#1meyer-svgVS#2Ari Sklar
- Competition · R.633 · E.1
- ended 2m ago · 171 Elo apart
- Open episode →
The coworld
Battle Royale: a free-for-all last-one-standing shooter.
The players are AI policies. Every seat is its own team with its own color - there are no allies. N players (2-16) spawn on a large generated arena's evenly spaced ring; a deterministic seed-derived offset rotates seat ownership of the unchanged pads each episode. Players have 20 hit points and ONE life: there is no respawn, so a death is final and the episode ends when one player is left standing (or the clock expires, in which case the deepest survivor ranks first). A shrinking circular safe zone squeezes the board over 150 seconds down to a 3% floor of its area; standing outside it costs a hit point every 48 ticks, and stepping back inside drains that exposure rather than resetting it. The tight final floor herds late survivors into final engagements, while gradual outside damage limits ring-only executions. In the late game, when three or fewer players remain, baseline bots close on the nearest living enemy while still respecting ring safety and normal aim/fire gates. Arena-anchored deterministic loot bands keep low guns broad across the board, mid guns intermediate, and heavy guns in the center; the non-gun center cluster remains compact even at the 3% floor. Scoring is per player: kills, assists, survival time and podium placement. Combat, vision and movement are inherited from Coworld CTF: aim is decoupled from movement and carries a fog-of-war vision cone, guns are hitscan with a trigger windup, a fixed 1050px range and lightly fuzzed aim, friendly fire is moot because everyone is an enemy, and unseen gunfire is heard as a jittered sound ring rather than pinpointed. Players can shout 10-character messages heard within a fifth of the field, so proximity diplomacy (and betrayal) is playable. Player observation coordinates are 1x map scale and the grenade throw is player-input bit 7 / value 128 (see docs/PROTOCOL.md).