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daniel156161 9b99b526e4
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perf(snake): cache survival rollout state
- Cache occupancy bitboards for repeated multiplayer rollout positions.
- Memoize position evaluations to avoid duplicate flood-fill calculations.
- Reuse shared values while ranking simultaneous enemy responses.
- Include evaluation hits in Prism rollout telemetry.
- Document the optimization and bump Prism to version 1.4.0.
2026-08-01 20:39:56 +02:00

296 lines
10 KiB
Python

"""Compact adversarial rollout for multiplayer Battlesnake positions."""
from __future__ import annotations
from itertools import product
from time import perf_counter
from snakes.engine.bitboard import BitBoard
Body = tuple[int, ...]
EnemyBodies = tuple[Body, ...]
StateKey = tuple[Body, EnemyBodies, int, int]
EvaluationKey = tuple[Body, EnemyBodies]
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.evaluation_cache: dict[EvaluationKey, float] = {}
self.occupied_cache: dict[EvaluationKey, int] = {}
self.body_bits_cache: dict[Body, int] = {}
self.nodes = 0
self.cache_hits = 0
self.evaluation_cache_hits = 0
self.completed_depth = 0
self.deadline_exits = 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
value, completed = self._selected_root(
mine, enemy_bodies, self.food_bits, target_idx, depth,
)
if completed:
self.completed_depth = max(self.completed_depth, depth)
return value
def _selected_root(
self, mine: Body, enemies: EnemyBodies, food_bits: int, target: int, depth: int,
) -> tuple[float, bool]:
replies = self._enemy_responses(enemies, mine, target, food_bits)
if not replies:
replies = [()]
worst = float("inf")
completed = True
for response in replies:
if self._out_of_time():
completed = False
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)
value = self._evaluate(mine, enemies) if worst == float("inf") else worst
return value, completed
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)
ranked: list[tuple[float, int]] = []
for target in self._iter_bits(self.board.neighbors_of(mine[0])):
# 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))
occupied = self._occupied(mine, enemies)
mx, my = self.board.coord(my_target)
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)
score -= abs(tx - mx) + abs(ty - my)
score += self.board.open_neighbor_count(target, occupied) * 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:
key = (mine, enemies)
cached = self.evaluation_cache.get(key)
if cached is not None:
self.evaluation_cache_hits += 1
return cached
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
value = space * 1.9 + liberties * 32.0 + enemy_pressure - len(enemies) * 4.0
if len(self.evaluation_cache) < 32_768:
self.evaluation_cache[key] = value
return value
def _occupied(self, mine: Body, enemies: EnemyBodies) -> int:
key = (mine, enemies)
cached = self.occupied_cache.get(key)
if cached is not None:
return cached
occupied = self._body_bits(mine)
for enemy in enemies:
occupied |= self._body_bits(enemy)
if len(self.occupied_cache) < 32_768:
self.occupied_cache[key] = occupied
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:
expired = self.deadline is not None and perf_counter() >= self.deadline
if expired:
self.deadline_exits += 1
return expired