Files
snake-python/snakes/UltimateBattleSnake.py

1565 lines
66 KiB
Python

from collections.abc import Iterator
from collections import deque
from typing import Any, cast
from time import perf_counter
import heapq, os
from quart_common.web.env import env_int
from snakes.TemplateSnake import TemplateSnake
from server.GameBoard import GameBoard
from server.dataset.RLBootstrapDataset import RLBootstrapDataset
class UltimateBattleSnake(TemplateSnake):
"""
UltimateBattleSnake v4.5.0
All improvements over BestBattleSnake:
v3: #1+#9 Simultaneous minimax (both snakes move at once) with hazard/health tracking
v3: #2 Enemy distance maps recomputed per-candidate when time allows (>150ms left)
v3: #3 Restored enemy_confinement_metrics + full encirclement multipliers in duel
v3: #4 Restored enemy_constrictor_projection for constrictor games
v3: #5 Survival tree lookahead for multi-snake tiebreaking
v3: #6 _safe_next_options uses pre-built attack map (no redundant rebuild)
v3: #7 Occupancy ratio uses total board bodies, not just ours
v3: #8 Articulation penalty scales with partition size; BFS limit = board area
v3: #10 Duel style (safe/balanced/aggressive) restored from env var
v3: #11 Hazard multi-step health depletion check (will this corridor kill us?)
v3: #13 Tail-escape used as score-window tiebreaker, not primary filter
v3: #14 future_body + blocked returned in info dict (no recompute in callers)
v3: #15 BFS limit = width*height (not hardcoded 120)
v4: F1 Sort minimax move lists by food/center for better alpha-beta pruning
v4: F2 Survival tree added to constrictor mode and duel post-minimax
v4: F3 Starvation lookahead: heavy penalty when health < 40 and food unreachable in time
v4: F4/10 Food competition: penalise contested nearest food using precomputed enemy dmaps
v4: F5 Length-growth threshold bonus in duel when eating crosses enemy-length barrier
v4: F6 Optimistic flood fill: enemy tails excluded from blocked for reachable_space
v4: F8 H2H distance-2 penalty using precomputed enemy dmaps
v4: F9 Corner/edge geometric penalty scaled by total_occupancy
v4: F11 Constrictor dead-end buffer: required_space += max(3, len // 6)
v4: F12 Removed double _territory_fast call from _score_move (was also called by callers)
v4.1 B1 _simulation_blocked now correctly keeps enemy tail blocked when enemy_can_grow=True
v4.1 B2 _build_enemy_attack_map: can_en_tail=False when enemy is about to eat (won't vacate)
v4.1 B3 _compute_base_blocked: same enemy_can_grow fix for Voronoi dmap accuracy
v4.2 B4 _build_enemy_attack_map: enemy_can_grow now actually passed from choose_move and tree
v4.2 B5 _choose_duel_move: removed double food bias (score_move already adds it; duel now only adjusts delta)
v4.2 B6 _minimax_sim: occupancy now respects _is_tail_stacked (stacked tail not vacated)
v4.3 C1 hazard_count dict tracks Snail Mode stack depth; damage scaled by stack throughout
v4.3 C2 minimax: hazard damage skipped when food eaten on same tile (rules fidelity)
v4.3 C3 _hazard_will_kill: baseline -1/turn now included in health depletion math
v4.3 C4 _legal_moves: enemy tail vacate allowed when enemy won't grow (fixes false negatives)
v4.3 C5 mode detection uses both ruleset name and game map (snail mode hardening)
v4.4 D1 _minimax_sim: hazard spawn-immunity via previous_hazard_set (no damage on newly-spawned hazard)
v4.4 D2 _hazard_will_kill: Dijkstra with per-tile stack cost (was constant entry_stack for whole corridor)
v4.4 D3 all random.choice fallbacks replaced with deterministic degrade (last_move > center > lexical)
v4.5 E1 _enemy_can_grow_this_turn: health-urgency heuristic + occupied-set check (food blocked = no eat)
v4.5 E2 _flood_fill_count: per-turn frozenset-keyed transposition cache; resets each turn
v4.5 E3 Snail-specific trail scoring: adjacent hazard density + stack-risk penalty via self._is_snail
"""
VERSION = "4.5.0"
Point = tuple[int, int]
Coord = dict[str, int]
SnakeState = dict[str, Any]
MoveMap = dict[str, Coord]
DIRECTIONS = {
"up": (0, 1),
"down": (0, -1),
"left": (-1, 0),
"right": (1, 0),
}
OPPOSITE = {
"up": "down",
"down": "up",
"left": "right",
"right": "left",
}
def __init__(self):
super().__init__()
self.name = "UltimateBattleSnake"
self.version = self.VERSION
self.recent_heads: deque[tuple[int, int]] = deque(maxlen=14)
self.last_move: str | None = None
self.last_game_id: str | None = None
self.previous_hazards: set[tuple[int, int]] = set()
# Per-turn precomputed state
self._enemy_dmaps: list[dict] = []
self._enemy_heads: list[tuple[int, int]] = []
self._base_blocked: set[tuple[int, int]] = set()
self._is_snail: bool = False
# E2: per-turn transposition cache for flood-fill (reset each turn)
self._bfs_cache: dict[tuple, int] = {}
self._bfs_cache_turn: int = -1
# Config
self._planning_depth = max(1, min(4, env_int("BATTLE_FUTURE_PLANNING_DEPTH", 2)))
self._planning_branch = max(1, min(3, env_int("BATTLE_FUTURE_PLANNING_BRANCH", 2)))
self._planning_min_ms = max(25, env_int("BATTLE_FUTURE_PLANNING_MIN_MS", 70))
# RL bootstrap dataset recorder
self.rl_bootstrap = RLBootstrapDataset()
def __getstate__(self):
state = super().__getstate__()
# strip per-turn precomputed state — all re-assigned at the top of choose_move
state['_enemy_dmaps'] = []
state['_enemy_heads'] = []
state['_base_blocked'] = set()
state['_is_snail'] = False
state['_bfs_cache'] = {}
state['_bfs_cache_turn'] = -1
return state
# ── Env helpers ──────────────────────────────────────────────────────────────
def _get_timeout_buffer_ms(self) -> int:
try:
return max(30, int(os.getenv("SNAKE_TIMEOUT_BUFFER_MS", "130")))
except ValueError:
return 130
def _get_duel_style(self) -> str:
raw = os.getenv("BATTLE_SNAKE_DUEL_STYLE", os.getenv("DUEL_STYLE", "balanced"))
style = raw.strip().lower()
return style if style in {"safe", "balanced", "aggressive"} else "balanced"
def _duel_weights(self, style: str) -> dict[str, float]:
if style == "safe":
return {"head_pressure": 0.65, "distance_safety": 1.30, "food_bias": 1.00}
if style == "aggressive":
return {"head_pressure": 1.35, "distance_safety": 0.75, "food_bias": 0.85}
return {"head_pressure": 1.00, "distance_safety": 1.00, "food_bias": 1.00}
def _time_exceeded(self, deadline: float | None) -> bool:
return deadline is not None and perf_counter() >= deadline
def _remaining_ms(self, deadline: float | None) -> float:
if deadline is None:
return 10_000.0
return max(0.0, (deadline - perf_counter()) * 1000.0)
# ── Entry point ───────────────────────────────────────────────────────────────
def choose_move(self, game_data: GameBoard) -> str:
self.game_board = game_data
self.calculations = []
timeout_ms = (game_data.get_timeout() if hasattr(game_data, "get_timeout") else 500)
deadline = perf_counter() + (max(50, timeout_ms - self._get_timeout_buffer_ms()) / 1000.0)
game_id = getattr(game_data, "id", None)
turn = game_data.get_turn()
if game_id != self.last_game_id or turn <= 1:
self.recent_heads.clear()
self.last_move = None
self.previous_hazards = set()
self.last_game_id = game_id
self.rl_bootstrap.refresh_state()
my_snake = cast(dict[str, Any], game_data.get_my_snake())
my_head = my_snake["head"]
my_body = my_snake["body"]
my_len = my_snake.get("length", len(my_body))
my_health = my_snake.get("health", 100)
width = game_data.get_width()
height = game_data.get_height()
board_area = max(1, width * height)
foods = game_data.get_food()
hazards = game_data.get_hazard()
other_snakes = game_data.get_other_snakes()
# C5: use both ruleset name AND game map for robust mode detection
game_type = game_data.get_type()
game_map = game_data.get_map() if hasattr(game_data, "get_map") else None
is_constrictor = game_type == "constrictor"
is_snail = game_map in {"snail_mode", "snail"} or game_type == "snail_mode"
self._is_snail = is_snail # E3: store for use in _score_move
# E2: reset per-turn BFS transposition cache
if turn != self._bfs_cache_turn:
self._bfs_cache = {}
self._bfs_cache_turn = turn
food_set: set[tuple[int, int]] = {(f["x"], f["y"]) for f in foods}
# C1: track hazard stack depth (Snail Mode can stack multiple hazards on one tile)
hazard_set: set[tuple[int, int]] = set()
hazard_count: dict[tuple[int, int], int] = {}
for h in hazards:
pt = (h["x"], h["y"])
hazard_set.add(pt)
hazard_count[pt] = hazard_count.get(pt, 0) + 1
previous_hazard_set = set(self.previous_hazards)
hazard_damage = self._hazard_damage_per_turn(game_data)
current_head_pt = (my_head["x"], my_head["y"])
# Fix #7: total board occupancy (all snake bodies combined)
total_body_cells = len(my_body) + sum(len(s["body"]) for s in other_snakes)
total_occupancy = total_body_cells / board_area
# E1: build occupied set once so _enemy_can_grow_this_turn can skip food tiles under bodies
all_occupied: set[tuple[int, int]] = {(s["x"], s["y"]) for s in my_body}
for _s in other_snakes:
for _seg in _s["body"]:
all_occupied.add((_seg["x"], _seg["y"]))
enemy_can_grow = {
s["id"]: self._enemy_can_grow_this_turn(s, food_set, all_occupied)
for s in other_snakes if "id" in s
}
# ── Per-turn precomputation ───────────────────────────────────────────────
# Base blocked: current bodies with tails vacatable — for enemy dmap approximation
# Pass enemy_can_grow so tails of growing enemies stay blocked in the dmap
self._base_blocked = self._compute_base_blocked(
my_body, other_snakes, is_constrictor, enemy_can_grow, food_set
)
self._enemy_heads = [(s["head"]["x"], s["head"]["y"]) for s in other_snakes]
# Enemy distance maps precomputed ONCE; reused by all candidate evaluations
self._enemy_dmaps = [
self._distance_map(eh, self._base_blocked, width, height)
for eh in self._enemy_heads
]
# Enemy attack map: computed once, passed to all scoring (fixes #6)
enemy_attack_map = self._build_enemy_attack_map(
my_snake=my_snake, other_snakes=other_snakes, food_set=food_set,
is_constrictor=is_constrictor, width=width, height=height,
enemy_can_grow=enemy_can_grow,
)
safe_moves = self._legal_moves(
my_head=my_head, my_body=my_body, other_snakes=other_snakes,
food_set=food_set, is_constrictor=is_constrictor, width=width, height=height,
enemy_can_grow=enemy_can_grow,
)
if not safe_moves:
fallback = self._fallback_move(my_head, width, height)
self.recent_heads.append(current_head_pt)
self.last_move = fallback
self.previous_hazards = set(hazard_set)
self.add_to_history({
"turn": turn, "move": fallback, "reason": "no_safe_moves",
"health": my_health, "length": my_len,
"head": {"x": my_head["x"], "y": my_head["y"]},
})
self.rl_bootstrap.record_sample(game_data, fallback, safe_moves, "no_safe_moves")
return fallback
# ── Mode dispatch ─────────────────────────────────────────────────────────
if is_constrictor:
best_move, scores = self._choose_constrictor_move(
safe_moves=safe_moves, my_body=my_body, my_len=my_len, my_health=my_health,
other_snakes=other_snakes, food_set=food_set, hazard_set=hazard_set,
hazard_damage=hazard_damage, hazard_count=hazard_count,
previous_hazard_set=previous_hazard_set,
enemy_attack_map=enemy_attack_map, enemy_can_grow=enemy_can_grow,
total_occupancy=total_occupancy, width=width, height=height, deadline=deadline,
)
mode_label = "constrictor"
elif len(other_snakes) == 1:
best_move, scores = self._choose_duel_move(
safe_moves=safe_moves, my_body=my_body, my_len=my_len, my_health=my_health,
other_snakes=other_snakes, food_set=food_set, hazard_set=hazard_set,
hazard_damage=hazard_damage, hazard_count=hazard_count,
previous_hazard_set=previous_hazard_set,
enemy_attack_map=enemy_attack_map, enemy_can_grow=enemy_can_grow,
total_occupancy=total_occupancy, width=width, height=height, deadline=deadline,
)
mode_label = "duel"
else:
best_move, scores = self._choose_multi_move(
safe_moves=safe_moves, my_body=my_body, my_len=my_len, my_health=my_health,
other_snakes=other_snakes, food_set=food_set, hazard_set=hazard_set,
hazard_damage=hazard_damage, hazard_count=hazard_count,
previous_hazard_set=previous_hazard_set,
enemy_attack_map=enemy_attack_map, enemy_can_grow=enemy_can_grow,
total_occupancy=total_occupancy, width=width, height=height, deadline=deadline,
)
mode_label = "multi"
self.recent_heads.append(current_head_pt)
self.last_move = best_move
self.previous_hazards = set(hazard_set)
self.add_to_history({
"turn": turn, "move": best_move, "mode": mode_label,
"health": my_health, "length": my_len,
"head": {"x": my_head["x"], "y": my_head["y"]},
"snakes": len(other_snakes) + 1,
"occupancy": round(total_occupancy, 3),
"scores": scores,
"ms_remaining": round(self._remaining_ms(deadline), 1),
})
self.rl_bootstrap.record_sample(game_data, best_move, safe_moves, mode_label, scores)
return best_move
# ── Mode: multi-snake ─────────────────────────────────────────────────────────
def _choose_multi_move(
self, safe_moves: MoveMap, my_body: list, my_len: int, my_health: int,
other_snakes: list, food_set: set, hazard_set: set, hazard_damage: int,
hazard_count: dict, previous_hazard_set: set, enemy_attack_map: dict,
enemy_can_grow: dict, total_occupancy: float, width: int, height: int,
deadline: float | None,
) -> tuple[str, dict[str, float]]:
scores: dict[str, float] = {}
safety: dict[str, dict] = {}
for move, pos in safe_moves.items():
if self._time_exceeded(deadline):
break
sc, info = self._score_move(
move=move, pos=pos, my_body=my_body, my_len=my_len, my_health=my_health,
other_snakes=other_snakes, food_set=food_set, hazard_set=hazard_set,
hazard_damage=hazard_damage, hazard_count=hazard_count,
previous_hazard_set=previous_hazard_set,
is_constrictor=False, enemy_attack_map=enemy_attack_map,
enemy_can_grow=enemy_can_grow, total_occupancy=total_occupancy,
width=width, height=height, deadline=deadline,
)
blocked = info["blocked"]
point = (pos["x"], pos["y"])
sc += self._territory_fast(point, blocked, width, height, deadline) * 0.40
scores[move] = round(sc, 5)
safety[move] = info
if not scores:
quick = self._deterministic_fallback(safe_moves, width, height)
self.add_to_history({
"turn": self.game_board.get_turn(), "mode": "multi",
"move": quick, "reason": "timeout_budget",
})
return quick, {}
# Survival tree: safety filter + tiebreaker
# Run on ALL survivable candidates (not just tied ones) so we can veto death paths
survivable_candidates = [m for m in scores if safety.get(m, {}).get("is_survivable", False)]
if not survivable_candidates:
survivable_candidates = list(scores.keys())
tree_bonuses: dict[str, float] = {}
if self._remaining_ms(deadline) > self._planning_min_ms:
ranked = sorted(survivable_candidates, key=lambda m: scores[m], reverse=True)[:4]
for m in ranked:
if self._time_exceeded(deadline):
break
tree_bonuses[m] = self._future_rollout_bonus(
move=m, safe_moves=safe_moves, my_body=my_body,
other_snakes=other_snakes, food_set=food_set,
is_constrictor=False, width=width, height=height,
enemy_can_grow=enemy_can_grow, deadline=deadline,
)
scores[m] += tree_bonuses[m]
# Hard veto: exclude moves where tree signals certain death (bonus < -200)
# Scale is 0.15, so bonus < -200 means tree raw < -1333 (clearly dying)
DEATH_VETO = -200.0
safe_after_tree = [m for m in survivable_candidates if tree_bonuses.get(m, 0.0) >= DEATH_VETO]
vetoed = [m for m in survivable_candidates if m not in safe_after_tree]
considered = safe_after_tree if safe_after_tree else survivable_candidates
if tree_bonuses or vetoed:
self.add_to_history({
"turn": self.game_board.get_turn(), "mode": "multi",
"tree_bonuses": {k: round(v, 3) for k, v in tree_bonuses.items()},
"vetoed_by_tree": vetoed,
"considered": considered,
})
return self._select_best(scores, safety, safe_moves, considered), scores
# ── Mode: 1v1 duel ────────────────────────────────────────────────────────────
def _choose_duel_move(
self, safe_moves: MoveMap, my_body: list, my_len: int, my_health: int,
other_snakes: list, food_set: set, hazard_set: set, hazard_damage: int,
hazard_count: dict, previous_hazard_set: set, enemy_attack_map: dict,
enemy_can_grow: dict, total_occupancy: float, width: int, height: int,
deadline: float | None,
) -> tuple[str, dict[str, float]]:
enemy = other_snakes[0]
enemy_len = enemy.get("length", len(enemy["body"]))
enemy_head = (enemy["head"]["x"], enemy["head"]["y"])
enemy_health = enemy.get("health", 100)
can_head_hunt = my_len > enemy_len
dw = self._duel_weights(self._get_duel_style())
encase_target = max(8, enemy_len * 2)
scores: dict[str, float] = {}
safety: dict[str, dict] = {}
for move, pos in safe_moves.items():
if self._time_exceeded(deadline):
break
sc, info = self._score_move(
move=move, pos=pos, my_body=my_body, my_len=my_len, my_health=my_health,
other_snakes=other_snakes, food_set=food_set, hazard_set=hazard_set,
hazard_damage=hazard_damage, hazard_count=hazard_count,
previous_hazard_set=previous_hazard_set,
is_constrictor=False, enemy_attack_map=enemy_attack_map,
enemy_can_grow=enemy_can_grow, total_occupancy=total_occupancy,
width=width, height=height, deadline=deadline,
)
blocked = info["blocked"]
point = (pos["x"], pos["y"])
dist = self._manhattan(point, enemy_head)
ate_food_here = point in food_set
# F5: length-growth threshold bonus — reward eating that crosses enemy-length barrier
if ate_food_here and not info.get("dead_end", False):
new_len = my_len + 1
if new_len > enemy_len:
sc += 160.0
elif new_len == enemy_len:
sc += 80.0
# Fix #3: enemy confinement metrics per candidate
enemy_space, enemy_options = self._enemy_confinement_metrics(enemy_head, blocked, width, height)
is_safe_move = not info.get("dead_end", False) and not info.get("losing_h2h", False)
if is_safe_move and enemy_space <= encase_target:
sc += (encase_target - enemy_space) * 42.0
sc += max(0, 3 - enemy_options) * 95.0
if info["reachable_space"] > enemy_space:
sc += 120.0
if dist <= 2 and can_head_hunt:
sc += 40.0
if can_head_hunt:
if dist == 1:
sc += 220.0 * dw["head_pressure"]
elif dist == 2:
sc += 80.0 * dw["head_pressure"]
else:
if dist <= 2:
sc -= 120.0 * dw["distance_safety"]
if dist == 1:
sc -= 180.0 * dw["distance_safety"]
# Apply duel-style food multiplier on top of the base food bias already added by _score_move.
# _score_move contributes (30+80*hunger)/(nearest_food+1); here we scale that contribution
# by (dw["food_bias"] - 1) so the net effect is the full duel-weighted amount.
nearest_food = info.get("nearest_food")
if nearest_food is not None and dw["food_bias"] != 1.0:
hunger = max(0.0, (65.0 - my_health) / 65.0)
base_food_contribution = (30.0 + 80.0 * hunger) / (nearest_food + 1)
sc += base_food_contribution * (dw["food_bias"] - 1.0)
sc += self._territory_fast(point, blocked, width, height, deadline) * 0.55
scores[move] = round(sc, 5)
safety[move] = info
if not scores:
return self._deterministic_fallback(safe_moves, width, height), {}
best_move = self._select_best(scores, safety, safe_moves, list(scores))
# Fix #1+#9: simultaneous minimax refinement with hazard/health
if self._remaining_ms(deadline) > 100:
best_sc = max(scores.values())
top = [m for m, s in scores.items() if best_sc - s <= 8.0]
if len(top) > 1:
mm_scores: dict[str, float] = {}
for m in top[:3]:
if self._time_exceeded(deadline):
break
pos = safe_moves[m]
ate = (pos["x"], pos["y"]) in food_set
fb = self._future_body(my_body, pos, ate, False)
nmy_h = 100 if ate else my_health - 1
# C2: food eaten on hazard tile — no hazard penalty this turn (rules fidelity)
if (pos["x"], pos["y"]) in hazard_set and not ate:
nmy_h -= hazard_damage * hazard_count.get((pos["x"], pos["y"]), 1)
mm_val = self._minimax_sim(
my_body=fb, enemy_body=enemy["body"],
food_set=food_set, hazard_set=hazard_set,
my_health=nmy_h, enemy_health=enemy_health,
hazard_damage=hazard_damage, hazard_count=hazard_count,
width=width, height=height, depth=2,
alpha=-1e9, beta=1e9, deadline=deadline,
previous_hazard_set=previous_hazard_set, # D1: spawn-immunity for first minimax level
)
mm_scores[m] = scores[m] + mm_val * 0.10
if mm_scores:
prev_best = best_move
best_move = max(mm_scores, key=mm_scores.__getitem__)
scores = mm_scores
if best_move != prev_best:
self.add_to_history({
"turn": self.game_board.get_turn(), "mode": "duel",
"minimax_changed_move": True,
"from": prev_best, "to": best_move,
"mm_scores": {k: round(v, 3) for k, v in mm_scores.items()},
})
# F2: survival tree post-processing for duel to veto death paths after minimax
if self._remaining_ms(deadline) > self._planning_min_ms:
survivable_duel = [m for m in scores if safety.get(m, {}).get("is_survivable", False)]
if not survivable_duel:
survivable_duel = list(scores.keys())
duel_tree: dict[str, float] = {}
for m in sorted(survivable_duel, key=lambda m: scores[m], reverse=True)[:3]:
if self._time_exceeded(deadline):
break
duel_tree[m] = self._future_rollout_bonus(
move=m, safe_moves=safe_moves, my_body=my_body,
other_snakes=other_snakes, food_set=food_set,
is_constrictor=False, width=width, height=height,
enemy_can_grow=enemy_can_grow, deadline=deadline,
)
scores[m] += duel_tree[m]
DEATH_VETO = -200.0
safe_duel_tree = [m for m in survivable_duel if duel_tree.get(m, 0.0) >= DEATH_VETO]
vetoed_duel = [m for m in survivable_duel if m not in safe_duel_tree]
if safe_duel_tree:
prev_best = best_move
best_move = max(safe_duel_tree, key=lambda m: scores[m])
if duel_tree or vetoed_duel:
self.add_to_history({
"turn": self.game_board.get_turn(), "mode": "duel",
"tree_bonuses": {k: round(v, 3) for k, v in duel_tree.items()},
"vetoed_by_tree": vetoed_duel,
"tree_changed_move": best_move != prev_best,
})
return best_move, scores
# ── Mode: constrictor ─────────────────────────────────────────────────────────
def _choose_constrictor_move(
self, safe_moves: MoveMap, my_body: list, my_len: int, my_health: int,
other_snakes: list, food_set: set, hazard_set: set, hazard_damage: int,
hazard_count: dict, previous_hazard_set: set, enemy_attack_map: dict,
enemy_can_grow: dict, total_occupancy: float, width: int, height: int,
deadline: float | None,
) -> tuple[str, dict[str, float]]:
scores: dict[str, float] = {}
safety: dict[str, dict] = {}
for move, pos in safe_moves.items():
if self._time_exceeded(deadline):
break
sc, info = self._score_move(
move=move, pos=pos, my_body=my_body, my_len=my_len, my_health=my_health,
other_snakes=other_snakes, food_set=food_set, hazard_set=hazard_set,
hazard_damage=hazard_damage, hazard_count=hazard_count,
previous_hazard_set=previous_hazard_set,
is_constrictor=True, enemy_attack_map=enemy_attack_map,
enemy_can_grow=enemy_can_grow, total_occupancy=total_occupancy,
width=width, height=height, deadline=deadline,
)
blocked = info["blocked"]
point = (pos["x"], pos["y"])
# Fix #4: enemy constrictor projection
enemy_best_space, enemy_total_opts = self._enemy_constrictor_projection(
other_snakes=other_snakes, blocked=blocked, width=width, height=height,
)
sc += (info["reachable_space"] - enemy_best_space) * 3.2
sc += max(0, 8 - enemy_total_opts) * 18.0
if enemy_total_opts <= 2:
sc += 110.0
if enemy_best_space > int(info["reachable_space"] * 1.2):
sc -= 320.0
sc += info["reachable_space"] * 0.8
sc += self._territory_fast(point, blocked, width, height, deadline) * 0.65
scores[move] = round(sc, 5)
safety[move] = info
if not scores:
return self._deterministic_fallback(safe_moves, width, height), {}
# F2: survival tree for constrictor mode
survivable_const = [m for m in scores if safety.get(m, {}).get("is_survivable", False)]
if not survivable_const:
survivable_const = list(scores.keys())
tree_bonuses_c: dict[str, float] = {}
if self._remaining_ms(deadline) > self._planning_min_ms:
ranked_c = sorted(survivable_const, key=lambda m: scores[m], reverse=True)[:4]
for m in ranked_c:
if self._time_exceeded(deadline):
break
tree_bonuses_c[m] = self._future_rollout_bonus(
move=m, safe_moves=safe_moves, my_body=my_body,
other_snakes=other_snakes, food_set=food_set,
is_constrictor=True, width=width, height=height,
enemy_can_grow=enemy_can_grow, deadline=deadline,
)
scores[m] += tree_bonuses_c[m]
DEATH_VETO = -200.0
safe_after_tree_c = [m for m in survivable_const if tree_bonuses_c.get(m, 0.0) >= DEATH_VETO]
vetoed_c = [m for m in survivable_const if m not in safe_after_tree_c]
considered_c = safe_after_tree_c if safe_after_tree_c else survivable_const
if tree_bonuses_c or vetoed_c:
self.add_to_history({
"turn": self.game_board.get_turn(), "mode": "constrictor",
"tree_bonuses": {k: round(v, 3) for k, v in tree_bonuses_c.items()},
"vetoed_by_tree": vetoed_c,
"considered": considered_c,
})
return self._select_best(scores, safety, safe_moves, considered_c), scores
# ── Unified move scorer ───────────────────────────────────────────────────────
def _score_move(
self, move: str, pos: Coord, my_body: list, my_len: int, my_health: int,
other_snakes: list, food_set: set, hazard_set: set, hazard_damage: int,
hazard_count: dict, previous_hazard_set: set, is_constrictor: bool,
enemy_attack_map: dict, enemy_can_grow: dict, total_occupancy: float,
width: int, height: int, deadline: float | None,
) -> tuple[float, dict]:
point = (pos["x"], pos["y"])
ate_food = point in food_set
# Fix #14: compute once, return in info for callers to reuse
future_body = self._future_body(my_body, pos, ate_food, is_constrictor)
blocked = self._simulation_blocked(future_body, other_snakes, food_set, is_constrictor, enemy_can_grow)
blocked.discard(point)
# F11: constrictor dead-end buffer — require extra margin proportional to body length
if is_constrictor:
required_space = len(future_body) + max(3, len(future_body) // 6)
else:
required_space = len(future_body)
# F6: optimistic flood fill — assume all enemy tails vacate (best-case reachable)
opt_blocked = set(blocked)
if not is_constrictor:
for snake in other_snakes:
opt_blocked.discard((snake["body"][-1]["x"], snake["body"][-1]["y"]))
reachable_space = self._flood_fill_count(point, opt_blocked, width, height)
liberties = self._open_neighbor_count(point, blocked, width, height)
next_opts = self._next_turn_options(future_body[0], blocked, width, height)
# Fix #6: _safe_next_options uses the pre-built attack map — no rebuild
en_safe_opts = self._safe_next_options(
future_body=future_body, my_len=my_len, blocked=blocked,
enemy_attack_map=enemy_attack_map, food_set=food_set,
is_constrictor=is_constrictor, width=width, height=height,
)
# Fix #8: articulation penalty scales with partition size; BFS limit = board area
art_penalty = self._articulation_penalty(point, blocked, width, height, required_space)
# Tail escape
future_tail = future_body[-1]
tail_pt = (future_tail["x"], future_tail["y"])
tail_dist = self._path_distance(point, tail_pt, blocked - {tail_pt}, width, height)
has_tail_escape = tail_dist is not None
# F4/10: nearest food + contest check using precomputed enemy dmaps (O(1) per enemy)
nearest_food, nearest_food_pt = self._nearest_food_info(point, food_set, blocked, width, height)
food_contested = False
if nearest_food_pt is not None and nearest_food is not None:
for em in self._enemy_dmaps:
en_dist = em.get(nearest_food_pt)
if en_dist is not None and en_dist <= nearest_food:
food_contested = True
break
# Enemy threat
enemy_len_here = enemy_attack_map.get(point)
losing_h2h = enemy_len_here is not None and enemy_len_here >= my_len
# F8: H2H distance-2 penalty using precomputed enemy dmaps
h2h_dist2_penalty = 0.0
for i, em in enumerate(self._enemy_dmaps):
d = em.get(point)
if d is not None and d == 2 and i < len(other_snakes):
en_len = other_snakes[i].get("length", len(other_snakes[i]["body"]))
if en_len >= my_len:
h2h_dist2_penalty = max(h2h_dist2_penalty, 90.0)
else:
h2h_dist2_penalty = max(h2h_dist2_penalty, -40.0) # hunting opportunity
# Dead-end detection (constrictor: no tail escape modifier)
if is_constrictor:
dead_end = reachable_space < required_space or liberties == 0 or next_opts == 0
else:
dead_end = (
(reachable_space < required_space and not has_tail_escape)
or (liberties == 0 and not has_tail_escape)
or (next_opts == 0 and not has_tail_escape)
)
# Center gravity
cx, cy = (width - 1) / 2.0, (height - 1) / 2.0
center_score = 1.0 - (abs(point[0] - cx) + abs(point[1] - cy)) / max(1.0, cx + cy)
# F9: corner/edge geometric penalty scaled by board occupancy
min_wall_dist = min(point[0], width - 1 - point[0], point[1], height - 1 - point[1])
if total_occupancy > 0.25:
if min_wall_dist == 0:
edge_penalty = 35.0 * total_occupancy
elif min_wall_dist == 1:
edge_penalty = 15.0 * total_occupancy
else:
edge_penalty = 0.0
else:
edge_penalty = 0.0
hunger = max(0.0, (60.0 - my_health) / 60.0)
# C1: use per-tile stack depth for accurate health simulation
hazard_stack = hazard_count.get(point, 1) if point in hazard_set else 1
# Simulated health after move
health_after = 100 if ate_food else my_health - 1
# C2: food eaten on hazard tile — no hazard penalty (rules fidelity)
if point in hazard_set and not ate_food and point in previous_hazard_set:
health_after -= hazard_damage * hazard_stack
# Fix #11: hazard corridor death check
hazard_will_kill = (
not ate_food and point in hazard_set and point in previous_hazard_set
and self._hazard_will_kill(point, hazard_set, hazard_count, blocked, width, height, my_health, hazard_damage)
)
# ── Score assembly ────────────────────────────────────────────────────────
score = 0.0
score += reachable_space * 3.0
score += liberties * 20.0
score += next_opts * 10.0
score += en_safe_opts * 24.0
score += center_score * 14.0
if en_safe_opts == 0:
score -= 1700.0
elif en_safe_opts == 1:
score -= 420.0
score -= art_penalty
score -= edge_penalty
score -= h2h_dist2_penalty
if dead_end:
score -= 1500.0
if reachable_space < required_space:
score -= 1200.0
if liberties == 0:
score -= 900.0
if next_opts == 0:
score -= 600.0
if losing_h2h:
score -= 1400.0
elif enemy_len_here is not None:
score += 80.0
# Fix #7: preserve space based on total occupancy, not just our length
preserve_space = total_occupancy >= 0.34 and my_health > 35
if nearest_food is not None:
# F4: contested food is worth less (enemy can grab it at same/sooner distance)
contest_multiplier = 0.55 if food_contested else 1.0
score += ((30.0 + 80.0 * hunger) / (nearest_food + 1)) * contest_multiplier
# F3: starvation lookahead — heavy penalty if we can't reach food before health runs out
if my_health < 40 and nearest_food >= health_after:
score -= 800.0 + (40 - my_health) * 20.0
elif my_health < 30:
score -= 160.0
if ate_food:
if dead_end:
score -= 1800.0
else:
score += 280.0 + 230.0 * hunger
if preserve_space and ate_food and my_health > 45:
score -= 300.0
if tail_dist is not None:
score += 14.0 / (tail_dist + 1)
else:
score -= 45.0
if point in hazard_set:
# C1: scale penalty by stack depth (Snail Mode stacked tiles are more dangerous)
scale = max(0.5, hazard_damage * hazard_stack / 14.0)
if not ate_food:
score -= (80.0 if my_health > 35 else 270.0) * scale
if hazard_will_kill:
score -= 10000.0
# E3: Snail Mode trail scoring
# Penalise moves that place us in hazard-dense neighbourhoods (future stack risk),
# reward moves toward hazard-free space (safer continuation).
if self._is_snail and hazard_set:
adjacent_hazard_stack = sum(
hazard_count.get(n, 1)
for n in self._neighbors(point)
if n in hazard_set
)
# Each unit of adjacent total stack costs health faster next turn
if adjacent_hazard_stack > 0:
score -= adjacent_hazard_stack * 6.0
# Bonus for having hazard-free neighbours (escape routes)
hazard_free_neighbors = sum(
1 for n in self._neighbors(point)
if self._in_bounds(n, width, height) and n not in hazard_set and n not in blocked
)
score += hazard_free_neighbors * 8.0
# F12: territory call REMOVED from here — callers (_choose_*_move) apply it after _score_move
score -= self._revisit_penalty(point)
if self.last_move == move:
score += 6.0
elif self.last_move and self.OPPOSITE.get(self.last_move) == move and len(other_snakes) > 0:
score -= 20.0
if health_after <= 0:
score -= 10000.0
info = {
"is_survivable": (
not dead_end and not losing_h2h
and en_safe_opts > 0 and health_after > 0
and not hazard_will_kill
),
"reachable_space": reachable_space,
"tail_escape": has_tail_escape,
"nearest_food": nearest_food,
"dead_end": dead_end,
"losing_h2h": losing_h2h,
# Fix #14: return computed sets for callers to reuse
"future_body": future_body,
"blocked": blocked,
}
return round(score, 5), info
# ── Territory: precomputed enemy dmaps with per-candidate refresh ──────────────
def _territory_fast(
self, my_pos: tuple, blocked: set, width: int, height: int,
deadline: float | None = None,
) -> int:
if not self._enemy_heads:
return 0
# Fix #2: recompute enemy dmaps with candidate-specific blocked when time allows
if deadline is not None and self._remaining_ms(deadline) > 150:
enemy_dmaps = [self._distance_map(eh, blocked, width, height) for eh in self._enemy_heads]
else:
enemy_dmaps = self._enemy_dmaps # fast approximation
my_dmap = self._distance_map(my_pos, blocked, width, height)
score = 0
for x in range(width):
for y in range(height):
pt = (x, y)
if pt in blocked:
continue
my_d = my_dmap.get(pt)
if my_d is None:
continue
enemy_best: int | None = None
for em in enemy_dmaps:
ed = em.get(pt)
if ed is not None and (enemy_best is None or ed < enemy_best):
enemy_best = ed
if enemy_best is None or my_d < enemy_best:
score += 1
elif enemy_best < my_d:
score -= 1
return score
# ── Move selector ─────────────────────────────────────────────────────────────
def _deterministic_fallback(self, safe_moves: MoveMap, width: int = 11, height: int = 11) -> str:
"""D3: Deterministic degrade ladder — last_move > center proximity > lexical order."""
if self.last_move and self.last_move in safe_moves:
return self.last_move
cx, cy = (width - 1) / 2.0, (height - 1) / 2.0
return min(
safe_moves,
key=lambda m: (abs(safe_moves[m]["x"] - cx) + abs(safe_moves[m]["y"] - cy), m),
)
def _select_best(
self, scores: dict[str, float], safety: dict[str, dict],
safe_moves: MoveMap, considered: list[str],
) -> str:
# Filter to survivable within considered
survivable = [m for m in considered if safety.get(m, {}).get("is_survivable", False)]
pool = survivable if survivable else (considered if considered else list(scores))
if not pool:
return self._deterministic_fallback(safe_moves)
best_sc = max(scores.get(m, -1e9) for m in pool)
# Fix #13: tail-escape as score-window tiebreaker (not primary filter)
tail_pool = [
m for m in pool
if safety.get(m, {}).get("tail_escape", False)
and best_sc - scores.get(m, -1e9) <= 5.0
]
final_pool = tail_pool if tail_pool else pool
return max(final_pool, key=lambda m: scores.get(m, -1e9))
# ── Simultaneous minimax (fixes #1 + #9) ─────────────────────────────────────
def _minimax_sim(
self, my_body: list, enemy_body: list, food_set: set, hazard_set: set,
my_health: int, enemy_health: int, hazard_damage: int, hazard_count: dict,
width: int, height: int, depth: int,
alpha: float, beta: float, deadline: float | None,
previous_hazard_set: set | None = None,
) -> float:
# D1: spawn-immunity — effective prev set; None means treat all current hazards as old
eff_prev = previous_hazard_set if previous_hazard_set is not None else hazard_set
if depth <= 0 or self._time_exceeded(deadline):
return self._minimax_eval(my_body, enemy_body, width, height)
my_h = my_body[0]
en_h = enemy_body[0]
# Occupied: bodies excluding tails that will vacate this turn.
# A tail only vacates if the snake is NOT stacked (i.e. didn't eat food last turn).
my_occ = {(s["x"], s["y"]) for s in my_body}
if not self._is_tail_stacked(my_body):
my_occ.discard((my_body[-1]["x"], my_body[-1]["y"]))
en_occ = {(s["x"], s["y"]) for s in enemy_body}
if not self._is_tail_stacked(enemy_body):
en_occ.discard((enemy_body[-1]["x"], enemy_body[-1]["y"]))
all_occ = my_occ | en_occ
my_moves = []
for dx, dy in self.DIRECTIONS.values():
pt = (my_h["x"] + dx, my_h["y"] + dy)
if self._in_bounds(pt, width, height) and pt not in all_occ:
my_moves.append(pt)
en_moves = []
for dx, dy in self.DIRECTIONS.values():
pt = (en_h["x"] + dx, en_h["y"] + dy)
if self._in_bounds(pt, width, height) and pt not in all_occ:
en_moves.append(pt)
if not my_moves:
return -3000.0
if not en_moves:
return 3000.0
# F1: sort moves by food/center heuristic for better alpha-beta pruning
my_moves = self._sort_minimax_moves(my_moves, food_set, width, height)
en_moves = self._sort_minimax_moves(en_moves, food_set, width, height)
# Paranoid simultaneous minimax: maximise over my moves, minimise over enemy moves
best = -1e9
for my_pt in my_moves:
if self._time_exceeded(deadline):
break
worst = 1e9
for en_pt in en_moves:
# Resolve simultaneous move
if my_pt == en_pt:
# Head-to-head collision
ml, el = len(my_body), len(enemy_body)
val = 2000.0 if ml > el else (-2000.0 if ml < el else -500.0)
else:
my_ate = my_pt in food_set
en_ate = en_pt in food_set
new_my = self._future_body(my_body, {"x": my_pt[0], "y": my_pt[1]}, my_ate, False)
new_en = self._future_body(enemy_body, {"x": en_pt[0], "y": en_pt[1]}, en_ate, False)
nmy_h = 100 if my_ate else my_health - 1
nen_h = 100 if en_ate else enemy_health - 1
# C2: food consumed on hazard tile = no hazard penalty (rules fidelity)
# C1: scale damage by stack depth for Snail Mode accuracy
# D1: spawn-immunity — only charge damage if hazard existed before this move
if my_pt in hazard_set and not my_ate and my_pt in eff_prev:
nmy_h -= hazard_damage * hazard_count.get(my_pt, 1)
if en_pt in hazard_set and not en_ate and en_pt in eff_prev:
nen_h -= hazard_damage * hazard_count.get(en_pt, 1)
if nmy_h <= 0 and nen_h <= 0:
val = -500.0
elif nmy_h <= 0:
val = -3000.0
elif nen_h <= 0:
val = 3000.0
else:
val = self._minimax_sim(
new_my, new_en, food_set, hazard_set,
nmy_h, nen_h, hazard_damage, hazard_count, width, height,
depth - 1, alpha, beta, deadline,
previous_hazard_set=hazard_set, # D1: after this turn, current hazards are old
)
worst = min(worst, val)
if worst <= alpha:
break # alpha prune inner loop
best = max(best, worst)
alpha = max(alpha, best)
if alpha >= beta:
break # beta prune outer loop
return best
def _sort_minimax_moves(self, moves: list, food_set: set, width: int, height: int) -> list:
"""F1: Sort candidate positions — food first, then by distance to center (better pruning)."""
cx, cy = width / 2.0, height / 2.0
return sorted(moves, key=lambda pt: (0 if pt in food_set else 1, abs(pt[0] - cx) + abs(pt[1] - cy)))
def _minimax_eval(self, my_body: list, enemy_body: list, width: int, height: int) -> float:
my_head = (my_body[0]["x"], my_body[0]["y"])
en_head = (enemy_body[0]["x"], enemy_body[0]["y"])
shared = (
{(s["x"], s["y"]) for s in my_body[1:]} |
{(s["x"], s["y"]) for s in enemy_body[1:]}
)
my_space = self._flood_fill_count(my_head, shared - {my_head}, width, height)
en_space = self._flood_fill_count(en_head, shared - {en_head}, width, height)
return float(my_space - en_space)
# ── Survival tree lookahead (fix #5) ─────────────────────────────────────────
def _future_rollout_bonus(
self, move: str, safe_moves: MoveMap, my_body: list, other_snakes: list,
food_set: set, is_constrictor: bool, width: int, height: int,
enemy_can_grow: dict, deadline: float | None,
) -> float:
pos = safe_moves.get(move)
if pos is None:
return -250.0
point = (pos["x"], pos["y"])
ate = point in food_set
future_body = self._future_body(my_body, pos, ate, is_constrictor)
raw = self._future_survival_tree(
my_body=future_body, other_snakes=other_snakes, food_set=food_set,
is_constrictor=is_constrictor, width=width, height=height,
enemy_can_grow=enemy_can_grow,
depth=self._planning_depth, branch=self._planning_branch, deadline=deadline,
)
# Scale 0.15: certain-death raw (-5000) → -750 bonus, healthy path (+1000) → +150 bonus
# Strong enough to veto bad moves but not override large legitimate score gaps
return raw * 0.15
# Scores below this in _future_position_score are considered certain death
_TREE_DEATH_THRESHOLD = -3000.0
def _future_survival_tree(
self, my_body: list, other_snakes: list, food_set: set, is_constrictor: bool,
width: int, height: int, enemy_can_grow: dict,
depth: int, branch: int, deadline: float | None,
) -> float:
if depth <= 0 or self._time_exceeded(deadline):
return 0.0
my_head = my_body[0]
moves = self._legal_moves(my_head, my_body, other_snakes, food_set, is_constrictor, width, height, enemy_can_grow)
if not moves:
return -5000.0 # no legal moves = dead
scored: list[tuple[float, list]] = []
for pos in moves.values():
if self._time_exceeded(deadline):
break
pt = (pos["x"], pos["y"])
ate = pt in food_set
fb = self._future_body(my_body, pos, ate, is_constrictor)
sc = self._future_position_score(fb, other_snakes, food_set, is_constrictor, width, height, enemy_can_grow, deadline)
scored.append((sc, fb))
if not scored:
return -5000.0
# Separate viable options from certain-death options
viable = [(sc, fb) for sc, fb in scored if sc > self._TREE_DEATH_THRESHOLD]
if not viable:
# All paths are deadly — return best of a bad situation (least negative)
return max(sc for sc, _ in scored)
viable.sort(key=lambda x: x[0], reverse=True)
if depth == 1:
return viable[0][0]
best = viable[0][0]
for sc, fb in viable[:branch]:
if self._time_exceeded(deadline):
break
cont = self._future_survival_tree(
fb, other_snakes, food_set, is_constrictor,
width, height, enemy_can_grow, depth - 1, branch, deadline,
)
total = sc + cont * 0.72
if total > best:
best = total
return best
def _future_position_score(
self, my_body: list, other_snakes: list, food_set: set, is_constrictor: bool,
width: int, height: int, enemy_can_grow: dict, deadline: float | None,
) -> float:
if self._time_exceeded(deadline):
return 0.0
head = (my_body[0]["x"], my_body[0]["y"])
blocked = self._simulation_blocked(my_body, other_snakes, food_set, is_constrictor, enemy_can_grow)
blocked.discard(head)
reachable = self._flood_fill_count(head, blocked, width, height)
# F11: constrictor dead-end buffer in survival tree too
if is_constrictor:
required = len(my_body) + max(3, len(my_body) // 6)
else:
required = len(my_body)
# Hard death conditions: return -5000 immediately so the tree treats this
# as certain death and doesn't recurse further into this branch
if reachable < required:
return -5000.0
liberties = self._open_neighbor_count(head, blocked, width, height)
if liberties == 0:
return -5000.0
next_opts = self._next_turn_options(my_body[0], blocked, width, height)
if next_opts == 0:
return -5000.0
# Build attack map for safe option count
future_snake = {"head": my_body[0], "body": my_body, "length": len(my_body), "id": "__future__"}
atk = self._build_enemy_attack_map(future_snake, other_snakes, food_set, is_constrictor, width, height, enemy_can_grow)
en_safe = self._safe_next_options(my_body, len(my_body), blocked, atk, food_set, is_constrictor, width, height)
# Zero safe options = will be forced into a losing head-to-head next turn
if en_safe == 0:
return -4000.0
sc = reachable * 1.9 + liberties * 14.0 + next_opts * 11.0 + en_safe * 26.0
if en_safe == 1:
sc -= 420.0
return sc
# ── Articulation point detection (fix #8) ────────────────────────────────────
def _articulation_penalty(
self, point: tuple, blocked: set, width: int, height: int, required_space: int,
) -> float:
"""Scaled penalty: mild if survivable partitions, severe if smallest < required_space."""
neighbors = [
n for n in self._neighbors(point)
if self._in_bounds(n, width, height) and n not in blocked
]
if len(neighbors) <= 1:
return 0.0
# Fix #15: use full board area as BFS limit
board_limit = width * height
test_blocked = blocked | {point}
seen_all: set[tuple] = set()
partition_sizes: list[int] = []
for n in neighbors:
if n in seen_all:
continue
part = self._bounded_bfs(n, test_blocked, width, height, limit=board_limit)
seen_all |= part
partition_sizes.append(len(part))
if len(partition_sizes) <= 1:
return 0.0 # all neighbors connect to same region — not a cut vertex
min_size = min(partition_sizes)
if min_size < required_space:
return 1500.0 # entering traps us in a too-small partition
elif min_size < required_space * 2:
return 400.0 # risky but survivable
else:
return 85.0 # soft warning
def _bounded_bfs(self, start: tuple, blocked: set, width: int, height: int, limit: int) -> set:
queue = deque([start])
seen = {start}
while queue and len(seen) < limit:
pt = queue.popleft()
for n in self._neighbors(pt):
if n in seen or not self._in_bounds(n, width, height) or n in blocked:
continue
seen.add(n)
queue.append(n)
return seen
# ── Hazard multi-step check (fix #11) ────────────────────────────────────────
def _hazard_will_kill(
self, point: tuple, hazard_set: set, hazard_count: dict, blocked: set,
width: int, height: int, health: int, hazard_damage: int,
) -> bool:
"""Return True if entering this hazard cell leads to death before reaching a safe cell.
C3: each turn in hazard costs 1 (baseline) + hazard_damage * stack; exit costs 1.
D2: Dijkstra with per-tile stack cost replaces fixed entry_stack for entire corridor.
"""
if hazard_damage <= 0:
return False
# D2: Dijkstra — accumulate damage per tile to find minimum-cost path to any non-hazard cell
# Entry cost includes this turn's hazard damage for landing on point
entry_cost = 1 + hazard_damage * hazard_count.get(point, 1)
heap: list[tuple[int, tuple]] = [(entry_cost, point)]
best: dict[tuple, int] = {point: entry_cost}
while heap:
cost, pt = heapq.heappop(heap)
if cost > best.get(pt, 10**9):
continue
if pt not in hazard_set:
return health - cost <= 0
for n in self._neighbors(pt):
if not self._in_bounds(n, width, height) or n in blocked:
continue
step = (1 + hazard_damage * hazard_count.get(n, 1)) if n in hazard_set else 1
nc = cost + step
if nc < best.get(n, 10**9):
best[n] = nc
heapq.heappush(heap, (nc, n))
return True # no exit reachable = fatal
# ── Duel + constrictor helpers ────────────────────────────────────────────────
def _enemy_confinement_metrics(
self, enemy_head: tuple, blocked: set, width: int, height: int,
) -> tuple[int, int]:
eb = set(blocked)
eb.discard(enemy_head)
space = self._flood_fill_count(enemy_head, eb, width, height)
options = self._open_neighbor_count(enemy_head, eb, width, height)
return space, options
def _enemy_constrictor_projection(
self, other_snakes: list, blocked: set, width: int, height: int,
) -> tuple[int, int]:
best_space = 0
total_opts = 0
for enemy in other_snakes:
eh = (enemy["head"]["x"], enemy["head"]["y"])
snake_best = 0
for n in self._neighbors(eh):
if not self._in_bounds(n, width, height) or n in blocked:
continue
total_opts += 1
sp = self._flood_fill_count(n, blocked | {n}, width, height)
snake_best = max(snake_best, sp)
best_space = max(best_space, snake_best)
return best_space, total_opts
# ── Anti-trapping helpers (fix #6 — use pre-built attack map) ────────────────
def _next_turn_options(self, head: Coord, blocked: set, width: int, height: int) -> int:
return sum(
1 for dx, dy in self.DIRECTIONS.values()
if self._in_bounds((head["x"] + dx, head["y"] + dy), width, height)
and (head["x"] + dx, head["y"] + dy) not in blocked
)
def _safe_next_options(
self, future_body: list, my_len: int, blocked: set,
enemy_attack_map: dict, food_set: set, is_constrictor: bool,
width: int, height: int,
) -> int:
"""Count next-turn moves not contested. Uses pre-built attack map — no rebuild."""
own_tail = (future_body[-1]["x"], future_body[-1]["y"])
own_tail_stacked = self._is_tail_stacked(future_body)
head = future_body[0]
count = 0
for dx, dy in self.DIRECTIONS.values():
pt = (head["x"] + dx, head["y"] + dy)
if not self._in_bounds(pt, width, height):
continue
ate = pt in food_set
can_step = self._can_step_on_own_tail(pt, own_tail, own_tail_stacked, ate, is_constrictor)
if pt in blocked and not can_step:
continue
en_len = enemy_attack_map.get(pt)
if en_len is not None and en_len >= my_len:
continue
count += 1
return count
# ── Board state helpers ───────────────────────────────────────────────────────
def _compute_base_blocked(
self, my_body: list, other_snakes: list, is_constrictor: bool,
enemy_can_grow: dict | None = None, food_set: set | None = None,
) -> set:
blocked = {(s["x"], s["y"]) for s in my_body}
if not is_constrictor and not self._is_tail_stacked(my_body):
blocked.discard((my_body[-1]["x"], my_body[-1]["y"]))
for snake in other_snakes:
for seg in snake["body"]:
blocked.add((seg["x"], seg["y"]))
if is_constrictor:
continue
if self._is_tail_stacked(snake["body"]):
continue
snake_id = snake.get("id")
can_grow: bool | None = None
if enemy_can_grow is not None and snake_id is not None:
can_grow = enemy_can_grow.get(snake_id)
if can_grow is None and food_set is not None:
can_grow = self._enemy_can_grow_this_turn(snake, food_set)
if can_grow:
continue
blocked.discard((snake["body"][-1]["x"], snake["body"][-1]["y"]))
return blocked
def _legal_moves(
self, my_head: Coord, my_body: list, other_snakes: list,
food_set: set, is_constrictor: bool, width: int, height: int,
enemy_can_grow: dict | None = None,
) -> MoveMap:
occupied = {(s["x"], s["y"]) for s in my_body}
for snake in other_snakes:
for seg in snake["body"]:
occupied.add((seg["x"], seg["y"]))
own_tail = (my_body[-1]["x"], my_body[-1]["y"])
own_tail_stacked = self._is_tail_stacked(my_body)
# C4: collect enemy tails that will vacate this turn (enemy won't grow, not stacked)
enemy_vacating_tails: set[tuple[int, int]] = set()
if not is_constrictor:
for snake in other_snakes:
if self._is_tail_stacked(snake["body"]):
continue
snake_id = snake.get("id")
can_grow: bool | None = None
if enemy_can_grow is not None and snake_id is not None:
can_grow = enemy_can_grow.get(snake_id)
if can_grow is None:
can_grow = self._enemy_can_grow_this_turn(snake, food_set)
if not can_grow:
enemy_vacating_tails.add((snake["body"][-1]["x"], snake["body"][-1]["y"]))
safe: MoveMap = {}
for move, (dx, dy) in self.DIRECTIONS.items():
pt = (my_head["x"] + dx, my_head["y"] + dy)
if not self._in_bounds(pt, width, height):
continue
ate = pt in food_set
can_step = self._can_step_on_own_tail(pt, own_tail, own_tail_stacked, ate, is_constrictor)
if not can_step and pt in enemy_vacating_tails:
can_step = True
if pt in occupied and not can_step:
continue
safe[move] = {"x": pt[0], "y": pt[1]}
return safe
def _simulation_blocked(
self, future_body: list, other_snakes: list, food_set: set,
is_constrictor: bool, enemy_can_grow: dict | None = None,
) -> set:
blocked = {(s["x"], s["y"]) for s in future_body}
if not is_constrictor and not self._is_tail_stacked(future_body):
tail = future_body[-1]
blocked.discard((tail["x"], tail["y"]))
for snake in other_snakes:
for seg in snake["body"]:
blocked.add((seg["x"], seg["y"]))
if is_constrictor:
continue
if self._is_tail_stacked(snake["body"]):
continue
# Check cache first, fall back to live check — if enemy will grow, tail won't vacate
snake_id = snake.get("id")
can_grow: bool | None = None
if enemy_can_grow is not None and snake_id is not None:
can_grow = enemy_can_grow.get(snake_id)
if can_grow is None:
can_grow = self._enemy_can_grow_this_turn(snake, food_set)
if can_grow:
continue # tail stays — enemy ate food this turn
blocked.discard((snake["body"][-1]["x"], snake["body"][-1]["y"]))
return blocked
def _build_enemy_attack_map(
self, my_snake: dict, other_snakes: list, food_set: set,
is_constrictor: bool, width: int, height: int,
enemy_can_grow: dict | None = None,
) -> dict:
occupied: set = {(s["x"], s["y"]) for s in my_snake["body"]}
for snake in other_snakes:
for seg in snake["body"]:
occupied.add((seg["x"], seg["y"]))
my_body_pts = {(s["x"], s["y"]) for s in my_snake["body"]}
my_tail = (my_snake["body"][-1]["x"], my_snake["body"][-1]["y"])
my_tail_stacked = self._is_tail_stacked(my_snake["body"])
attack_map: dict = {}
for enemy in other_snakes:
enemy_len = enemy.get("length", len(enemy["body"]))
enemy_tail = (enemy["body"][-1]["x"], enemy["body"][-1]["y"])
enemy_tail_stacked = self._is_tail_stacked(enemy["body"])
enemy_id = enemy.get("id")
# If the enemy can grow (adjacent to food), their tail won't vacate
en_can_grow: bool | None = None
if enemy_can_grow is not None and enemy_id is not None:
en_can_grow = enemy_can_grow.get(enemy_id)
if en_can_grow is None:
en_can_grow = self._enemy_can_grow_this_turn(enemy, food_set)
eh = enemy["head"]
for dx, dy in self.DIRECTIONS.values():
pt = (eh["x"] + dx, eh["y"] + dy)
if not self._in_bounds(pt, width, height):
continue
can_en_tail = (
not is_constrictor and pt == enemy_tail
and not enemy_tail_stacked and not en_can_grow
)
can_my_tail = not is_constrictor and pt == my_tail and not my_tail_stacked
if pt in occupied and not can_en_tail and not can_my_tail:
continue
if pt in my_body_pts and (is_constrictor or my_tail_stacked or pt != my_tail):
continue
prev = attack_map.get(pt)
if prev is None or enemy_len > prev:
attack_map[pt] = enemy_len
return attack_map
def _future_body(self, current_body: list, next_head: Coord, ate_food: bool, is_constrictor: bool) -> list:
nb = [next_head] + list(current_body)
if not is_constrictor and not ate_food:
nb.pop()
return nb
def _can_step_on_own_tail(
self, point: tuple, own_tail: tuple, stacked: bool, ate_food: bool, is_constrictor: bool,
) -> bool:
return not is_constrictor and not ate_food and not stacked and point == own_tail
def _is_tail_stacked(self, body: list) -> bool:
return len(body) >= 2 and body[-1]["x"] == body[-2]["x"] and body[-1]["y"] == body[-2]["y"]
def _enemy_can_grow_this_turn(self, snake:dict, food_set:set, all_occupied:set|None=None) -> bool:
"""E1: Estimate if enemy will eat food this turn (tail won't vacate).
- Hungry enemies (health < 40) always assumed to eat accessible adjacent food.
- Healthy enemies assumed to eat unless the food tile is blocked by a body segment.
- all_occupied: full set of body tiles; food under a body can't be eaten this turn.
"""
head = snake["head"]
health = snake.get("health", 100)
for dx, dy in self.DIRECTIONS.values():
pt = (head["x"] + dx, head["y"] + dy)
if pt not in food_set:
continue
# Food blocked by a body segment: snake can't step there, so tail will still vacate
if all_occupied is not None and pt in all_occupied:
continue
# Hungry snakes (health < 40) will eat regardless of other factors
if health < 40:
return True
# Healthy snake with accessible adjacent food: conservative assumption → will eat
return True
return False
def _hazard_damage_per_turn(self, game_data: GameBoard) -> int:
ruleset = game_data.get_ruleset() if hasattr(game_data, "get_ruleset") else {}
settings = (ruleset or {}).get("settings", {})
return int(settings.get("hazardDamagePerTurn", 15))
# ── Pathfinding primitives ────────────────────────────────────────────────────
def _flood_fill_count(self, start: tuple, blocked: set, width: int, height: int) -> int:
# E2: transposition cache — frozenset key deduplicates identical blocked sets across branches
cache_key = (start, frozenset(blocked))
cached = self._bfs_cache.get(cache_key)
if cached is not None:
return cached
queue = deque([start])
seen = {start}
while queue:
pt = queue.popleft()
for n in self._neighbors(pt):
if n not in seen and self._in_bounds(n, width, height) and n not in blocked:
seen.add(n)
queue.append(n)
result = len(seen)
self._bfs_cache[cache_key] = result
return result
def _open_neighbor_count(self, start: tuple, blocked: set, width: int, height: int) -> int:
return sum(
1 for n in self._neighbors(start)
if self._in_bounds(n, width, height) and n not in blocked
)
def _nearest_food_distance(
self, start: tuple, food_set: set, blocked: set, width: int, height: int,
) -> int | None:
dist, _ = self._nearest_food_info(start, food_set, blocked, width, height)
return dist
def _nearest_food_info(
self, start: tuple, food_set: set, blocked: set, width: int, height: int,
) -> tuple[int | None, tuple | None]:
"""Return (distance, food_coord) for nearest reachable food, or (None, None)."""
if not food_set:
return None, None
queue: deque[tuple[tuple, int]] = deque([(start, 0)])
seen = {start}
while queue:
pt, dist = queue.popleft()
if pt in food_set:
return dist, pt
for n in self._neighbors(pt):
if n in seen or not self._in_bounds(n, width, height):
continue
if n in blocked and n not in food_set:
continue
seen.add(n)
queue.append((n, dist + 1))
return None, None
def _path_distance(
self, start: tuple, goal: tuple, blocked: set, width: int, height: int,
) -> int | None:
queue: deque[tuple[tuple, int]] = deque([(start, 0)])
seen = {start}
while queue:
pt, dist = queue.popleft()
if pt == goal:
return dist
for n in self._neighbors(pt):
if n in seen or not self._in_bounds(n, width, height):
continue
if n in blocked and n != goal:
continue
seen.add(n)
queue.append((n, dist + 1))
return None
def _distance_map(self, start: tuple, blocked: set, width: int, height: int) -> dict:
queue: deque[tuple[tuple, int]] = deque([(start, 0)])
distances: dict = {start: 0}
while queue:
pt, dist = queue.popleft()
for n in self._neighbors(pt):
if n not in distances and self._in_bounds(n, width, height) and n not in blocked:
distances[n] = dist + 1
queue.append((n, dist + 1))
return distances
# ── Utilities ─────────────────────────────────────────────────────────────────
def _revisit_penalty(self, point: tuple) -> float:
penalty = 0.0
for i, old in enumerate(reversed(self.recent_heads), start=1):
if old == point:
penalty += max(0.0, 18.0 - i * 2.0)
return penalty
def _neighbors(self, point: tuple) -> Iterator[tuple]:
for dx, dy in self.DIRECTIONS.values():
yield (point[0] + dx, point[1] + dy)
def _manhattan(self, a: tuple, b: tuple) -> int:
return abs(a[0] - b[0]) + abs(a[1] - b[1])
def _in_bounds(self, point: tuple, width: int, height: int) -> bool:
return 0 <= point[0] < width and 0 <= point[1] < height
def _fallback_move(self, head: Coord, width: int, height: int) -> str:
for move, (dx, dy) in self.DIRECTIONS.items():
if self._in_bounds((head["x"] + dx, head["y"] + dy), width, height):
return move
return "up"