 Watch ⚔️ Compete 🏆 Board │
└──────────────────────────────────────────┘
Four bottom tabs for the primary actions. Evolution, Blog, Season, and secondary pages are accessed via the hamburger menu (☰) in the top bar.
The bottom tab bar is the standard mobile pattern (iOS tab bar, Android bottom nav). Thumb-reachable, always visible, no scrolling needed to navigate.
15.5 Responsive Design
The platform is designed mobile-first for spectating and desktop-first for participating (writing bots).
Breakpoints:
| Breakpoint | Target | Layout |
|---|---|---|
| <640px | Phone | Single column, bottom tab bar, touch-optimized |
| 640–1024px | Tablet | Two column where useful, top nav |
| >1024px | Desktop | Full layout, sidebar where appropriate |
Replay viewer on mobile:
The replay viewer is the most complex component. On mobile:
┌────────────────────┐
│ │
│ [Canvas] │ ← full width, 1:1 aspect ratio
│ │
├────────────────────┤
│ ▶ 4x Score: 3-1 │ ← compact controls bar
├────────────────────┤
│ ··⚔️··💎··🏰··⚔️·· │ ← event timeline (scrollable)
├────────────────────┤
│ Win Prob ~~~~~~~~~ │ ← sparkline (tap to scrub)
├────────────────────┤
│ Commentary text... │ ← if enriched, scrollable
└────────────────────┘
- Canvas renders at full phone width with 1:1 aspect ratio (square grid maps fit naturally)
- Pinch-to-zoom on the canvas (native gesture handling)
- Tap to play/pause (large touch target — the entire canvas)
- Swipe left/right on the timeline to scrub turns
- View mode toggle (dots/territory/influence) via a floating button
- Debug telemetry panel is a slide-up sheet (collapsed by default)
Leaderboard on mobile:
Simplified table with just rank, name, rating, and trend arrow (↑/↓). Tap a row to expand inline with games played, win rate, archetype. "Full stats" link goes to the bot profile page.
Sandbox on mobile:
The WASM sandbox is desktop-only. On mobile, the /compete/sandbox
page shows a clear message: "The sandbox requires a desktop browser.
On mobile, you can watch replays, browse the leaderboard, make
predictions, and read the docs." With a QR code or "Send to desktop"
link.
Bot registration (/compete/register) works on mobile — it's just a
form.
15.6 First-Time Visitor Flow
A visitor who has never seen the platform:
1. Lands on homepage
→ Sees headline + auto-playing featured replay (territory view)
→ Understands "this is a platform where bots fight on a grid"
2. Watches for 10–30 seconds
→ Sees win probability shift, commentary subtitles, territory change
→ Understands "this is dynamic and strategic, not random"
3. Clicks "Watch Battles" or a playlist card
→ Enters /watch with curated playlists
→ Picks a replay that sounds interesting ("Biggest Upsets")
4. Watches a full replay (1–3 minutes at 4x speed)
→ Uses event timeline to skip to the action
→ Maybe makes a prediction on an upcoming match
5. Returns later
→ Checks predictions results
→ Browses new blog posts / chronicles
→ Eventually clicks "Build a Bot" → sandbox → starter kit → ladder
The funnel is: see (homepage) → watch (replays) → engage (predictions, feedback) → build (sandbox, compete). Each step has a lower barrier than the next.
15.7 Page Load Performance
The SPA should feel instant. Performance budget:
| Metric | Target | How |
|---|---|---|
| First Contentful Paint | <1s | Pages CDN, minimal critical CSS |
| Largest Contentful Paint | <2s | Defer replay loading, hero image as CSS gradient |
| Time to Interactive | <2s | Small JS bundle (<200KB gzipped), code-split per route |
| Replay load | <3s | Replay JSON gzipped (~50KB), streamed parse |
| WASM engine load | <5s | Lazy-loaded only on sandbox/embed pages |
Code splitting strategy:
app.js (~30KB gz) Core SPA router, leaderboard, blog, nav
replay.js (~80KB gz) Replay viewer + territory renderer + charts
sandbox.js (~20KB gz) Sandbox orchestrator (loads WASM on demand)
engine.wasm (~3MB) Game engine (loaded only in sandbox/embed)
bot-*.wasm (~3–12MB ea) Built-in bots (loaded only in sandbox)
The homepage loads only app.js. Replay viewer code is loaded when a
user navigates to a replay. WASM is loaded only when the sandbox is
opened. A visitor who just browses the homepage and leaderboard never
downloads replay viewer or WASM code.
R2 data fetching:
All data files are served with Cache-Control headers from R2's CDN.
Subsequent visits hit the edge cache. The SPA uses stale-while-revalidate
pattern: show cached data immediately, fetch fresh data in the background,
update the UI when it arrives. The leaderboard never shows a loading
spinner on repeat visits — it shows the cached version instantly and
refreshes within seconds.
15.8 Design Language
Visual principles:
- Dark theme by default — grid-based games look better on dark backgrounds. White text, subtle grid lines, colored elements pop.
- Minimal chrome — let the replay canvas, leaderboard data, and content speak. No decorative borders, shadows, or gradients.
- Color is information — player colors, archetype colors, win probability (green/red), and status indicators use color purposefully. Everything else is grey/white on dark.
- Typography — monospace for data (ratings, scores, turn counts), sans-serif for prose (blog, commentary, descriptions). Two typefaces maximum.
- Animation is functional — replay playback, win probability graph updates, evolution observatory feed. No decorative hover effects or page transitions.
Component library:
A small set of reusable components covers the entire site:
| Component | Used In |
|---|---|
ReplayCanvas |
Replay viewer, embed, sandbox, homepage hero |
WinProbGraph |
Replay viewer, series page, bot profile |
EventTimeline |
Replay viewer |
LeaderboardTable |
Leaderboard page, homepage summary |
BotCard |
Bot profile, leaderboard, series, playlists |
PlaylistRow |
Homepage, /watch |
MatchCard |
Playlists, match history, series |
PredictionWidget |
Predictions page, homepage |
ObservatoryFeed |
Evolution page, homepage mini |
BlogPostCard |
Blog page, homepage |
AnnotationOverlay |
Replay viewer (spatial + text feedback) |
Each component works at all breakpoints. The replay canvas adapts its render resolution to the container size. Tables collapse to cards on mobile. Graphs switch from detailed to sparkline on narrow screens.
15.9 Replay Canvas Micro-Animations
The replay renderer decouples game tick rate from render frame rate.
Game state updates at the turn rate (2–32 ticks/second depending on speed
setting). The Canvas renders at 60fps via requestAnimationFrame,
interpolating positions and animation states between ticks. Bots slide
smoothly between grid positions instead of teleporting.
Animation inventory:
| Event | Animation | Duration |
|---|---|---|
| Bot idle | Subtle 2% scale pulse, 2s cycle. Stops on movement. | Continuous |
| Bot movement | 1-tile motion trail fading behind the bot, indicates direction of travel. At high speed, trails create visible flow patterns. | 150ms fade |
| Combat threat | Thin dashed line between bots within attack range (red). Shows who threatens whom. | 1 turn |
| Bot death | Burst of 6–8 particles scattering outward from death position, fading to transparent. | 400ms |
| Energy collection | 4-line starburst radiating from the energy node + small "+1" text floating upward. | 200ms |
| Core capture | Radial shockwave ring expanding from the core. Core color transitions from loser to capturer. | 500ms |
| Bot spawn | New bot scales up from 0% to 100% with a soft glow matching the player color. | 200ms |
Particle system:
A pool of 100 reusable particle objects (prevents GC pressure). Each
particle has: x, y, vx, vy, alpha, lifetime. On bot death, 6–8
particles are activated with random velocities. Each frame updates
position and fades alpha. When alpha reaches 0, the particle returns
to the pool.
interface Particle {
x: number; y: number
vx: number; vy: number
alpha: number
color: string
lifetime: number // frames remaining
}
const POOL_SIZE = 100
const pool: Particle[] = Array.from({ length: POOL_SIZE }, () => ({
x: 0, y: 0, vx: 0, vy: 0, alpha: 0, color: '', lifetime: 0
}))
Performance: All animations are simple Canvas draw calls (arcs, lines,
globalAlpha fades). With 50 bots and 20 active particles, frame time
is <1ms on any modern device. The interpolation between ticks uses a
simple lerp:
// In render loop:
const t = (now - lastTick) / tickInterval // 0..1 between ticks
for (const bot of bots) {
const renderX = bot.prevX + (bot.x - bot.prevX) * t
const renderY = bot.prevY + (bot.y - bot.prevY) * t
drawBot(renderX, renderY, bot.color, bot.shape)
}
15.10 Adaptive Auto-Speed Playback (Director Mode)
A playback mode where the replay automatically speeds through uneventful turns and slows for combat and critical moments.
Action density per turn:
action_density(turn) = (
deaths × 3.0 +
captures × 5.0 +
energy_collected × 0.5 +
spawns × 1.0 +
abs(delta_win_prob) × 10.0
)
Speed mapping:
| Action Density | Speed | Effect |
|---|---|---|
| 0 (nothing) | 16× | Boring turns fly by |
| 0.1–1.0 (minor) | 8× | Light scouting |
| 1.0–3.0 (moderate) | 4× | Engagement starting |
| 3.0–5.0 (significant) | 2× | Active combat |
| 5.0+ (critical) | 1× | Dramatic slowdown |
Speed transitions are eased over 0.5 seconds (not instant) — the viewer feels the tempo shift.
User controls:
- Activated via a "Director" option in the speed selector (alongside manual 1×, 2×, 4×, 8×, 16×)
- Speed indicator shows live:
▶ Director 8× → 2×with smooth transition - Target duration slider: 30s / 1min / 2min / 5min — scales all speeds proportionally to approximate the target total playback time
- Manual scrubbing pauses Director Mode until the scrubber is released
Computation: action density for all turns is pre-computed on replay
load (single pass through the turns array, <1ms). A speed schedule
array maps each turn to its target speed. During playback, the tick
interval adjusts smoothly.
15.11 Smooth View Mode Morphing
Switching between dots, Voronoi territory, and influence gradient uses a 300ms animated cross-fade morph instead of a hard cut.
Transition technique:
The renderer maintains two off-screen Canvas buffers — one for the current
view mode's overlay, one for the target. During a transition, a blend
parameter t eases from 0 to 1 over 300ms (ease-in-out).
function renderOverlayTransition(ctx: CanvasRenderingContext2D, t: number) {
// Draw outgoing mode, fading out
ctx.globalAlpha = 1 - t
renderOverlay(currentMode)
// Draw incoming mode, fading in
ctx.globalAlpha = t
renderOverlay(targetMode)
// Bots always on top at full opacity
ctx.globalAlpha = 1
renderBots()
}
Mode-specific transitions:
- Dots → Territory: Color expands outward from each bot's position to fill Voronoi cells — like paint spilling from unit positions
- Territory → Influence: Sharp Voronoi borders soften and bleed into gradients at contested zones
- Influence → Dots: Colored overlay fades uniformly to transparent
Cost: two overlay renders per frame during the 300ms transition (~18 frames at 60fps). Each overlay is a single-pass pixel fill — no performance concern.
15.12 "Follow Bot" Camera Mode
Lock the viewport to track one player's units. The camera pans and zooms dynamically to keep the followed player's bots centered and visible.
Camera algorithm:
Each frame:
1. Compute bounding box of tracked player's living bots
2. Add 8-tile margin on each side (reveals approaching enemies)
3. Lerp viewport center toward bounding box center (factor: 0.15)
4. Lerp zoom level to fit bounding box + margin (factor: 0.10)
5. Clamp: never zoom closer than 15×15 tiles, never wider than full grid
The slower lerp on zoom (0.10 vs 0.15) ensures zoom changes are gentler than panning — prevents disorientation from rapid zoom oscillation.
Split group handling: if the tracked player's bots split into groups
20 tiles apart, the camera briefly zooms out to show both groups, then follows the larger group once they're too far apart to fit.
Activation:
- Click a player name/color in the score overlay
- Press
1–6to follow that player number - Press
0orEscto return to full-grid view - Mobile: tap a player's color swatch in the score header
Pairs with fog of war: Follow mode + fog-of-war perspective on the followed player creates a first-person experience — you see what they see, the camera goes where they go. Enemies emerge from darkness at the edge of vision.
15.13 Picture-in-Picture Replay
Navigate away from a replay and it minimizes to a floating mini-player in the bottom corner. The replay keeps playing while you browse.
Behavior:
- User is watching a replay on
/watch/replay/m_7f3a - User clicks a link to any other page
- SPA router's
beforeNavigatehook detects the replay viewer is active - Instead of unmounting, the Canvas element is reparented into a
fixed-position container:
.pip-container { position: fixed; bottom: 16px; right: 16px; width: 200px; height: 200px; z-index: 1000; border-radius: 8px; box-shadow: 0 4px 20px rgba(0,0,0,0.5); cursor: pointer; } - Canvas continues rendering at 200×200 resolution. Same
requestAnimationFrameloop, same playback speed. Animations and game state are uninterrupted. - Mini-player shows: tiny canvas, current score, play/pause icon
- Click mini-player → navigates back to replay page at the current turn
- Click ✕ → closes the mini-player
Transitions:
- Minimize: canvas scales from full-size to 200×200 with
ease-out(300ms), sliding to bottom-right. Page content fades in underneath. - Expand: reverse. Uses CSS
transform: scale() translate()withwill-change: transformfor GPU-accelerated animation. Zero layout reflows.
Mobile: mini-player is 120×120, positioned above the bottom tab bar.
15.14 Performance Trifecta
Three techniques that together make the site feel like a native app.
1. Route preloading on hover:
When the user hovers a link for 100ms (desktop) or fires touchstart
(mobile), fetch the target page's primary data file:
function preloadOnHover(link: HTMLAnchorElement) {
let timer: number
link.addEventListener('mouseenter', () => {
timer = setTimeout(() => {
const dataUrl = routeToDataUrl(link.pathname)
if (dataUrl && !preloadCache.has(dataUrl)) {
preloadCache.add(dataUrl)
fetch(dataUrl) // browser HTTP cache stores the response
}
}, 100)
})
link.addEventListener('mouseleave', () => clearTimeout(timer))
}
By the time the user clicks, the data is already in the browser cache.
2. Skeleton screens:
Every page has a skeleton that exactly matches its content layout:
- Leaderboard: rows of grey bars matching rank/name/rating column widths
- Bot profile: grey circle (avatar area), bars for name/rating/stats
- Replay page: grey rectangle (canvas area) + thin bar (scrubber)
Skeletons use a shimmer animation: a light gradient (linear-gradient)
sweeps left-to-right at 1.5s intervals. Skeleton → real content:
opacity fade-in over 150ms, zero layout shift (skeleton and content
occupy identical space).
3. Instant back navigation:
const routeCache = new Map<string, {
html: string,
scrollY: number,
data: any
}>()
// On navigate away:
routeCache.set(currentPath, {
html: contentEl.innerHTML,
scrollY: window.scrollY,
data: currentPageData
})
// On back navigation:
const cached = routeCache.get(targetPath)
if (cached) {
contentEl.innerHTML = cached.html
window.scrollTo(0, cached.scrollY)
// Optionally: background-refresh stale data
}
Cache holds the last 5 pages. Back navigation is 0ms.
Combined result:
| Navigation | Time |
|---|---|
| Forward (hovered) | 0ms — data preloaded |
| Forward (not hovered) | 200ms skeleton → 300ms data |
| Back | 0ms — cached |
| First visit | 200ms skeleton → 500ms data |
15.15 Progressive Disclosure
The replay viewer reveals features gradually based on user engagement.
Experience tracking:
// localStorage
let viewerXP = parseInt(localStorage.getItem('viewer_xp') || '0')
// Increment when user watches a replay for >30 seconds
if (watchDuration > 30_000) {
viewerXP++
localStorage.setItem('viewer_xp', String(viewerXP))
}
Feature revelation schedule:
| XP Level | Controls Visible | New This Level |
|---|---|---|
| 0 | Play/pause, speed, scrubber | — (first visit overlay: "Space = play/pause, ←/→ = step, 1-5 = speed") |
| 2 | + Event timeline | "New: Event Timeline — key moments at a glance" |
| 5 | + View mode toggle, critical moment nav | "New: Territory View — see who controls the map" |
| 10 | + Follow mode, fog perspective, clip export | "New: Follow a bot — camera tracks one player" |
| 20 | + Debug telemetry, annotations, Director Mode | All controls visible |
Revelation animation: new controls slide in from below (200ms
ease-out) with a brief golden border pulse and a tooltip that fades
after 3 seconds.
Manual override: ☰ menu → "Show all controls" reveals everything immediately. Power users are never gated.
15.16 Swipe-Through Playlists (Mobile)
On mobile, playlists become full-screen, auto-playing cards. Swipe up to advance.
Layout per card:
┌────────────────────┐
│ Closest Finishes │ ← playlist name (sticky, translucent)
│ 3 of 12 │
├────────────────────┤
│ │
│ [Replay Canvas] │ ← full-width, auto-plays in Director Mode
│ │
├────────────────────┤
│ SwarmBot 3-2 Hunt │ ← compact score bar
│ ⚔️💎🏰 ~45s left │ ← event icons + estimated remaining time
├────────────────────┤
│ ↑ swipe for next │ ← hint (fades after first swipe)
└────────────────────┘
Gestures:
| Gesture | Action |
|---|---|
| Swipe up | Cross-fade to next replay (300ms transition) |
| Swipe down | Go back to previous replay |
| Tap canvas | Play/pause |
| Tap score bar | Expand win probability graph + commentary |
| Swipe right / tap ✕ | Exit playlist mode |
Auto-advance: when a replay ends, pause 3 seconds showing final score with a countdown ring animation, then advance to next replay. Tap to cancel.
Preloading: while the current replay plays, the next replay in the playlist is fetched in the background. Swipe transitions are instant.
15.17 Theater Mode
Fullscreen, chrome-free replay viewing.
Desktop: press F or click the fullscreen icon.
┌──────────────────────────────────────────────────────┐
│ │
│ │
│ [Full-screen Canvas at native res] │
│ Vignette effect at edges (subtle) │
│ │
│ │
├───────────────────────────────────────────────────────┤
│ ▶ Director SwarmBot 3 · HunterBot 1 Turn 203/500 │ ← semi-transparent,
│ ··⚔️··💎··🏰⚔️··💎···⚔️💀··🏰🌟·· │ fades after 3s
└───────────────────────────────────────────────────────┘
- Background: pure black
- Controls bar: semi-transparent, auto-hides after 3 seconds of inactivity. Mouse move / tap to reveal.
- Win probability: two thin colored bars at the top edge of the screen (proportional width, no chart — ambient information)
- Critical moment vignette pulse: edges darken briefly when win probability shifts >15%, creating a cinematic "something happened" cue
Mobile: triggered by rotating to landscape on a replay page. Same layout. Touch controls:
| Gesture | Action |
|---|---|
| Tap | Play/pause |
| Swipe left/right | Step turns |
| Pinch | Zoom |
| Two-finger tap | Cycle view mode |
| Swipe up from bottom | Reveal controls bar |
Exit: Esc (desktop) or rotate to portrait (mobile).
15.18 Ambient Activity Awareness
Subtle, non-intrusive signals that keep users aware of platform activity.
Favicon badge:
Dynamic favicon updated via Canvas + <link rel="icon"> swap:
| State | Favicon | Trigger |
|---|---|---|
| Normal | ⚔️ | Default |
| Match result | ⚔️🔴 | Your bot finished a match (detected via R2 poll) |
| Prediction resolved | ⚔️🟡 | A prediction you made was resolved |
| Season event | ⚔️🟢 | Championship bracket update, season milestone |
Badge clears when the user focuses the tab.
Tab title updates:
Default: "AI Code Battle"
Unread result: "(1) AI Code Battle"
Bot won: "✓ SwarmBot won! — AI Code Battle"
Prediction: "You were right! — AI Code Battle"
Resets on document.visibilitychange → visible.
Mobile haptic:
Brief 50ms vibration pulse at each critical moment during replay playback (opt-in toggle in viewer controls):
if ('vibrate' in navigator && prefs.haptic) {
navigator.vibrate(50)
}
Seasonal background color shift:
The page background subtly shifts hue per season. Not a different color — a subtle tint on the base dark grey:
| Season | Base #1a1a2e Shifts To |
Mood |
|---|---|---|
| The Labyrinth | #1e1a2e (hint of purple) |
Mysterious |
| Energy Rush | #1a2e1e (hint of green) |
Abundant |
| Fog of War | #1a1a3e (cooler blue) |
Uncertain |
| The Colosseum | #2e1a1a (hint of red) |
Aggressive |
Most users won't consciously notice. The platform just feels different each season.
Live match counter (homepage):
⚔️ 1,847 matches today · 23 bots active · Gen #852 evolving
Updated every 30 seconds from evolution/live.json. Shows the platform
is alive.