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plateformer-evolve/AI_TCP_API.md
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2026-10-17 16:50:11 +02:00

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# 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:
`40 * coin_progress + 40 * distance_progress + 20 * 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.
```json
{"type":"simulate","validation":false,"models":[{"id":"model-a"},{"id":"model-b"}]}
```
Every model gets a separate `Game` instance and can run in parallel. Valid
requests. 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 response identifies the selected map and returns the initial state:
```json
{
"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},"model-b":{"won":false,"coins":0,"moves":0,"position":[1,4],"finished":false}}
}
```
## 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.
```json
{"type":"step","moves":{"model-a":"right","model-b":null}}
```
The response is `move_request` with the selected map and updated per-model states, asking the
client for the next move of every model. When every model has finished, the
response type becomes `simulation_result` and includes the best model's
server-computed `score`, which is used to choose the next training map.
The result score is `1000` for a win, plus `10` per coin, minus the number of
moves. Malformed requests receive `{"ok":false,"error":"..."}`.