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Try to fill the canvas with as much paint as possible. Be careful of other bots that may paint over your hard work though! In this challenge description, paint means to change the colour of the square on the grid and unpainted means that the square on the grid has the colour 0 and is not attributed to any of the bots. Your function will be given four arguments: This is a 1D array which denotes your colour and position on the grid: The top left corner of the grid is the position 0, 0.

The position 1,0 is to the right of that and the position 0,1 is below. Your id is an integer which is synonymous with your colour see below to find out how your id affects how you paint the grid. Your ID is unique to your bot.

This is a 2D array which contains integers which tell you what colour each cell is. If the number of a grid cell is 0 , that means that the cell is unpainted. If the number of grid cell is an integer x , this means that the cell has been painted by the bot with the ID x. To get the colour of the grid at position x, y , use the array like so: This is an array which contains information about the position of the bots.

Each element of the bots array is an array which describes each bot and looks like: This array includes your own bot's position and id. Eliminated bots will not be included in this array. This is an array containing information about the current game and looks like: If you try to move outside of the grid, your command will be ignored and you will stay in the same place.

Whenever you move to a square, you paint it, but there are rules which determine what the colour of that square will be. If the square is unpainted 0 , then you simply paint it the same colour as your own ID. However, if the square has been painted previously non-zero then the resulting colour of the square will be found according to the following JavaScript code:.

If, after round 5, you have one or fewer squares painted the number of squares on the grid which are the same colour as you then you will be eliminated. This means that you will no longer be in the game and will automatically lose. Or you can run it here: I would advise that you do any testing offline download the controller from the gist as the webpage is subject to change at any moment. When all of the bots have been added, I will run the 10, games with the stripped down controller with no graphical interface.

You can run it here: The player who has filled the most of the canvas wins the game a game is rounds. In the event of a draw, all drawn players win. Picks the closest bot it can paint over and just follows it. If it can't find a valid bot, go to the nearest empty space. If it can't find an empty space, move randomly.

This bot tries to find the best area of the board and moves there. Then tries to make the best decision possible by generating a score for each possible move in that area.

The best area keeps getting re-selected on some intervals and the bot moves to a new better area if needed. This bot has a few other details that I might explain later. For each of the five possible moves, it does random playouts, where a "playout" here is 5 random moves from everybody.

Only 5 because stuff is unpredictable anyway. At the end of each playout, the bot's score is calculated. The move with the best playout results is taken. This bot is coded in WebAssembly. See my P bot for a description.

It seems to have issues with its paint, however, as sometimes the paint cleans the canvas, and other times it doesn't seem to stick to the canvas at all. The painter bot is unfazed by this, however. Randomly walks with a preference for moving to unpainted squares, then squares it can repaint twice if necessary , then any square. Updated to prefer squares that don't already contain a bot including itself , except that squares with a bot are currently preferred to squares it can't paint.

P isn't really trying to be a good bot, or trying to win the game, it's just trying to paint squares. It's content doing that. P gets nervous when bots are on his tail, but is otherwise just going where the paintable squares are.

My bots P and MC are basically compiled from the same code. A description of how it all works can be found below. The bots consist of the Javascript wrapper code shown above and the C code shown linked to below. Including the code made the post too long for SE's ideas of good post length. When preparing a bot for submission or for testing , the C code is compiled via an elaborate process, described later, to a wasm file, which is encoded in base64 and inserted into the Javascript file.

The Javascript file must instantiate a WebAssembly. Instance of the wasm code to be able to use it, but the API for that is asynchronous; therefore, it starts to instantiate it the first time the bot is invoked in a game, and does random moves until the asynchronous instantiation returns, and the wasm code is ready to use.

This instantiation usually takes about two turns, which is little enough to not be significant. The table also contains a pointer to the state array used for the internal PRNG — WebAssembly is, as far as I know, only natively capable of performing deterministic actions, and has no built-in random source. Therefore, after the ptrs array is filled, the Javascript code generates some random numbers with Math. Before doing that, the JS code first copies all necessary turn information grid, bots, myself, etc.

The C code can be found in this gist , and an explanation of it can be found belowwwww. The reason for having only one exported function, and not exporting the global variables by name, and possibly other unidiomatic things, is because building this crap is difficult, and the tooling doesn't work together and has incompatibilities with other tooling and browsers. My own compilation pipeline is described later.

I use a bit of macro magic to select which bot this is to actually compile to. At some point, I had plans of making them work together, after all being able to execute each other's logic, but I didn't. MC is a Monte Carlo player , which means from the current position it tries all possible moves 5 or less in this game , and from the resulting board position it simulates a number of random games.

The move with the best average result after the random playouts is chosen. In this case, I do random playouts, each of only 5 turns. Usually in this kind of game AI's, a game is run till the end in each playout, but since this game is completely unpredictable at times, that didn't seem useful.

And in any case, it would've been too slow. For optimisation purposes, the entire board is not reset after each playout, but only the cells that were actually changed in the playout. This is done with the modified array. Both reduce the time required to run this algorithm, and do not influence its decisions or calculated scores in any way.

For the most part, the C code is completely parallel to the JS code of a previous version of the MC submission here, which may be looked up if wanted.

P is a more complex bot than MC. I'll not describe all the specific workings — you have the source now after all — but I'll give a general overview of what it's doing. The main functionality is not far from DFSbot, I think. Besides the per-cell scoring, each path starting move i. White squares are good, P's own squares are bad, and other's squares that P can paint into its own colour are moderately good, otherwise they are moderately bad.

There is a factor of 0. The factor is purposefully chosen very close to 1, so that the total impact will not be very large, but will be large enough indeed to provide a tie-breaker function. If we have two paths that are equivalent but with the only difference that one has a white square at the end and the other has a white square at the beginning, the second path is clearly better, and this weighting ensures that.

There are a number of arrays, some of which keep their values over turns. The JS wrapper source is in main. When I want to test what I've written, I save the file most probably main.

Million thanks dzaima for providing a controller that is actually that full-featured to let me easily do this. The hotpatcher is a whole 'nother story, and mentioned later. This replaces the huge base64 string in main. This provides the most basic of integration tests; if this doesn't work, something is wrong, and usually when something is actually wrong it is so wrong that this test fails, crashes, whatever.

That leaves the hotpatcher. This is where this whole thing went overboard, honestly; clang generates fine wasm code, but it fails badly when doing anything but generating plain instructions. It doesn't emit exports for exported functions or exported variables, and it for some reason emits an exported mutable global used as a store for the stack pointer.

And even worse, it actually uses that global. Fortunately, it doesn't really use it: Now mutable globals are not supported in any wasm implementation I've seen, so why clang thinks doing this is a good idea is beyond me.

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