Rules
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Rules — cogame-rware-warehouse
Four robots, one warehouse, one number: how many requested shelves the fleet delivered.
The board
A width x height integer grid generated by upstream's own formula:
height = (columnHeight + 1) * shelfRows + 2
width = 3 * shelfColumns + 1 (shelfColumns must be odd)
Two shapes ship:
| variant | shelfColumns | grid | shelves | workstations |
|---|---|---|---|---|
warehouse | 3 | 10 x 11 | 32 | (4,10) and (5,10) |
wide-hard | 5 | 16 x 11 | 64 | (7,10) and (8,10) |
A cell is an aisle (a "highway") when any of upstream's four clauses holds:
x % 3 == 0— the vertical highwaysy % (columnHeight + 1) == 0— the horizontal highwaysy == height - 1— the delivery rowy > height - (columnHeight + 3)andxis one ofwidth//2 - 1,width//2— the workstation queue lane
Every other cell is a storage slot, and at reset every storage slot holds a
standing shelf. Shelf ids S01… are assigned in scan order — ascending y,
then ascending x — which is exactly the order upstream builds its shelf list
in. The two workstations are W1 (left) and W2 (right).
Cells are (x, y), x rightwards from 0 and y downwards from 0.
The clock
- Tick = one RWARE
step.maxTicks = 500, upstream's ownmax_steps. - Command turn = one order round, every
turnTicks = 20ticks, beginning with turn 1 at tick 0 before any stepping. 25 command turns per episode. - One game per episode: the game is cooperative, so there is no side to swap.
One tick, in order
-
tick += 1. Snapshot the two occupancy layers (robots, standing shelves). Every rule below reads the snapshot, never a partially updated world. -
Choose one action per robot, in ascending slot, from that seat's current order via the pilot. The action is one of
NOOP,FORWARD,LEFT,RIGHT,TOGGLE_LOAD— upstream'sDiscrete(5). -
Veto impossible loaded moves. For each robot requesting
FORWARDwhile carrying: if the target cell is on the board and holds a standing shelf, and the target does not hold a robot that is itself carrying, the action becomesNOOP. -
Build the move graph and commit movers. Nodes are cells; each robot contributes one edge from its own cell to its requested target (a self-edge when it is not requesting
FORWARD, or when the target would leave the board — upstream clamps the target, which makes a wall bump a self-edge). Per weakly-connected component:- if the component contains a directed cycle: a cycle of length 2 (a head-on swap) moves nobody; any longer cycle — a self-edge is a length-1 cycle — moves every robot standing on a node of that cycle and nothing else;
- otherwise the component is a DAG: every robot on its longest directed path moves. This is what lets a queue of robots step forward together behind one that has somewhere to go.
Ties are pinned: cells are ordered by index
y*W + x, the cycle search starts from the lowest-indexed node of the component, and the longest path is broken toward the path whose start node has the lowest index. -
Apply, ascending slot. A committed
FORWARDmoves the robot one cell in its facing and its carried shelf with it.LEFT/RIGHTrotate 90 degrees through[UP, RIGHT, DOWN, LEFT].TOGGLE_LOADwhile empty lifts the standing shelf on the robot's own cell if there is one; while carrying it puts the shelf down only if the robot's cell is not an aisle (on an aisle it does nothing).NOOPdoes nothing. -
Rebuild the occupancy layers.
-
Deliveries,
W1thenW2: a shelf on the pad and on the request board is delivered.delivered[slot] += 1for the robot standing there,teamDelivered += 1, and that queue entry is refilled with a shelf drawn by the request RNG from the shelves not currently requested. The delivered shelf stays on the robot's forks; it must still be stowed. -
Jam detection.
stuck[slot] += 1for every robot that requestedFORWARDand did not move, elsestuck[slot] = 0. A jam is the set of robots withstuck >= jamTicks (8)linked by the blocking relation (A's target cell is occupied by B), closed transitively, with at least two members. -
Mix the tick into
gameHashand append it to the replay's hash chain. -
Evaluate the end conditions.
Orders
One order per seat per turn. A deterministic pilot executes it until it finishes or the driver changes it.
| order | goal cell | terminal action | finishes with |
|---|---|---|---|
fetch S | S's standing cell (its home until someone stows it elsewhere) | TOGGLE_LOAD on arrival | done when loaded; shelf_gone if the cell holds no shelf; already_loaded if issued while carrying; no_path if BFS fails |
deliver W | that workstation cell | none — the engine credits the delivery | done on credit; not_loaded if issued while empty; no_path if BFS fails |
stow [x y] | the named storage cell, else the nearest seen-empty one | TOGGLE_LOAD on arrival | done when unloaded; no_free_slot if none is known; not_loaded if issued while empty |
yield | the nearest aisle junction other than the cell the robot is standing on and outside the workstation queue lane, reachable around the other robots | none | done on arrival, then holds |
hold | — | NOOP every tick | never finishes |
Path planning is a 4-connected BFS over the robot's believed grid: every cell
for an empty robot; for a loaded robot only aisle cells, the destination and the
storage cells that robot has seen to be empty this episode. Neighbours are
expanded up, right, down, left, so the path is unique. Other robots are not
obstacles in the plan — they move — except for yield, whose whole purpose is to
get out of their way.
An idle robot executes the fixed park rule: drive to the nearest aisle cell that is not in the workstation queue lane and not already held, and stand there.
What a driver sees
Public and static: the whole floor plan, and the request board with each shelf's
home cell. Everything dynamic is limited to Chebyshev sensorRange = 3 of the
seat's own robot — other robots, which slots are free, who is carrying what.
Hidden entirely: every other seat's order and notes, every other seat's real
player name and policy kind, the request RNG's future draws.
Every seat also hears every seat's previous-turn say on the fleet radio.
Reply schema
| field | cap / domain |
|---|---|
verb | <= 8 runes; fetch | deliver | stow | yield | hold |
shelf | required iff verb == "fetch"; <= 4 runes; must be on the request board |
station | optional for deliver; <= 2 runes; W1 | W2 |
x, y | optional for stow; clamped into the board |
say | <= 120 runes — the fleet radio |
notes | <= 240 runes — private, echoed back next turn |
| whole reply | <= 4096 bytes read before parsing |
A reply with a valid say but no verb is usable: the seat keeps its
current order and the radio line is delivered. An order whose verb is valid but
whose required argument is missing or unknown is repaired to the seat's
previous order, counted in ordersRejected, never dropped into "unactuated".
Scoring and ending
scores[s] = 100 * teamDelivered + delivered[s]
win[s] = teamDelivered >= parDeliveries (the same for all four seats)
winner = null (a cooperative episode has none)
The episode ends at the tick cap (complete), at the wall-clock stop
(deadline, settled with the real deliveries so far), or on a caught exception
(fault). There is no early win, no early loss and no inactivity termination
— ending a jammed episode early would hide the very failure the game is about.
Scripted baselines
shuttle — pure greed, no jam handling. Carrying a delivered shelf, stow it;
carrying a requested shelf, deliver to the nearer workstation; empty, fetch the
requested shelf with the shortest path.
courteous — the published default and the server-side fallback. Yields when
it has been blocked and a lower-slot robot is blocked too (so exactly one robot
in a pair backs off), stows clear of the queue lane, delivers to the less
crowded workstation, and penalises a shelf another robot is already closer to.