fix: preserve gameplay data and correct duel evaluation

- Preserve snake customizations across database migrations and merges.
- Lazily load optional storage backends for SQLite maintenance scripts.
- Match Apex territory and nearest-food tie-breaking semantics.
- Resolve duel occupancy after simultaneous movement and food growth.
- Recompute simulated head-to-head danger after body growth.
- Add regression coverage and declare the aiofiles dependency.
This commit is contained in:
2026-08-01 18:16:04 +02:00
parent 4f022d3d01
commit c646392b84
14 changed files with 323 additions and 107 deletions
+21 -8
View File
@@ -1,4 +1,4 @@
"""PrismBattleSnake_GPT_5_6_Sol v1.0.0
"""PrismBattleSnake_GPT_5_6_Sol v1.0.1
Built on ApexBattleSnake v1.0.0. All strategic logic is inherited.
Performance improvement: all spatial primitives (flood fill, territory,
@@ -41,7 +41,7 @@ _DIR_DELTAS = ((0, 1), (0, -1), (-1, 0), (1, 0))
_DIR_NAMES = ("up", "down", "left", "right")
class PrismBattleSnake_GPT_5_6_Sol(ApexBattleSnake):
VERSION = "1.0.0"
VERSION = "1.0.1"
def __init__(self) -> None:
super().__init__()
@@ -83,6 +83,11 @@ class PrismBattleSnake_GPT_5_6_Sol(ApexBattleSnake):
my_snake = game_data.get_my_snake()
my_len = my_snake.get("length", len(my_snake["body"]))
food_set = {(f["x"], f["y"]) for f in game_data.get_food()}
all_occupied = {
(seg["x"], seg["y"])
for snake in [my_snake, *other_snakes]
for seg in snake["body"]
}
game_type = game_data.get_type()
is_constrictor = game_type == "constrictor"
w = bb.width
@@ -100,7 +105,7 @@ class PrismBattleSnake_GPT_5_6_Sol(ApexBattleSnake):
if not is_constrictor and len(body) >= 2:
tail_stacked = (body[-1]["x"] == body[-2]["x"] and body[-1]["y"] == body[-2]["y"])
if not tail_stacked:
can_grow = self._enemy_can_grow_this_turn(snake, food_set)
can_grow = self._enemy_can_grow_this_turn(snake, food_set, all_occupied)
if not can_grow:
enemy_tail_bits |= 1 << (body[-1]["y"] * w + body[-1]["x"])
@@ -354,17 +359,25 @@ class PrismBattleSnake_GPT_5_6_Sol(ApexBattleSnake):
return -5000.0
# ── Safe next options (enemy-attack aware) ────────────────────────
# Remove tiles where an enemy of >= our length could head-to-head.
# The danger bitboard was precomputed; filter out tiles blocked by
# current body (enemy can't step there either).
danger_here = self._enemy_attack_danger & ~blocked_bits
# Rebuild danger for the simulated length. The root-turn danger mask is
# stale after eating and includes enemy moves blocked in this future body.
danger_here = 0
for enemy in other_snakes:
enemy_len = enemy.get("length", len(enemy["body"]))
if enemy_len < body_len:
continue
enemy_head = enemy["head"]
enemy_idx = enemy_head["y"] * w + enemy_head["x"]
danger_here |= bb._neighbor_masks[enemy_idx]
danger_here &= ~blocked_bits
safe_nb = nb_free & ~danger_here
en_safe = safe_nb.bit_count()
if en_safe == 0:
return -4000.0
sc = reachable * 1.9 + liberties * 14.0 + liberties * 11.0 + en_safe * 26.0
next_opts = liberties
sc = reachable * 1.9 + liberties * 14.0 + next_opts * 11.0 + en_safe * 26.0
if en_safe == 1:
sc -= 420.0
return sc