feat: add Zenith strategy and move latency tracing
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- Register Zenith 1.1 with balanced duel verdicts and forced-outcome overrides. - Prioritize permanent-trail space in Constrictor and health-aware hazard routes. - Deduct executor queue delays and return fallback directions on move timeouts. - Correlate response headers, replay timings, and sampled structured trace logs. - Move shared metrics publication off the response path without losing local counts. - Allow configurable tournament opponents and add a psql helper recipe. - Preserve empty latency values through compact replay encoding and migration. - Update Arena game links and use default assets for missing customizations. - Cover strategy, HTTP lifecycle, tracing, replay codecs, and dashboard behavior. - Validate with 260 passing Python tests, 4 skips, and 2 passing JavaScript tests.
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"""Zenith-specific permanent-trail and health-aware scoring."""
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from snakes.engine.health_routes import health_route_cost
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from snakes.engine.survival_search import CompactSurvivalSearch
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class ZenithSurvivalMixin:
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def _choose_constrictor_move(
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self, safe_moves, my_body, my_len, my_health, other_snakes, food_set,
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hazard_set, hazard_damage, hazard_count, previous_hazard_set,
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enemy_attack_map, enemy_can_grow, total_occupancy, width, height, deadline,
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):
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# In constrictor bodies never vacate. Remaining free cells are a survival
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# horizon, not storage for the existing body. Requiring free space >= body
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# length incorrectly marks every late-game candidate dead.
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bb = self._get_bb(width, height)
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occupied = bb.set_to_bits({
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(p['x'], p['y']) for body in [my_body, *(s['body'] for s in other_snakes)]
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for p in body
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})
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scores = {}
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for move, pos in safe_moves.items():
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target = bb.idx(pos['x'], pos['y'])
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space = bb.flood_count(target, occupied)
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liberties = bb.open_neighbor_count(target, occupied)
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danger = enemy_attack_map.get((pos['x'], pos['y']), 0) >= my_len
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# Preserve free capacity first. Enemy confinement must not outweigh our
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# own ability to survive, and tail access has no meaning in this mode.
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scores[move] = space * 10.0 + liberties * 8.0 - (10000 if danger else 0)
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if liberties == 0:
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scores[move] -= 5000
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# Give each candidate the same shallow horizon before considering deeper
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# layers. Never let the first candidate consume everyone else's budget.
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search = CompactSurvivalSearch(
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bb, set(), True, deadline, branch=3, enemy_branch=2, response_cap=8,
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)
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ranked = scores
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for depth in range(1, 5):
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layer = {}
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for move, pos in safe_moves.items():
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if self._remaining_ms(deadline) < 15:
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break
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before = search.deadline_exits
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value = search.search_selected(my_body, other_snakes, (pos['x'], pos['y']), depth)
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if search.deadline_exits != before:
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break
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layer[move] = value
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if len(layer) != len(safe_moves):
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break
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# Rollout can veto immediate/near-term death, but cannot turn temporary
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# enemy confinement into an overwhelming speculative attack reward.
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ranked = {m: scores[m] + v * 0.15 for m, v in layer.items()}
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best = max(ranked, key=ranked.get)
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if depth == 4:
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return best, ranked
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return max(ranked, key=ranked.get), ranked
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def _score_move(self, *args, **kwargs):
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score, info = super()._score_move(*args, **kwargs)
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# Apex calls this hook with keywords. Constrictor uses its dedicated path.
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if not kwargs or kwargs['is_constrictor']:
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return score, info
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point = (kwargs['pos']['x'], kwargs['pos']['y'])
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food = kwargs['food_set']
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hazards = kwargs['hazard_set']
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damage = kwargs['hazard_damage']
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stacks = kwargs['hazard_count']
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health = 100 if point in food else kwargs['my_health'] - 1 - (
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damage * stacks.get(point, 1) if point in hazards else 0
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)
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if health <= 0:
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score -= 20000
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info['is_survivable'] = False
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return score, info
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if not hazards:
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return score, info
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blocked = info['blocked'] - {point}
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cost = health_route_cost(
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point, food, hazards, stacks, damage, blocked,
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kwargs['width'], kwargs['height'], refuge=True,
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)
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# Existing hazards deal damage on entry even when newly seen. Prefer
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# leaving lethal hazard corridors before low-health urgency kicks in.
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if cost is None or cost >= health:
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score -= 12000
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info['is_survivable'] = False
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else:
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score -= cost * 8.0
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if health < 55:
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food_cost = health_route_cost(
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point, food, hazards, stacks, damage, blocked,
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kwargs['width'], kwargs['height'],
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)
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if food_cost is None or food_cost >= health:
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score -= 2500
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else:
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score += (55 - health) * 12.0 / (food_cost + 1)
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return score, info
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