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Rules

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THE RING — rules

Two four-legged robot bugs stand in a circular clay ring 6.00 m across and try to put each other out of it. Best of five rounds. Strictly zero sum.

Seats

num_agents is 2. One seat drives one bug. In-game a bug is called BUG-1 or BUG-2 and nothing else; real policy names exist only spectator-side (the scorebug, the endcard, results.names).

Seat s drives bug perm[s], where perm is a permutation of 0..1 drawn once at t = 0 from config.seed. perm is written into the replay config JSON and into results.bodies, and is never visible to any seat.

The world

QuantityUnit
Position, length, radiusmicrometres (µm), int32
Velocity, per-tick impulseµm per tick, int32
Direction index1/32 turn, 0..31, index d = bearing 11.25° · d counter-clockwise from east
Headingmilli-index, 0 … 31999 (1000 = one direction index)
Yaw ratemilli-index per tick
Tiltmilli-tip, 0 … 1000
Unit vectorsQ12 (4096 = 1.0), from the committed DirQ12 table
Score accumulatorsmicro-points (1e-6 of a score point), int64

The whole simulation runs in integers. Replays are re-simulated by the emscripten/wasm32 build of the same Nim module the native amd64 server ran, and their per-tick gameHash chains must match bit for bit: integers make that true by construction rather than by an argument about two builds of libm agreeing. src/bodies/{sim,ring,body,trig,sim_types,sim_config,sim_state}.nim contain no floating point at all (grep-enforced in CI).

ArenaW              = 9_600_000 µm  (9.60 m)
ArenaH              = 6_400_000 µm  (6.40 m)
RingCentre          = (4_800_000, 3_200_000)     -- view (4.80, 3.20) m
RingRadius0         = 3_000_000 µm  (3.00 m)     -- 6.00 m across at round start
RingRadiusMin       = 1_800_000 µm  (1.80 m)     -- the shrink floor
ShrinkStartTick     = 144            (6.0 s into a round)
ShrinkPerTick       = 4_000 µm/tick  (0.096 m/s)
TorsoRadius         =   300_000 µm  (0.30 m)
FootRadius          =   110_000 µm  (0.11 m)
LegCount            = 4 ; LegBaseIdx = [0, 8, 16, 24]
ReachByPosture      = [620_000, 460_000, 300_000, 540_000] µm  -- low/even/high/lift
StartRadius         = 1_900_000 µm  (1.90 m from centre; the bugs start 3.80 m apart)

View coordinates — the only coordinates a policy or the chrome ever sees — are metres with the origin at the arena's bottom-left corner, x right, y up. Bearings are degrees counter-clockwise from east (0° = right, 90° = up), speeds are m/s, and every number shown to a policy is rounded to 2 decimals.

The body

One rigid torso disc plus four legs. There is no joint solver, no inverse kinematics and no ragdoll: five collision discs and one leg kinematic that turns the command byte into forces. This is a reduction, stated as one.

  • Torso: centre, velocity, heading, yaw rate, tilt, downTicks, radius TorsoRadius.
  • Four legs mounted at torso-relative direction offsets [0, 8, 16, 24]. Leg k's reach is a pure function of the current posture; its foot centre is p + reach · DirQ12[(heading + LegBaseIdx[k]) mod 32] / 4096.
  • Grounded: leg k is grounded iff its foot is inside ringRadiusNow and downTicks == 0. A foot over the rim finds no floor — no push, no balance recovery. Standing near the edge costing you traction and stability is the whole tactical spine of the game.

Actuation

ThrustUnit          =     3_600 µm/tick^2  -- effort 3, 4 legs grounded, posture 'even'
TractionMulPct      = [130, 100,  70,  90]
FricNumPer1024      = [ 40,  26,  16,  32] -- v -= (v * FricNum) div 1024, every tick
MaxSpeedByPosture   = [ 95_000, 135_000, 165_000, 115_000] µm/tick
MaxBodySpeedHard    =   260_000 µm/tick    -- the post-contact clamp and the fault guard
YawGainPct          = [ 70, 100, 130,  90]
YawAccelMilli       =       120 ; MaxYawMilli = 900 ; YawDragNumPer1024 = 180
Restitution         =     1_200 (Q12; 0.293 rebound)
ShoveUnit           =     6_200 µm/tick ; ShoveMulPct = [110, 100, 80, 150]
TipImpulseThreshUm  =    26_000 ; TipPerUmDiv = 40
LiftTipMilli        =        60 ; LiftSelfTipMilli = 20
TipRecvMulPct       = [ 60, 100, 140, 100]
SpinTipMilli        =       600 ; TipRecoverMilli = 26 ; TipDown = 1_000
DownTicks           =        36  (1.5 s) ; KnockdownsToLose = 3
CentreTieUm         =    20_000

Terminal speeds are set by friction, not by the clamp. low 3600·130/100 · 1024/40 = 119 808 (clamped to 95 000), even 141 784 (clamped to 135 000), high 161 280 (under its 165 000 clamp), lift 103 680 (under its 115 000 clamp).

The command byte

One uint8 per seat per tick — the recorded action, and the whole action stream.

drive   = int(cmd) div 16        # 0..15, a drive BEARING; direction index = 2*drive
posture = (int(cmd) div 4) mod 4 # 0 = low, 1 = even, 2 = high, 3 = lift
effort  = int(cmd) mod 4         # 0..3, leg load

16 × 4 × 4 is exactly 256, so the byte uses its whole range: no value is reserved and no value needs repair. The torso heading follows a yaw servo toward the drive bearing (a bug turns to face where it pushes) and leg reach is a pure function of posture. Force magnitudes between the four effort levels are reached by duty-cycling across ticks with an error-diffusion accumulator: 24 bytes a second is where the continuity lives, not in one byte's amplitude.

Time and rounds

TargetFps = ReplayFps = 24 ; there are NO substeps
turnTicks       =   36   (1.5 s)   -- the decision cadence; 60 turns per episode
roundTicks      =  396   (16.5 s)
resetTicks      =   36   (1.5 s)   -- the hold between rounds
maxRounds       =    5 ; roundsToClinch = 3   (best of five)
maxTicks        = 2160   (90.0 s)  = 5 x (396 + 36) = 60 x 36

Turn boundaries live on the global tick grid and are not re-aligned when a round ends early: re-aligning would make the wall-clock budget a function of how the rounds went, and the budget is what the platform kills you for.

Round start. The ring is full; both bugs are placed at rest on a seeded start axis at StartRadius from the centre, facing each other. Bug 0 takes the drawn axis on even rounds and the opposite end on odd rounds (the end swap), so no seat owns a side. The ring then shrinks by ShrinkPerTick per tick once the round tick passes ShrinkStartTick, floored at RingRadiusMin.

Resolution order (exact, every tick)

  1. Turn boundary. On t mod 36 == 0 while playing, the collected intents become each seat's standing intent and one intent chat record per seat goes into the replay. The intent is not hashed — the command bytes it produces are recorded, and those are what the viewer replays.
  2. Controller compile, in body index order (never seat order). driveCommand is a pure function of the sim state, the body index, its seat's intent and the tick, and returns the byte written with writeInputMaskChange.
  3. Ring geometry. ringRadiusNow, then leg reach, the four foot positions and groundedCount for both bodies.
  4. Yaw, body index order: servo toward the drive bearing, drag, clamp. A prone body skips the self-driven term but keeps drag and the clamp.
  5. Traction and linear dynamics: a prone body pushes with nothing and scrubs speed fast; thrust scales with effort, posture traction and groundedCount; then friction, the rest floor (integer friction can never reach zero, so a body inside RestFloorUm — 64 µm/tick, 0.0015 m/s — is snapped to rest and a coast really does end), the per-posture speed clamp, and p += v.
  6. Body–body contacts. Five collision discs a side (torso + four feet), so 25 pairs in one fixed order, every live test swept. A pair is skipped when either disc belongs to a prone bug (it folds its legs in, leaving the torso disc alone) or to a foot that is over the rim, so between 1 and 25 pairs are tested on a tick. Positional split (a prone body takes the whole penetration), normal impulse (equal masses), then the shove: a grounded foot with effort pushes the other bug away along the contact normal. The momentum comes from the floor, not from the receiver, so a well-planted pusher (groundedCount == 4) takes zero recoil — which is exactly why bracing on all four legs before you shove is the right play. Then contact torque (an off-centre hit spins you), tilt load scaled by the receiver's posture, and the MaxBodySpeedHard clamp.
  7. Tilt and knockdown. Spin above SpinTipMilli erodes your own stability; grounded legs recover it; at full tilt the bug goes Down for 36 ticks, folds its legs in, cannot push and cannot recover tilt.
  8. Arena box clamp — only reachable after a ring-out, so no coordinate can leave the world.
  9. Round end, first to fire: ring-out (a torso centre outside ringRadiusNow; both outside → the farther one loses, within CentreTieUm → a draw); knockout (three knockdowns in one round); round clock (fewer knockdowns wins, else closer to the centre, else a draw).
  10. Score bank — one proc, bankRound, identical on record and on playback.
  11. Hash — one gameHash per tick.
  12. Episode end: a clinch (complete/match_won), the wall clock (deadline/wall_clock), full time (complete/full_time), or a tripped invariant (fault/sim_fault).

There is no rescue rule, no difficulty ramp and no stalling timer beyond the shrinking ring.

Scoring

RoundWinMicro   = 1_000_000        (+1.000 for winning a round)
bonus(ring_out) =   250_000        (+0.250 -- the clean win)
bonus(knockout) =   250_000        (+0.250 -- three falls)
bonus(decision) =         0
draw            = banked to nobody

raw[s]   = roundMicro[perm[s]] / 1_000_000
score[s] = raw[s] - raw[1 - s]

Higher is better; the two scores sum to exactly 0.000. There is no time bonus, no thrust cost and no participation term. The reachable range is [−3.750, +3.750] (a 3–0 sweep of ring-outs).

Outcomeroundsraw[0]raw[1]score
3–0 sweep, all ring-outs33.7500.000+3.750 / −3.750
3–1, two ring-outs + one knockout, one decision lost43.7501.000+2.750 / −2.750
3–2, mixed52.7502.250+0.500 / −0.500
2–2 with one draw, full time52.5002.5000.000 / 0.000
2–3 the other way, all decisions52.0003.000−1.000 / +1.000
Five drawn rounds50.0000.0000.000 / 0.000

The league ranks by Elo (1000 / K 32) driven by results.win, tie-broken by mean results.scores. Elo is correct here: this is a strictly two-sided zero-sum head-to-head with a decided winner in every non-drawn episode.

End conditions

results.reason is a closed enum of exactly three values; results.endRule carries the detail.

reasonendRuleWhen
completematch_wonA bug reaches roundsToClinch round wins. The normal good ending.
completefull_timemaxRounds played, or maxTicks reached, with no clinch.
deadlinewall_clockwallClockBudgetSeconds (660) elapsed first. The sim stops at that tick, banks the round in progress as a draw, scores the state as it stands and writes a complete replay up to that tick.
faultsim_faultA step-12 invariant guard tripped. Partial replay written.
faulthost_errorAn unexpected server-side exception. Best-effort artifacts written.

A seat that never connects does not end the episode: the lobby budget expires, the no-show is reported to COGAME_PLAYER_FAILURE_URI, its bug is driven by the pusher baseline for the whole run, and the match plays to a normal ending.