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feat: add Zenith strategy and move latency tracing
- Register Zenith 1.1 with balanced duel verdicts and forced-outcome overrides.
- Prioritize permanent-trail space in Constrictor and health-aware hazard routes.
- Deduct executor queue delays and return fallback directions on move timeouts.
- Correlate response headers, replay timings, and sampled structured trace logs.
- Move shared metrics publication off the response path without losing local counts.
- Allow configurable tournament opponents and add a psql helper recipe.
- Preserve empty latency values through compact replay encoding and migration.
- Update Arena game links and use default assets for missing customizations.
- Cover strategy, HTTP lifecycle, tracing, replay codecs, and dashboard behavior.
- Validate with 260 passing Python tests, 4 skips, and 2 passing JavaScript tests.
2026-11-05 01:11:31 +01:00

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# Battlesnake Python Starter Project
An official Battlesnake template written in Python. Get started at [play.battlesnake.com](https://play.battlesnake.com).
![Battlesnake Logo](https://media.battlesnake.com/social/StarterSnakeGitHubRepos_Python.png)
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](https://docs.battlesnake.com/api) for more detail.
## Technologies Used
This project requires [Python 3.15+](https://www.python.org/) and uses [Quart](https://quart.palletsprojects.com/) with Hypercorn. The Dockerfile uses the uv Python 3.15 runtime.
## Run Your Battlesnake
Install the pinned Python runtime and locked dependencies using uv:
```sh
uv python install 3.15
uv sync --locked
```
Python modernization (2026-11-03):
- Python 3.15 `lazy` imports defer database backend loading and benchmark-only dependencies. Optional-dependency `try`/`except` imports 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.info` checks reuse directory-entry metadata during dataset and customization asset discovery. Paths reused after mutations retain fresh checks.
- The shared `quart_common` submodule 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
```sh
uv run --locked python main.py
```
You should see the following output once it is running
```sh
Running your Battlesnake at http://0.0.0.0:8000
* Serving Flask app 'My Battlesnake'
* Debug mode: off
```
Open [localhost:8000](http://localhost:8000) in your browser and you should see
```json
{"apiversion":"1","author":"","color":"#888888","head":"default","tail":"default"}
```
## Play a Game Locally
Install the [Battlesnake CLI](https://github.com/BattlesnakeOfficial/rules/tree/main/cli)
* You can [download compiled binaries here](https://github.com/BattlesnakeOfficial/rules/releases)
* or [install as a go package](https://github.com/BattlesnakeOfficial/rules/tree/main/cli#installation) (requires Go 1.18 or higher)
Command to run a local game
```sh
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](https://docs.battlesnake.com/quickstart) 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:
```sh
SNAKE=BestBattleSnake python main.py
```
Optional duel tuning (when only 2 snakes are alive):
```sh
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 points
- `snakes/engine/` — reusable bitboards, spatial mixins, duel search, and survival search
- `snakes/core/` — shared base classes
- `snakes/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:
```sh
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.
Run it with:
```sh
SNAKE=ZenithBattleSnake_ClaudeOpus5_5 python main.py
```
Benchmark Apex and Prism against sampled positions from a gameplay database:
```sh
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:
```sh
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:
```sh
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;
use `1` for all, `0` to 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_turns` row per turn and one `snake_states`
row 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:
```sh
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:
```sh
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:
```sh
python -m server.DatasetExporter --input data --output data/dataset/good_moves.jsonl
```
Or with `just`:
```sh
just export-dataset
```
Curate a high-quality training subset (single file):
```sh
python -m server.DatasetCurator --input good_moves-2026-04-03.jsonl --output data/dataset/best_moves.jsonl
```
Curate from multiple JSONL sources (repeat `--input`):
```sh
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:
```sh
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):
```sh
python -m server.DatasetCurator --input "good_moves-*.jsonl" --output data/dataset/best_moves.jsonl --append
```
Archive processed input files after curation:
```sh
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`:
```sh
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):
```sh
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`:
```sh
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:
```sh
STORE_DATASET_ONLY=true DATASET_JSONL_PATH=data/dataset/good_moves.jsonl python main.py
```
Optional compact storage tuning:
- `DATASET_ROTATE_DAILY=true` creates one JSONL file per day (default: `true`)
- `DATASET_JSONL_MAX_MB=50` rotates when file reaches max size in MB (default: `50`)
- `DATASET_COMPRESS_ROTATED=true` gzip-compresses rotated/old JSONL files (default: `true`)
**Note:** To play games on [play.battlesnake.com](https://play.battlesnake.com) you'll need to deploy your Battlesnake to a live web server OR use a port forwarding tool like [ngrok](https://ngrok.com/) to access your server locally.