orbit-wars-v13 / submission.py
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v14: based on proven 1224-Elo agent + cross-game state reset fix
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import math
import time
from collections import defaultdict, namedtuple
from dataclasses import dataclass, field
from itertools import combinations
# ============================================================
# Shared Configuration
# ============================================================
BOARD = 100.0
CENTER_X = 50.0
CENTER_Y = 50.0
SUN_R = 10.0
MAX_SPEED = 6.0
SUN_SAFETY = 1.5
ROTATION_LIMIT = 50.0
TOTAL_STEPS = 500
SIM_HORIZON = 130 # was 110 — slightly extended for better long-range planning
ROUTE_SEARCH_HORIZON = 60
HORIZON = SIM_HORIZON
LAUNCH_CLEARANCE = 0.1
EARLY_TURN_LIMIT = 40
OPENING_TURN_LIMIT = 80
LATE_REMAINING_TURNS = 70 # was 60 — enter late-game earlier
VERY_LATE_REMAINING_TURNS = 25
TOTAL_WAR_REMAINING_TURNS = 55 # was 38 — endgame push starts sooner
SAFE_NEUTRAL_MARGIN = 2
CONTESTED_NEUTRAL_MARGIN = 2
INTERCEPT_TOLERANCE = 1
SAFE_OPENING_PROD_THRESHOLD = 4
SAFE_OPENING_TURN_LIMIT = 10
ROTATING_OPENING_MAX_TURNS = 13
ROTATING_OPENING_LOW_PROD = 2
FOUR_PLAYER_ROTATING_REACTION_GAP = 3
FOUR_PLAYER_ROTATING_SEND_RATIO = 0.55 # was 0.62 — less overcommit in 4P
FOUR_PLAYER_ROTATING_TURN_LIMIT = 10
COMET_MAX_CHASE_TURNS = 10
ATTACK_COST_TURN_WEIGHT = 0.50
SNIPE_COST_TURN_WEIGHT = 0.42
INDIRECT_VALUE_SCALE = 0.15
INDIRECT_FRIENDLY_WEIGHT = 0.35
INDIRECT_NEUTRAL_WEIGHT = 0.9
INDIRECT_ENEMY_WEIGHT = 1.25
STATIC_NEUTRAL_VALUE_MULT = 1.4
STATIC_HOSTILE_VALUE_MULT = 1.65
ROTATING_OPENING_VALUE_MULT = 0.9
HOSTILE_TARGET_VALUE_MULT = 2.05 # was 1.95
OPENING_HOSTILE_TARGET_VALUE_MULT = 1.55
SAFE_NEUTRAL_VALUE_MULT = 1.2
CONTESTED_NEUTRAL_VALUE_MULT = 0.7
EARLY_NEUTRAL_VALUE_MULT = 1.2
COMET_VALUE_MULT = 0.65
SNIPE_VALUE_MULT = 1.12
SWARM_VALUE_MULT = 1.05
REINFORCE_VALUE_MULT = 1.35
CRASH_EXPLOIT_VALUE_MULT = 1.18
FINISHING_HOSTILE_VALUE_MULT = 1.3 # was 1.2
BEHIND_ROTATING_NEUTRAL_VALUE_MULT = 0.92
EXPOSED_PLANET_VALUE_MULT = 2.0 # was 1.75
# NEW: weakest enemy targeting multipliers
WEAKEST_ENEMY_VALUE_MULT_4P = 1.5 # bonus for targeting weakest in 4P
WEAKEST_ENEMY_VALUE_MULT_2P = 1.25 # bonus for targeting weakest in 1v1
GANG_UP_VALUE_MULT = 1.4 # bonus for gang-up attacks on weakened planets
GANG_UP_POST_BATTLE_DELAY = 2 # turns after battle to arrive
GANG_UP_ETA_WINDOW = 4 # tolerance window for gang-up timing
NEUTRAL_MARGIN_BASE = 2
NEUTRAL_MARGIN_PROD_WEIGHT = 2
NEUTRAL_MARGIN_CAP = 8
HOSTILE_MARGIN_BASE = 3
HOSTILE_MARGIN_PROD_WEIGHT = 2
HOSTILE_MARGIN_CAP = 12
HOSTILE_REINFORCE_HORIZON = 8 # from ykhnkf: look for enemy reinforcements within this many turns after arrival
HOSTILE_REINFORCE_RATIO = 0.25 # from ykhnkf: add 25% of estimated enemy reinforcement as margin
HOSTILE_REINFORCE_CAP = 15 # from ykhnkf: cap reinforcement margin
STATIC_TARGET_MARGIN = 4
CONTESTED_TARGET_MARGIN = 5
FOUR_PLAYER_TARGET_MARGIN = 2 # was 3 — more efficient in 4P
LONG_TRAVEL_MARGIN_START = 18
LONG_TRAVEL_MARGIN_DIVISOR = 3
LONG_TRAVEL_MARGIN_CAP = 8
COMET_MARGIN_RELIEF = 6
FINISHING_HOSTILE_SEND_BONUS = 5 # was 3 — from ykhnkf: send more ships to hostile targets in endgame
STATIC_TARGET_SCORE_MULT = 1.18
EARLY_STATIC_NEUTRAL_SCORE_MULT = 1.25
FOUR_PLAYER_ROTATING_NEUTRAL_SCORE_MULT = 0.84
DENSE_STATIC_NEUTRAL_COUNT = 4
DENSE_ROTATING_NEUTRAL_SCORE_MULT = 0.86
SNIPE_SCORE_MULT = 1.12
SWARM_SCORE_MULT = 1.06
CRASH_EXPLOIT_SCORE_MULT = 1.05
FOLLOWUP_MIN_SHIPS = 8
LOW_VALUE_COMET_PRODUCTION = 1
LATE_CAPTURE_BUFFER = 5
VERY_LATE_CAPTURE_BUFFER = 3
DEFENSE_LOOKAHEAD_TURNS = 28
DEFENSE_COST_TURN_WEIGHT = 0.4
DEFENSE_FRONTIER_SCORE_MULT = 1.12
DEFENSE_SEND_MARGIN_BASE = 1
DEFENSE_SEND_MARGIN_PROD_WEIGHT = 1
DEFENSE_SHIP_VALUE = 0.55
REINFORCE_ENABLED = True
REINFORCE_MIN_PRODUCTION = 2
REINFORCE_MAX_TRAVEL_TURNS = 22
REINFORCE_SAFETY_MARGIN = 2
REINFORCE_MAX_SOURCE_FRACTION = 0.75
REINFORCE_MIN_FUTURE_TURNS = 40
REINFORCE_HOLD_LOOKAHEAD = 20
REINFORCE_COST_TURN_WEIGHT = 0.35
RECAPTURE_LOOKAHEAD_TURNS = 10
RECAPTURE_COST_TURN_WEIGHT = 0.52
RECAPTURE_VALUE_MULT = 0.88
RECAPTURE_FRONTIER_MULT = 1.08
RECAPTURE_PRODUCTION_WEIGHT = 0.6
RECAPTURE_IMMEDIATE_WEIGHT = 0.4
REAR_SOURCE_MIN_SHIPS = 16
REAR_DISTANCE_RATIO = 1.25
REAR_STAGE_PROGRESS = 0.78
REAR_SEND_RATIO_TWO_PLAYER = 0.62
REAR_SEND_RATIO_FOUR_PLAYER = 0.60 # was 0.7 — less overcommit in 4P
REAR_SEND_MIN_SHIPS = 10
REAR_MAX_TRAVEL_TURNS = 40
PARTIAL_SOURCE_MIN_SHIPS = 6
MULTI_SOURCE_TOP_K = 8 # was 5 — from pascal v14: consider more source options for multi-source attacks
MULTI_SOURCE_ETA_TOLERANCE = 2
MULTI_SOURCE_PLAN_PENALTY = 0.97
HOSTILE_SWARM_ETA_TOLERANCE = 1
THREE_SOURCE_SWARM_ENABLED = True
THREE_SOURCE_MIN_TARGET_SHIPS = 20
THREE_SOURCE_ETA_TOLERANCE = 1
THREE_SOURCE_PLAN_PENALTY = 0.93
# 4-source swarm capability (from pascal v14)
FOUR_SOURCE_SWARM_ENABLED = True
FOUR_SOURCE_ETA_TOLERANCE = 2
FOUR_SOURCE_MIN_TARGET_SHIPS = 40
FOUR_SOURCE_PLAN_PENALTY = 0.91
PROACTIVE_DEFENSE_HORIZON = 12
PROACTIVE_DEFENSE_RATIO = 0.28 # was 0.20 — more defensive
MULTI_ENEMY_PROACTIVE_HORIZON = 14
MULTI_ENEMY_PROACTIVE_RATIO = 0.35 # was 0.24 — much more defensive in 4P
MULTI_ENEMY_STACK_WINDOW = 4 # was 3 — wider detection window
REACTION_SOURCE_TOP_K_MY = 4
REACTION_SOURCE_TOP_K_ENEMY = 4
PROACTIVE_ENEMY_TOP_K = 3
CRASH_EXPLOIT_ENABLED = True
CRASH_EXPLOIT_MIN_TOTAL_SHIPS = 7 # was 10 — exploit smaller crashes too
CRASH_EXPLOIT_ETA_WINDOW = 3 # was 2 — wider window
CRASH_EXPLOIT_POST_CRASH_DELAY = 1
LATE_IMMEDIATE_SHIP_VALUE = 0.75
WEAK_ENEMY_THRESHOLD = 110 # was 60 — detect weak enemies earlier
ELIMINATION_BONUS = 55.0 # was 28.0 — much stronger elimination drive
BEHIND_DOMINATION = -0.20
AHEAD_DOMINATION = 0.15
FINISHING_DOMINATION = 0.28
FINISHING_PROD_RATIO = 1.15
AHEAD_ATTACK_MARGIN_BONUS = 0.12
BEHIND_ATTACK_MARGIN_PENALTY = 0.05
FINISHING_ATTACK_MARGIN_BONUS = 0.12
DOOMED_EVAC_TURN_LIMIT = 24
DOOMED_MIN_SHIPS = 8
SOFT_ACT_DEADLINE = 0.82
HEAVY_PHASE_MIN_TIME = 0.16
OPTIONAL_PHASE_MIN_TIME = 0.08
HEAVY_ROUTE_PLANET_LIMIT = 32
# ============================================================
# Shared Types
# ============================================================
Planet = namedtuple(
"Planet", ["id", "owner", "x", "y", "radius", "ships", "production"]
)
Fleet = namedtuple(
"Fleet", ["id", "owner", "x", "y", "angle", "from_planet_id", "ships"]
)
@dataclass(frozen=True)
class ShotOption:
score: float
src_id: int
target_id: int
angle: float
turns: int
needed: int
send_cap: int
mission: str = "capture"
anchor_turn: int | None = None
@dataclass
class Mission:
kind: str
score: float
target_id: int
turns: int
options: list[ShotOption] = field(default_factory=list)
# ============================================================
# Physics
# ============================================================
def dist(ax, ay, bx, by):
return math.hypot(ax - bx, ay - by)
def orbital_radius(planet):
return dist(planet.x, planet.y, CENTER_X, CENTER_Y)
def is_static_planet(planet):
return orbital_radius(planet) + planet.radius >= ROTATION_LIMIT
def fleet_speed(ships):
if ships <= 1:
return 1.0
ratio = math.log(ships) / math.log(1000.0)
ratio = max(0.0, min(1.0, ratio))
return 1.0 + (MAX_SPEED - 1.0) * (ratio**1.5)
def point_to_segment_distance(px, py, x1, y1, x2, y2):
dx = x2 - x1
dy = y2 - y1
seg_len_sq = dx * dx + dy * dy
if seg_len_sq <= 1e-9:
return dist(px, py, x1, y1)
t = ((px - x1) * dx + (py - y1) * dy) / seg_len_sq
t = max(0.0, min(1.0, t))
proj_x = x1 + t * dx
proj_y = y1 + t * dy
return dist(px, py, proj_x, proj_y)
def segment_hits_sun(x1, y1, x2, y2, safety=SUN_SAFETY):
return point_to_segment_distance(CENTER_X, CENTER_Y, x1, y1, x2, y2) < SUN_R + safety
def launch_point(sx, sy, sr, angle):
clearance = sr + LAUNCH_CLEARANCE
return sx + math.cos(angle) * clearance, sy + math.sin(angle) * clearance
def actual_path_geometry(sx, sy, sr, tx, ty, tr):
angle = math.atan2(ty - sy, tx - sx)
start_x, start_y = launch_point(sx, sy, sr, angle)
hit_distance = max(0.0, dist(sx, sy, tx, ty) - (sr + LAUNCH_CLEARANCE) - tr)
end_x = start_x + math.cos(angle) * hit_distance
end_y = start_y + math.sin(angle) * hit_distance
return angle, start_x, start_y, end_x, end_y, hit_distance
def safe_angle_and_distance(sx, sy, sr, tx, ty, tr):
angle, start_x, start_y, end_x, end_y, hit_distance = actual_path_geometry(
sx, sy, sr, tx, ty, tr,
)
if segment_hits_sun(start_x, start_y, end_x, end_y):
return None
return angle, hit_distance
def predict_planet_position(planet, initial_by_id, angular_velocity, turns):
init = initial_by_id.get(planet.id)
if init is None:
return planet.x, planet.y
r = dist(init.x, init.y, CENTER_X, CENTER_Y)
if r + init.radius >= ROTATION_LIMIT:
return planet.x, planet.y
cur_ang = math.atan2(planet.y - CENTER_Y, planet.x - CENTER_X)
new_ang = cur_ang + angular_velocity * turns
return (
CENTER_X + r * math.cos(new_ang),
CENTER_Y + r * math.sin(new_ang),
)
def predict_comet_position(planet_id, comets, turns):
for group in comets:
pids = group.get("planet_ids", [])
if planet_id not in pids:
continue
idx = pids.index(planet_id)
paths = group.get("paths", [])
path_index = group.get("path_index", 0)
if idx >= len(paths):
return None
path = paths[idx]
future_idx = path_index + int(turns)
if 0 <= future_idx < len(path):
return path[future_idx][0], path[future_idx][1]
return None
return None
def comet_remaining_life(planet_id, comets):
for group in comets:
pids = group.get("planet_ids", [])
if planet_id not in pids:
continue
idx = pids.index(planet_id)
paths = group.get("paths", [])
path_index = group.get("path_index", 0)
if idx < len(paths):
return max(0, len(paths[idx]) - path_index)
return 0
def estimate_arrival(sx, sy, sr, tx, ty, tr, ships):
safe = safe_angle_and_distance(sx, sy, sr, tx, ty, tr)
if safe is None:
return None
angle, total_d = safe
turns = max(1, int(math.ceil(total_d / fleet_speed(max(1, ships)))))
return angle, turns
def travel_time(sx, sy, sr, tx, ty, tr, ships):
est = estimate_arrival(sx, sy, sr, tx, ty, tr, ships)
if est is None:
return 10**9
return est[1]
def predict_target_position(target, turns, initial_by_id, ang_vel, comets, comet_ids):
if target.id in comet_ids:
return predict_comet_position(target.id, comets, turns)
return predict_planet_position(target, initial_by_id, ang_vel, turns)
def target_can_move(target, initial_by_id, comet_ids):
if target.id in comet_ids:
return True
init = initial_by_id.get(target.id)
if init is None:
return False
r = dist(init.x, init.y, CENTER_X, CENTER_Y)
return r + init.radius < ROTATION_LIMIT
def search_safe_intercept(src, target, ships, initial_by_id, ang_vel, comets, comet_ids):
best = None
best_score = None
max_turns = min(HORIZON, ROUTE_SEARCH_HORIZON)
if target.id in comet_ids:
max_turns = min(max_turns, max(0, comet_remaining_life(target.id, comets) - 1))
for candidate_turns in range(1, max_turns + 1):
pos = predict_target_position(
target, candidate_turns, initial_by_id, ang_vel, comets, comet_ids,
)
if pos is None:
continue
est = estimate_arrival(src.x, src.y, src.radius, pos[0], pos[1], target.radius, ships)
if est is None:
continue
_, turns = est
if abs(turns - candidate_turns) > INTERCEPT_TOLERANCE:
continue
actual_turns = max(turns, candidate_turns)
actual_pos = predict_target_position(
target, actual_turns, initial_by_id, ang_vel, comets, comet_ids,
)
if actual_pos is None:
continue
confirm = estimate_arrival(
src.x, src.y, src.radius, actual_pos[0], actual_pos[1], target.radius, ships,
)
if confirm is None:
continue
delta = abs(confirm[1] - actual_turns)
if delta > INTERCEPT_TOLERANCE:
continue
score = (delta, confirm[1], candidate_turns)
if best is None or score < best_score:
best_score = score
best = (confirm[0], confirm[1], actual_pos[0], actual_pos[1])
return best
def aim_with_prediction(src, target, ships, initial_by_id, ang_vel, comets, comet_ids):
est = estimate_arrival(src.x, src.y, src.radius, target.x, target.y, target.radius, ships)
if est is None:
if not target_can_move(target, initial_by_id, comet_ids):
return None
return search_safe_intercept(
src, target, ships, initial_by_id, ang_vel, comets, comet_ids,
)
tx, ty = target.x, target.y
for _ in range(5):
_, turns = est
pos = predict_target_position(target, turns, initial_by_id, ang_vel, comets, comet_ids)
if pos is None:
return None
ntx, nty = pos
next_est = estimate_arrival(src.x, src.y, src.radius, ntx, nty, target.radius, ships)
if next_est is None:
if not target_can_move(target, initial_by_id, comet_ids):
return None
return search_safe_intercept(
src, target, ships, initial_by_id, ang_vel, comets, comet_ids,
)
if (
abs(ntx - tx) < 0.3
and abs(nty - ty) < 0.3
and abs(next_est[1] - turns) <= INTERCEPT_TOLERANCE
):
return next_est[0], next_est[1], ntx, nty
tx, ty = ntx, nty
est = next_est
final_est = estimate_arrival(src.x, src.y, src.radius, tx, ty, target.radius, ships)
if final_est is None:
return search_safe_intercept(
src, target, ships, initial_by_id, ang_vel, comets, comet_ids,
)
return final_est[0], final_est[1], tx, ty
# ============================================================
# World Model
# ============================================================
def fleet_target_planet(fleet, planets):
best_planet = None
best_time = 1e9
dir_x = math.cos(fleet.angle)
dir_y = math.sin(fleet.angle)
speed = fleet_speed(fleet.ships)
for planet in planets:
dx = planet.x - fleet.x
dy = planet.y - fleet.y
proj = dx * dir_x + dy * dir_y
if proj < 0:
continue
perp_sq = dx * dx + dy * dy - proj * proj
radius_sq = planet.radius * planet.radius
if perp_sq >= radius_sq:
continue
hit_d = max(0.0, proj - math.sqrt(max(0.0, radius_sq - perp_sq)))
turns = hit_d / speed
if turns <= HORIZON and turns < best_time:
best_time = turns
best_planet = planet
if best_planet is None:
return None, None
return best_planet, int(math.ceil(best_time))
def build_arrival_ledger(fleets, planets):
arrivals_by_planet = {planet.id: [] for planet in planets}
for fleet in fleets:
target, eta = fleet_target_planet(fleet, planets)
if target is None:
continue
arrivals_by_planet[target.id].append((eta, fleet.owner, int(fleet.ships)))
return arrivals_by_planet
def resolve_arrival_event(owner, garrison, arrivals):
by_owner = {}
for _, attacker_owner, ships in arrivals:
by_owner[attacker_owner] = by_owner.get(attacker_owner, 0) + ships
if not by_owner:
return owner, max(0.0, garrison)
sorted_players = sorted(by_owner.items(), key=lambda item: item[1], reverse=True)
top_owner, top_ships = sorted_players[0]
if len(sorted_players) > 1:
second_ships = sorted_players[1][1]
if top_ships == second_ships:
survivor_owner = -1
survivor_ships = 0
else:
survivor_owner = top_owner
survivor_ships = top_ships - second_ships
else:
survivor_owner = top_owner
survivor_ships = top_ships
if survivor_ships <= 0:
return owner, max(0.0, garrison)
if owner == survivor_owner:
return owner, garrison + survivor_ships
garrison -= survivor_ships
if garrison < 0:
return survivor_owner, -garrison
return owner, garrison
def normalize_arrivals(arrivals, horizon):
events = []
for turns, owner, ships in arrivals:
if ships <= 0:
continue
eta = max(1, int(math.ceil(turns)))
if eta > horizon:
continue
events.append((eta, owner, int(ships)))
events.sort(key=lambda item: item[0])
return events
def simulate_planet_timeline(planet, arrivals, player, horizon):
horizon = max(0, int(math.ceil(horizon)))
events = normalize_arrivals(arrivals, horizon)
by_turn = defaultdict(list)
for item in events:
by_turn[item[0]].append(item)
owner = planet.owner
garrison = float(planet.ships)
owner_at = {0: owner}
ships_at = {0: max(0.0, garrison)}
min_owned = garrison if owner == player else 0.0
first_enemy = None
fall_turn = None
for turn in range(1, horizon + 1):
if owner != -1:
garrison += planet.production
group = by_turn.get(turn, [])
prev_owner = owner
if group:
if prev_owner == player and first_enemy is None:
if any(item[1] not in (-1, player) for item in group):
first_enemy = turn
owner, garrison = resolve_arrival_event(owner, garrison, group)
if prev_owner == player and owner != player and fall_turn is None:
fall_turn = turn
owner_at[turn] = owner
ships_at[turn] = max(0.0, garrison)
if owner == player:
min_owned = min(min_owned, garrison)
keep_needed = 0
holds_full = True
if planet.owner == player:
def survives_with_keep(keep):
sim_owner = planet.owner
sim_garrison = float(keep)
for turn in range(1, horizon + 1):
if sim_owner != -1:
sim_garrison += planet.production
group = by_turn.get(turn, [])
if group:
sim_owner, sim_garrison = resolve_arrival_event(sim_owner, sim_garrison, group)
if sim_owner != player:
return False
return sim_owner == player
if survives_with_keep(int(planet.ships)):
lo, hi = 0, int(planet.ships)
while lo < hi:
mid = (lo + hi) // 2
if survives_with_keep(mid):
hi = mid
else:
lo = mid + 1
keep_needed = lo
else:
holds_full = False
keep_needed = int(planet.ships)
return {
"owner_at": owner_at,
"ships_at": ships_at,
"keep_needed": keep_needed,
"min_owned": max(0, int(math.floor(min_owned))) if planet.owner == player else 0,
"first_enemy": first_enemy,
"fall_turn": fall_turn,
"holds_full": holds_full,
"horizon": horizon,
}
def state_at_timeline(timeline, arrival_turn):
turn = max(0, int(math.ceil(arrival_turn)))
turn = min(turn, timeline["horizon"])
owner = timeline["owner_at"].get(turn, timeline["owner_at"][timeline["horizon"]])
ships = timeline["ships_at"].get(turn, timeline["ships_at"][timeline["horizon"]])
return owner, max(0.0, ships)
def count_players(planets, fleets):
owners = set()
for planet in planets:
if planet.owner != -1:
owners.add(planet.owner)
for fleet in fleets:
owners.add(fleet.owner)
return max(2, len(owners))
def nearest_distance_to_set(px, py, planets):
if not planets:
return 10**9
return min(dist(px, py, planet.x, planet.y) for planet in planets)
def indirect_features(planet, planets, player):
friendly = 0.0
neutral = 0.0
enemy = 0.0
for other in planets:
if other.id == planet.id:
continue
d = dist(planet.x, planet.y, other.x, other.y)
if d < 1:
continue
factor = other.production / (d + 12.0)
if other.owner == player:
friendly += factor
elif other.owner == -1:
neutral += factor
else:
enemy += factor
return friendly, neutral, enemy
def detect_exposed_enemy_planets(fleets, enemy_planets):
exposed = set()
for planet in enemy_planets:
outbound = sum(
int(f.ships)
for f in fleets
if f.owner == planet.owner and f.from_planet_id == planet.id and f.ships >= 5
)
if outbound >= 12 and outbound >= planet.ships * 0.8: # lowered threshold
exposed.add(planet.id)
return exposed
def _compute_weakest_enemy(enemy_planets, owner_strength, owner_production):
"""Return the player ID of the weakest enemy (lowest ships + future production)."""
enemy_owners = set(p.owner for p in enemy_planets)
if not enemy_owners:
return None
return min(
enemy_owners,
key=lambda owner: owner_strength.get(owner, 0) + owner_production.get(owner, 0) * 15,
)
class WorldModel:
def __init__(self, player, step, planets, fleets, initial_by_id, ang_vel, comets, comet_ids):
self.player = player
self.step = step
self.planets = planets
self.fleets = fleets
self.initial_by_id = initial_by_id
self.ang_vel = ang_vel
self.comets = comets
self.comet_ids = set(comet_ids)
self.planet_by_id = {planet.id: planet for planet in planets}
self.my_planets = [planet for planet in planets if planet.owner == player]
self.enemy_planets = [planet for planet in planets if planet.owner not in (-1, player)]
self.neutral_planets = [planet for planet in planets if planet.owner == -1]
self.static_neutral_planets = [
planet for planet in self.neutral_planets if is_static_planet(planet)
]
# Per-opponent grouping for reinforcement analysis (from ykhnkf)
self.opp_planets = defaultdict(list)
for p in self.enemy_planets:
self.opp_planets[p.owner].append(p)
self.num_players = count_players(planets, fleets)
self.remaining_steps = max(1, TOTAL_STEPS - step)
self.is_early = step < EARLY_TURN_LIMIT
self.is_opening = step < OPENING_TURN_LIMIT
self.is_late = self.remaining_steps < LATE_REMAINING_TURNS
self.is_very_late = self.remaining_steps < VERY_LATE_REMAINING_TURNS
self.is_total_war = self.remaining_steps < TOTAL_WAR_REMAINING_TURNS
self.is_four_player = self.num_players >= 4
self.owner_strength = defaultdict(int)
self.owner_production = defaultdict(int)
for planet in planets:
if planet.owner != -1:
self.owner_strength[planet.owner] += int(planet.ships)
self.owner_production[planet.owner] += int(planet.production)
for fleet in fleets:
self.owner_strength[fleet.owner] += int(fleet.ships)
self.my_total = self.owner_strength.get(player, 0)
self.enemy_total = sum(
strength for owner, strength in self.owner_strength.items() if owner != player
)
self.max_enemy_strength = max(
(strength for owner, strength in self.owner_strength.items() if owner != player),
default=0,
)
self.my_prod = self.owner_production.get(player, 0)
self.enemy_prod = sum(
production
for owner, production in self.owner_production.items()
if owner != player
)
# Weakest enemy tracking (key for 4P elimination strategy)
self._weakest_enemy = _compute_weakest_enemy(
self.enemy_planets, self.owner_strength, self.owner_production
)
self._weakest_enemy_strength = (
self.owner_strength.get(self._weakest_enemy, 0)
if self._weakest_enemy is not None else 0
)
self.arrivals_by_planet = build_arrival_ledger(fleets, planets)
self.base_timeline = {
planet.id: simulate_planet_timeline(
planet,
self.arrivals_by_planet[planet.id],
player,
HORIZON,
)
for planet in planets
}
self.keep_needed_map = {
planet.id: self.base_timeline[planet.id]["keep_needed"] for planet in planets
}
self.min_owned_map = {
planet.id: self.base_timeline[planet.id]["min_owned"] for planet in planets
}
self.first_enemy_map = {
planet.id: self.base_timeline[planet.id]["first_enemy"] for planet in planets
}
self.fall_turn_map = {
planet.id: self.base_timeline[planet.id]["fall_turn"] for planet in planets
}
self.holds_full_map = {
planet.id: self.base_timeline[planet.id]["holds_full"] for planet in planets
}
self.indirect_feature_map = {
planet.id: indirect_features(planet, planets, player) for planet in planets
}
self.exposed_planet_ids = detect_exposed_enemy_planets(fleets, self.enemy_planets)
self.shot_cache = {}
self.probe_candidate_cache = {}
self.best_probe_cache = {}
self.reaction_cache = {}
self.exact_need_cache = {}
self.total_visible_ships = sum(int(planet.ships) for planet in planets) + sum(
int(fleet.ships) for fleet in fleets
)
self.total_production = sum(int(planet.production) for planet in planets)
def is_static(self, planet_id):
return is_static_planet(self.planet_by_id[planet_id])
def comet_life(self, planet_id):
return comet_remaining_life(planet_id, self.comets)
def source_inventory_left(self, source_id, spent_total):
return max(0, int(self.planet_by_id[source_id].ships) - spent_total[source_id])
def plan_shot(self, src_id, target_id, ships):
ships = int(ships)
key = (src_id, target_id, ships)
if key in self.shot_cache:
return self.shot_cache[key]
src = self.planet_by_id[src_id]
target = self.planet_by_id[target_id]
result = aim_with_prediction(
src, target, ships, self.initial_by_id, self.ang_vel, self.comets, self.comet_ids,
)
self.shot_cache[key] = result
return result
def probe_ship_candidates(self, src_id, target_id, source_cap, hints=()):
source_cap = max(1, int(source_cap))
normalized_hints = tuple(
int(math.ceil(hint)) for hint in hints if hint is not None
)
cache_key = (src_id, target_id, source_cap, normalized_hints)
cached = self.probe_candidate_cache.get(cache_key)
if cached is not None:
return cached
target = self.planet_by_id[target_id]
target_ships = max(1, int(math.ceil(target.ships)))
values = set(range(1, min(6, source_cap) + 1))
values.update({
source_cap,
max(1, source_cap // 2),
max(1, source_cap // 3),
min(source_cap, PARTIAL_SOURCE_MIN_SHIPS),
min(source_cap, target_ships + 1),
min(source_cap, target_ships + 2),
min(source_cap, target_ships + 4),
min(source_cap, target_ships + 8),
})
for hint in normalized_hints:
base = max(1, min(source_cap, hint))
for delta in (-2, -1, 0, 1, 2):
candidate = base + delta
if 1 <= candidate <= source_cap:
values.add(candidate)
result = sorted(values)
self.probe_candidate_cache[cache_key] = result
return result
def best_probe_aim(
self,
src_id,
target_id,
source_cap,
hints=(),
min_turn=None,
max_turn=None,
anchor_turn=None,
max_anchor_diff=None,
):
cache_key = (
src_id,
target_id,
max(1, int(source_cap)),
tuple(hints),
min_turn,
max_turn,
anchor_turn,
max_anchor_diff,
)
if cache_key in self.best_probe_cache:
return self.best_probe_cache[cache_key]
best = None
best_key = None
for ships in self.probe_ship_candidates(src_id, target_id, source_cap, hints=hints):
aim = self.plan_shot(src_id, target_id, ships)
if aim is None:
continue
angle, turns, dist_to_target, path_target = aim
if min_turn is not None and turns < min_turn:
continue
if max_turn is not None and turns > max_turn:
continue
if (
anchor_turn is not None
and max_anchor_diff is not None
and abs(turns - anchor_turn) > max_anchor_diff
):
continue
if anchor_turn is None:
key = (turns, ships)
else:
key = (abs(turns - anchor_turn), turns, ships)
if best_key is None or key < best_key:
best_key = key
best = (ships, (angle, turns, dist_to_target, path_target))
self.best_probe_cache[cache_key] = best
return best
def reaction_times(self, target_id):
cached = self.reaction_cache.get(target_id)
if cached is not None:
return cached
target = self.planet_by_id[target_id]
my_t = 10**9
for planet in self.my_planets:
seeded = self.best_probe_aim(planet.id, target.id, max(1, int(planet.ships)))
if seeded is None:
continue
_, aim = seeded
my_t = min(my_t, aim[1])
enemy_t = 10**9
for planet in self.enemy_planets:
seeded = self.best_probe_aim(planet.id, target.id, max(1, int(planet.ships)))
if seeded is None:
continue
_, aim = seeded
enemy_t = min(enemy_t, aim[1])
cached = (my_t, enemy_t)
self.reaction_cache[target_id] = cached
return cached
def projected_state(self, target_id, arrival_turn, planned_commitments=None, extra_arrivals=()):
planned_commitments = planned_commitments or {}
cutoff = max(1, int(math.ceil(arrival_turn)))
if not planned_commitments.get(target_id) and not extra_arrivals:
return state_at_timeline(self.base_timeline[target_id], cutoff)
arrivals = [
item
for item in self.arrivals_by_planet.get(target_id, [])
if item[0] <= cutoff
]
arrivals.extend(
item
for item in planned_commitments.get(target_id, [])
if item[0] <= cutoff
)
arrivals.extend(item for item in extra_arrivals if item[0] <= cutoff)
target = self.planet_by_id[target_id]
dyn = simulate_planet_timeline(target, arrivals, self.player, cutoff)
return state_at_timeline(dyn, cutoff)
def projected_timeline(self, target_id, horizon, planned_commitments=None, extra_arrivals=()):
planned_commitments = planned_commitments or {}
horizon = max(1, int(math.ceil(horizon)))
arrivals = [
item for item in self.arrivals_by_planet.get(target_id, []) if item[0] <= horizon
]
arrivals.extend(
item for item in planned_commitments.get(target_id, []) if item[0] <= horizon
)
arrivals.extend(item for item in extra_arrivals if item[0] <= horizon)
target = self.planet_by_id[target_id]
return simulate_planet_timeline(target, arrivals, self.player, horizon)
def hold_status(self, target_id, planned_commitments=None, horizon=HORIZON):
planned_commitments = planned_commitments or {}
if planned_commitments.get(target_id):
tl = self.projected_timeline(
target_id, horizon, planned_commitments=planned_commitments,
)
else:
tl = self.base_timeline[target_id]
return {
"keep_needed": tl["keep_needed"],
"min_owned": tl["min_owned"],
"first_enemy": tl["first_enemy"],
"fall_turn": tl["fall_turn"],
"holds_full": tl["holds_full"],
}
def _ownership_search_cap(self, eval_turn):
productive_cap = self.total_production * max(2, eval_turn + 2)
return max(32, int(self.total_visible_ships + productive_cap + 32))
def min_ships_to_own_by(
self,
target_id,
eval_turn,
attacker_owner,
arrival_turn=None,
planned_commitments=None,
extra_arrivals=(),
upper_bound=None,
):
planned_commitments = planned_commitments or {}
eval_turn = max(1, int(math.ceil(eval_turn)))
arrival_turn = eval_turn if arrival_turn is None else max(1, int(math.ceil(arrival_turn)))
if arrival_turn > eval_turn:
if upper_bound is not None:
return max(1, int(upper_bound)) + 1
return self._ownership_search_cap(eval_turn) + 1
normalized_extra = tuple(
(max(1, int(math.ceil(turns))), owner, int(ships))
for turns, owner, ships in extra_arrivals
if ships > 0 and max(1, int(math.ceil(turns))) <= eval_turn
)
cache_key = None
if (
arrival_turn == eval_turn
and not planned_commitments.get(target_id)
and not normalized_extra
):
cache_key = (target_id, eval_turn, attacker_owner)
cached = self.exact_need_cache.get(cache_key)
if cached is not None:
return cached
owner_before, ships_before = self.projected_state(
target_id,
eval_turn,
planned_commitments=planned_commitments,
extra_arrivals=normalized_extra,
)
if owner_before == attacker_owner:
if cache_key is not None:
self.exact_need_cache[cache_key] = 0
return 0
def owns_at(ships):
owner_after, _ = self.projected_state(
target_id,
eval_turn,
planned_commitments=planned_commitments,
extra_arrivals=normalized_extra + ((arrival_turn, attacker_owner, int(ships)),),
)
return owner_after == attacker_owner
if upper_bound is not None:
hi = max(1, int(upper_bound))
if not owns_at(hi):
return hi + 1
else:
hi = max(1, int(math.ceil(ships_before)) + 1)
search_cap = self._ownership_search_cap(eval_turn)
while hi <= search_cap and not owns_at(hi):
hi *= 2
if hi > search_cap:
hi = search_cap
if not owns_at(hi):
return hi + 1
lo = 1
while lo < hi:
mid = (lo + hi) // 2
if owns_at(mid):
hi = mid
else:
lo = mid + 1
if cache_key is not None:
self.exact_need_cache[cache_key] = lo
return lo
def min_ships_to_own_at(
self,
target_id,
arrival_turn,
attacker_owner,
planned_commitments=None,
extra_arrivals=(),
upper_bound=None,
):
return self.min_ships_to_own_by(
target_id,
arrival_turn,
attacker_owner,
arrival_turn=arrival_turn,
planned_commitments=planned_commitments,
extra_arrivals=extra_arrivals,
upper_bound=upper_bound,
)
def reinforcement_needed_to_hold_until(
self,
planet_id,
arrival_turn,
hold_until,
planned_commitments=None,
upper_bound=None,
):
planned_commitments = planned_commitments or {}
target = self.planet_by_id[planet_id]
arrival_turn = max(1, int(math.ceil(arrival_turn)))
hold_until = max(arrival_turn, int(math.ceil(hold_until)))
if target.owner != self.player:
return self.min_ships_to_own_by(
planet_id,
hold_until,
self.player,
arrival_turn=arrival_turn,
planned_commitments=planned_commitments,
upper_bound=upper_bound,
)
def holds_with_reinforcement(ships):
timeline = self.projected_timeline(
planet_id,
hold_until,
planned_commitments=planned_commitments,
extra_arrivals=((arrival_turn, self.player, int(ships)),),
)
for turn in range(arrival_turn, hold_until + 1):
if timeline["owner_at"].get(turn) != self.player:
return False
return True
if upper_bound is not None:
hi = max(1, int(upper_bound))
if not holds_with_reinforcement(hi):
return hi + 1
else:
hi = 1
search_cap = self._ownership_search_cap(hold_until)
while hi <= search_cap and not holds_with_reinforcement(hi):
hi *= 2
if hi > search_cap:
hi = search_cap
if not holds_with_reinforcement(hi):
return hi + 1
lo = 1
while lo < hi:
mid = (lo + hi) // 2
if holds_with_reinforcement(mid):
hi = mid
else:
lo = mid + 1
return lo
def ships_needed_to_capture(
self,
target_id,
arrival_turn,
planned_commitments=None,
extra_arrivals=(),
):
return self.min_ships_to_own_at(
target_id,
arrival_turn,
self.player,
planned_commitments=planned_commitments,
extra_arrivals=extra_arrivals,
)
# ============================================================
# Strategy
# ============================================================
def planet_distance(first, second):
return math.hypot(first.x - second.x, first.y - second.y)
def nearest_sources_to_target(target, sources, top_k):
if top_k <= 0 or len(sources) <= top_k:
return sources
return sorted(
sources,
key=lambda src: (planet_distance(src, target), -int(src.ships), src.id),
)[:top_k]
def min_legal_reaction_time(target, sources, world):
best = 10**9
for src in sources:
seeded = world.best_probe_aim(src.id, target.id, max(1, int(src.ships)))
if seeded is None:
continue
_, aim = seeded
best = min(best, aim[1])
return best
def policy_reaction_times(target_id, policy):
return policy["reaction_time_map"].get(target_id, (10**9, 10**9))
def candidate_time_valid(target, turns, world, remaining_buffer):
if turns > world.remaining_steps - remaining_buffer:
return False
if target.id in world.comet_ids:
life = world.comet_life(target.id)
if turns >= life or turns > COMET_MAX_CHASE_TURNS:
return False
return True
def stacked_enemy_proactive_keep(planet, world):
threats = []
for enemy in world.enemy_planets:
seeded = world.best_probe_aim(enemy.id, planet.id, max(1, int(enemy.ships)))
if seeded is None:
continue
_, aim = seeded
eta = aim[1]
if eta > MULTI_ENEMY_PROACTIVE_HORIZON:
continue
threats.append((eta, int(enemy.ships)))
if not threats:
return 0
threats.sort()
best_stacked = 0
left = 0
running = 0
for right in range(len(threats)):
running += threats[right][1]
while threats[right][0] - threats[left][0] > MULTI_ENEMY_STACK_WINDOW:
running -= threats[left][1]
left += 1
best_stacked = max(best_stacked, running)
return int(best_stacked * MULTI_ENEMY_PROACTIVE_RATIO)
def swarm_eta_tolerance(options, target, world):
if len(options) >= 3:
return THREE_SOURCE_ETA_TOLERANCE
if target.owner not in (-1, world.player):
return HOSTILE_SWARM_ETA_TOLERANCE
return MULTI_SOURCE_ETA_TOLERANCE
def detect_enemy_crashes(world):
crashes = []
for target_id, arrivals in world.arrivals_by_planet.items():
enemy_events = [
(int(math.ceil(eta)), owner, int(ships))
for eta, owner, ships in arrivals
if owner not in (-1, world.player) and ships > 0
]
enemy_events.sort()
for i in range(len(enemy_events)):
eta_a, owner_a, ships_a = enemy_events[i]
for j in range(i + 1, len(enemy_events)):
eta_b, owner_b, ships_b = enemy_events[j]
if owner_a == owner_b:
continue
if abs(eta_a - eta_b) > CRASH_EXPLOIT_ETA_WINDOW:
break
if ships_a + ships_b < CRASH_EXPLOIT_MIN_TOTAL_SHIPS:
continue
crashes.append({
"target_id": target_id,
"crash_turn": max(eta_a, eta_b),
"owners": (owner_a, owner_b),
"ships": (ships_a, ships_b),
})
return crashes
def detect_enemy_planet_battles(world):
"""
Detect where an enemy fleet is attacking another enemy's owned planet.
These create attack windows — the winning side will be weakened.
Returns list of dicts with target_id, battle_turn, estimated post_battle_ships.
"""
battles = []
for target in world.enemy_planets:
attacking_fleets = [
(int(math.ceil(eta)), owner, int(ships))
for eta, owner, ships in world.arrivals_by_planet.get(target.id, [])
if owner not in (-1, world.player) and owner != target.owner and ships > 0
]
if not attacking_fleets:
continue
for eta, attacker_owner, attacker_ships in attacking_fleets:
# Rough post-battle estimate (production growth + garrison vs attacker)
garrison_at_eta = target.ships + target.production * eta
surviving_attacker = max(0, attacker_ships - garrison_at_eta)
surviving_defender = max(0, garrison_at_eta - attacker_ships)
if attacker_ships > garrison_at_eta:
post_owner = attacker_owner
post_ships = surviving_attacker
else:
post_owner = target.owner
post_ships = surviving_defender
# Only interesting if planet will be weak after battle
if post_ships < 25:
battles.append({
"target_id": target.id,
"battle_turn": eta,
"post_owner": post_owner,
"post_ships": post_ships,
"original_owner": target.owner,
})
return battles
def build_policy_state(world, deadline=None):
def expired():
return deadline is not None and time.perf_counter() > deadline
indirect_wealth_map = {}
for target_id, features in world.indirect_feature_map.items():
friendly, neutral, enemy = features
indirect_wealth_map[target_id] = (
friendly * INDIRECT_FRIENDLY_WEIGHT
+ neutral * INDIRECT_NEUTRAL_WEIGHT
+ enemy * INDIRECT_ENEMY_WEIGHT
)
reserve = {}
attack_budget = {}
reaction_time_map = {}
for target in world.planets:
if expired():
break
if target.owner == world.player:
continue
my_sources = nearest_sources_to_target(target, world.my_planets, REACTION_SOURCE_TOP_K_MY)
enemy_sources = nearest_sources_to_target(target, world.enemy_planets, REACTION_SOURCE_TOP_K_ENEMY)
my_t = min_legal_reaction_time(target, my_sources, world)
enemy_t = min_legal_reaction_time(target, enemy_sources, world)
reaction_time_map[target.id] = (my_t, enemy_t)
for planet in world.my_planets:
if expired():
break
exact_keep = world.keep_needed_map.get(planet.id, 0)
proactive_keep = 0
for enemy in nearest_sources_to_target(planet, world.enemy_planets, PROACTIVE_ENEMY_TOP_K):
enemy_aim = world.plan_shot(enemy.id, planet.id, max(1, int(enemy.ships)))
if enemy_aim is None:
continue
enemy_eta = enemy_aim[1]
if enemy_eta > PROACTIVE_DEFENSE_HORIZON:
continue
proactive_keep = max(proactive_keep, int(enemy.ships * PROACTIVE_DEFENSE_RATIO))
proactive_keep = max(proactive_keep, stacked_enemy_proactive_keep(planet, world))
if world.is_total_war:
exact_keep = min(exact_keep, max(1, exact_keep // 2))
proactive_keep = min(proactive_keep, max(1, proactive_keep // 2))
reserve[planet.id] = min(int(planet.ships), max(exact_keep, proactive_keep))
attack_budget[planet.id] = max(0, int(planet.ships) - reserve[planet.id])
return {
"indirect_wealth_map": indirect_wealth_map,
"reserve": reserve,
"attack_budget": attack_budget,
"reaction_time_map": reaction_time_map,
}
def build_modes(world):
domination = (world.my_total - world.enemy_total) / max(1, world.my_total + world.enemy_total)
is_behind = domination < BEHIND_DOMINATION
is_ahead = domination > AHEAD_DOMINATION
is_dominating = is_ahead or (
world.max_enemy_strength > 0 and world.my_total > world.max_enemy_strength * 1.25
)
is_finishing = (
domination > FINISHING_DOMINATION
and world.my_prod > world.enemy_prod * FINISHING_PROD_RATIO
and world.step > 80
)
attack_margin_mult = 1.0
if is_ahead:
attack_margin_mult += AHEAD_ATTACK_MARGIN_BONUS
if is_behind:
attack_margin_mult -= BEHIND_ATTACK_MARGIN_PENALTY
if is_finishing:
attack_margin_mult += FINISHING_ATTACK_MARGIN_BONUS
return {
"domination": domination,
"is_behind": is_behind,
"is_ahead": is_ahead,
"is_dominating": is_dominating,
"is_finishing": is_finishing,
"attack_margin_mult": attack_margin_mult,
}
def is_safe_neutral(target, policy):
if target.owner != -1:
return False
my_t, enemy_t = policy_reaction_times(target.id, policy)
return my_t <= enemy_t - SAFE_NEUTRAL_MARGIN
def is_contested_neutral(target, policy):
if target.owner != -1:
return False
my_t, enemy_t = policy_reaction_times(target.id, policy)
return abs(my_t - enemy_t) <= CONTESTED_NEUTRAL_MARGIN
def opening_filter(target, arrival_turns, needed, src_available, world, policy):
if not world.is_opening or target.owner != -1:
return False
if target.id in world.comet_ids:
return False
if world.is_static(target.id):
return False
my_t, enemy_t = policy_reaction_times(target.id, policy)
reaction_gap = enemy_t - my_t
if (
target.production >= SAFE_OPENING_PROD_THRESHOLD
and arrival_turns <= SAFE_OPENING_TURN_LIMIT
and reaction_gap >= SAFE_NEUTRAL_MARGIN
):
return False
if world.is_four_player:
affordable = needed <= max(
PARTIAL_SOURCE_MIN_SHIPS,
int(src_available * FOUR_PLAYER_ROTATING_SEND_RATIO),
)
if (
affordable
and arrival_turns <= FOUR_PLAYER_ROTATING_TURN_LIMIT
and reaction_gap >= FOUR_PLAYER_ROTATING_REACTION_GAP
):
return False
return True
return arrival_turns > ROTATING_OPENING_MAX_TURNS or target.production <= ROTATING_OPENING_LOW_PROD
def target_value(target, arrival_turns, mission, world, modes, policy):
turns_profit = max(1, world.remaining_steps - arrival_turns)
if target.id in world.comet_ids:
life = world.comet_life(target.id)
turns_profit = max(0, min(turns_profit, life - arrival_turns))
if turns_profit <= 0:
return -1.0
value = target.production * turns_profit
value += policy["indirect_wealth_map"][target.id] * turns_profit * INDIRECT_VALUE_SCALE
if world.is_static(target.id):
value *= STATIC_NEUTRAL_VALUE_MULT if target.owner == -1 else STATIC_HOSTILE_VALUE_MULT
else:
value *= ROTATING_OPENING_VALUE_MULT if world.is_opening else 1.0
if target.owner not in (-1, world.player):
value *= OPENING_HOSTILE_TARGET_VALUE_MULT if world.is_opening else HOSTILE_TARGET_VALUE_MULT
if target.owner == -1:
if is_safe_neutral(target, policy):
value *= SAFE_NEUTRAL_VALUE_MULT
elif is_contested_neutral(target, policy):
value *= CONTESTED_NEUTRAL_VALUE_MULT
if world.is_early:
value *= EARLY_NEUTRAL_VALUE_MULT
if target.id in world.comet_ids:
value *= COMET_VALUE_MULT
if mission == "snipe":
value *= SNIPE_VALUE_MULT
elif mission == "swarm":
value *= SWARM_VALUE_MULT
elif mission == "reinforce":
value *= REINFORCE_VALUE_MULT
elif mission == "crash_exploit":
value *= CRASH_EXPLOIT_VALUE_MULT
if target.id in world.exposed_planet_ids:
value *= EXPOSED_PLANET_VALUE_MULT
if world.is_late:
value += max(0, target.ships) * LATE_IMMEDIATE_SHIP_VALUE
# Elimination bonus — applies whenever enemy is weak (not just late game)
if target.owner not in (-1, world.player):
enemy_strength = world.owner_strength.get(target.owner, 0)
if enemy_strength <= WEAK_ENEMY_THRESHOLD:
value += ELIMINATION_BONUS
# Weakest enemy targeting bonus (key for 4P strategy)
if target.owner not in (-1, world.player) and world._weakest_enemy is not None:
if target.owner == world._weakest_enemy:
mult = WEAKEST_ENEMY_VALUE_MULT_4P if world.is_four_player else WEAKEST_ENEMY_VALUE_MULT_2P
value *= mult
if modes["is_finishing"] and target.owner not in (-1, world.player):
value *= FINISHING_HOSTILE_VALUE_MULT
if modes["is_behind"] and target.owner == -1 and not world.is_static(target.id):
value *= BEHIND_ROTATING_NEUTRAL_VALUE_MULT
if modes["is_behind"] and target.owner == -1 and is_safe_neutral(target, policy):
value *= 1.08
if modes["is_dominating"] and target.owner == -1 and is_contested_neutral(target, policy):
value *= 0.92
return value
def reinforce_value(target, hold_until, world, policy):
saved_turns = max(1, world.remaining_steps - hold_until)
value = target.production * saved_turns + max(0, target.ships) * DEFENSE_SHIP_VALUE
if world.enemy_planets and nearest_distance_to_set(target.x, target.y, world.enemy_planets) < 22:
value *= DEFENSE_FRONTIER_SCORE_MULT
value += policy["indirect_wealth_map"][target.id] * saved_turns * INDIRECT_VALUE_SCALE * 0.35
return value * REINFORCE_VALUE_MULT
def preferred_send(target, base_needed, arrival_turns, src_available, world, modes, policy):
send = max(base_needed, int(math.ceil(base_needed * modes["attack_margin_mult"])))
margin = 0
if target.owner == -1:
margin += min(
NEUTRAL_MARGIN_CAP,
NEUTRAL_MARGIN_BASE + target.production * NEUTRAL_MARGIN_PROD_WEIGHT,
)
else:
margin += min(
HOSTILE_MARGIN_CAP,
HOSTILE_MARGIN_BASE + target.production * HOSTILE_MARGIN_PROD_WEIGHT,
)
# Hostile reinforcement prediction (from ykhnkf #1 LB):
# Estimate enemy reinforcement potential: how many ships could the
# target's owner send to reinforce within a short window after we arrive?
# This makes us send bigger fleets against well-supported enemy planets.
reinforce_est = 0
for ep in world.opp_planets.get(target.owner, []):
if ep.id == target.id:
continue
ep_aim = world.plan_shot(ep.id, target.id, max(1, int(ep.ships)))
if ep_aim is None:
continue
ep_eta = ep_aim[1]
# Enemy sees our fleet and dispatches reinforcement immediately.
# If their reinforcement arrives within HOSTILE_REINFORCE_HORIZON
# turns after our arrival, they can counterattack our weakened garrison.
if ep_eta <= arrival_turns + HOSTILE_REINFORCE_HORIZON:
sendable = max(0, int(ep.ships) - 3) # they keep a small garrison
reinforce_est += sendable
reinforce_margin = min(HOSTILE_REINFORCE_CAP, int(reinforce_est * HOSTILE_REINFORCE_RATIO))
margin += reinforce_margin
if world.is_static(target.id):
margin += STATIC_TARGET_MARGIN
if is_contested_neutral(target, policy):
margin += CONTESTED_TARGET_MARGIN
if world.is_four_player:
margin += FOUR_PLAYER_TARGET_MARGIN
if arrival_turns > LONG_TRAVEL_MARGIN_START:
margin += min(LONG_TRAVEL_MARGIN_CAP, arrival_turns // LONG_TRAVEL_MARGIN_DIVISOR)
if target.id in world.comet_ids:
margin = max(0, margin - COMET_MARGIN_RELIEF)
if modes["is_finishing"] and target.owner not in (-1, world.player):
margin += FINISHING_HOSTILE_SEND_BONUS
if target.id in world.exposed_planet_ids:
margin = max(0, margin - 2)
# In 4P, be more efficient when targeting weakest enemy (finishing blow)
if world.is_four_player and world._weakest_enemy and target.owner == world._weakest_enemy:
margin = max(0, margin - 2)
return min(src_available, send + margin)
def apply_score_modifiers(base_score, target, mission, world):
score = base_score
if world.is_static(target.id):
score *= STATIC_TARGET_SCORE_MULT
if world.is_early and target.owner == -1 and world.is_static(target.id):
score *= EARLY_STATIC_NEUTRAL_SCORE_MULT
if world.is_four_player and target.owner == -1 and not world.is_static(target.id):
score *= FOUR_PLAYER_ROTATING_NEUTRAL_SCORE_MULT
if (
len(world.static_neutral_planets) >= DENSE_STATIC_NEUTRAL_COUNT
and target.owner == -1
and not world.is_static(target.id)
):
score *= DENSE_ROTATING_NEUTRAL_SCORE_MULT
if mission == "snipe":
score *= SNIPE_SCORE_MULT
elif mission == "swarm":
score *= SWARM_SCORE_MULT
elif mission == "crash_exploit":
score *= CRASH_EXPLOIT_SCORE_MULT
if target.id in world.exposed_planet_ids:
score *= 1.25
# Bonus score for targeting weakest enemy planet
if target.owner not in (-1, world.player) and world._weakest_enemy == target.owner:
score *= 1.2
return score
def settle_plan(
src,
target,
src_cap,
send_guess,
world,
planned_commitments,
modes,
policy,
mission="capture",
eval_turn_fn=None,
anchor_turn=None,
anchor_tolerance=None,
max_iter=4,
):
if src_cap < 1:
return None
seed_hint = max(1, min(src_cap, int(send_guess)))
eval_turn_fn = eval_turn_fn or (lambda turns: turns)
anchor_tolerance = (
anchor_tolerance
if anchor_tolerance is not None
else (1 if mission == "snipe" else None)
)
tested = {}
tested_order = []
def evaluate(send):
send = max(1, min(src_cap, int(send)))
cached = tested.get(send)
if cached is not None or send in tested:
return cached
aim = world.plan_shot(src.id, target.id, send)
if aim is None:
tested[send] = None
return None
angle, turns, _, _ = aim
if mission == "crash_exploit" and anchor_turn is not None and turns < anchor_turn:
tested[send] = None
return None
raw_eval_turn = int(math.ceil(eval_turn_fn(turns)))
if raw_eval_turn < turns:
tested[send] = None
return None
eval_turn = raw_eval_turn
need = world.min_ships_to_own_by(
target.id,
eval_turn,
world.player,
arrival_turn=turns,
planned_commitments=planned_commitments,
upper_bound=src_cap,
)
if need <= 0 or need > src_cap:
tested[send] = None
return None
if mission in ("snipe", "crash_exploit"):
desired = need
elif mission == "rescue":
desired = min(
src_cap,
max(
need,
need + DEFENSE_SEND_MARGIN_BASE + target.production * DEFENSE_SEND_MARGIN_PROD_WEIGHT,
),
)
else:
desired = min(
src_cap,
max(need, preferred_send(target, need, turns, src_cap, world, modes, policy)),
)
result = (angle, turns, eval_turn, need, send, desired)
tested[send] = result
tested_order.append(send)
return result
initial_candidates = sorted(
world.probe_ship_candidates(src.id, target.id, src_cap, hints=(seed_hint,)),
key=lambda send: (abs(send - seed_hint), send),
)
current_send = None
for seed in initial_candidates:
result = evaluate(seed)
if result is None:
continue
if (
anchor_turn is not None
and anchor_tolerance is not None
and abs(result[1] - anchor_turn) > anchor_tolerance
):
continue
current_send = seed
break
if current_send is None:
return None
for _ in range(max_iter):
result = evaluate(current_send)
if result is None:
break
angle, turns, eval_turn, need, actual_send, desired = result
if desired == actual_send:
if (
anchor_turn is not None
and anchor_tolerance is not None
and abs(turns - anchor_turn) > anchor_tolerance
):
return None
if mission == "rescue" and turns > eval_turn:
return None
return angle, turns, eval_turn, need, actual_send
next_send = max(1, min(src_cap, int(desired)))
if next_send in tested:
current_send = next_send
break
current_send = next_send
candidate_sends = sorted(
[send for send in tested_order if tested.get(send) is not None],
key=lambda send: (
0 if mission != "snipe" or anchor_turn is None else abs(tested[send][1] - anchor_turn),
abs(send - seed_hint),
tested[send][1],
send,
),
)
seen = set()
for send in candidate_sends:
if send in seen:
continue
seen.add(send)
result = tested.get(send)
if result is None:
continue
angle, turns, eval_turn, need, actual_send, _ = result
if actual_send < need:
continue
if (
anchor_turn is not None
and anchor_tolerance is not None
and abs(turns - anchor_turn) > anchor_tolerance
):
continue
if mission == "rescue" and turns > eval_turn:
continue
return angle, turns, eval_turn, need, actual_send
return None
def settle_reinforce_plan(
src,
target,
src_cap,
send_guess,
world,
planned_commitments,
hold_until,
max_arrival_turn,
max_iter=4,
):
if src_cap < 1:
return None
seed_hint = max(1, min(src_cap, int(send_guess)))
tested = {}
tested_order = []
def evaluate(send):
send = max(1, min(src_cap, int(send)))
cached = tested.get(send)
if cached is not None or send in tested:
return cached
aim = world.plan_shot(src.id, target.id, send)
if aim is None:
tested[send] = None
return None
angle, turns, _, _ = aim
if turns > max_arrival_turn:
tested[send] = None
return None
need = world.reinforcement_needed_to_hold_until(
target.id,
turns,
hold_until,
planned_commitments=planned_commitments,
upper_bound=src_cap,
)
if need <= 0 or need > src_cap:
tested[send] = None
return None
desired = min(src_cap, need + REINFORCE_SAFETY_MARGIN)
result = (angle, turns, hold_until, need, send, desired)
tested[send] = result
tested_order.append(send)
return result
initial_candidates = sorted(
world.probe_ship_candidates(src.id, target.id, src_cap, hints=(seed_hint,)),
key=lambda send: (abs(send - seed_hint), send),
)
current_send = None
for seed in initial_candidates:
result = evaluate(seed)
if result is None:
continue
current_send = seed
break
if current_send is None:
return None
for _ in range(max_iter):
result = evaluate(current_send)
if result is None:
break
angle, turns, eval_turn, need, actual_send, desired = result
if desired == actual_send:
return angle, turns, eval_turn, need, actual_send
next_send = max(1, min(src_cap, int(desired)))
if next_send in tested:
current_send = next_send
break
current_send = next_send
candidate_sends = sorted(
[send for send in tested_order if tested.get(send) is not None],
key=lambda send: (abs(send - seed_hint), tested[send][1], send),
)
for send in candidate_sends:
result = tested.get(send)
if result is None:
continue
angle, turns, eval_turn, need, actual_send, _ = result
if actual_send < need or turns > max_arrival_turn:
continue
return angle, turns, eval_turn, need, actual_send
return None
def build_snipe_mission(src, target, src_available, world, planned_commitments, modes, policy):
if target.owner != -1:
return None
enemy_etas = sorted({
int(math.ceil(eta))
for eta, owner, ships in world.arrivals_by_planet.get(target.id, [])
if owner not in (-1, world.player) and ships > 0
})
if not enemy_etas:
return None
best = None
for enemy_eta in enemy_etas[:3]:
seeded = world.best_probe_aim(
src.id,
target.id,
src_available,
hints=(int(target.ships) + 1, int(target.ships) + 8),
anchor_turn=enemy_eta,
max_anchor_diff=1,
)
if seeded is None:
continue
probe, rough = seeded
sync_turn = max(rough[1], enemy_eta)
if target.id in world.comet_ids:
life = world.comet_life(target.id)
if sync_turn >= life or sync_turn > COMET_MAX_CHASE_TURNS:
continue
plan = settle_plan(
src,
target,
src_available,
probe,
world,
planned_commitments,
modes,
policy,
mission="snipe",
eval_turn_fn=lambda turns, enemy_eta=enemy_eta: max(turns, enemy_eta),
anchor_turn=enemy_eta,
)
if plan is None:
continue
angle, turns, sync_turn, need, send_pref = plan
if target.id in world.comet_ids:
life = world.comet_life(target.id)
if sync_turn >= life or sync_turn > COMET_MAX_CHASE_TURNS:
continue
value = target_value(target, sync_turn, "snipe", world, modes, policy)
if value <= 0:
continue
score = apply_score_modifiers(
value / (send_pref + sync_turn * SNIPE_COST_TURN_WEIGHT + 1.0),
target,
"snipe",
world,
)
option = ShotOption(
score=score,
src_id=src.id,
target_id=target.id,
angle=angle,
turns=turns,
needed=need,
send_cap=send_pref,
mission="snipe",
anchor_turn=enemy_eta,
)
mission_obj = Mission(
kind="snipe",
score=score,
target_id=target.id,
turns=sync_turn,
options=[option],
)
if best is None or mission_obj.score > best.score:
best = mission_obj
return best
def build_rescue_missions(world, policy, planned_commitments, modes):
missions = []
for target in world.my_planets:
fall_turn = world.fall_turn_map.get(target.id)
if fall_turn is None or fall_turn > DEFENSE_LOOKAHEAD_TURNS:
continue
for src in world.my_planets:
if src.id == target.id:
continue
src_available = policy["attack_budget"].get(src.id, 0)
if src_available < PARTIAL_SOURCE_MIN_SHIPS:
continue
seeded = world.best_probe_aim(
src.id,
target.id,
src_available,
hints=(target.production + DEFENSE_SEND_MARGIN_BASE + 2,),
max_turn=fall_turn,
)
if seeded is None:
continue
probe, probe_aim = seeded
plan = settle_plan(
src,
target,
src_available,
probe,
world,
planned_commitments,
modes,
policy,
mission="rescue",
eval_turn_fn=lambda _turns, fall_turn=fall_turn: fall_turn,
anchor_turn=fall_turn,
)
if plan is None:
continue
angle, turns, _, need, send_pref = plan
saved_turns = max(1, world.remaining_steps - fall_turn)
value = target.production * saved_turns + max(0, target.ships) * DEFENSE_SHIP_VALUE
if world.enemy_planets and nearest_distance_to_set(target.x, target.y, world.enemy_planets) < 22:
value *= DEFENSE_FRONTIER_SCORE_MULT
score = value / (send_pref + turns * DEFENSE_COST_TURN_WEIGHT + 1.0)
option = ShotOption(
score=score,
src_id=src.id,
target_id=target.id,
angle=angle,
turns=turns,
needed=need,
send_cap=send_pref,
mission="rescue",
anchor_turn=fall_turn,
)
missions.append(Mission(
kind="rescue",
score=score,
target_id=target.id,
turns=fall_turn,
options=[option],
))
return missions
def build_recapture_missions(world, policy, planned_commitments, modes):
missions = []
for target in world.my_planets:
fall_turn = world.fall_turn_map.get(target.id)
if fall_turn is None or fall_turn > DEFENSE_LOOKAHEAD_TURNS:
continue
for src in world.my_planets:
if src.id == target.id:
continue
src_available = policy["attack_budget"].get(src.id, 0)
if src_available < PARTIAL_SOURCE_MIN_SHIPS:
continue
seeded = world.best_probe_aim(
src.id,
target.id,
src_available,
hints=(target.production + DEFENSE_SEND_MARGIN_BASE + 2,),
min_turn=fall_turn + 1,
max_turn=fall_turn + RECAPTURE_LOOKAHEAD_TURNS,
)
if seeded is None:
continue
probe, probe_aim = seeded
probe_turns = probe_aim[1]
plan = settle_plan(
src,
target,
src_available,
probe,
world,
planned_commitments,
modes,
policy,
mission="capture",
)
if plan is None:
continue
angle, turns, _, need, send_pref = plan
if turns <= fall_turn or turns - fall_turn > RECAPTURE_LOOKAHEAD_TURNS:
continue
saved_turns = max(1, world.remaining_steps - turns)
value = (
RECAPTURE_PRODUCTION_WEIGHT * target.production * saved_turns
+ RECAPTURE_IMMEDIATE_WEIGHT * max(0, target.ships)
)
if world.enemy_planets and nearest_distance_to_set(target.x, target.y, world.enemy_planets) < 22:
value *= RECAPTURE_FRONTIER_MULT
value *= RECAPTURE_VALUE_MULT
score = value / (send_pref + turns * RECAPTURE_COST_TURN_WEIGHT + 1.0)
option = ShotOption(
score=score,
src_id=src.id,
target_id=target.id,
angle=angle,
turns=turns,
needed=need,
send_cap=send_pref,
mission="recapture",
anchor_turn=fall_turn,
)
missions.append(Mission(
kind="recapture",
score=score,
target_id=target.id,
turns=turns,
options=[option],
))
return missions
def build_reinforce_missions(world, policy, planned_commitments, modes, inventory_left_fn):
if not REINFORCE_ENABLED:
return []
missions = []
if world.remaining_steps < REINFORCE_MIN_FUTURE_TURNS:
return missions
for target in world.my_planets:
fall_turn = world.fall_turn_map.get(target.id)
if fall_turn is None:
continue
if target.production < REINFORCE_MIN_PRODUCTION:
continue
hold_until = min(HORIZON, fall_turn + REINFORCE_HOLD_LOOKAHEAD)
max_arrival_turn = min(fall_turn, REINFORCE_MAX_TRAVEL_TURNS)
for src in world.my_planets:
if src.id == target.id:
continue
budget = inventory_left_fn(src.id)
source_cap = min(budget, int(src.ships * REINFORCE_MAX_SOURCE_FRACTION))
if source_cap < PARTIAL_SOURCE_MIN_SHIPS:
continue
seeded = world.best_probe_aim(
src.id,
target.id,
source_cap,
hints=(target.production + REINFORCE_SAFETY_MARGIN + 2,),
max_turn=max_arrival_turn,
)
if seeded is None:
continue
probe, _ = seeded
plan = settle_reinforce_plan(
src,
target,
source_cap,
probe,
world,
planned_commitments,
hold_until,
max_arrival_turn,
)
if plan is None:
continue
angle, turns, _, need, send_pref = plan
value = reinforce_value(target, hold_until, world, policy)
score = value / (send_pref + turns * REINFORCE_COST_TURN_WEIGHT + 1.0)
option = ShotOption(
score=score,
src_id=src.id,
target_id=target.id,
angle=angle,
turns=turns,
needed=need,
send_cap=send_pref,
mission="reinforce",
anchor_turn=hold_until,
)
missions.append(Mission(
kind="reinforce",
score=score,
target_id=target.id,
turns=fall_turn,
options=[option],
))
return missions
def build_crash_exploit_missions(world, policy, planned_commitments, modes):
if not CRASH_EXPLOIT_ENABLED or not world.is_four_player:
return []
missions = []
for crash in detect_enemy_crashes(world):
target = world.planet_by_id[crash["target_id"]]
if target.owner == world.player:
continue
desired_arrival = crash["crash_turn"] + CRASH_EXPLOIT_POST_CRASH_DELAY
for src in world.my_planets:
src_available = policy["attack_budget"].get(src.id, 0)
if src_available < PARTIAL_SOURCE_MIN_SHIPS:
continue
seeded = world.best_probe_aim(
src.id,
target.id,
src_available,
hints=(12, int(target.ships) + 1),
anchor_turn=desired_arrival,
max_anchor_diff=CRASH_EXPLOIT_ETA_WINDOW,
)
if seeded is None:
continue
probe, _ = seeded
plan = settle_plan(
src,
target,
src_available,
probe,
world,
planned_commitments,
modes,
policy,
mission="crash_exploit",
eval_turn_fn=lambda turns, desired_arrival=desired_arrival: max(turns, desired_arrival),
anchor_turn=desired_arrival,
anchor_tolerance=CRASH_EXPLOIT_ETA_WINDOW,
)
if plan is None:
continue
angle, turns, _, need, send_pref = plan
if not candidate_time_valid(target, turns, world, LATE_CAPTURE_BUFFER):
continue
value = target_value(target, turns, "crash_exploit", world, modes, policy)
if value <= 0:
continue
score = apply_score_modifiers(
value / (send_pref + turns * SNIPE_COST_TURN_WEIGHT + 1.0),
target,
"crash_exploit",
world,
)
option = ShotOption(
score=score,
src_id=src.id,
target_id=target.id,
angle=angle,
turns=turns,
needed=need,
send_cap=send_pref,
mission="crash_exploit",
anchor_turn=desired_arrival,
)
missions.append(Mission(
kind="crash_exploit",
score=score,
target_id=target.id,
turns=turns,
options=[option],
))
return missions
def build_gang_up_missions(world, policy, planned_commitments, modes):
"""
Attack enemy planets that will be weakened by inter-enemy combat.
Schedule our fleet to arrive shortly after the battle resolves.
This is the key 4P tactic: use enemies fighting each other to our advantage.
"""
missions = []
for battle in detect_enemy_planet_battles(world):
target = world.planet_by_id[battle["target_id"]]
if target.owner == world.player:
continue
# Arrive a couple turns after the battle to clean up
desired_arrival = battle["battle_turn"] + GANG_UP_POST_BATTLE_DELAY
for src in world.my_planets:
src_available = policy["attack_budget"].get(src.id, 0)
if src_available < PARTIAL_SOURCE_MIN_SHIPS:
continue
# Hint: need just slightly more than estimated post-battle ships
post_hint = max(3, int(battle["post_ships"]) + 3)
seeded = world.best_probe_aim(
src.id,
target.id,
src_available,
hints=(post_hint, int(target.ships) + 1),
anchor_turn=desired_arrival,
max_anchor_diff=GANG_UP_ETA_WINDOW,
)
if seeded is None:
continue
probe, _ = seeded
plan = settle_plan(
src,
target,
src_available,
probe,
world,
planned_commitments,
modes,
policy,
mission="capture",
eval_turn_fn=lambda turns, da=desired_arrival: max(turns, da),
anchor_turn=desired_arrival,
anchor_tolerance=GANG_UP_ETA_WINDOW,
)
if plan is None:
continue
angle, turns, _, need, send_pref = plan
if not candidate_time_valid(target, turns, world, LATE_CAPTURE_BUFFER):
continue
value = target_value(target, turns, "capture", world, modes, policy)
value *= GANG_UP_VALUE_MULT # extra bonus for exploiting enemy fight
if value <= 0:
continue
score = apply_score_modifiers(
value / (send_pref + turns * ATTACK_COST_TURN_WEIGHT + 1.0),
target,
"capture",
world,
)
option = ShotOption(
score=score,
src_id=src.id,
target_id=target.id,
angle=angle,
turns=turns,
needed=need,
send_cap=send_pref,
mission="capture",
anchor_turn=desired_arrival,
)
missions.append(Mission(
kind="single",
score=score,
target_id=target.id,
turns=turns,
options=[option],
))
return missions
def build_elimination_missions(world, policy, planned_commitments, modes):
"""
Dedicated missions to eliminate the weakest enemy entirely.
High priority in 4P — removing a player is a massive advantage.
Only activates when we have a clear strength advantage over the target.
"""
if world._weakest_enemy is None:
return []
weakest = world._weakest_enemy
weakest_total = world._weakest_enemy_strength
# Only pursue if we're meaningfully stronger than the target
if weakest_total > world.my_total * 0.9:
return []
# Must be clearly the weakest (not just slightly weaker than someone else)
other_enemies = [
s for owner, s in world.owner_strength.items()
if owner not in (world.player, weakest)
]
if other_enemies and weakest_total > min(other_enemies) * 0.95:
return []
weakest_planets = [p for p in world.enemy_planets if p.owner == weakest]
if not weakest_planets:
return []
missions = []
elimination_bonus_mult = 1.5 if world.is_four_player else 1.25
for target in weakest_planets:
for src in world.my_planets:
src_available = policy["attack_budget"].get(src.id, 0)
if src_available < PARTIAL_SOURCE_MIN_SHIPS:
continue
seeded = world.best_probe_aim(
src.id,
target.id,
src_available,
hints=(int(target.ships) + 1, int(target.ships) + 5),
)
if seeded is None:
continue
probe, rough_aim = seeded
rough_turns = rough_aim[1]
if not candidate_time_valid(target, rough_turns, world, LATE_CAPTURE_BUFFER):
continue
global_needed = world.min_ships_to_own_at(
target.id, rough_turns, world.player,
planned_commitments=planned_commitments,
)
if global_needed <= 0 or global_needed > src_available:
continue
send_guess = preferred_send(target, global_needed, rough_turns, src_available, world, modes, policy)
plan = settle_plan(
src, target, src_available, send_guess,
world, planned_commitments, modes, policy,
mission="capture",
)
if plan is None:
continue
angle, turns, _, need, send_pref = plan
if not candidate_time_valid(target, turns, world, LATE_CAPTURE_BUFFER):
continue
if send_pref < need:
continue
value = target_value(target, turns, "capture", world, modes, policy)
if value <= 0:
continue
score = apply_score_modifiers(
value * elimination_bonus_mult / (send_pref + turns * ATTACK_COST_TURN_WEIGHT + 1.0),
target, "capture", world,
)
option = ShotOption(
score=score, src_id=src.id, target_id=target.id,
angle=angle, turns=turns, needed=need, send_cap=send_pref,
mission="capture",
)
missions.append(Mission(
kind="single", score=score, target_id=target.id,
turns=turns, options=[option],
))
return missions
def plan_moves(world, deadline=None):
def expired():
return deadline is not None and time.perf_counter() > deadline
def time_left():
if deadline is None:
return 10**9
return deadline - time.perf_counter()
def allow_heavy_phase():
return time_left() > HEAVY_PHASE_MIN_TIME and len(world.planets) <= HEAVY_ROUTE_PLANET_LIMIT
def allow_optional_phase():
return time_left() > OPTIONAL_PHASE_MIN_TIME
modes = build_modes(world)
policy = build_policy_state(world, deadline=deadline)
planned_commitments = defaultdict(list)
source_options_by_target = defaultdict(list)
missions = []
moves = []
spent_total = defaultdict(int)
def source_inventory_left(source_id):
return world.source_inventory_left(source_id, spent_total)
def source_attack_left(source_id):
budget = policy["attack_budget"].get(source_id, 0)
return max(0, budget - spent_total[source_id])
def append_move(src_id, angle, ships):
send = min(int(ships), source_inventory_left(src_id))
if send < 1:
return 0
moves.append([src_id, float(angle), int(send)])
spent_total[src_id] += send
return send
def finalize_moves():
final_moves = []
used_final = defaultdict(int)
for src_id, angle, ships in moves:
source = world.planet_by_id[src_id]
max_allowed = int(source.ships) - used_final[src_id]
send = min(int(ships), max_allowed)
if send >= 1:
final_moves.append([src_id, float(angle), int(send)])
used_final[src_id] += send
return final_moves
def compute_live_doomed():
doomed = set()
for planet in world.my_planets:
status = world.hold_status(
planet.id,
planned_commitments=planned_commitments,
horizon=DOOMED_EVAC_TURN_LIMIT,
)
if (
not status["holds_full"]
and status["fall_turn"] is not None
and status["fall_turn"] <= DOOMED_EVAC_TURN_LIMIT
and source_inventory_left(planet.id) >= DOOMED_MIN_SHIPS
):
doomed.add(planet.id)
return doomed
def time_filters_pass(target, turns, needed, src_cap):
if not candidate_time_valid(target, turns, world, VERY_LATE_CAPTURE_BUFFER if world.is_very_late else LATE_CAPTURE_BUFFER):
return False
if opening_filter(target, turns, needed, src_cap, world, policy):
return False
return True
# === MISSION BUILDING PHASE ===
if allow_heavy_phase():
missions.extend(
build_reinforce_missions(world, policy, planned_commitments, modes, source_inventory_left)
)
missions.extend(build_rescue_missions(world, policy, planned_commitments, modes))
missions.extend(build_recapture_missions(world, policy, planned_commitments, modes))
# Elimination missions — high priority in 4P
if allow_heavy_phase():
missions.extend(build_elimination_missions(world, policy, planned_commitments, modes))
# Gang-up missions — exploit inter-enemy fights (very useful in 4P)
if allow_heavy_phase():
missions.extend(build_gang_up_missions(world, policy, planned_commitments, modes))
for src in world.my_planets:
if expired():
return finalize_moves()
src_available = source_attack_left(src.id)
if src_available <= 0:
continue
for target in world.planets:
if expired():
return finalize_moves()
if target.id == src.id or target.owner == world.player:
continue
seeded = world.best_probe_aim(
src.id,
target.id,
src_available,
hints=(int(target.ships) + 1,),
)
if seeded is None:
continue
_, rough_aim = seeded
rough_turns = rough_aim[1]
if not candidate_time_valid(
target,
rough_turns,
world,
VERY_LATE_CAPTURE_BUFFER if world.is_very_late else LATE_CAPTURE_BUFFER,
):
continue
global_needed = world.min_ships_to_own_at(
target.id,
rough_turns,
world.player,
planned_commitments=planned_commitments,
)
if global_needed <= 0:
continue
if opening_filter(target, rough_turns, global_needed, src_available, world, policy):
continue
partial_send_cap = min(
src_available,
preferred_send(target, global_needed, rough_turns, src_available, world, modes, policy),
)
if partial_send_cap >= PARTIAL_SOURCE_MIN_SHIPS:
partial_seed = world.best_probe_aim(
src.id,
target.id,
partial_send_cap,
hints=(partial_send_cap, global_needed, int(target.ships) + 1),
)
if partial_seed is not None:
_, partial_aim = partial_seed
p_angle, p_turns, _, _ = partial_aim
if time_filters_pass(target, p_turns, global_needed, src_available):
partial_value = target_value(target, p_turns, "swarm", world, modes, policy)
if partial_value > 0:
partial_score = apply_score_modifiers(
partial_value / (partial_send_cap + p_turns * ATTACK_COST_TURN_WEIGHT + 1.0),
target,
"swarm",
world,
)
source_options_by_target[target.id].append(
ShotOption(
score=partial_score,
src_id=src.id,
target_id=target.id,
angle=p_angle,
turns=p_turns,
needed=global_needed,
send_cap=partial_send_cap,
mission="swarm",
)
)
if global_needed <= src_available:
send_guess = preferred_send(
target, global_needed, rough_turns, src_available, world, modes, policy,
)
plan = settle_plan(
src,
target,
src_available,
send_guess,
world,
planned_commitments,
modes,
policy,
mission="capture",
)
if plan is None:
continue
angle, turns, _, needed, send_cap = plan
if not time_filters_pass(target, turns, needed, src_available):
continue
if send_cap < 1:
continue
value = target_value(target, turns, "capture", world, modes, policy)
if value <= 0:
continue
score = apply_score_modifiers(
value / (send_cap + turns * ATTACK_COST_TURN_WEIGHT + 1.0),
target,
"capture",
world,
)
option = ShotOption(
score=score,
src_id=src.id,
target_id=target.id,
angle=angle,
turns=turns,
needed=needed,
send_cap=send_cap,
mission="capture",
)
if send_cap >= needed:
missions.append(Mission(
kind="single",
score=score,
target_id=target.id,
turns=turns,
options=[option],
))
snipe = build_snipe_mission(src, target, src_available, world, planned_commitments, modes, policy)
if snipe is not None:
missions.append(snipe)
for target_id, options in source_options_by_target.items():
if expired():
return finalize_moves()
if len(options) < 2:
continue
target = world.planet_by_id[target_id]
top_options = sorted(options, key=lambda item: -item.score)[:MULTI_SOURCE_TOP_K]
for i in range(len(top_options)):
for j in range(i + 1, len(top_options)):
first = top_options[i]
second = top_options[j]
if first.src_id == second.src_id:
continue
pair_tol = swarm_eta_tolerance((first, second), target, world)
if abs(first.turns - second.turns) > pair_tol:
continue
joint_turn = max(first.turns, second.turns)
total_cap = first.send_cap + second.send_cap
need = world.min_ships_to_own_at(
target_id,
joint_turn,
world.player,
planned_commitments=planned_commitments,
upper_bound=total_cap,
)
if need <= 0:
continue
if first.send_cap >= need or second.send_cap >= need:
continue
if total_cap < need:
continue
value = target_value(target, joint_turn, "swarm", world, modes, policy)
if value <= 0:
continue
pair_score = apply_score_modifiers(
value / (need + joint_turn * ATTACK_COST_TURN_WEIGHT + 1.0),
target,
"swarm",
world,
)
pair_score *= MULTI_SOURCE_PLAN_PENALTY
missions.append(Mission(
kind="swarm",
score=pair_score,
target_id=target_id,
turns=joint_turn,
options=[first, second],
))
if (
THREE_SOURCE_SWARM_ENABLED
and allow_heavy_phase()
and target.owner not in (-1, world.player)
and int(target.ships) >= THREE_SOURCE_MIN_TARGET_SHIPS
and len(top_options) >= 3
):
for i in range(len(top_options)):
for j in range(i + 1, len(top_options)):
for k in range(j + 1, len(top_options)):
if expired():
return finalize_moves()
trio = [top_options[i], top_options[j], top_options[k]]
if len({option.src_id for option in trio}) < 3:
continue
trio_tol = swarm_eta_tolerance(tuple(trio), target, world)
turns = [option.turns for option in trio]
if max(turns) - min(turns) > trio_tol:
continue
joint_turn = max(turns)
total_cap = sum(option.send_cap for option in trio)
need = world.min_ships_to_own_at(
target_id,
joint_turn,
world.player,
planned_commitments=planned_commitments,
upper_bound=total_cap,
)
if need <= 0 or total_cap < need:
continue
if any(
trio[a].send_cap + trio[b].send_cap >= need
for a in range(3)
for b in range(a + 1, 3)
):
continue
value = target_value(target, joint_turn, "swarm", world, modes, policy)
if value <= 0:
continue
trio_score = apply_score_modifiers(
value / (need + joint_turn * ATTACK_COST_TURN_WEIGHT + 1.0),
target,
"swarm",
world,
)
trio_score *= THREE_SOURCE_PLAN_PENALTY
missions.append(Mission(
kind="swarm",
score=trio_score,
target_id=target_id,
turns=joint_turn,
options=trio,
))
# 4-source swarm (from pascal v14): coordinate 4 sources against heavily defended targets
if (
FOUR_SOURCE_SWARM_ENABLED
and allow_heavy_phase()
and target.owner not in (-1, world.player)
and int(target.ships) >= FOUR_SOURCE_MIN_TARGET_SHIPS
and len(top_options) >= 4
):
for i in range(len(top_options)):
for j in range(i + 1, len(top_options)):
for k in range(j + 1, len(top_options)):
for l in range(k + 1, len(top_options)):
if expired():
return finalize_moves()
quad = [top_options[i], top_options[j], top_options[k], top_options[l]]
if len({option.src_id for option in quad}) < 4:
continue
turns_list = [option.turns for option in quad]
if max(turns_list) - min(turns_list) > FOUR_SOURCE_ETA_TOLERANCE:
continue
joint_turn = max(turns_list)
total_cap = sum(option.send_cap for option in quad)
need = world.min_ships_to_own_at(
target_id,
joint_turn,
world.player,
planned_commitments=planned_commitments,
upper_bound=total_cap,
)
if need <= 0 or total_cap < need:
continue
# Skip if any 3 of the 4 could do it alone
if any(
sum(quad[idx].send_cap for idx in combo) >= need
for combo in combinations(range(4), 3)
):
continue
value = target_value(target, joint_turn, "swarm", world, modes, policy)
if value <= 0:
continue
quad_score = apply_score_modifiers(
value / (need + joint_turn * ATTACK_COST_TURN_WEIGHT + 1.0),
target,
"swarm",
world,
)
quad_score *= FOUR_SOURCE_PLAN_PENALTY
missions.append(Mission(
kind="swarm",
score=quad_score,
target_id=target_id,
turns=joint_turn,
options=quad,
))
if allow_heavy_phase():
missions.extend(build_crash_exploit_missions(world, policy, planned_commitments, modes))
missions.sort(key=lambda item: -item.score)
# === MISSION EXECUTION PHASE ===
for mission in missions:
if expired():
return finalize_moves()
target = world.planet_by_id[mission.target_id]
if mission.kind in ("single", "snipe", "rescue", "recapture", "reinforce", "crash_exploit"):
option = mission.options[0]
src = world.planet_by_id[option.src_id]
if mission.kind == "reinforce":
left = min(
source_inventory_left(option.src_id),
int(src.ships * REINFORCE_MAX_SOURCE_FRACTION),
)
else:
left = source_attack_left(option.src_id)
if left <= 0:
continue
if mission.kind == "reinforce":
plan = settle_reinforce_plan(
src,
target,
left,
min(left, option.send_cap),
world,
planned_commitments,
option.anchor_turn,
mission.turns,
)
elif mission.kind == "rescue":
plan = settle_plan(
src,
target,
left,
min(left, option.send_cap),
world,
planned_commitments,
modes,
policy,
mission="rescue",
eval_turn_fn=lambda _turns, hold_turn=mission.turns: hold_turn,
anchor_turn=option.anchor_turn,
)
elif mission.kind == "snipe":
plan = settle_plan(
src,
target,
left,
min(left, option.send_cap),
world,
planned_commitments,
modes,
policy,
mission="snipe",
eval_turn_fn=lambda turns, enemy_eta=option.anchor_turn: max(turns, enemy_eta),
anchor_turn=option.anchor_turn,
)
elif mission.kind == "crash_exploit":
plan = settle_plan(
src,
target,
left,
min(left, option.send_cap),
world,
planned_commitments,
modes,
policy,
mission="crash_exploit",
eval_turn_fn=lambda turns, desired_arrival=option.anchor_turn: max(turns, desired_arrival),
anchor_turn=option.anchor_turn,
anchor_tolerance=CRASH_EXPLOIT_ETA_WINDOW,
)
else:
plan = settle_plan(
src,
target,
left,
min(left, option.send_cap),
world,
planned_commitments,
modes,
policy,
mission="capture",
)
if plan is None:
continue
angle, turns, _, need, send = plan
if send < need or need > left:
continue
sent = append_move(option.src_id, angle, send)
if sent < need:
continue
planned_commitments[target.id].append((turns, world.player, int(sent)))
continue
limits = []
for option in mission.options:
left = source_attack_left(option.src_id)
limits.append(min(left, option.send_cap))
if min(limits) <= 0:
continue
missing = world.min_ships_to_own_at(
target.id,
mission.turns,
world.player,
planned_commitments=planned_commitments,
upper_bound=sum(limits),
)
if missing <= 0 or sum(limits) < missing:
continue
ordered = sorted(
zip(mission.options, limits),
key=lambda item: (item[0].turns, -item[1], item[0].src_id),
)
remaining = missing
sends = {}
for idx, (option, limit) in enumerate(ordered):
remaining_other = sum(other_limit for _, other_limit in ordered[idx + 1:])
send = min(limit, max(0, remaining - remaining_other))
sends[option.src_id] = send
remaining -= send
if remaining > 0:
continue
reaimed = []
for option, _ in ordered:
send = sends.get(option.src_id, 0)
if send <= 0:
continue
src = world.planet_by_id[option.src_id]
fixed_aim = world.plan_shot(src.id, target.id, send)
if fixed_aim is None:
reaimed = []
break
angle, turns, _, _ = fixed_aim
reaimed.append((option.src_id, angle, turns, send))
if not reaimed:
continue
turns_only = [item[2] for item in reaimed]
eta_tol = swarm_eta_tolerance(mission.options, target, world)
if max(turns_only) - min(turns_only) > eta_tol:
continue
actual_joint_turn = max(turns_only)
owner_after, _ = world.projected_state(
target.id,
actual_joint_turn,
planned_commitments=planned_commitments,
extra_arrivals=[(turns, world.player, send) for _, _, turns, send in reaimed],
)
if owner_after != world.player:
continue
committed = []
for src_id, angle, turns, send in reaimed:
actual = append_move(src_id, angle, send)
if actual <= 0:
continue
committed.append((turns, world.player, int(actual)))
if sum(item[2] for item in committed) < missing:
continue
planned_commitments[target.id].extend(committed)
# === FOLLOWUP PHASE ===
if not world.is_very_late and allow_optional_phase():
for src in world.my_planets:
if expired():
return finalize_moves()
src_left = source_attack_left(src.id)
if src_left < FOLLOWUP_MIN_SHIPS:
continue
best = None
for target in world.planets:
if expired():
return finalize_moves()
if target.id == src.id or target.owner == world.player:
continue
if target.id in world.comet_ids and target.production <= LOW_VALUE_COMET_PRODUCTION:
continue
seeded = world.best_probe_aim(
src.id,
target.id,
src_left,
hints=(int(target.ships) + 1,),
)
if seeded is None:
continue
rough_ships, rough_aim = seeded
est_turns = rough_aim[1]
if world.is_late and est_turns > world.remaining_steps - LATE_CAPTURE_BUFFER:
continue
rough_needed = world.min_ships_to_own_at(
target.id,
est_turns,
world.player,
planned_commitments=planned_commitments,
upper_bound=src_left,
)
if rough_needed <= 0 or rough_needed > src_left:
continue
if opening_filter(target, est_turns, rough_needed, src_left, world, policy):
continue
send = preferred_send(target, rough_needed, est_turns, src_left, world, modes, policy)
if send < rough_needed:
continue
plan = settle_plan(
src,
target,
src_left,
send,
world,
planned_commitments,
modes,
policy,
mission="capture",
)
if plan is None:
continue
_, turns, _, need, final_send = plan
if world.is_late and turns > world.remaining_steps - LATE_CAPTURE_BUFFER:
continue
if final_send < need:
continue
value = target_value(target, turns, "capture", world, modes, policy)
if value <= 0:
continue
score = apply_score_modifiers(
value / (final_send + turns * ATTACK_COST_TURN_WEIGHT + 1.0),
target,
"capture",
world,
)
if best is None or score > best[0]:
best = (score, target, plan)
if best is None:
continue
_, target, plan = best
angle, turns, _, need, send = plan
src_left = source_attack_left(src.id)
if need > src_left:
continue
plan = settle_plan(
src,
target,
src_left,
min(src_left, send),
world,
planned_commitments,
modes,
policy,
mission="capture",
)
if plan is None:
continue
angle, turns, _, need, send = plan
if send < need:
continue
actual = append_move(src.id, angle, send)
if actual < need:
continue
planned_commitments[target.id].append((turns, world.player, int(actual)))
# === DOOMED PLANET EVACUATION ===
if expired():
return finalize_moves()
live_doomed = compute_live_doomed()
if live_doomed:
frontier_targets = (
world.enemy_planets
if world.enemy_planets
else (world.static_neutral_planets or world.neutral_planets)
)
if frontier_targets:
frontier_distance = {
planet.id: nearest_distance_to_set(planet.x, planet.y, frontier_targets)
for planet in world.my_planets
}
else:
frontier_distance = {planet.id: 10**9 for planet in world.my_planets}
for planet in world.my_planets:
if expired():
return finalize_moves()
if planet.id not in live_doomed:
continue
available_now = source_inventory_left(planet.id)
if available_now < policy["reserve"].get(planet.id, 0):
continue
best_capture = None
for target in world.planets:
if expired():
return finalize_moves()
if target.id == planet.id or target.owner == world.player:
continue
seeded = world.best_probe_aim(
planet.id,
target.id,
available_now,
hints=(available_now, int(target.ships) + 1),
)
if seeded is None:
continue
_, probe_aim = seeded
probe_turns = probe_aim[1]
if probe_turns > world.remaining_steps - 2:
continue
need = world.min_ships_to_own_at(
target.id,
probe_turns,
world.player,
planned_commitments=planned_commitments,
upper_bound=available_now,
)
if need <= 0 or need > available_now:
continue
plan = settle_plan(
planet,
target,
available_now,
min(available_now, max(need, int(target.ships) + 1)),
world,
planned_commitments,
modes,
policy,
mission="capture",
)
if plan is None:
continue
angle, turns, _, plan_need, send = plan
if send < plan_need:
continue
score = target_value(target, turns, "capture", world, modes, policy) / (send + turns + 1.0)
if target.owner not in (-1, world.player):
score *= 1.05
if best_capture is None or score > best_capture[0]:
best_capture = (score, target.id, angle, turns, send)
if best_capture is not None:
_, target_id, angle, turns, need = best_capture
actual = append_move(planet.id, angle, need)
if actual >= 1:
planned_commitments[target_id].append((turns, world.player, int(actual)))
continue
safe_allies = [
ally
for ally in world.my_planets
if ally.id != planet.id and ally.id not in live_doomed
]
if not safe_allies:
continue
retreat_target = min(
safe_allies,
key=lambda ally: (
frontier_distance.get(ally.id, 10**9),
planet_distance(planet, ally),
),
)
aim = world.plan_shot(planet.id, retreat_target.id, available_now)
if aim is None:
continue
angle, _, _, _ = aim
append_move(planet.id, angle, available_now)
# === REAR FORWARDING ===
if (
(world.enemy_planets or world.neutral_planets)
and len(world.my_planets) > 1
and not world.is_late
and allow_optional_phase()
):
live_doomed = compute_live_doomed()
frontier_targets = (
world.enemy_planets
if world.enemy_planets
else (world.static_neutral_planets or world.neutral_planets)
)
frontier_distance = {
planet.id: nearest_distance_to_set(planet.x, planet.y, frontier_targets)
for planet in world.my_planets
}
safe_fronts = [planet for planet in world.my_planets if planet.id not in live_doomed]
if safe_fronts:
front_anchor = min(safe_fronts, key=lambda planet: frontier_distance[planet.id])
send_ratio = REAR_SEND_RATIO_FOUR_PLAYER if world.is_four_player else REAR_SEND_RATIO_TWO_PLAYER
if modes["is_finishing"]:
send_ratio = max(send_ratio, REAR_SEND_RATIO_FOUR_PLAYER)
for rear in sorted(world.my_planets, key=lambda planet: -frontier_distance[planet.id]):
if expired():
return finalize_moves()
if rear.id == front_anchor.id or rear.id in live_doomed:
continue
if source_attack_left(rear.id) < REAR_SOURCE_MIN_SHIPS:
continue
if frontier_distance[rear.id] < frontier_distance[front_anchor.id] * REAR_DISTANCE_RATIO:
continue
stage_candidates = [
planet
for planet in safe_fronts
if planet.id != rear.id
and frontier_distance[planet.id] < frontier_distance[rear.id] * REAR_STAGE_PROGRESS
]
if stage_candidates:
front = min(stage_candidates, key=lambda planet: planet_distance(rear, planet))
else:
objective = min(frontier_targets, key=lambda target: planet_distance(rear, target))
remaining_fronts = [planet for planet in safe_fronts if planet.id != rear.id]
if not remaining_fronts:
continue
front = min(remaining_fronts, key=lambda planet: planet_distance(planet, objective))
if front.id == rear.id:
continue
send = int(source_attack_left(rear.id) * send_ratio)
if send < REAR_SEND_MIN_SHIPS:
continue
aim = world.plan_shot(rear.id, front.id, send)
if aim is None:
continue
angle, turns, _, _ = aim
if turns > REAR_MAX_TRAVEL_TURNS:
continue
append_move(rear.id, angle, send)
# === TOTAL WAR ENDGAME ===
if world.is_total_war and world.enemy_planets and allow_optional_phase():
# Prioritize weakest enemy in total war
if world._weakest_enemy is not None:
weakest_planets = [p for p in world.enemy_planets if p.owner == world._weakest_enemy]
if weakest_planets:
primary_targets = weakest_planets
else:
primary_targets = world.enemy_planets
else:
primary_targets = world.enemy_planets
# Attack weakest enemy first, then others
for target_set in [primary_targets, world.enemy_planets]:
if not target_set:
continue
for src in world.my_planets:
if expired():
return finalize_moves()
atk_left = source_attack_left(src.id)
if atk_left < 5:
continue
# Find best target from current set
best_target = None
best_dist = float('inf')
for ep in target_set:
d = planet_distance(src, ep)
if d < best_dist:
aim_test = world.plan_shot(src.id, ep.id, atk_left)
if aim_test is not None:
best_dist = d
best_target = ep
if best_target is None:
continue
aim = world.plan_shot(src.id, best_target.id, atk_left)
if aim is None:
continue
angle, turns, _, _ = aim
if turns >= world.remaining_steps:
continue
append_move(src.id, angle, atk_left)
break # Only run primary targets set; secondary is backup
return finalize_moves()
# ============================================================
# Agent Entry Point
# ============================================================
_agent_step = 0
# ============================================================
# In-Match Opponent Profiler
# ============================================================
class _OpponentProfilerImpl:
"""Tracks opponent behavior during a match for real-time adaptation.
Maintains exponential moving averages of:
- Aggression: fleet launch rate (how often they attack)
- Expansion: planet capture speed
- Strength balance: whether we're ahead or behind
"""
def __init__(self):
self.alpha = 0.08 # EMA smoothing factor
self.aggression = 0.5
self.expansion_rate = 0.5
self.prev_enemy_planets = 0
self.prev_enemy_fleets = 0
self.prev_my_ships = 0
self.prev_enemy_ships = 0
self.my_planet_count = 0
self.enemy_planet_count = 0
self.step_count = 0
self.current_step = 0
def update(self, obs):
get = obs.get if isinstance(obs, dict) else lambda k, d=None: getattr(obs, k, d)
player = int(get("player", 0) or 0)
step = int(get("step", 0) or 0)
planets = get("planets") or []
fleets = get("fleets") or []
self.current_step = step
enemy_planets = sum(1 for p in planets if p[1] not in (-1, player))
enemy_fleets = sum(1 for f in fleets if f[1] != player)
my_ships = sum(p[5] for p in planets if p[1] == player)
my_ships += sum(f[6] for f in fleets if f[1] == player)
enemy_ships = sum(p[5] for p in planets if p[1] not in (-1, player))
enemy_ships += sum(f[6] for f in fleets if f[1] != player)
self.my_planet_count = sum(1 for p in planets if p[1] == player)
self.enemy_planet_count = enemy_planets
if self.step_count > 0:
# Track fleet launch frequency
fleet_delta = max(0, enemy_fleets - self.prev_enemy_fleets)
self.aggression = (1 - self.alpha) * self.aggression + self.alpha * min(1.0, fleet_delta / 4.0)
# Track expansion rate
planet_delta = enemy_planets - self.prev_enemy_planets
expansion_signal = max(0.0, min(1.0, (planet_delta + 1) / 3.0))
self.expansion_rate = (1 - self.alpha) * self.expansion_rate + self.alpha * expansion_signal
self.prev_enemy_planets = enemy_planets
self.prev_enemy_fleets = enemy_fleets
self.prev_my_ships = my_ships
self.prev_enemy_ships = enemy_ships
self.step_count += 1
def get_profile(self):
total = self.prev_my_ships + self.prev_enemy_ships
my_share = self.prev_my_ships / max(1, total)
return {
"aggression": self.aggression,
"expansion_rate": self.expansion_rate,
"we_are_ahead": my_share > 0.55,
"we_are_behind": my_share < 0.42,
"enemy_expanding_fast": self.expansion_rate > 0.6,
"late_game": self.current_step > 350,
"confident": self.step_count > 30,
}
_profiler = _OpponentProfilerImpl()
def _read(obs, key, default=None):
if isinstance(obs, dict):
return obs.get(key, default)
return getattr(obs, key, default)
def build_world(obs, inferred_step=None):
player = _read(obs, "player", 0)
obs_step = _read(obs, "step", 0) or 0
step = max(obs_step, inferred_step or 0)
raw_planets = _read(obs, "planets", []) or []
raw_fleets = _read(obs, "fleets", []) or []
ang_vel = _read(obs, "angular_velocity", 0.0) or 0.0
raw_init = _read(obs, "initial_planets", []) or []
comets = _read(obs, "comets", []) or []
comet_ids = set(_read(obs, "comet_planet_ids", []) or [])
planets = [Planet(*planet) for planet in raw_planets]
fleets = [Fleet(*fleet) for fleet in raw_fleets]
initial_planets = [Planet(*planet) for planet in raw_init]
initial_by_id = {planet.id: planet for planet in initial_planets}
return WorldModel(
player=player,
step=step,
planets=planets,
fleets=fleets,
initial_by_id=initial_by_id,
ang_vel=ang_vel,
comets=comets,
comet_ids=comet_ids,
)
def _reset_all_globals():
"""Reset all mutable globals to their default values for a new game."""
global _agent_step, _profiler
global HOSTILE_TARGET_VALUE_MULT, ELIMINATION_BONUS, PROACTIVE_DEFENSE_RATIO
global FINISHING_HOSTILE_VALUE_MULT, WEAK_ENEMY_THRESHOLD, ATTACK_COST_TURN_WEIGHT
global HOSTILE_MARGIN_BASE, FOUR_PLAYER_TARGET_MARGIN, FINISHING_HOSTILE_SEND_BONUS
global STATIC_HOSTILE_VALUE_MULT, GANG_UP_VALUE_MULT, EXPOSED_PLANET_VALUE_MULT
global REINFORCE_VALUE_MULT, DEFENSE_SHIP_VALUE, BEHIND_DOMINATION, AHEAD_DOMINATION
global LATE_REMAINING_TURNS, REAR_SEND_RATIO_TWO_PLAYER, COMET_VALUE_MULT, SNIPE_VALUE_MULT
_agent_step = 0
_profiler = _OpponentProfilerImpl()
HOSTILE_TARGET_VALUE_MULT = 2.05
ELIMINATION_BONUS = 55.0
PROACTIVE_DEFENSE_RATIO = 0.28
FINISHING_HOSTILE_VALUE_MULT = 1.3
WEAK_ENEMY_THRESHOLD = 110
ATTACK_COST_TURN_WEIGHT = 0.50
HOSTILE_MARGIN_BASE = 3
FOUR_PLAYER_TARGET_MARGIN = 2
FINISHING_HOSTILE_SEND_BONUS = 5
STATIC_HOSTILE_VALUE_MULT = 1.65
GANG_UP_VALUE_MULT = 1.4
EXPOSED_PLANET_VALUE_MULT = 2.0
REINFORCE_VALUE_MULT = 1.35
DEFENSE_SHIP_VALUE = 0.55
BEHIND_DOMINATION = -0.20
AHEAD_DOMINATION = 0.15
LATE_REMAINING_TURNS = 70
REAR_SEND_RATIO_TWO_PLAYER = 0.62
COMET_VALUE_MULT = 0.65
SNIPE_VALUE_MULT = 1.12
_prev_obs_step = 999
def agent(obs, config=None):
global _agent_step, _prev_obs_step
global HOSTILE_TARGET_VALUE_MULT, ELIMINATION_BONUS, PROACTIVE_DEFENSE_RATIO
global FINISHING_HOSTILE_VALUE_MULT, WEAK_ENEMY_THRESHOLD, ATTACK_COST_TURN_WEIGHT
global HOSTILE_MARGIN_BASE, FOUR_PLAYER_TARGET_MARGIN, FINISHING_HOSTILE_SEND_BONUS
global STATIC_HOSTILE_VALUE_MULT, GANG_UP_VALUE_MULT, EXPOSED_PLANET_VALUE_MULT
global REINFORCE_VALUE_MULT, DEFENSE_SHIP_VALUE, BEHIND_DOMINATION, AHEAD_DOMINATION
global LATE_REMAINING_TURNS, REAR_SEND_RATIO_TWO_PLAYER, COMET_VALUE_MULT, SNIPE_VALUE_MULT
# Detect new game: obs step resets to 0 or decreases
obs_step = int(_read(obs, "step", 0) or 0)
if obs_step < _prev_obs_step:
_reset_all_globals()
_prev_obs_step = obs_step
_agent_step += 1
start_time = time.perf_counter()
# ---- In-match opponent profiling & adaptive parameter adjustment ----
_profiler.update(obs)
if _agent_step > 20: # wait for enough data
profile = _profiler.get_profile()
# Adapt based on opponent aggression
if profile["aggression"] > 0.6:
# Opponent is very aggressive → be more defensive
PROACTIVE_DEFENSE_RATIO = 0.38
DEFENSE_SHIP_VALUE = 0.70
HOSTILE_TARGET_VALUE_MULT = 1.80
REINFORCE_VALUE_MULT = 1.55
BEHIND_DOMINATION = -0.30
elif profile["aggression"] < 0.3:
# Opponent is passive/turtle → be very aggressive, expand fast
PROACTIVE_DEFENSE_RATIO = 0.15
DEFENSE_SHIP_VALUE = 0.40
HOSTILE_TARGET_VALUE_MULT = 2.30
ELIMINATION_BONUS = 70.0
EXPOSED_PLANET_VALUE_MULT = 2.5
GANG_UP_VALUE_MULT = 1.6
else:
# Balanced opponent → use tuned defaults
PROACTIVE_DEFENSE_RATIO = 0.28
DEFENSE_SHIP_VALUE = 0.55
HOSTILE_TARGET_VALUE_MULT = 2.05
ELIMINATION_BONUS = 55.0
EXPOSED_PLANET_VALUE_MULT = 2.0
GANG_UP_VALUE_MULT = 1.4
# Adapt based on relative strength
if profile["we_are_ahead"]:
# We're ahead → play safe, consolidate, don't overextend
ATTACK_COST_TURN_WEIGHT = 0.55
BEHIND_DOMINATION = -0.15
AHEAD_DOMINATION = 0.20
REAR_SEND_RATIO_TWO_PLAYER = 0.55
elif profile["we_are_behind"]:
# We're behind → be more aggressive, take risks
ATTACK_COST_TURN_WEIGHT = 0.40
BEHIND_DOMINATION = -0.30
WEAK_ENEMY_THRESHOLD = 140
FINISHING_HOSTILE_VALUE_MULT = 1.5
FINISHING_HOSTILE_SEND_BONUS = 7
SNIPE_VALUE_MULT = 1.3
# Adapt based on expansion rate
if profile["enemy_expanding_fast"]:
# Enemy is expanding fast → contest neutrals more aggressively
COMET_VALUE_MULT = 0.85
STATIC_HOSTILE_VALUE_MULT = 1.85
FOUR_PLAYER_TARGET_MARGIN = 1
# Late-game adaptation
if profile["late_game"]:
LATE_REMAINING_TURNS = 80
ELIMINATION_BONUS = max(ELIMINATION_BONUS, 65.0)
FINISHING_HOSTILE_VALUE_MULT = max(FINISHING_HOSTILE_VALUE_MULT, 1.4)
world = build_world(obs, inferred_step=_agent_step - 1)
if not world.my_planets:
return []
act_timeout = _read(config, "actTimeout", 1.0) if config is not None else 1.0
soft_budget = min(SOFT_ACT_DEADLINE, max(0.55, act_timeout * 0.82))
deadline = start_time + soft_budget
return plan_moves(world, deadline=deadline)
__all__ = ["agent", "build_world"]