feat(snake): add adaptive adversarial search
- Share duel search contexts and transpositions across candidate moves. - Add aspiration windows, principal variation ordering, and body caches. - Model simultaneous multiplayer responses with a compact beam rollout. - Adapt search depth and response breadth to the remaining deadline. - Add a deterministic arena benchmark with optional JSON reporting. - Expose search metrics, document benchmarking, and bump Prism to 1.2.0.
This commit is contained in:
@@ -68,9 +68,12 @@ Allowed values: `safe`, `balanced`, `aggressive`.
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## PrismBattleSnake_GPT_5_6_Sol
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`PrismBattleSnake_GPT_5_6_Sol` is a separate snake that keeps Apex's strategy while
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accelerating hot spatial operations with a Python-integer bitboard engine. Its
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filename, class, and registry key include the model name, while its public
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Battlesnake API name remains `PrismBattleSnake`.
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accelerating hot spatial operations with a Python-integer bitboard engine. It
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also shares duel transpositions across candidate moves, uses principal-variation
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ordering and aspiration windows, and runs a compact adversarial multiplayer
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rollout with simultaneous enemy responses. Its filename, class, and registry
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key include the model name, while its public Battlesnake API name remains
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`PrismBattleSnake`.
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Run it with:
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```sh
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@@ -87,6 +90,17 @@ python scripts/benchmark_snakes_from_db.py \
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The benchmark opens SQLite read-only and reports mean, median, p95, and maximum
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move latency. Increase `--samples` for a broader but slower comparison.
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Run the deterministic CI-friendly arena benchmark without a gameplay database:
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```sh
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just bench-snake-arena positions=100
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```
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It reports latency, reached minimax depth, and move disagreements between Apex
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and Prism. Add `output=data/arena-report.json` to save a machine-readable report.
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For representative strategy evaluation, provide recorded positions to
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`scripts/benchmark_snake_arena.py --database /path/to/gameplay.sqlite3`, then run
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paired seeded games with the local Battlesnake CLI to measure win rate.
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## Compact gameplay database
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New gameplay turns use normalized storage: the turn row stores food, hazards,
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move, and thinking data once; snake identity is stored once per game in
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@@ -62,6 +62,14 @@ bench-best-snake iterations="1000":
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PYTHONPATH="{{justfile_directory()}}" python "{{justfile_directory()}}/tests/bench_best_battle_snake.py" --iterations "{{iterations}}"
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bench-snake-arena positions="100" output="":
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#!/usr/bin/env bash
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set -euo pipefail
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args=(--positions "{{positions}}")
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if [ -n "{{output}}" ]; then args+=(--json-output "{{output}}"); fi
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PYTHONPATH="{{justfile_directory()}}" python "{{justfile_directory()}}/scripts/benchmark_snake_arena.py" "${args[@]}"
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build-battlesnake-cli:
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#!/usr/bin/env bash
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set -euo pipefail
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Executable
+117
@@ -0,0 +1,117 @@
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#!/usr/bin/env python3
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"""Compare snake decisions and latency on deterministic synthetic positions.
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For outcome/win-rate tournaments use the local Battlesnake CLI. This harness is
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fast enough for CI and detects move disagreements, crashes, and latency changes.
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"""
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from __future__ import annotations
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import argparse
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import json
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import sys
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from pathlib import Path
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from statistics import mean, median
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from time import perf_counter
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sys.path.insert(0, str(Path(__file__).resolve().parents[1]))
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from scripts.benchmark_snakes_from_db import load_states, percentile
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from server.GameBoard import GameBoard
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from snakes import SnakeBuilder
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from tests.bench_best_battle_snake import build_game_state
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def synthetic_states(count: int) -> list[tuple[dict, dict]]:
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states: list[tuple[dict, dict]] = []
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for index in range(count):
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payload = build_game_state()
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payload["game"]["id"] = f"arena-{index}"
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payload["turn"] = 20 + index
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# Rotate food deterministically to exercise routing without creating
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# invalid bodies or relying on private/real network values.
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payload["board"]["food"] = [
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{"x": 1 + index % 3, "y": 9},
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{"x": 9, "y": 1 + (index // 3) % 3},
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]
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states.append((payload["board"], {
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"game_id": payload["game"]["id"],
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"source": "custom", "map": "standard",
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"ruleset": payload["game"]["ruleset"], "turn": payload["turn"],
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"you": payload["you"],
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}))
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return states
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def evaluate(name: str, states: list[tuple[dict, dict]]) -> tuple[list[str], dict]:
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moves: list[str] = []
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durations: list[float] = []
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depths: list[int] = []
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for index, (board_data, metadata) in enumerate(states):
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snake = SnakeBuilder.build(name)
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game_id = f"arena-{name}-{index}-{metadata['game_id']}"
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board = GameBoard(
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game_id=game_id, width=board_data["width"], height=board_data["height"],
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ruleset=metadata["ruleset"], source=metadata["source"],
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map=metadata["map"], snake_class=snake,
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)
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board.read_game_data({
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"game": {
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"id": game_id, "ruleset": metadata["ruleset"],
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"source": metadata["source"], "map": metadata["map"], "timeout": 500,
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},
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"turn": metadata["turn"], "board": board_data, "you": metadata["you"],
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})
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started = perf_counter()
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moves.append(snake.choose_move(board))
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durations.append((perf_counter() - started) * 1000.0)
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history = snake.get_history() if hasattr(snake, "get_history") else []
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if history:
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depths.append(int(history[-1].get("minimax_depth_reached", 0)))
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return moves, {
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"snake": name, "positions": len(states),
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"mean_ms": mean(durations), "median_ms": median(durations),
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"p95_ms": percentile(durations, 0.95), "max_ms": max(durations),
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"mean_minimax_depth": mean(depths) if depths else 0.0,
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}
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def main() -> None:
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parser = argparse.ArgumentParser()
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parser.add_argument("--snake", action="append", default=[])
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parser.add_argument("--database")
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parser.add_argument("--positions", type=int, default=100)
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parser.add_argument("--stride", type=int, default=997)
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parser.add_argument("--json-output")
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args = parser.parse_args()
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states = (
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load_states(args.database, max(1, args.positions), max(1, args.stride))
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if args.database else synthetic_states(max(1, args.positions))
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)
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if not states:
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raise SystemExit("No benchmark positions found")
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names = args.snake or ["ApexBattleSnake", "PrismBattleSnake_GPT_5_6_Sol"]
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move_sets: dict[str, list[str]] = {}
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reports: list[dict] = []
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for name in names:
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moves, report = evaluate(name, states)
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move_sets[name] = moves
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reports.append(report)
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print(
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f"{name}: mean={report['mean_ms']:.3f} ms, "
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f"p95={report['p95_ms']:.3f} ms, max={report['max_ms']:.3f} ms, "
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f"depth={report['mean_minimax_depth']:.2f}"
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)
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baseline = names[0]
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disagreements = {
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name: sum(a != b for a, b in zip(move_sets[baseline], move_sets[name]))
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for name in names[1:]
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}
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if disagreements:
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print(f"Move disagreements versus {baseline}: {disagreements}")
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payload = {"reports": reports, "baseline": baseline, "disagreements": disagreements}
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if args.json_output:
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Path(args.json_output).write_text(json.dumps(payload, indent=2) + "\n")
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if __name__ == "__main__":
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main()
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@@ -26,23 +26,27 @@ Key speedups:
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S12: Duel minimax uses tuple bodies and bitboard move generation.
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S13: Iterative deepening reuses a transposition table and move-order hints.
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S14: Candidate duel moves and enemy replies resolve on the same root turn.
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S15: Candidate moves share one duel transposition/search context per turn.
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S16: Compact adversarial multiplayer rollout advances plausible enemy replies.
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S17: Rollout memoization and adaptive depth spend time on ambiguous positions.
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"""
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from __future__ import annotations
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from typing import Any
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from time import perf_counter
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from server.GameBoard import GameBoard
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from snakes.ApexBattleSnake import ApexBattleSnake
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from snakes.bitboard import BitBoard
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from snakes.bitboard_duel_search import BitboardDuelSearch
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from server.GameBoard import GameBoard
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from snakes.compact_survival_search import CompactSurvivalSearch
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# Direction offsets for coord-dict → tuple conversion
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_DIR_DELTAS = ((0, 1), (0, -1), (-1, 0), (1, 0))
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_DIR_NAMES = ("up", "down", "left", "right")
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class PrismBattleSnake_GPT_5_6_Sol(ApexBattleSnake):
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VERSION = "1.1.0"
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VERSION = "1.2.0"
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def __init__(self) -> None:
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super().__init__()
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@@ -60,6 +64,11 @@ class PrismBattleSnake_GPT_5_6_Sol(ApexBattleSnake):
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self._enemy_attack_danger: int = 0 # tiles where enemy len >= our len
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self._enemy_attack_opportunity: int = 0 # tiles where enemy len < our len
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# Shared per-turn search contexts. Candidate moves overlap heavily, so
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# rebuilding their transposition tables wastes most iterative-deepening work.
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self._duel_search_context: BitboardDuelSearch | None = None
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self._survival_search_context: CompactSurvivalSearch | None = None
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# ── BitBoard accessor ────────────────────────────────────────────────────
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def _get_bb(self, width: int, height: int) -> BitBoard:
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@@ -78,6 +87,8 @@ class PrismBattleSnake_GPT_5_6_Sol(ApexBattleSnake):
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def choose_move(self, game_data: GameBoard) -> str:
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bb = self._get_bb(game_data.get_width(), game_data.get_height())
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self._duel_search_context = None
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self._survival_search_context = None
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# S9: precompute enemy body / tail / attack bitboards for survival tree
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other_snakes = game_data.get_other_snakes()
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@@ -128,7 +139,17 @@ class PrismBattleSnake_GPT_5_6_Sol(ApexBattleSnake):
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self._enemy_attack_danger = enemy_attack_danger
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self._enemy_attack_opportunity = enemy_attack_opportunity
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return super().choose_move(game_data)
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move = super().choose_move(game_data)
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history = self.get_history()
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if history:
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thinking = history[-1]
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if self._duel_search_context is not None:
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thinking["prism_duel_nodes"] = self._duel_search_context.nodes
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thinking["prism_duel_cache_hits"] = self._duel_search_context.cache_hits
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if self._survival_search_context is not None:
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thinking["prism_rollout_nodes"] = self._survival_search_context.nodes
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thinking["prism_rollout_cache_hits"] = self._survival_search_context.cache_hits
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return move
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# ── S1: Bitboard flood fill ──────────────────────────────────────────────
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@@ -260,14 +281,16 @@ class PrismBattleSnake_GPT_5_6_Sol(ApexBattleSnake):
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self, food_set: set, hazard_set: set, hazard_count: dict,
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hazard_damage: int, width: int, height: int, deadline: float | None,
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) -> BitboardDuelSearch:
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return BitboardDuelSearch(
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board=self._get_bb(width, height),
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food=food_set,
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hazards=hazard_set,
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hazard_count=hazard_count,
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hazard_damage=hazard_damage,
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deadline=deadline,
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)
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if self._duel_search_context is None:
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self._duel_search_context = BitboardDuelSearch(
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board=self._get_bb(width, height),
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food=food_set,
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hazards=hazard_set,
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hazard_count=hazard_count,
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hazard_damage=hazard_damage,
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deadline=deadline,
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)
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return self._duel_search_context
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def _minimax_candidate_id(
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self, my_body: list, enemy_body: list, my_target: tuple[int, int],
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@@ -281,13 +304,19 @@ class PrismBattleSnake_GPT_5_6_Sol(ApexBattleSnake):
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food_set, hazard_set, hazard_count, hazard_damage,
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width, height, deadline,
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)
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adaptive_depth = max_depth
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remaining = self._remaining_ms(deadline)
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if remaining > 250:
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adaptive_depth = min(7, max_depth + 1)
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elif remaining < 120:
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adaptive_depth = min(max_depth, 2)
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return search.search_candidate(
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my_body=my_body,
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enemy_body=enemy_body,
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my_target=my_target,
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my_health=my_health,
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enemy_health=enemy_health,
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max_depth=max_depth,
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max_depth=adaptive_depth,
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previous_hazards=previous_hazard_set if previous_hazard_set is not None else hazard_set,
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)
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@@ -331,7 +360,51 @@ class PrismBattleSnake_GPT_5_6_Sol(ApexBattleSnake):
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previous_hazards=previous_hazard_set if previous_hazard_set is not None else hazard_set,
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)
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# ── S9: Optimised survival tree (bitboard-native) ────────────────────────
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# ── S16/S17: compact adversarial survival rollout ───────────────────────
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def _future_rollout_bonus(
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self, move: str, safe_moves: dict, my_body: list, other_snakes: list,
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food_set: set, is_constrictor: bool, width: int, height: int,
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enemy_can_grow: dict, deadline: float | None,
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) -> float:
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pos = safe_moves.get(move)
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if pos is None:
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return -250.0
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# Duel minimax already advances the opponent exactly. Keep the much faster
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# bitboard-native solo rollout here instead of paying for the same response
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# model twice. Constrictor and multiplayer still use adversarial rollouts.
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if len(other_snakes) == 1 and not is_constrictor:
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return super()._future_rollout_bonus(
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move, safe_moves, my_body, other_snakes, food_set, is_constrictor,
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width, height, enemy_can_grow, deadline,
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)
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if self._survival_search_context is None:
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remaining = self._remaining_ms(deadline)
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enemy_branch = 2 if len(other_snakes) <= 2 and remaining > 100 else 1
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self._survival_search_context = CompactSurvivalSearch(
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board=self._get_bb(width, height),
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food=food_set,
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is_constrictor=is_constrictor,
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deadline=deadline,
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branch=self._planning_branch,
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enemy_branch=enemy_branch,
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response_cap=8 if remaining > 150 else 4,
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)
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remaining = self._remaining_ms(deadline)
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depth = min(self._planning_depth, 2 if len(other_snakes) > 1 else 3)
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if remaining < 90:
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depth = min(depth, 2)
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elif remaining > 250 and len(other_snakes) <= 2:
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depth = min(4, depth + 1)
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raw = self._survival_search_context.search_selected(
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my_body=my_body,
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enemies=other_snakes,
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target=(pos["x"], pos["y"]),
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depth=depth,
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)
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return raw * 0.15
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# ── S9: Optimised survival tree (compatibility fallback) ────────────────
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def _future_position_score(
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self, my_body: list, other_snakes: list, food_set: set, is_constrictor: bool,
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@@ -420,7 +493,6 @@ class PrismBattleSnake_GPT_5_6_Sol(ApexBattleSnake):
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bb = self._bb
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w = bb.width
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h = bb.height
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head = my_body[0]
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hx, hy = head["x"], head["y"]
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head_idx = hy * w + hx
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+1
-1
@@ -11,7 +11,7 @@ SNAKE_REGISTRY = {
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"UltimateBattleSnake": "4.5.0",
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"ApexBattleSnake": "1.0.0",
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"SupremeBattleSnake_ClaudeOpus4_6": "1.0.0",
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"PrismBattleSnake_GPT_5_6_Sol": "1.1.0",
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"PrismBattleSnake_GPT_5_6_Sol": "1.2.0",
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}
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DEFAULT_SNAKE_CONFIG = {
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+5
-3
@@ -326,15 +326,15 @@ class BitBoard:
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# index when several foods are equally close, which can change contested-
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# food scoring and therefore the selected move.
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queue = [start_idx]
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distances = [0]
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seen = start_bit
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cursor = 0
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layer_end = 1
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dist = 0
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w = self.width
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size = self.size
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while cursor < len(queue):
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cell = queue[cursor]
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dist = distances[cursor]
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cursor += 1
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x = cell % w
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candidates = (
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@@ -357,6 +357,8 @@ class BitBoard:
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return dist + 1, neighbor
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seen |= bit
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queue.append(neighbor)
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distances.append(dist + 1)
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if cursor == layer_end:
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dist += 1
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layer_end = len(queue)
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return None, None
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@@ -2,9 +2,9 @@
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from __future__ import annotations
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from collections.abc import Iterable
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from dataclasses import dataclass
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from time import perf_counter
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from typing import Iterable
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from snakes.bitboard import BitBoard
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@@ -47,9 +47,10 @@ class BitboardDuelSearch:
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self.hazard_stacks = {
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board.idx(x, y): count for (x, y), count in hazard_count.items()
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}
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self.transposition: dict[tuple[DuelState, int], tuple[float, str]] = {}
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self.transposition: dict[tuple[DuelState, int], tuple[float, str, int | None]] = {}
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self.killer_moves: dict[int, int] = {}
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self.history: dict[int, int] = {}
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self._body_bits_cache: dict[Body, int] = {}
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self.nodes = 0
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self.cache_hits = 0
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@@ -79,7 +80,11 @@ class BitboardDuelSearch:
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for depth in range(1, max_depth + 1):
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if self._out_of_time(5.0):
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break
|
||||
value, completed = self._search(state, depth, -float("inf"), float("inf"))
|
||||
window = 80.0 if completed_depth else float("inf")
|
||||
alpha, beta = result - window, result + window
|
||||
value, completed = self._search(state, depth, alpha, beta)
|
||||
if completed and window != float("inf") and (value <= alpha or value >= beta):
|
||||
value, completed = self._search(state, depth, -float("inf"), float("inf"))
|
||||
if not completed:
|
||||
break
|
||||
result = value
|
||||
@@ -119,9 +124,13 @@ class BitboardDuelSearch:
|
||||
for depth in range(1, max_depth + 1):
|
||||
if self._out_of_time(5.0):
|
||||
break
|
||||
value, completed = self._search_selected_move(
|
||||
state, target_idx, depth, -float("inf"), float("inf")
|
||||
)
|
||||
window = 80.0 if completed_depth else float("inf")
|
||||
alpha, beta = result - window, result + window
|
||||
value, completed = self._search_selected_move(state, target_idx, depth, alpha, beta)
|
||||
if completed and window != float("inf") and (value <= alpha or value >= beta):
|
||||
value, completed = self._search_selected_move(
|
||||
state, target_idx, depth, -float("inf"), float("inf")
|
||||
)
|
||||
if not completed:
|
||||
break
|
||||
result = value
|
||||
@@ -200,7 +209,7 @@ class BitboardDuelSearch:
|
||||
cached = self.transposition.get(cache_key)
|
||||
if cached is not None:
|
||||
self.cache_hits += 1
|
||||
cached_value, bound = cached
|
||||
cached_value, bound, preferred_move = cached
|
||||
if bound == "exact":
|
||||
return cached_value, True
|
||||
if bound == "lower":
|
||||
@@ -217,9 +226,10 @@ class BitboardDuelSearch:
|
||||
if not enemy_moves:
|
||||
return self.WIN + depth, True
|
||||
|
||||
my_moves = self._ordered_moves(my_moves, state, depth, True)
|
||||
my_moves = self._ordered_moves(my_moves, state, depth, True, preferred_move if cached is not None else None)
|
||||
enemy_moves = self._ordered_moves(enemy_moves, state, depth, False)
|
||||
best = -float("inf")
|
||||
best_move: int | None = None
|
||||
|
||||
for my_target in my_moves:
|
||||
worst = float("inf")
|
||||
@@ -240,7 +250,9 @@ class BitboardDuelSearch:
|
||||
self.history[my_target] = self.history.get(my_target, 0) + depth * depth
|
||||
break
|
||||
|
||||
best = max(best, worst)
|
||||
if worst > best:
|
||||
best = worst
|
||||
best_move = my_target
|
||||
alpha = max(alpha, best)
|
||||
if alpha >= beta:
|
||||
break
|
||||
@@ -251,7 +263,7 @@ class BitboardDuelSearch:
|
||||
bound = "lower"
|
||||
else:
|
||||
bound = "exact"
|
||||
self.transposition[cache_key] = (best, bound)
|
||||
self.transposition[cache_key] = (best, bound, best_move)
|
||||
return best, True
|
||||
|
||||
def _advance(self, state: DuelState, my_target: int, enemy_target: int) -> tuple[DuelState, float | None]:
|
||||
@@ -308,7 +320,10 @@ class BitboardDuelSearch:
|
||||
"""
|
||||
return list(self._iter_bits(self.board.neighbors_of(body[0])))
|
||||
|
||||
def _ordered_moves(self, moves: list[int], state: DuelState, depth: int, mine: bool) -> list[int]:
|
||||
def _ordered_moves(
|
||||
self, moves: list[int], state: DuelState, depth: int, mine: bool,
|
||||
preferred: int | None = None,
|
||||
) -> list[int]:
|
||||
body = state.my_body if mine else state.enemy_body
|
||||
other = state.enemy_body if mine else state.my_body
|
||||
killer = self.killer_moves.get(depth)
|
||||
@@ -320,8 +335,9 @@ class BitboardDuelSearch:
|
||||
food_bonus = 200.0 if (1 << target) & state.food_bits else 0.0
|
||||
space = self.board.flood_count(target, (self._body_bits(body[1:]) | self._body_bits(other[1:])) & ~(1 << target))
|
||||
center = -(abs(x - center_x) + abs(y - center_y))
|
||||
preferred_bonus = 20_000.0 if target == preferred else 0.0
|
||||
killer_bonus = 10_000.0 if target == killer else 0.0
|
||||
return killer_bonus + self.history.get(target, 0) + food_bonus + space * 2.0 + center, -target
|
||||
return preferred_bonus + killer_bonus + self.history.get(target, 0) + food_bonus + space * 2.0 + center, -target
|
||||
|
||||
# Our strongest-looking moves first; enemy ordering uses the same quality
|
||||
# estimate because dangerous enemy replies tend to gain space and food.
|
||||
@@ -329,13 +345,25 @@ class BitboardDuelSearch:
|
||||
|
||||
def _evaluate(self, state: DuelState) -> float:
|
||||
my_blocked = self._body_bits(state.my_body[1:]) | self._body_bits(state.enemy_body[1:])
|
||||
my_space = self.board.flood_count(state.my_body[0], my_blocked)
|
||||
enemy_space = self.board.flood_count(state.enemy_body[0], my_blocked)
|
||||
my_liberties = self.board.open_neighbor_count(state.my_body[0], my_blocked)
|
||||
enemy_liberties = self.board.open_neighbor_count(state.enemy_body[0], my_blocked)
|
||||
length_score = (len(state.my_body) - len(state.enemy_body)) * 18.0
|
||||
health_score = (state.my_health - state.enemy_health) * 0.15
|
||||
return (my_space - enemy_space) * 2.0 + (my_liberties - enemy_liberties) * 12.0 + length_score + health_score
|
||||
my_head, enemy_head = state.my_body[0], state.enemy_body[0]
|
||||
my_space = self.board.flood_count(my_head, my_blocked)
|
||||
enemy_space = self.board.flood_count(enemy_head, my_blocked)
|
||||
my_liberties = self.board.open_neighbor_count(my_head, my_blocked)
|
||||
enemy_liberties = self.board.open_neighbor_count(enemy_head, my_blocked)
|
||||
territory = self.board.territory(my_head, [enemy_head], my_blocked)
|
||||
my_tail_path = self.board.path_distance(my_head, state.my_body[-1], my_blocked)
|
||||
enemy_tail_path = self.board.path_distance(enemy_head, state.enemy_body[-1], my_blocked)
|
||||
tail_score = (12.0 if my_tail_path is not None else -24.0) - (12.0 if enemy_tail_path is not None else -24.0)
|
||||
my_hazard = self._hazard_cost(my_head, state.previous_hazard_bits)
|
||||
enemy_hazard = self._hazard_cost(enemy_head, state.previous_hazard_bits)
|
||||
length_score = (len(state.my_body) - len(state.enemy_body)) * 20.0
|
||||
health_score = (state.my_health - state.enemy_health) * 0.18
|
||||
forced_score = (my_liberties > 1) * 10.0 - (enemy_liberties > 1) * 10.0
|
||||
return (
|
||||
(my_space - enemy_space) * 1.5 + territory * 1.2
|
||||
+ (my_liberties - enemy_liberties) * 14.0 + length_score + health_score
|
||||
+ tail_score + forced_score + (enemy_hazard - my_hazard) * 0.8
|
||||
)
|
||||
|
||||
def _hazard_cost(self, target: int, previous_hazard_bits: int) -> int:
|
||||
bit = 1 << target
|
||||
@@ -351,11 +379,15 @@ class BitboardDuelSearch:
|
||||
def _tail_stacked(body: Body) -> bool:
|
||||
return len(body) >= 2 and body[-1] == body[-2]
|
||||
|
||||
@staticmethod
|
||||
def _body_bits(body: Body) -> int:
|
||||
def _body_bits(self, body: Body) -> int:
|
||||
cached = self._body_bits_cache.get(body)
|
||||
if cached is not None:
|
||||
return cached
|
||||
bits = 0
|
||||
for cell in body:
|
||||
bits |= 1 << cell
|
||||
if len(self._body_bits_cache) < 16_384:
|
||||
self._body_bits_cache[body] = bits
|
||||
return bits
|
||||
|
||||
@staticmethod
|
||||
|
||||
@@ -0,0 +1,263 @@
|
||||
"""Compact adversarial rollout for multiplayer Battlesnake positions."""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
from itertools import product
|
||||
from time import perf_counter
|
||||
|
||||
from snakes.bitboard import BitBoard
|
||||
|
||||
Body = tuple[int, ...]
|
||||
EnemyBodies = tuple[Body, ...]
|
||||
StateKey = tuple[Body, EnemyBodies, int, int]
|
||||
|
||||
class CompactSurvivalSearch:
|
||||
"""Small paranoid beam search with simultaneous enemy responses.
|
||||
|
||||
It is deliberately narrower than full multiplayer minimax: each enemy keeps
|
||||
only its most dangerous replies and the combined response beam is capped.
|
||||
This models moving opponents without exhausting the request deadline.
|
||||
"""
|
||||
|
||||
DEATH = -5000.0
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
board: BitBoard,
|
||||
food: set[tuple[int, int]],
|
||||
is_constrictor: bool,
|
||||
deadline: float | None,
|
||||
branch: int,
|
||||
enemy_branch: int = 2,
|
||||
response_cap: int = 8,
|
||||
) -> None:
|
||||
self.board = board
|
||||
self.food_bits = board.set_to_bits(food)
|
||||
self.is_constrictor = is_constrictor
|
||||
self.deadline = deadline
|
||||
self.branch = max(1, branch)
|
||||
self.enemy_branch = max(1, enemy_branch)
|
||||
self.response_cap = max(1, response_cap)
|
||||
self.cache: dict[StateKey, float] = {}
|
||||
self.body_bits_cache: dict[Body, int] = {}
|
||||
self.nodes = 0
|
||||
self.cache_hits = 0
|
||||
|
||||
def body_from_dicts(self, body: list[dict]) -> Body:
|
||||
return tuple(self.board.idx(segment["x"], segment["y"]) for segment in body)
|
||||
|
||||
def search_selected(
|
||||
self,
|
||||
my_body: list[dict],
|
||||
enemies: list[dict],
|
||||
target: tuple[int, int],
|
||||
depth: int,
|
||||
) -> float:
|
||||
mine = self.body_from_dicts(my_body)
|
||||
enemy_bodies = tuple(self.body_from_dicts(enemy["body"]) for enemy in enemies)
|
||||
target_idx = self.board.idx(*target)
|
||||
if not self.board.neighbors_of(mine[0]) & (1 << target_idx):
|
||||
return self.DEATH
|
||||
return self._selected_root(mine, enemy_bodies, self.food_bits, target_idx, depth)
|
||||
|
||||
def _selected_root(
|
||||
self, mine: Body, enemies: EnemyBodies, food_bits: int, target: int, depth: int,
|
||||
) -> float:
|
||||
replies = self._enemy_responses(enemies, mine, target, food_bits)
|
||||
if not replies:
|
||||
replies = [()]
|
||||
worst = float("inf")
|
||||
for response in replies:
|
||||
if self._out_of_time():
|
||||
break
|
||||
child = self._advance(mine, enemies, target, response, food_bits)
|
||||
if child is None:
|
||||
value = self.DEATH
|
||||
else:
|
||||
next_mine, next_enemies, next_food = child
|
||||
value = self._evaluate(next_mine, next_enemies)
|
||||
if depth > 1 and value > self.DEATH:
|
||||
value += self._search(next_mine, next_enemies, next_food, depth - 1) * 0.72
|
||||
worst = min(worst, value)
|
||||
return self._evaluate(mine, enemies) if worst == float("inf") else worst
|
||||
|
||||
def _search(self, mine: Body, enemies: EnemyBodies, food_bits: int, depth: int) -> float:
|
||||
self.nodes += 1
|
||||
if self._out_of_time() or depth <= 0:
|
||||
return 0.0
|
||||
key = (mine, enemies, food_bits, depth)
|
||||
cached = self.cache.get(key)
|
||||
if cached is not None:
|
||||
self.cache_hits += 1
|
||||
return cached
|
||||
|
||||
occupied = self._occupied(mine, enemies)
|
||||
targets = list(self._iter_bits(self.board.neighbors_of(mine[0])))
|
||||
ranked: list[tuple[float, int]] = []
|
||||
for target in targets:
|
||||
# Collision legality is finalized simultaneously because eating controls
|
||||
# whether tails vacate.
|
||||
ate = bool((1 << target) & food_bits)
|
||||
own_tail_blocked = self.is_constrictor or ate
|
||||
body_blocked = self._body_bits(mine if own_tail_blocked else mine[:-1])
|
||||
enemy_blocked = 0
|
||||
for enemy in enemies:
|
||||
enemy_blocked |= self._body_bits(enemy[:-1] if not self.is_constrictor else enemy)
|
||||
if (1 << target) & (body_blocked | enemy_blocked):
|
||||
continue
|
||||
free_space = self.board.flood_count(target, occupied & ~(1 << target))
|
||||
ranked.append((free_space + (20 if ate else 0), target))
|
||||
ranked.sort(reverse=True)
|
||||
|
||||
if not ranked:
|
||||
return self.DEATH
|
||||
|
||||
best = self.DEATH
|
||||
for _, target in ranked[:self.branch]:
|
||||
replies = self._enemy_responses(enemies, mine, target, food_bits) or [()]
|
||||
worst = float("inf")
|
||||
for response in replies:
|
||||
if self._out_of_time():
|
||||
break
|
||||
child = self._advance(mine, enemies, target, response, food_bits)
|
||||
if child is None:
|
||||
value = self.DEATH
|
||||
else:
|
||||
next_mine, next_enemies, next_food = child
|
||||
value = self._evaluate(next_mine, next_enemies)
|
||||
if depth > 1 and value > self.DEATH:
|
||||
value += self._search(next_mine, next_enemies, next_food, depth - 1) * 0.72
|
||||
worst = min(worst, value)
|
||||
if worst != float("inf"):
|
||||
best = max(best, worst)
|
||||
|
||||
if not self._out_of_time() and len(self.cache) < 16_384:
|
||||
self.cache[key] = best
|
||||
return best
|
||||
|
||||
def _enemy_responses(
|
||||
self, enemies: EnemyBodies, mine: Body, my_target: int, food_bits: int,
|
||||
) -> list[tuple[int, ...]]:
|
||||
if not enemies:
|
||||
return []
|
||||
choices: list[list[int]] = []
|
||||
my_length_after = len(mine) + int(bool((1 << my_target) & food_bits))
|
||||
for enemy in enemies:
|
||||
ranked: list[tuple[float, int]] = []
|
||||
for target in self._iter_bits(self.board.neighbors_of(enemy[0])):
|
||||
ate = bool((1 << target) & food_bits)
|
||||
enemy_length_after = len(enemy) + int(ate)
|
||||
score = 0.0
|
||||
if target == my_target:
|
||||
score += 1000.0 if enemy_length_after >= my_length_after else -1000.0
|
||||
tx, ty = self.board.coord(target)
|
||||
mx, my = self.board.coord(my_target)
|
||||
score -= abs(tx - mx) + abs(ty - my)
|
||||
score += self.board.open_neighbor_count(target, self._occupied(mine, enemies)) * 3.0
|
||||
score += 20.0 if ate else 0.0
|
||||
ranked.append((score, target))
|
||||
ranked.sort(reverse=True)
|
||||
choices.append([target for _, target in ranked[:self.enemy_branch]])
|
||||
|
||||
responses: list[tuple[int, ...]] = []
|
||||
for response in product(*choices):
|
||||
responses.append(response)
|
||||
if len(responses) >= self.response_cap:
|
||||
break
|
||||
return responses
|
||||
|
||||
def _advance(
|
||||
self,
|
||||
mine: Body,
|
||||
enemies: EnemyBodies,
|
||||
my_target: int,
|
||||
enemy_targets: tuple[int, ...],
|
||||
food_bits: int,
|
||||
) -> tuple[Body, EnemyBodies, int] | None:
|
||||
my_ate = bool((1 << my_target) & food_bits)
|
||||
next_mine = self._advance_body(mine, my_target, my_ate)
|
||||
next_enemies = tuple(
|
||||
self._advance_body(body, target, bool((1 << target) & food_bits))
|
||||
for body, target in zip(enemies, enemy_targets)
|
||||
)
|
||||
|
||||
# Body and self collisions after all tails have moved.
|
||||
if my_target in next_mine[1:]:
|
||||
return None
|
||||
if any(my_target in enemy[1:] for enemy in next_enemies):
|
||||
return None
|
||||
|
||||
surviving: list[Body] = []
|
||||
for index, enemy in enumerate(next_enemies):
|
||||
target = enemy[0]
|
||||
dead = target in enemy[1:] or target in next_mine[1:]
|
||||
dead = dead or any(
|
||||
target in other[1:] for other_index, other in enumerate(next_enemies)
|
||||
if other_index != index
|
||||
)
|
||||
if target == my_target:
|
||||
if len(enemy) >= len(next_mine):
|
||||
return None
|
||||
dead = True
|
||||
if not dead:
|
||||
# Enemy/enemy head collisions remove equal-length snakes and the shorter.
|
||||
for other_index, other in enumerate(next_enemies):
|
||||
if other_index != index and target == other[0] and len(enemy) <= len(other):
|
||||
dead = True
|
||||
break
|
||||
if not dead:
|
||||
surviving.append(enemy)
|
||||
|
||||
eaten = (1 << my_target) if my_ate else 0
|
||||
for body, target in zip(enemies, enemy_targets):
|
||||
if (1 << target) & food_bits:
|
||||
eaten |= 1 << target
|
||||
return next_mine, tuple(surviving), food_bits & ~eaten
|
||||
|
||||
def _evaluate(self, mine: Body, enemies: EnemyBodies) -> float:
|
||||
blocked = self._occupied(mine, enemies) & ~(1 << mine[0])
|
||||
space = self.board.flood_count(mine[0], blocked)
|
||||
liberties = self.board.open_neighbor_count(mine[0], blocked)
|
||||
if liberties == 0 or space < len(mine):
|
||||
return self.DEATH
|
||||
enemy_pressure = 0.0
|
||||
for enemy in enemies:
|
||||
enemy_blocked = blocked & ~(1 << enemy[0])
|
||||
enemy_space = self.board.flood_count(enemy[0], enemy_blocked)
|
||||
enemy_liberties = self.board.open_neighbor_count(enemy[0], enemy_blocked)
|
||||
enemy_pressure += max(0, 3 - enemy_liberties) * 18.0
|
||||
if len(mine) > len(enemy):
|
||||
enemy_pressure += max(0, 8 - enemy_space) * 8.0
|
||||
return space * 1.9 + liberties * 32.0 + enemy_pressure - len(enemies) * 4.0
|
||||
|
||||
def _occupied(self, mine: Body, enemies: EnemyBodies) -> int:
|
||||
occupied = self._body_bits(mine)
|
||||
for enemy in enemies:
|
||||
occupied |= self._body_bits(enemy)
|
||||
return occupied
|
||||
|
||||
def _body_bits(self, body: Body) -> int:
|
||||
cached = self.body_bits_cache.get(body)
|
||||
if cached is not None:
|
||||
return cached
|
||||
bits = 0
|
||||
for cell in body:
|
||||
bits |= 1 << cell
|
||||
if len(self.body_bits_cache) < 16_384:
|
||||
self.body_bits_cache[body] = bits
|
||||
return bits
|
||||
|
||||
def _advance_body(self, body: Body, target: int, ate: bool) -> Body:
|
||||
if self.is_constrictor or ate:
|
||||
return (target,) + body
|
||||
return (target,) + body[:-1]
|
||||
|
||||
@staticmethod
|
||||
def _iter_bits(bits: int):
|
||||
while bits:
|
||||
bit = bits & -bits
|
||||
yield bit.bit_length() - 1
|
||||
bits ^= bit
|
||||
|
||||
def _out_of_time(self) -> bool:
|
||||
return self.deadline is not None and perf_counter() >= self.deadline
|
||||
@@ -3,9 +3,10 @@ from time import perf_counter
|
||||
|
||||
from snakes import SnakeBuilder, get_snake_version
|
||||
from snakes.ApexBattleSnake import ApexBattleSnake
|
||||
from snakes.PrismBattleSnake_GPT_5_6_Sol import PrismBattleSnake_GPT_5_6_Sol
|
||||
from snakes.bitboard import BitBoard
|
||||
from snakes.bitboard_duel_search import BitboardDuelSearch
|
||||
from snakes.compact_survival_search import CompactSurvivalSearch
|
||||
from snakes.PrismBattleSnake_GPT_5_6_Sol import PrismBattleSnake_GPT_5_6_Sol
|
||||
|
||||
class TestBitBoard(unittest.TestCase):
|
||||
|
||||
@@ -51,8 +52,8 @@ class TestPrismBattleSnake_GPT_5_6_Sol(unittest.TestCase):
|
||||
snake = PrismBattleSnake_GPT_5_6_Sol()
|
||||
|
||||
self.assertEqual(snake.name, "PrismBattleSnake")
|
||||
self.assertEqual(snake.version, "1.1.0")
|
||||
self.assertEqual(get_snake_version("PrismBattleSnake_GPT_5_6_Sol"), "1.1.0")
|
||||
self.assertEqual(snake.version, "1.2.0")
|
||||
self.assertEqual(get_snake_version("PrismBattleSnake_GPT_5_6_Sol"), "1.2.0")
|
||||
self.assertIsInstance(SnakeBuilder.build("PrismBattleSnake_GPT_5_6_Sol"), PrismBattleSnake_GPT_5_6_Sol)
|
||||
|
||||
def test_bitboard_primitives_match_apex(self):
|
||||
@@ -156,6 +157,55 @@ class TestPrismBattleSnake_GPT_5_6_Sol(unittest.TestCase):
|
||||
|
||||
self.assertIn(board.idx(1, 1), advanced)
|
||||
|
||||
def test_candidate_duel_searches_share_the_same_context(self):
|
||||
snake = PrismBattleSnake_GPT_5_6_Sol()
|
||||
kwargs = {
|
||||
"my_body": [{"x": 0, "y": 1}, {"x": 0, "y": 0}],
|
||||
"enemy_body": [{"x": 3, "y": 1}, {"x": 3, "y": 0}],
|
||||
"food_set": set(), "hazard_set": set(),
|
||||
"my_health": 100, "enemy_health": 100,
|
||||
"hazard_damage": 15, "hazard_count": {},
|
||||
"width": 4, "height": 3, "max_depth": 2,
|
||||
"alpha": -1e9, "beta": 1e9, "deadline": perf_counter() + 1.0,
|
||||
}
|
||||
|
||||
snake._minimax_candidate_id(my_target=(1, 1), **kwargs)
|
||||
first_context = snake._duel_search_context
|
||||
snake._minimax_candidate_id(my_target=(0, 2), **kwargs)
|
||||
|
||||
self.assertIs(snake._duel_search_context, first_context)
|
||||
self.assertGreater(first_context.nodes, 0)
|
||||
|
||||
def test_compact_rollout_models_lethal_enemy_head_response(self):
|
||||
board = BitBoard(3, 3)
|
||||
search = CompactSurvivalSearch(
|
||||
board=board, food=set(), is_constrictor=False,
|
||||
deadline=perf_counter() + 1.0, branch=2,
|
||||
)
|
||||
mine = [{"x": 0, "y": 1}, {"x": 0, "y": 0}]
|
||||
enemies = [{
|
||||
"body": [{"x": 2, "y": 1}, {"x": 2, "y": 0}, {"x": 1, "y": 0}],
|
||||
}]
|
||||
|
||||
value = search.search_selected(mine, enemies, (1, 1), depth=1)
|
||||
|
||||
self.assertEqual(value, search.DEATH)
|
||||
|
||||
def test_compact_rollout_reuses_transpositions(self):
|
||||
board = BitBoard(5, 5)
|
||||
search = CompactSurvivalSearch(
|
||||
board=board, food=set(), is_constrictor=False,
|
||||
deadline=perf_counter() + 1.0, branch=2,
|
||||
)
|
||||
mine = [{"x": 1, "y": 1}, {"x": 1, "y": 0}]
|
||||
enemies = [{"body": [{"x": 3, "y": 3}, {"x": 3, "y": 4}]}]
|
||||
|
||||
search.search_selected(mine, enemies, (2, 1), depth=3)
|
||||
hits_before = search.cache_hits
|
||||
search.search_selected(mine, enemies, (2, 1), depth=3)
|
||||
|
||||
self.assertGreater(search.cache_hits, hits_before)
|
||||
|
||||
def test_bitboard_duel_search_reuses_transpositions(self):
|
||||
board = BitBoard(5, 5)
|
||||
search = BitboardDuelSearch(
|
||||
|
||||
Reference in New Issue
Block a user