3.8 KiB
AI TCP API
The AI handler listens on 127.0.0.1:8765 by default. Set AI_HOST,
AI_PORT, or AI_MAX_WORKERS to change the server configuration. Messages
are UTF-8 JSON objects separated by newlines. The connection stays open for
multiple requests.
Ping
Request: {"type":"ping"}
Response: {"ok":true,"type":"pong"}
Start a simulation
The server chooses the map. For the first training simulation it selects the map closest to difficulty 0. After a simulation finishes, the server computes each model's score from coins, progress toward the finish, and whether it won. The best score becomes the next training difficulty. Validation requests ignore the training score and randomly select a map with difficulty at least 70, or any map when no such map exists.
The score is from 0 to 100:
50 * coin_progress + 10 * distance_progress + 40 * won
where coin_progress is collected coins divided by the map's total coins,
distance_progress is progress from the spawn point to the finish, and won
is 1 when the finish was reached and 0 when the model stopped elsewhere,
including on spikes.
Send one model entry per model. The model entries contain only an ID; moves are requested separately on every turn.
{"type":"simulate","validation":false,"models":[{"id":"model-a"},{"id":"model-b"}]}
Every model gets a separate Game instance and can run in parallel. Valid
moves are left_down, left, left_up, up, right_up,
right, and right_down. Send null for a model when it has no more moves;
that model is stopped for the current generation.
The initial response is a move_request. It contains the selected map and the
initial state of every model. The map is sent only in this initial response;
clients should cache it for the rest of the simulation.
{
"ok":true,
"type":"move_request",
"map":{"name":"default","difficulty":30.0,"layout":[["stone", "stone"]]},
"results":{"model-a":{"won":false,"coins":0,"moves":0,"position":[1,4],"finished":false,"changes":[]},"model-b":{"won":false,"coins":0,"moves":0,"position":[1,4],"finished":false,"changes":[]}}
}
After receiving this response, send one move for every model:
{"type":"step","moves":{"model-a":"right","model-b":"right_up"}}
Advance one turn
The client must send exactly one move for every model on each turn. The server advances all model simulations in parallel and replies before the client must predict the next moves.
{"type":"step","moves":{"model-a":"right","model-b":null}}
The response is another move_request containing the updated state and score
for every model. Each model also receives changes, a cumulative list of
blocks that differ from the base map. For example, a collected coin is sent as
{"position":[4,7],"type":null}. Unchanged turns return an empty list. It
asks the client for the next move of every unfinished model. A model that has
no more moves can send null:
{"type":"step","moves":{"model-a":"right","model-b":null}}
When every model has finished, the response type becomes simulation_result.
It contains the final state and score for every model, plus the best score used
to choose the next training map:
{
"ok":true,
"type":"simulation_result",
"results":{
"model-a":{
"won":true,
"coins":3,
"moves":18,
"position":[23,1],
"finished":true,
"changes":[{"position":[4,7],"type":null}],
"score":92
},
"model-b":{
"won":false,
"coins":1,
"moves":7,
"position":[8,4],
"finished":true,
"changes":[],
"score":24
}
},
"score":92
}
The score is calculated by the server using the weights described above. The
top-level score is the best model score for the completed generation.
Malformed requests receive {"ok":false,"type":"error","error":"..."}.