- Add read-only gameplay statistics with filters and opponent comparisons. - Report move-trace latency percentiles and external timeout counts. - Pair engine latency with the preceding turn to separate timing stages. - Adjust Zenith rollout deepening for its larger timeout reserve. - Bump Zenith to 1.2.0 and document the fix and snake-stats command. - Cover statistics, trace aggregation, rollout depth, and verdict budgets.
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Battlesnake Python Starter Project
An official Battlesnake template written in Python. Get started at play.battlesnake.com.
This project is a great starting point for anyone wanting to program their first Battlesnake in Python. It can be run locally or easily deployed to a cloud provider of your choosing. See the Battlesnake API Docs for more detail.
Technologies Used
This project requires Python 3.15+ and uses Quart with Hypercorn. The Dockerfile uses the uv Python 3.15 runtime.
Run Your Battlesnake
Install the pinned Python runtime and locked dependencies using uv:
uv python install 3.15
uv sync --locked
Python modernization (2026-11-03):
- Python 3.15
lazyimports defer database backend loading and benchmark-only dependencies. Optional-dependencytry/exceptimports keep their fallback behavior. - Python 3.14 deferred annotations replace
from __future__ import annotations. Type-only dependencies use lazy bindings to avoid loading circular imports at startup. - Python 3.14
Path.infochecks reuse directory-entry metadata during dataset and customization asset discovery. Paths reused after mutations retain fresh checks. - The shared
quart_commonsubmodule also requires Python 3.15 and already uses Python 3.14 UUIDv7 request IDs.
Run tests with uv run --locked pytest tests quart_common/tests/test_user_agent.py.
Python 3.14 is not a supported runtime: this project uses 3.15-only syntax.
Start your Battlesnake
uv run --locked python main.py
You should see the following output once it is running
Running your Battlesnake at http://0.0.0.0:8000
* Serving Flask app 'My Battlesnake'
* Debug mode: off
Open localhost:8000 in your browser and you should see
{"apiversion":"1","author":"","color":"#888888","head":"default","tail":"default"}
Play a Game Locally
Install the Battlesnake CLI
- You can download compiled binaries here
- or install as a go package (requires Go 1.18 or higher)
Command to run a local game
battlesnake play -W 11 -H 11 --name 'Python Starter Project' --url http://localhost:8000 -g solo --browser
Next Steps
Continue with the Battlesnake Quickstart Guide to customize and improve your Battlesnake's behavior.
Included Competitive Snake
This repo retains snakes/legacy/BestBattleSnake.py, a stronger historical snake that combines:
- collision and head-to-head risk checks
- flood-fill space evaluation to avoid traps
- food routing that gets more aggressive as health drops
- tail access checks for better long-term survival
Run it explicitly with:
SNAKE=BestBattleSnake python main.py
Optional duel tuning (when only 2 snakes are alive):
BATTLE_SNAKE_DUEL_STYLE=balanced python main.py
Allowed values: safe, balanced, aggressive.
Snake package layout
The snake code is split by responsibility:
snakes/strategies/— actively maintained Apex and Prism entry pointssnakes/engine/— reusable bitboards, spatial mixins, duel search, and survival searchsnakes/core/— shared base classessnakes/legacy/— historical snakes retained for compatibility and benchmarks
Snake selection still uses the existing registry names, so deployment values such
as SNAKE=PrismBattleSnake_GPT_5_6_Sol remain unchanged.
PrismBattleSnake_GPT_5_6_Sol
PrismBattleSnake_GPT_5_6_Sol is a separate snake that keeps Apex's strategy while
accelerating hot spatial operations with a Python-integer bitboard engine. It
also shares duel transpositions across candidate moves, uses principal-variation
ordering, aspiration windows, path-aware food races, and a deeper tactical
horizon, and runs a compact adversarial multiplayer rollout with simultaneous
enemy responses and cached occupancy/evaluation states. Its filename, class, and registry
key include the model name, while its public Battlesnake API name remains
PrismBattleSnake.
Run it with:
SNAKE=PrismBattleSnake_GPT_5_6_Sol python main.py
ZenithBattleSnake_ClaudeOpus5_5
ZenithBattleSnake_ClaudeOpus5_5 builds on Prism and keeps its engine. Prism
only runs the exact duel search on near-tied heuristic candidates. Zenith adds a
root verdict pass in duels: every safe move is resolved against all
simultaneous enemy replies using the shared transposition table. A move whose
search proves a forced loss is replaced by the best surviving move. A move whose
search proves a forced win is played even if the heuristic preferred another
move. Its public Battlesnake API name is ZenithBattleSnake.
Version 1.1.0 adds permanent-trail space scoring for Constrictor (free capacity is not compared against the already occupied body length), balanced root-search budgets, and health-cost routes for hazard escape and food. It reserves at least 180 ms for non-search work. The HTTP move path also deducts executor queue wait from the strategy budget and returns a legal-direction fallback instead of null when its request budget expires. This is best-effort deadline handling, not a hard real-time guarantee under CPU saturation.
Version 1.2.0 fixes a search-depth regression from that larger reserve. Prism looks one turn deeper in 3-snake rollouts when more than 250 ms remain; with Zenith's 50 ms shorter budget that gate was never reached in production, so Zenith always stopped at depth 2. Zenith now lowers the gate by its extra reserve and deepens after the same elapsed time as Prism.
Run it with:
SNAKE=ZenithBattleSnake_ClaudeOpus5_5 python main.py
Show read-only win statistics per own snake version and per opponent from the
PostgreSQL gameplay database (GAMEPLAY_DB_PG_DSN):
just snake-stats --since-hours 24
just snake-stats --snake-type ZenithBattleSnake --game-type duel --min-games 5
just snake-stats --since-hours 48 --compare # opponents side by side per own version
just snake-stats --traces --since-hours 24 # move-trace latency per version and mode
--traces unpacks the newest --trace-games (default 300) finished replays and
reports p50/p90/p99 for strategy time, server overhead (handler minus
strategy), handler time, network/outside-handler time (engine latency minus
handler) and engine latency. ext.timeouts counts engine timeouts where our
handler had answered at least 100 ms before the deadline.
Benchmark Apex and Prism against sampled positions from a gameplay database:
python scripts/benchmark_snakes_from_db.py \
--database /path/to/gameplay.sqlite3 \
--samples 100
The benchmark samples every --stride-th stored turn from the newest games
(SQLite is opened read-only; a postgresql:// DSN works too) and reports mean,
median, p95, and maximum move latency. Increase --samples for a broader but slower comparison.
Run the deterministic CI-friendly arena benchmark without a gameplay database:
just bench-snake-arena positions=100
It rotates through duel, hazard, multiplayer, constrictor, and cramped-endgame
positions. It reports latency, completed duel/rollout depth, searched nodes,
cache hits, deadline exits, and move disagreements between Apex and Prism. Use
--scenario hazard (repeatable) when invoking the Python script to isolate a
scenario. Add output=data/arena-report.json to save a machine-readable report.
For representative strategy evaluation, provide recorded positions to
scripts/benchmark_snake_arena.py --database /path/to/gameplay.sqlite3.
Run paired seeded games through the official local Battlesnake rules engine:
just bench-snake-tournament games=20 gametype=standard map=standard
Pick other opponents with snake_a= and snake_b=, for example
just bench-snake-tournament snake_a=PrismBattleSnake_GPT_5_6_Sol snake_b=ZenithBattleSnake_ClaudeOpus5_5.
Each seed is played twice with both snakes swapping initial engine slots. The
report includes wins, draws, win rates, and average game length. Save all
per-game results with output=data/tournament-report.json. The tournament starts
both snake servers with gameplay persistence disabled, adds the engine identity
header required by the API, and shuts them down when finished.
Move tracing and latency diagnosis
Every /move response includes X-Move-Trace-ID. Replay thinking contains a
small move_trace object: JSON parse, runtime lookup, executor queue wait,
strategy execution, handler/response encoding, bookkeeping queue wait, and
metrics publication timings. No board payloads are copied into traces.
Structured application log lines start with move_trace and include the same
ID, game ID and turn, plus persistence and dashboard-publication duration once
background work finishes. These last two timings cannot be included in the
record being written itself. Timed-out workers may finish later; missing
strategy_ms/worker_finished means they had not finished at that snapshot.
MOVE_TRACE_SAMPLE_EVERY=100: approximately 1% of normal requests logged; use1for all,0to disable normal sampling.MOVE_TRACE_SLOW_MS=300: always log a trace if any measured stage exceeds this threshold. Timeouts and metrics publication failures are always logged.- Metrics counters update locally before responding; shared metrics backend
publication now runs in ordered background bookkeeping, not on
/move's response path.
These are lightweight local timings, not exported OpenTelemetry spans. Handler time starts inside the route and excludes middleware, socket delivery and reverse-proxy/network delay. Compare with client-observed latency. Background stage times can include event-loop scheduling delays; production improvements must be verified after deployment under representative concurrency.
Compact gameplay database
Gameplay storage keeps game results in games and snake identity (name,
customizations) once per game in game_snakes. Replay data is stored compactly:
- Running games write one
game_turnsrow per turn and onesnake_statesrow per snake and turn, keyed by small integer ids (games.gid,game_snakes.gsid) instead of repeating text ids. Moves are 1-byte codes, latency is an integer, bodies are a head position plus one step code per segment, and food/hazards are only stored when they changed since the previous turn. Reasoning fields that equal stored values (turn,move,head,health,length,food_count,board_size,snakes) are stripped and restored exactly on read. - Finished games are packed into one zstd-compressed blob per game in
game_replays, and their rows are deleted. Turns arriving after a game was packed are merged into the blob by the stale-game sweep.
Replay loading rebuilds the normal Battlesnake board payload, so the dashboard is unchanged. Head position, length, and inferred moves are derived from the stored bodies.
Migrate the legacy layout
Databases written by older versions store replays in turns/snake_turns.
Migrate them in place (SQLite path or postgresql:// DSN). Every game is read
back and compared after writing; failed games are reported and keep their
legacy rows:
python scripts/migrate_gameplay_to_compact.py --source /path/to/gameplay.sqlite3
python scripts/migrate_gameplay_to_compact.py --source /path/to/gameplay.sqlite3 --drop-legacy
--destination writes to a different database instead, for example from
SQLite into PostgreSQL. --minimum-quality medium re-rates replays by
structural completeness, valid moves, thinking coverage, game length, move
diversity, opponent data, and terminal outcome, and keeps only replays of that
tier or better. All game-result rows remain stored, so historical win/loss
rates stay persistent. --drop-legacy only drops the old tables when every
legacy replay exists in compact form.
For a live PostgreSQL database: run the migration while the old version keeps
recording, deploy the new version, run the migration again with
--since <start time of the first run> to pick up games recorded meanwhile,
then run --drop-legacy. A PostgreSQL server configured with a SQLite
GAMEPLAY_DB_PATH imports that legacy file automatically on startup.
Record new games while cleanup runs
Point the running server at a temporary delta database while the old database is being migrated or cleaned. After stopping the writer and flushing the delta database, merge it into the cleaned copy:
python scripts/merge_gameplay_databases.py \
--base /path/to/gameplay.compact.sqlite3 \
--delta /path/to/gameplay.delta.sqlite3 \
--destination /path/to/gameplay.merged.sqlite3 \
--minimum-quality medium
The merger copies game by game, keeps all game results, quality-rates delta
games, assigns fresh integer ids, and verifies game, snake, turn, and snake-state
counts.
Identical game IDs are skipped; conflicting duplicates abort the merge. After
reviewing the result, --replace-base backs up and replaces the cleaned base.
Stop the delta writer before the final merge and file swap.
Export Training Dataset
Game saves now include a dataset section with labeled move samples.
Export all stored samples to JSONL:
python -m server.DatasetExporter --input data --output data/dataset/good_moves.jsonl
Or with just:
just export-dataset
Curate a high-quality training subset (single file):
python -m server.DatasetCurator --input good_moves-2026-04-03.jsonl --output data/dataset/best_moves.jsonl
Curate from multiple JSONL sources (repeat --input):
python -m server.DatasetCurator \
--input good_moves-2026-04-03.jsonl \
--input good_moves-2026-04-04.jsonl \
--output data/dataset/best_moves.jsonl
Curate from folder or glob:
python -m server.DatasetCurator --input data/dataset --output data/dataset/best_moves.jsonl
python -m server.DatasetCurator --input "good_moves-*.jsonl" --output data/dataset/best_moves.jsonl
Append mode (keeps existing curated rows and deduplicates against them):
python -m server.DatasetCurator --input "good_moves-*.jsonl" --output data/dataset/best_moves.jsonl --append
Archive processed input files after curation:
python -m server.DatasetCurator --input "good_moves-*.jsonl" --output data/dataset/best_moves.jsonl --append --archive-input
python -m server.DatasetCurator --input "good_moves-*.jsonl" --output data/dataset/best_moves.jsonl --append --archive-input --archive-dir data/dataset/archive
Or with just:
just curate-dataset
just curate-dataset append=true
just curate-dataset append=true archive=true archive_dir=data/dataset/archive
Analyze dataset quality overall and by day (best game overall/day included):
python -m server.DatasetStats --input "good_moves-*.jsonl"
python -m server.DatasetStats --input data/dataset --output data/dataset/stats-report.json
The stats report now includes both:
best_game(survival/length focused)best_pressure_game(high-pressure quality focused: fewer safe options + strong survival)
Or with just:
just analyze-dataset
just analyze-dataset input=data/dataset output=data/dataset/stats-report.json
To store compact dataset-only records (JSONL) and skip full per-game JSON files:
STORE_DATASET_ONLY=true DATASET_JSONL_PATH=data/dataset/good_moves.jsonl python main.py
Optional compact storage tuning:
DATASET_ROTATE_DAILY=truecreates one JSONL file per day (default:true)DATASET_JSONL_MAX_MB=50rotates when file reaches max size in MB (default:50)DATASET_COMPRESS_ROTATED=truegzip-compresses rotated/old JSONL files (default:true)
Note: To play games on play.battlesnake.com you'll need to deploy your Battlesnake to a live web server OR use a port forwarding tool like ngrok to access your server locally.
