IT Duel 2017: "Battle of the Bots - Hexagon" Creation of the Game - The Game Engine
In the previous articles of the series we decided on the required playground functionality and prepared a runtime infrastructure for game bots and sandboxes. It’s time to actually program the game engine. As the main tools we will use RoR and Sidekiq on the backend, ReactJS and WebSocket on the frontend.
Prepare dependencies for the task queue
Let’s add sidekiq to our Ruby on Rails application. During the tournament we will need to process a lot of game battles between bots, and it would be nice to perform the games calculation in multithreaded mode, with the horizontal scaling possibility in case of need. The delayed tasks queue, processed by the worker processes pool, is a simple and effective way to achieve this.
Use sidekiq as the manager for periodic tasks. In the game engine there will be implemented a single periodic task, performed every 15 seconds, responsibility of which is to summarize the current games round and prepare the next round.
It is worth noting that the periodic task in the sidetiq implementation is nothing more than the periodic addition of the same delayed task. We will prevent duplication of this task using sidekiq-unique-jobs gem.
Let’s learn how to order and remove DigitalOcean droplets for players based on the image we prepared
A droplet_kit with a small add-on will help us:
class DropletClient
# The name of master SSH key in the DigitalOcean panel
SSH_KEY_NAME = 'fourcolor'.freeze
# API token and name of DigitalOcean image for bots
def initialize(access_token, image_name)
@access_token, @image_name = access_token, image_name
end
# Generate a unique name for the created droplet,
# using the value of the auto-increment primary key from the database
def name(local_id)
"#{@image_name}-#{Tournament::CURRENT_SANDBOX}-#{local_id}"
end
# Creating a droplet based on the prepared image,
# along with this put the master SSH key into the root user
def create(name)
droplet = client.droplets.create(DropletKit::Droplet.new(
name: name,
region: 'fra1',
image: image,
size: '1gb',
ssh_keys: ssh_keys
))
droplet.id
rescue DropletKit::Error
end
# Removing a droplet
def delete(id)
client.droplets.delete(id: id)
true
rescue DropletKit::Error
false
end
# Receiving an IP address of the created droplet
# Remember that the IP becomes available 20-30 seconds
# after the creation of the droplet
def fetch_host(id)
client.droplets.find(id: id).networks.v4.first&.ip_address
rescue DropletKit::Error
end
private
# client for DigitalOcean API
def client
@client ||= DropletKit::Client.new(access_token: @access_token)
end
# Identifier for DigitalOcean image
def image
@image ||= client.images.all.detect{|d| d.name == @image_name}.id
end
# Fingerprint for the master SSH key
def ssh_keys
@ssh_keys ||= client.ssh_keys.all
.select{|k| k.name == SSH_KEY_NAME}
.map(&:fingerprint)
end
end
All operations with droplets are performed through delayed tasks, since the process, frankly speaking, is not instantaneous - fetch_host will start to return the droplet IP in 20 seconds after its creation:
class Droplet < ApplicationRecord
with_options unless: :imported? do
after_commit :create_client_async, on: :create
after_destroy :delete_client_async
end
# Mass order of droplets
def self.mass_create!(count)
transaction { count.times { create! } }
end
# Mass removing of droplets
def self.mass_destroy!(ids)
transaction { find(ids).count { |droplet| droplet.destroy } }
end
# Order a droplet on DigitalOcean, save its external identifier,
# and schedule the delayed task for obtaining the IP address of the created droplet.
# This method should be called solely from the delayed task.
def create_client
with_lock do
unless client_id
if self.client_id = DROPLET_CLIENT.create(name)
save!
FetchDropletJob.perform_later(id)
else
CreateDropletJob.set(wait: 10.seconds).perform_later(id)
end
end
end
end
# Try to receive and save the droplet IP address,
# in case of failure, schedule the corresponding delayed task one more time.
# When restarting the delayed task, do not rely on the regular `job retry` feature,
# It is better to re-schedule the task manually, in accordance with the principle
# "normal business logic should not be based on raising of exceptions".
#
# This method should be called solely from the delayed task.
def fetch_client
with_lock do
if client_id && !host
if self.host = DROPLET_CLIENT.fetch_host(client_id)
save!
else
FetchDropletJob.set(wait: 10.seconds).perform_later(id)
end
end
end
end
private
# Schedule delayed task for ordering a droplet
def create_client_async
CreateDropletJob.perform_later(id)
end
# Schedule a delayed task for removing a droplet
def delete_client_async
DeleteDropletJob.perform_later(client_id) if client_id
end
end
The code for pending tasks is fairly primitive, as it should be:
class SystemJob < ActiveJob::Base
queue_as :default
end
class CreateDropletJob < SystemJob
def perform(droplet_id)
Droplet.find(droplet_id).create_client
end
end
class FetchDropletJob < SystemJob
def perform(droplet_id)
Droplet.find(droplet_id).fetch_client
end
end
class DeleteDropletJob < SystemJob
def perform(droplet_client_id)
Droplet.delete_client(droplet_client_id)
end
end
Teams registration in the admin panel
The list of teams management is an ordinary CRUD, with using dynamic-fields-for when building a list of players.
To generate login tokens (and in the future - also to generate the identifiers for games and replays) we will use the wonderful library hashids. Since this token generation algorithm is reversible, we do not need to store tokens in the database. In addition, if we use SECRET_KEY_BASE as the “salt” of the algorithm, we can, if desired, invalidate all tokens simultaneously with the sessions:
class Team < ApplicationRecord
# Initiate a token generator
HASHIDS = Hashids.new(
Rails.application.secrets[:secret_key_base] + 'Team',
16,
('A'..'Z').to_a.join
)
# Generating a token based on the primary key value
def auth_token
@auth_token ||= HASHIDS.encode(id)
end
# Readable token - break it into 4 symbols, combine through a hyphen
def auth_token_humanized
auth_token.scan(/.{4}/).join('-')
end
# Search for a record in the database by a token
def self.find_by_auth_token(token)
find_by_id(HASHIDS.decode(token.to_s))
rescue Hashids::InputError
end
end
Printing the team flyer
Let’s give the admin the ability to print the team flyer directly from the page with the list of teams or from the team edit page, without reloading the page. The task is solved using the iframe in the layout template:
!!!
%html
%body
-# any custom markup
yield
-# iframe with a special data attribute
%iframe{ src: flash[:print], data: {'print-target' => true} }
Hide iframe with styles:
[data-print-target] {
display: none;
}
Revive the iframe using the coffee script:
$(document).on 'turbolinks:load', ->
# Automatically open the system dialog box of a printer
# when loading something into the iframe
$('[data-print-target]').on 'load', (event) ->
event.target.contentWindow.print() if $(event.target).attr('src')
$ ->
$(document).on 'click', 'a[data-print]', (event) ->
# Load link addresses from the "print" data attribute
# not into the main browser window, but in the iframe
$('[data-print-target]').get()[0].src = $(event.target).parent().attr('href')
event.preventDefault()
Now you can print the response of any endpoint from an arbitrary location in the application:
# Printing from the view
link_to teams_manage_path(resource), data: {print: true} do
%i.material-icons print
# Printing from the controller
# print_and_new - this is the name of one of the submit buttons on the edit form.
# To recognize the clicking on a particular button, use the well-known trick -
# instead of showing in the template several submit buttons
# with the same name attribute, and painful recognition in the controller
# of a specific button by the value attribute
# (multilingual, icon instead of text, etc.) - each button is given a unique name,
# and in the controller a corresponding CGI parameter is recognized
# by the fact that it is there, whatever its actual value is
if params[:print_and_new]
flash[:print] = teams_manage_path(@resource)
redirect_to action: :new
else
redirect_to action: :index
end
Adding the player’s SSH key to the team droplet
The players enter their public SSH key into the form on the sandbox site, then this key will be used to deploy new bot releases into the gameplay droplet. Remember that in the sandbox container there is already a private master SSH key, and in the droplets with bots the public master SSH key is put in the root user - it should work!
When validating the SSH key format, sshkey will help us:
class Droplet < ApplicationRecord
def add_ssh_key(key)
# player's public SSH key comes from user input - validate carefully!!!
return :blank if key.blank?
return :wrong unless SSHKey.valid_ssh_public_key?(key)
# escape the key (!!!), and add it to the dokku user in a player's droplet
`echo #{key.shellescape} | ssh -oStrictHostKeyChecking=no -oUserKnownHostsFile=/dev/null root@#{host} "sudo sshcommand acl-add dokku [player]"`
# Check the exit code of the last shell command
$?.to_i == 0 ? :ok : :error
end
end
Apparently, without SSHKey.valid_ssh_public_key? and key.shellescape, we would provide an opportunity for anyone who wants to execute an arbitrary shell script using the SSH key input form, with all the consequences () =) ;;;;>
Mechanics of rounds calculation
As the main loop of the game engine, we implement a periodic task that runs every 15 seconds.
class RoundWorker
include Sidekiq::Worker
include Sidetiq::Schedulable
# Disable the regular retry, turn on the task uniqueness in the queue
sidekiq_options(
retry: false,
unique: :until_and_while_executing
)
# Set the task periodicity
recurrence { minutely.second_of_minute(0, 15, 30, 45) }
def perform
# Wait for the round calculation completion
unless Game.pending.any?
finish_previous_rounds
delete_marked_teams
prepare_tournament
apply_events
prepare_next_round
end
end
# Finalize the calculated round
def finish_previous_rounds
Round.finish_pending
end
private
# Delete the teams marked for deletion by the admin -
# for application health it is safer to do it between rounds
# but not in the middle, when the team is involved in the games calculation
def delete_marked_teams
Team.destroy_marked!
end
# Prepare the tournament as a whole -
# open the game interface instead of promo page stub, reset team points,
# initiate the game events queue.
#
# The method performs useful work at the end of the countdown
# to the tournament start on the promo page, as well as when the administrator
# restarts the tournament manually.
def prepare_tournament
Tournament.instance.prepare!
end
# Apply game events, if the term of their entry into the game has come
def apply_events
Event.apply!
end
# Prepare the next round for the calculation,
# schedule the delayed tasks for calculating specific games.
def prepare_next_round
Round.prepare!
end
end
This worker waits until all the games of the round have finished, then performs a series of actions …
RoundWorker#finish_previous_rounds
Give the teams points for the games in the current round, mark the round as “finished”:
class Round < ApplicationRecord
scope :pending, -> { where(pending: true) }
def self.finish_pending
pending.lock.each do |round|
transaction do
Score.calculate(round)
round.update_attributes! pending: false
end
end
end
end
RoundWorker#delete_marked_teams
Instead of thinking about how the engine will be affected by the immediate team removal (crashed the delayed tasks of games calculation, WEB interface update, etc.) - the admin only marks the team for deletion, the actual deletion occurs when the current round ends:
class Team < ApplicationRecord
scope :for_delete, -> { where(for_delete: true) }
def self.destroy_marked!
for_delete.each do |team|
team.destroy!
end
end
end
RoundWorker#prepare_tournament
The administrator can restart the tournament - the actual restart occurs when the current round ends, just like the team removal:
class Tournament < ApplicationRecord
def prepare!
start_from_beginning! if start_from_beginning?
end
private
def start_from_beginning!
transaction do
# Clean the delayed tasks queue
Sidekiq::Queue.new('game').clear
# Bring the tournament attributes to the initial state
update_attributes!(
started: false,
finished: false,
start_from_beginning: false
)
# Clear game tables in the database
[Game, Round, Score, RoundType].each(&:truncate!)
# Cancel the game events which have already begun
Event.update_all(applied: false)
# Reset team points
Team.all.each(&:create_initial_score)
end
# Clear statistics of the executed delayed tasks
Sidekiq::Stats.new.reset
# Notify the client via WebSocket about the need to reload the page.
# In case the tournament start time is set in the future -
# the game interface will be blocked by a promo stub page with a countdown
# to the tournament start.
LadderIndexChannel.broadcast(:reload)
end
end
RoundWorker#prepare_next_round
Let’s prepare the next round.
class Round < ApplicationRecord
def self.prepare!
# Round types are just a containers for game session parameters -
# board size, points multiplier, etc.
# The round type changes cyclically, one after another and in a circle.
# Find the round type that was played in the previous round
last_round_type_id = order(:id).last&.round_type_id || 0
# Get the next round type
round_type_scope = RoundType.order(:id)
next_round_type = round_type_scope.where('id > ?', last_round_type_id).first ||
round_type_scope.first
if next_round_type
transaction do
# Create a new round
round = create!(
round_type_id: next_round_type.id,
size: next_round_type.size,
timeout_secs: next_round_type.timeout_secs,
score_multiplier: next_round_type.score_multiplier
)
# Take all teams combinatorial combinations in two,
# the combinations list is randomized to evenly distribute the load on bots
Team.all.to_a.combination(2).to_a.shuffle!.each do |teams|
# The first team in this pair will take the first move, thus -
# randomize the array, depriving the gameplay of predictability
teams.shuffle!
# Create a game for a teams pair on the selected board type
association_class(:games).create!(
round: round,
team1: teams[0],
team2: teams[1],
)
end
end
end
end
end
All created game sessions are placed in the delayed tasks queue for further calculation. In the process, notify the client about a new match using WebSocket:
class Game < ApplicationRecord
after_commit :add_to_ladder_and_schedule, on: :create
private
def add_to_ladder_and_schedule
[team1_id, team2_id].each do |team_id|
LadderShowChannel.broadcast(team_id, :add_game, game: to_ladder(true))
end
GameJob.set(wait: 1.seconds).perform_later(id)
end
end
Calculation of the match
Finally, the most interesting! Program the game logic :)
To begin with, let’s learn how to generate random game fields:
class Board
cattr_reader(:scaffolds) { {} }
attr_reader :size, :cells
# Generate the template for the game board with the required size,
# it will include all the game elements (stones, empty cells,
# the initial position of the players' chips) -
# everything, except random additional stones.
def self.scaffold(size)
# The board templates are always the same
# relative to the requested size of the field - memoize
scaffolds[size] ||= begin
cells_size = size * 2 - 1
# Prepare an empty playing field
cells = Array.new(cells_size) {
Array.new(cells_size, 0)
}
# Here's how to "frame" the field by stones around the perimeter,
# as a result, the remaining empty cells form a regular hexagon
left_rocks = 0
right_rocks = 0
left_increment = size % 2 == 0
(size-1).times do |i|
left_increment ? left_rocks += 1 : right_rocks += 1
left_increment = !left_increment
[size-2-i, size+i].each do |ii|
[
*(0...left_rocks),
*((cells_size - right_rocks)...cells_size)
].each do |jj|
cells[ii][jj] = -1
end
end
end
# Put the initial players chips on the field
cells[size-1][0] = 2
cells[size-1][cells_size-1] = 1
[0, cells_size-1].each do |i|
cells[i][left_rocks] = 1
cells[i][cells_size - right_rocks - 1] = 2
end
# Gather the empty cells coordinates into the array -
# this will come in handy when "placing" random stones on the field
empty_cells = cells_size.times.inject([]) { |mem, i|
cells_size.times.inject(mem) { |mem, j|
mem << [i, j] if cells[i][j] == 0
mem
}
}
# Calculate the optimal number for random stones
additional_rocks_count = empty_cells.size / 10
# Add one more random stone,
# so that the total number of cells available for the game was odd -
# minimize the draw chance
additional_rocks_count += 1 if (empty_cells.size - additional_rocks_count).even?
# The board template is ready!
{
cells: cells,
empty_cells: empty_cells,
additional_rocks_count: additional_rocks_count
}.freeze
end
end
# Actually, the random board generation
def initialize(_size)
@size = _size
# Take the board template with the size asked for
scaffold = self.class.scaffold(size)
# Clone the template, place random stones on it
@cells = scaffold[:empty_cells]
.sample(scaffold[:additional_rocks_count])
.inject(scaffold[:cells].deep_dup){ |mem, (i, j)|
mem[i][j] = -1
mem
}
end
end
Let’s put the game logic into a couple of separate classes. Program with particular attention - these classes deal with the user input, it is here that players’ moves are processed.
First, write a class that is responsible for the game field operations logic. There is a temptation to store the board state in the form of a two-dimensional array, in the same manner in which it is generated and sent to the bots. I admit, this option was implemented at the stage of prototyping, with all the consequences - for example, a complete search of the entire board when searching for available moves. In the release version, only the players’ available moves were stored and maintained in the actual state - the code turned out to be nicer, the productivity increased two times (although I expected a more convincing increase…). So,
class BoardSolver
class WrongMove < StandardError; end
# Cheap and cheerful - hardcode the differences in indexes
# between the target cell and its neighbors
NEIGHBOR_DELTAS = [
# for cells from even-numbered rows
[
# Zero distance to neighbors - no neighbors.
# Just write an empty array to use Array but not Hash,
# and do not fuss with indexing
[],
# Distance to neighbors is equal to one cell, move type is reproduction
[[-1,-1],[-1,0],[1,-1],[1,0],[0,-1],[0,1]],
# distance to neighbors is equal to two cells, type of move - jump
[
[-1,-2],[-1,1],[1,-2],[1,1],[0,-2],[0,2],
[-2,-1],[-2,0],[-2,1],[2,-1],[2,0],[2,1]
]
# Similarly for cells from odd rows
],[
[],
[[-1,0],[-1,1],[1,0],[1,1],[0,-1],[0,1]],
[
[-1,-1],[-1,2],[1,-1],[1,2],[0,-2],[0,2],
[-2,-1],[-2,0],[-2,1],[2,-1],[2,0],[2,1]
]
]
].freeze
attr_reader :cells_size, :possible_moves, :jumps, :populates, :score
def initialize(cells)
@cells_size = cells.size
# We will keep the possible moves data in the format
# possible_moves[color][move_from][move_to] = distance
# When filling possible_moves, we will ignore the number of available jumps.
# Also, the presence of the move_from key in the @possible_moves[color] hash
# indirectly indicates that the cell move_from is colored in color
@possible_moves = Array.new(3){ {} }
# For each game color, support information about available jumps,
# taken moves of "reproduction" type, and game points
@jumps, @populates, @score = 3.times.map{ {1 => 0, 2 => 0} }
# Fill possible_moves[0] with empty cells -
# it's impossible to make a move from them, but we will need
# that indirect indication of an empty cell
each_cell(cells) do |cell, color|
possible_moves[color][cell] = {} if color == 0
end
# In fact, the starting chips are exposed to an empty board
# with the help of the "reproduction" -
# pass them through the generalized apply_changes method.
each_cell(cells) do |cell, color|
apply_changes([[*cell, 0, color]]) if (1..2).include?(color)
end
end
# Applying board changes
def apply_changes(changes)
# Keep jumps and populates up to date
_, _, old_color, new_color = changes.first
# The situation when the cell is released by the first change -
# a sign of a move like "jump"
if new_color == 0
# the jump is spent
jumps[old_color] -= 1
else
# A move of the type "reproduction" is made
populates[new_color] += 1
# For every second reproduction the player receives one available jump
jumps[new_color] += 1 if populates[new_color] % 2 == 0
end
changes.each do |i, j, old_color, new_color|
cell = [i, j]
# Keep score up to date
score[old_color] -= 1 if old_color != 0
score[new_color] += 1 if new_color != 0
# The cell changes color,
# so its previous owner can no longer make a move from it
possible_moves[old_color].delete(cell)
# The cell has ceased to be blank, so no one can make a move into it anymore.
if old_color == 0
possible_moves[1..2].each do |moves|
moves.each do |_, to|
to.delete(cell)
end
end
end
# The cell has a new color!
possible_moves[new_color][cell] = {}
neighbor_colors = new_color == 0 ? (1..2) : (0..0)
neighbor_colors.each do |neighbor_color|
(1..2).each do |distance|
neighbors(cell, distance, neighbor_color).each do |neighbor_cell|
color, from, to = new_color == 0 ?
# the cell was released,
# now neighboring players' chips can take a move into it
[neighbor_color, neighbor_cell, cell] :
# the cell is repainted in the player's color,
# now the player can take a move from it
# to neighboring empty cells
[new_color, cell, neighbor_cell]
possible_moves[color][from] ||= {}
possible_moves[color][from][to] = distance
end
end
end
end
end
# An attempt to apply the player's move
def apply_move!(color, move_from, move_to)
# There is no need to check the format of incoming data
# and the indexes entry in the board size -
# possible_moves knowingly stores only valid moves in the correct format.
# It is enough just to check the requested key presence in possible_moves.
distance = possible_moves.dig(color, move_from, move_to)
# The move is invalid because of an incorrect format,
# the indexes falling outside the board,
# or inadequacy of the move to the rules of the game
raise WrongMove unless distance && possible_distance?(color, distance)
opposite_color = self.class.opposite_color(color)
# Create the changes array for the subsequent sending to the players
neighbors(move_to, 1, opposite_color).map{ |i, j|
# The enemy cells adjacent to the target cell of the move,
# are recoloured in the color of the player
[i, j, opposite_color, color]
}.tap{ |changes|
# The target cell is recoloured in the player's color
changes.unshift([*move_to, 0, color])
# The cell from which the move is made is released
# if a move such as "jump" is made
changes.unshift([*move_from, color, 0]) if distance == 2
# Update the game data according to the calculated changes array
apply_changes(changes)
}
end
# There is at least one valid move for the player,
# if there is at least one possible_moves entry for this player
# with an allowable distance in terms of jumps
def any_possible_move?(color)
possible_moves[color].any? { |_, to|
to.any?{ |_, distance|
possible_distance?(color, distance)
}
}
end
# The distance of the move is always permissible for "reproduction",
# for "jump" it is regulated by the value in the jumps hash
def possible_distance?(color, distance)
distance == 1 || jumps[color] > 0
end
# Just reversing the color
def self.opposite_color(color)
color == 1 ? 2 : 1
end
# Search for cells spaced a specified distance from the target,
# and painted in the specified color
def neighbors(cell, distance, color)
# An excellent ruby trick for creating Enumerable objects,
# with all the consequences
return enum_for(:neighbors, cell, distance, color) unless block_given?
NEIGHBOR_DELTAS[cell.first%2][distance].each do |deltas|
# Get the neighboring cell indexes
neighbor_cell = deltas.each_with_index.map{ |delta, index|
cell[index] + delta
}
# Iterate an adjacent cell if its indexes are within the board,
# and painted in the specified color
yield(neighbor_cell) if indexes_inside_board?(neighbor_cell) &&
possible_moves[color].key?(neighbor_cell)
end
end
private
# Just a utility method for iterating the original two-dimensional board
def each_cell(cells)
cells_size.times.each do |i|
cells_size.times.each do |j|
yield([i, j], cells[i][j])
end
end
end
# Checking the cell indexes for entering the dimensions of the board
def indexes_inside_board?(cell)
cell.all?{ |index| (0...cells_size).include?(index) }
end
end
Great, it works! :) Now let’s describe a class that implements the general gameplay:
class Gameplay
attr_reader :solver, :players, :current_player, :current_color, :game_over
def initialize(board, *_players)
# We will need to interact with the board
@solver = BoardSolver.new(board.cells)
# The array of players, the first of them makes the first move
@players = _players
@current_player = players.first
# The game starts with color 1
@current_color = 1
# A flag that the game is over
@game_over = false
# Paranoia like it is.. )
@mutex = Mutex.new
end
# Hash-mapping of the player's primary key to his game score
def score_by_team_id
players.map.with_index{ |p, i| [p.id, solver.score[i+1]] }.to_h
end
# The utility method for getting the loser player
def looser
points = solver.score.values.uniq
points.size == 1 ?
# Points are equal, a draw
nil :
players[solver.score.key(points.min)-1]
end
# An attempt to apply the player's move
def apply_turn(player, move_from, move_to)
@mutex.synchronize do
# Check the possibility of the move from the general gameplay point of view
check_move_possibility!(player)
# Apply the move, get the changes array
changes = solver.apply_move!(current_color, move_from, move_to)
# Change the current player and the current color to opposite,
# check if the end of the game is reached
@game_over = true
# The game is over if both players do not have valid moves
2.times do
@current_color = opposite_color
@current_player = opposite_player
if solver.any_possible_move?(current_color)
@game_over = false
break
end
end
[:ok, changes]
end
rescue BoardSolver::WrongMove
:wrong
end
private
# The opposite color
def opposite_color
solver.class.opposite_color(current_color)
end
# The opposite player
def opposite_player
players.first == current_player ? players.second : players.first
end
# Only the current player can make a move, and only if the game is not over
def check_move_possibility!(player)
raise BoardSolver::WrongMove if game_over || player != current_player
end
end
The match calculation code does not conceal in itself anything supernatural - many lines, the essence is mechanical work - just sit down and carefully code.
Some confusion in the code is a consequence of the fact that the same class is used for both synchronous and uncompromising game between two bots, and for the game between the training bot and the web user who plays asynchronously, has no timeouts and penalties for incorrect moves. An attempt was made to “straighten” the code with Fiber, but it turned out that Fiber was losing its resume context (the consequence of the serialization-deserialization somewhere in the depths of ActionCable). I had to use throw & catch
. There was neither time nor energy to refine the code in excess of the following.
Particular attention is paid to exceptional situations - this code deals with a user input, while it has a key impact on the tournament outcome.
For requests to the bots API, we use the extremely comfortable httparty library.
During the game session, remember the moves and key parameters of the playing board - it will come in handy for displaying replays.
class GamePerformer
include HTTParty
format :json
headers(
'Content-Type' => 'application/json',
'Accept' => 'application/json'
)
attr_reader :session_id, :gameplay, :board, :team1, :team2,
:moves, :timeout_secs, :score_multiplier
def initialize(game_id, _board, _team1, _team2, _timeout_secs = 1)
@board, @team1, @team2, @timeout_secs = _board, _team1, _team2, _timeout_secs
@session_id = Game.encode_hashid(game_id, team1.id)
@gameplay = Gameplay.new(board, team1, team2)
# In this array we will accumulate player moves for the replay
@moves = []
end
# A special case of initiating an online game with a man
def init_async
[:create, game: {
team1_id: team1.id,
team1_name: team1.name,
team2_id: team2.id,
team2_name: team2.name,
board: board,
jumps: gameplay.solver.jumps
}]
end
# A special case of starting an online game with a man
def play_async(*args)
catch(:async) do
play(*args)
end
end
# The main entry point into the game calculation
def play(*args)
# Catch the game over event
looser, reason = catch(:game_over) do
# Initialize the game for bots
init if moves.empty?
# Start the basic moves calculation loop
turns(*args)
end
# Finalize the game for bots
finish
winner = case looser
when team1.id then team2.id
when team2.id then team1.id
else nil
end
moves << {
type: :game_over,
reason: reason,
winner: winner,
score: gameplay.score_by_team_id.deep_dup,
jumps: gameplay.solver.jumps.deep_dup
}
# Again dances around an asynchronous web player
throw(:async, [:game_over, move: moves.last]) if team1.async || team2.async
moves
end
# Send players a notification of the game over
def finish
unless moves.last[:type] == :game_over
[team1, team2].each_with_index do |team, index|
moves << {
type: :delete,
team: team.id,
status: delete(team)
} if moves[index][:type] == :create
end
end
end
private
# Send players a notification of the game beginning
def init
teams = [team1, team2]
teams.each do |team|
moves << {
type: :create,
team: team.id,
status: create(
team,
gameplay.current_player == team,
teams.any?(&:async)
)
}
check_move_status!(moves)
end
end
# The main loop for players polling
def turns(action = nil, move_from = nil, move_to = nil)
while(true) do
unless action == :updated
team = gameplay.current_player
color = gameplay.current_color
# Request a move from the player
status, move_from, move_to = team.async && action == :got ?
[:ok, move_from, move_to] :
get(team, color)
moves << {
type: :get,
team: team.id,
status: status,
color: color,
move_from: move_from.deep_dup,
move_to: move_to.deep_dup
}
check_move_status!(moves)
# Try to apply the player's move
turn_status, changes = gameplay.apply_turn(team, move_from, move_to)
if (turn_status == :wrong)
if team.async
# Forgive the wrong move to the web player
moves.pop
get(team, color)
else
# Punish the bot immediately for a wrong move
moves.last[:status] = :wrong_move
throw(:game_over, [team.id, :wrong_move])
end
else
moves.last[:changes] = changes.deep_dup
moves.last[:score] = gameplay.score_by_team_id.deep_dup
moves.last[:jumps] = gameplay.solver.jumps.deep_dup
end
end
# Send players a notification about the change in the board state
move = moves.reverse.detect{ |m| m[:type] == :get }
teams = team1.id == move[:team] ?
[team1, team2] :
[team2, team1]
teams.shift if moves.last[:type] == :update
teams.each do |team|
status = team.async && action == :updated ?
:ok :
update(team, move)
moves << {
type: :update,
team: team.id,
status: status
}
check_move_status!(moves)
end
# Stack surface when the game is over
throw(:game_over, [gameplay.looser&.id, :by_score]) if gameplay.game_over
action = nil
end
end
# A wrapper around all HTTP requests, for catching connection errors and timeouts
def catch_errors
yield
rescue Net::OpenTimeout, Errno::ECONNREFUSED
:no_connection
rescue Net::ReadTimeout
:timeout
rescue
:wrong_response
end
# POST request to a bot side containing information about the initial board
def create(team, first_turn, training)
return :ok if team.async
catch_errors do
raise 'Wrong!' unless self.class.post(droplet_url(team, false),
timeout: timeout_secs,
body: {
id: session_id,
board: board,
jumps: gameplay.solver.jumps,
first_turn: first_turn,
training: training
}.to_json
).parsed_response['status'] == 'ok'
:ok
end
end
# PUT request to a bot side containing information about board state changes
def update(team, move)
# Dancing around an asynchronous web player...
if team.async
# In this case, sleep is not a sign of a programmer's helplessness,
# but a conscious delay after the web player's move -
# otherwise the web player's move was visually merged
# with the immediate response from training bot,
# and monitoring the gameplay was extremely difficult
sleep 0.5 unless move[:team] == team.id
throw(:async, [:update, move: {
type: :get,
team: move[:team],
color: move[:color],
move_from: move[:move_from],
move_to: move[:move_to],
changes: move[:changes],
score: move[:score],
jumps: move[:jumps]
}])
end
catch_errors do
raise 'Wrong!' unless self.class.put(droplet_url(team),
timeout: timeout_secs,
body: {
changes: move[:changes],
jumps: move[:jumps]
}.to_json
).parsed_response['status'] == 'ok'
:ok
end
end
# GET request to the side of bot, requesting another move
def get(team, color)
throw(:async, [:get, color: color]) if team.async
catch_errors do
response = self.class.get(droplet_url(team),
timeout: timeout_secs,
query: {color: color}
).parsed_response
raise 'Wrong!' unless response['status'] == 'ok'
[:ok, response['move_from'].map(&:to_i), response['move_to'].map(&:to_i)]
end
end
# DELETE request to the side of the bot, giving notification of the game over
def delete(team)
return :ok if team.async
catch_errors do
raise 'Wrong!' unless self.class.delete(droplet_url(team),
timeout: timeout_secs
).parsed_response['status'] == 'ok'
:ok
end
end
# URL for bot endpoint
def droplet_url(team, with_session = true)
"http://#{team.droplet.host}/games".tap{ |url|
url.concat("/#{session_id}") if with_session
}
end
# Immediately count the defeat to the player at any failure :)
def check_move_status!(moves)
throw(:game_over, [
moves.last[:team],
moves.last[:status]
]) unless moves.last[:status] == :ok
end
end
Well, almost everything is ready on the backend, it’s time to get busy with the frontend!
Real time web interface update
Let’s use WebSockets to notify the client about changes in the game world.
As an example, we will analyze the ladder page, that is, the tournament list of teams. The page should respond to:
- CRUD-actions of the administrator regarding the teams;
- Changes in teams scores, as a consequence - changing the order of teams in the ladder;
- Reaction to new releases.
Let’s write a simple WebSocket channel controller:
class LadderIndexChannel < ApplicationCable::Channel
# Subscribe the client to the stream
def subscribed
stream_from self.class.stream_name
end
# Generate the stream name
def self.stream_name
'ladder_index'
end
# Sending a message to a stream
# his method can be called from anywhere - models, controllers, delayed tasks, etc.
def self.broadcast(action, options = {})
ActionCable.server.broadcast(
stream_name,
options.merge(action: action)
)
end
end
Stepping aside and only as an example of a parametrized channel, we give the controller code for the page for monitoring the specific team:
class LadderShowChannel < ApplicationCable::Channel
def subscribed
# Subscribe the client to the ladder general stream
# On the client, respond to the page refresh command
# when the tournament is restarted
stream_from LadderIndexChannel.stream_name
# Subscribe to the general channel for all teams.
# It is used to update the chart with teams score dynamics.
stream_from self.class.stream_name
# Sign up to a specific team stream.
# This is the stream that distributes information on the current team games.
stream_from self.class.stream_name(params[:team_id])
end
# The parameterized stream name
def self.stream_name(team_id = nil)
"ladder_show".tap { |name|
name << "_#{team_id}" if team_id
}
end
# Sending a message to the team channel
def self.broadcast(team_id, action, options = {})
ActionCable.server.broadcast(
stream_name(team_id),
options.merge(action: action)
)
end
end
Let’s return to the ladder page, start sending messages to the channel about the admin’s actions in relation to the teams. The following code hardly needs the further comments:
class Team < ApplicationRecord
after_create :add_to_ladder
after_update :update_in_ladder, if: -> { name_changed? || no_contest_changed? }
after_destroy :remove_from_ladder
private
def add_to_ladder
LadderIndexChannel.broadcast(:add_score,
score: scores.last.to_ladder
)
end
def update_in_ladder
LadderIndexChannel.broadcast(:rename_score,
team_id: id,
name: name,
no_contest: no_contest
)
end
def remove_from_ladder
LadderIndexChannel.broadcast(:remove_score,
team_id: id
)
end
end
React to change in the team’s score and to a new release (it was very convenient to keep the new release flag in the Score model to show the release moments on the dynamic scores chart):
class Score < ApplicationRecord
after_create :update_in_ladder
after_update :release_to_ladder, if: :release_changed?
private
def update_in_ladder
LadderIndexChannel.broadcast(:update_score,
score: to_ladder
)
end
def release_to_ladder
LadderIndexChannel.broadcast(:new_release, score: {
round_id: round_id,
team_id: team_id,
score: score,
release: release
})
end
end
Everything is ready on the server side, let’s deal with the client. Using the react-rails library, write a couple of spiteful React components:
var LadderIndex = React.createClass({
componentDidMount() {
// Establish WebSocket connection
this.channel = App.cable.subscriptions.create('LadderIndexChannel', {
received: (data) => {
// Call a method corresponding to the action received from the channel,
// if this method is declared
this[data.action] && this[data.action](data)
}
});
},
componentWillUnmount() {
// Close connection
this.channel.unsubscribe();
},
reload(data) {
// Respond to the page reload command
location.reload()
},
update_scores(data) {
// Respond to the command of teams scores upgrade,
// send the data to the nested component
this.refs.scores.update_scores(data.scores)
},
add_score(data) {
// Respond to the scores upgrade command for a specific team,
// send the data to the nested component
this.refs.scores.add_score(data.score)
},
rename_score(data) {
// Respond to the command for upgrading team attributes,
// send the data to the nested component
this.refs.scores.rename_score(data.team_id, data.name, data.no_contest)
},
remove_score(data) {
// React to the command to remove the team,
// send the data to the nested component
this.refs.scores.remove_score(data.team_id)
},
new_release(data) {
// React to the new release of the team,
// send the data to the nested component
this.refs.scores.new_release(data.score)
},
render() {
// Display the nested component
return (
<div className="teams">
<LadderIndexScores ref="scores" scores={this.props.scores} />
</div>
);
}
});
var LadderIndexScores = React.createClass({
getInitialState() {
// The initial ladder state is provided directly through the props
return this.scores_to_state(this.props.scores)
},
update_scores(scores) {
// Update teams scores
this.setState(this.scores_to_state(scores))
},
scores_to_state(scores) {
// Generate an object to update the state
return {
scores: _(scores).reduce((memo, score) => {
memo[score.team_id] = score
return memo
}, {})
}
},
add_score(score) {
// Update scores for a single team
let new_scores = React.addons.update(this.state.scores, {
[score.team_id]: {$set: score}
})
this.setState({scores: new_scores})
},
rename_score(team_id, name, no_contest) {
// Update the team attributes
let new_scores = React.addons.update(this.state.scores, {
[team_id]: { team_name: {$set: name}, team_no_contest: {$set: no_contest} }
})
this.setState({scores: new_scores})
},
remove_score(team_id) {
// Delete a team
let new_scores = _(this.state.scores).omit(team_id)
this.setState({scores: new_scores})
},
new_release(score) {
// Mark the team as having a fresh release
let new_scores = React.addons.update(this.state.scores, {
[score.team_id]: { release: {$set: score.release} }
})
this.setState({scores: new_scores})
},
scoreClass(score) {
var classSet = 'mdl-list__item teams__list-item ';
if (score.team_no_contest) {
classSet = classSet + 'teams__list-item--no-contest';
}
return classSet;
},
render() {
// Sort teams by descending scores
let scores = _(this.state.scores).sortBy('position')
// Show the tournament list
return (
<ul className="mdl-list teams__list">
{ _(scores).map((score, index) => {
return (
<li key={score.team_id} className={this.scoreClass(score)}>
<i className="teams__place">{index+1}</i>
<a className="teams__link" href={'/teams/ladder/' + score.team_id}>
{score.team_name}
</a>
<span className="teams__score">{score.score}</span>
{score.release && <span className="teams__release">New release!</span>}
</li>
)
})}
</ul>
)
}
});
It remains only to draw the LadderIndex component, and it will live its own life. Render directly from the Rails controller, with server-side precompilation:
module Teams
class LadderController < ApplicationController
def index
render component: 'LadderIndex', props: {
scores: Score.to_ladder
}
end
end
end
Training bot
Let’s write a training bot. This guy will be deployed from the very beginning of the tournament, but will not qualify for the prize. Its mission is to be an opponent in the online game, and also be a sparring partner for teams in the early stages of the tournament.
We will write in Ruby on Rails, in API-only mode. For a basis, take the corresponding template, update only the controller code and add one utility class. The algorithm is the most primitive, just to consciously finish the game, without violating the rules - a complete search of all available moves, counting the difference in chips after each move, choosing a random move from those that give the greatest difference in chips. At the same time, we will assess whether the programming problem is feasible for the players, that is, how long it takes for the bot implementation to be minimally meaningful.
Let’s show the bot code as it is, raw. The controller looks exactly as it should:
class GamesController < ApplicationController
# A small trick is storing board states in a class variable, not in a file or DB,
# that is, avoid serialization - the benefit is that the default web server *puma*
# is multithreaded, rather than multi-process
@@games = {}
def create
# There was a problem with *StrongParameters* in Rails,
# I debugged and fixed it just a few hours before the event.
# The symptom is an unreasonable processing time
# of *POST* request on large boards (much beyond the timeout), with extremely
# primitive implementation of the controller. The autopsy showed that *params*
# for is not a *Hash* anymore o_O, the access to the value by the key
# is implemented by a full search,
# therefore each request by key in my case takes about 1ms.
# In a normal application, this regrettable fact does not play a significant role -
# there comes a bit of *CGI* parameters
# (which means that the distance of the full search is not large),
# the number of requests by key is insignificant. In our case,
# if we iterate our cells gaming parameter directly from *params*
# on a board of size 7 - we lose 170ms only for reading from
# *params*. It is treated with *params.to_unsafe_h*.
@@games[params[:id]] = Robot.new(
params[:board].to_unsafe_h,
params[:jumps].to_unsafe_h
)
render json: {status: :ok}
end
def show
render json: {
status: :ok,
}.merge(
@@games[params[:id]].turn(params[:color].to_i)
)
end
def update
@@games[params[:id]].update(params[:changes], params[:jumps].to_unsafe_h)
render json: {status: :ok}
end
def destroy
@@games.delete(params[:id])
render json: {status: :ok}
end
end
A brief, with no special frills, bot code:
class Robot
attr_reader :board, :jumps
# Remember the initial state of the board
# We will store the board in the original format, that is,
# in a two-dimensional array
def initialize(_board, _jumps)
@board = _board['cells'].deep_dup
@jumps = _jumps
end
# Apply changes to the board
def update(changes, _jumps)
changes.each do |i, j, _, new_color|
board[i][j] = new_color
end
@jumps = _jumps
end
def turn(color)
opposite_color = color == 1 ? 2 : 1
# Transform the runtime complexity of the algorithm from quadratic to linear -
# in one play on the board we group cells by colors.
color_groups = (0...board.size).inject({}) { |mem, i|
(0...board[i].size).inject(mem) { |mem, j|
c = board[i][j]
mem[c] ||= []
mem[c] << [i, j]
mem
}
}
# Collect all possible moves
moves = []
# For all empty cells...
color_groups[0].each do |to|
# we are looking for such a chip of our color that...
color_groups[color].each do |from|
distance = cell_distance(from, to)
# the distance of the given move is correlated with the rules of the game
next if distance == :wrong || (distance == :jump && jumps[color.to_s] <= 0)
# Calculate the value of the move, reproduction gives a +1 point by itself
value = distance == :populate ? 1 : 0
# Each enemy chip around the target cell gives +2 points,
# since it is recoloured in our color -
# the opponent loses one point, we get it
value += neighbor_indexes(*to).count{ |i, j| board[i][j] == opposite_color} * 2
moves << {move_from: from, move_to: to, value: value}
end
end
# Choose "The Best" move
choose_best(moves)
end
private
def choose_best(moves)
# Find the maximum value among all available moves
best_value = moves.map{ |m| m[:value] }.max
# Choose a random move from the most "valuable"
moves.select{ |move| move[:value] == best_value }.sample
end
# Calculating the distance between two cells.
# Do not ask why and how it works -
# it was written in a hurry, in the "tournament" mode, the essence is the result of
# fuss with paper and a pen :)
def cell_distance(from, to)
y_delta = if from[0] % 2 == to[0] % 2
0
elsif from[0] % 2 == 0
-0.5
else
0.5
end
x_distance = (from[0] - to[0]).abs
y_distance = (from[1] - to[1] + y_delta).abs
distance = x_distance + y_distance
if distance <= 1.5
:populate
elsif distance <= 2.5 || ( distance == 3 && x_distance == 2)
:jump
else
:wrong
end
end
# Search for nearby cells.
# An easy way is just to hardcode the differences in the indexes
# as we did in the BoardSolver class,
# but I wanted to go to the trouble of doing it -
# in order to compensate for the fact that I started writing a bot
# already knowing the essence of the game for a week before.
def neighbor_indexes(i, j)
6.times.map { |edge_id|
neighbor_i = i
if edge_id == 0 || edge_id == 1
neighbor_i -= 1
elsif edge_id == 3 || edge_id == 4
neighbor_i += 1
end
neighbor_j = j;
if edge_id == 2 || (i % 2 == 1 && [1, 3].include?(edge_id) )
neighbor_j += 1
elsif edge_id == 5 || (i % 2 == 0 && [0, 4].include?(edge_id) )
neighbor_j -= 1
end
(
(0...board.size).include?(neighbor_i) &&
(0...board[0].size).include?(neighbor_j)
) ? [neighbor_i, neighbor_j] : nil
}.compact
end
end
The training bot is ready - let’s deploy it to a $10 droplet, the same as for all players. The response time for any request is ~3ms. In this case, the bot takes full participation in the tournament in four sandboxes at once, so in the worst case it was requested from 40 threads instead of the 10 usual for regular players, and no timeouts were observed throughout the whole tournament.
I will not disclose the exact time spent on writing this bot: a too small figure will look like bragging while too big one will mean my ineptitude - in any case, it won’t be good. Let’s just say that it was recognized that something like this can be written within the tournament time, and there should be time to try to implement something more intelligent, like MiniMax, for example.
It’s time to wrap it up
Behind the scenes, there is a huge amount of work - online game, replays, game events, real-time chart for the scores with release tags (perhaps the most exhausting, but a very spectacular feature!) and many small stuff.
In the final article, let’s talk about how all this was tested - to be continued :)
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