feat(snake): modularize engine and add tournament tools

- Split active strategies, reusable engine code, core classes, and legacy snakes.
- Replace implicit snake imports with explicit module registrations.
- Extract Prism duel, spatial, and survival behavior into focused mixins.
- Improve duel scoring with food races, pressure, caches, and depth metrics.
- Add deterministic arena scenarios and paired seeded engine tournaments.
- Expand benchmark telemetry and bump Prism to version 1.3.0.
- Update documentation and tests for the new package layout and tooling.
This commit is contained in:
2026-08-01 20:25:07 +02:00
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"""Bitboard engine for Battlesnake grid spatial operations.
Cell index = y * width + x. Bit *i* of a Python int represents cell *i*.
All heavy BFS / flood-fill / territory ops run on plain integer arithmetic —
no sets, deques, or per-cell Python objects.
Typical 11×11 board → 121-bit integers. Python big-int ops on these are
extremely fast (single C-level limb operations under the hood).
"""
from __future__ import annotations
class BitBoard:
"""Pre-computed masks and fast spatial primitives for a fixed grid size."""
__slots__ = (
"width", "height", "size", "board_mask",
"_not_rightcol", "_not_leftcol",
"_neighbor_masks",
)
def __init__(self, width: int, height: int) -> None:
self.width = width
self.height = height
self.size = width * height
self.board_mask = (1 << self.size) - 1
# Column masks — prevent bit-shift wrap-around at row boundaries
rightcol = 0
leftcol = 0
for y in range(height):
rightcol |= 1 << (y * width + width - 1)
leftcol |= 1 << (y * width)
self._not_rightcol = self.board_mask & ~rightcol
self._not_leftcol = self.board_mask & ~leftcol
# Per-cell neighbour bitmask (4-connected)
nb = [0] * self.size
for idx in range(self.size):
x, y = idx % width, idx // width
mask = 0
if x > 0:
mask |= 1 << (idx - 1)
if x < width - 1:
mask |= 1 << (idx + 1)
if y > 0:
mask |= 1 << (idx - width)
if y < height - 1:
mask |= 1 << (idx + width)
nb[idx] = mask
self._neighbor_masks = nb
# ── Coordinate helpers ────────────────────────────────────────────────────
def idx(self, x: int, y: int) -> int:
"""(x, y) → flat index."""
return y * self.width + x
def coord(self, flat: int) -> tuple[int, int]:
"""Flat index → (x, y)."""
return flat % self.width, flat // self.width
def pt_bit(self, x: int, y: int) -> int:
"""Single-cell bitmask for (x, y)."""
return 1 << (y * self.width + x)
def set_to_bits(self, points: set[tuple[int, int]]) -> int:
"""Convert a set of (x, y) tuples to a bitmask."""
w = self.width
bits = 0
for x, y in points:
bits |= 1 << (y * w + x)
return bits
def in_bounds(self, x: int, y: int) -> bool:
return 0 <= x < self.width and 0 <= y < self.height
# ── Core spatial primitives ───────────────────────────────────────────────
def flood_fill(self, start_idx: int, blocked_bits: int) -> int:
"""Return bitmask of all cells reachable from *start_idx* (inclusive)."""
free = self.board_mask & ~blocked_bits
start_bit = 1 << start_idx
# If start is blocked, return just itself
if not (start_bit & free):
return start_bit
reachable = start_bit
frontier = start_bit
w = self.width
nrc = self._not_rightcol
nlc = self._not_leftcol
while frontier:
expanded = (
((frontier & nrc) << 1)
| ((frontier & nlc) >> 1)
| (frontier << w)
| (frontier >> w)
) & free & ~reachable
if not expanded:
break
reachable |= expanded
frontier = expanded
return reachable
def flood_count(self, start_idx: int, blocked_bits: int) -> int:
"""Count of cells reachable from *start_idx*."""
return self.flood_fill(start_idx, blocked_bits).bit_count()
def open_neighbor_count(self, cell_idx: int, blocked_bits: int) -> int:
"""Number of free neighbours of *cell_idx*."""
return (self._neighbor_masks[cell_idx] & ~blocked_bits & self.board_mask).bit_count()
def neighbors_of(self, cell_idx: int) -> int:
"""Bitmask of 4-connected neighbours (may include blocked cells)."""
return self._neighbor_masks[cell_idx]
# ── Territory (dual-BFS expansion) ────────────────────────────────────────
def territory(
self,
my_idx: int,
enemy_indices: list[int],
blocked_bits: int,
) -> int:
"""Simultaneous BFS from *my_idx* and all enemies.
Returns Apex-compatible territory over cells reachable from ``my_idx``:
+1 when we arrive first, -1 when an enemy arrives first, and 0 for ties.
Enemy-only disconnected regions are not counted.
"""
if not enemy_indices:
return 0
free = self.board_mask & ~blocked_bits
w = self.width
nrc = self._not_rightcol
nlc = self._not_leftcol
my_front = 1 << my_idx
my_seen = my_front
en_front = 0
for ei in enemy_indices:
en_front |= 1 << ei
en_seen = en_front
# Each side must expand independently. A cell reached at the same depth is
# unclaimed, but it is not a wall: both sides may route through it later.
# Match Apex semantics by scoring only cells reachable from our head:
# ours when we arrive first, theirs when an enemy arrives first, and zero
# on ties. Enemy-only disconnected regions are intentionally ignored.
score = (my_front & ~en_front).bit_count()
enemy_before = 0
while my_front:
my_exp = (
((my_front & nrc) << 1)
| ((my_front & nlc) >> 1)
| (my_front << w)
| (my_front >> w)
) & free & ~my_seen
en_exp = (
((en_front & nrc) << 1)
| ((en_front & nlc) >> 1)
| (en_front << w)
| (en_front >> w)
) & free & ~en_seen
enemy_before |= en_front
score += (my_exp & ~enemy_before & ~en_exp).bit_count()
score -= (my_exp & enemy_before).bit_count()
my_seen |= my_exp
en_seen |= en_exp
my_front = my_exp
en_front = en_exp
return score
# ── Partition sizes (for articulation-point detection) ────────────────────
def partition_sizes(self, cut_idx: int, blocked_bits: int) -> list[int]:
"""Remove *cut_idx* from the free space and return sizes of each
resulting connected component among its neighbours.
Returns an empty list when the point is not a cut vertex (single component
or ≤1 free neighbour).
"""
test_blocked = blocked_bits | (1 << cut_idx)
free_nb = self._neighbor_masks[cut_idx] & ~test_blocked & self.board_mask
if free_nb.bit_count() <= 1:
return []
seen_all = 0
sizes: list[int] = []
temp = free_nb
while temp:
bit = temp & (-temp) # lowest set bit
temp ^= bit
if bit & seen_all:
continue
component = self.flood_fill(bit.bit_length() - 1, test_blocked)
seen_all |= component
sizes.append(component.bit_count())
return sizes if len(sizes) > 1 else []
# ── BFS distance map (indexed by cell idx) ────────────────────────────────
def distance_map(self, start_idx: int, blocked_bits: int) -> dict[int, int]:
"""BFS distance from *start_idx* to every reachable cell.
Returns ``{cell_idx: distance}`` — same semantics as the original
``_distance_map`` but using bitboard expansion internally.
"""
free = self.board_mask & ~blocked_bits
start_bit = 1 << start_idx
distances: dict[int, int] = {start_idx: 0}
frontier = start_bit
seen = frontier
dist = 0
w = self.width
nrc = self._not_rightcol
nlc = self._not_leftcol
while frontier:
dist += 1
expanded = (
((frontier & nrc) << 1)
| ((frontier & nlc) >> 1)
| (frontier << w)
| (frontier >> w)
) & free & ~seen
if not expanded:
break
seen |= expanded
# Extract individual bits
temp = expanded
while temp:
bit = temp & (-temp)
idx = bit.bit_length() - 1
distances[idx] = dist
temp ^= bit
frontier = expanded
return distances
# ── Path distance (BFS to single target) ──────────────────────────────────
def path_distance(
self,
start_idx: int,
goal_idx: int,
blocked_bits: int,
) -> int | None:
"""Shortest path length from *start_idx* to *goal_idx*, or ``None``."""
# Unblock the goal cell so BFS can reach it
free = (self.board_mask & ~blocked_bits) | (1 << goal_idx)
start_bit = 1 << start_idx
goal_bit = 1 << goal_idx
if start_idx == goal_idx:
return 0
frontier = start_bit
seen = frontier
dist = 0
w = self.width
nrc = self._not_rightcol
nlc = self._not_leftcol
while frontier:
dist += 1
expanded = (
((frontier & nrc) << 1)
| ((frontier & nlc) >> 1)
| (frontier << w)
| (frontier >> w)
) & free & ~seen
if not expanded:
break
if expanded & goal_bit:
return dist
seen |= expanded
frontier = expanded
return None
# ── Nearest-food BFS ──────────────────────────────────────────────────────
def nearest_food(
self,
start_idx: int,
food_bits: int,
blocked_bits: int,
) -> tuple[int | None, int | None]:
"""BFS from *start_idx* to nearest food cell.
Food cells are passable even if in *blocked_bits* (matching original
``_nearest_food_info`` semantics).
Returns ``(distance, cell_idx)`` or ``(None, None)``.
"""
if not food_bits:
return None, None
# Food tiles are always steppable
free = (self.board_mask & ~blocked_bits) | food_bits
start_bit = 1 << start_idx
# Check start
if start_bit & food_bits:
return 0, start_idx
# Preserve Apex's deterministic up/down/left/right BFS tie-breaking. A
# pure bit frontier finds the right distance but selects the lowest flat
# index when several foods are equally close, which can change contested-
# food scoring and therefore the selected move.
queue = [start_idx]
seen = start_bit
cursor = 0
layer_end = 1
dist = 0
w = self.width
size = self.size
while cursor < len(queue):
cell = queue[cursor]
cursor += 1
x = cell % w
candidates = (
cell + w,
cell - w,
cell - 1,
cell + 1,
)
for direction, neighbor in enumerate(candidates):
if neighbor < 0 or neighbor >= size:
continue
if direction == 2 and x == 0:
continue
if direction == 3 and x == w - 1:
continue
bit = 1 << neighbor
if bit & seen or not bit & free:
continue
if bit & food_bits:
return dist + 1, neighbor
seen |= bit
queue.append(neighbor)
if cursor == layer_end:
dist += 1
layer_end = len(queue)
return None, None