CORE: ONLINE
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SUPABASE POSTGRESQL POOLER: STABLE (HIKARI: 2)
BC
BATTLECODE-UETAI Arena Cockpit
TECHNICAL SPECIFICATIONS & BOT PROTOCOL

CYBER-GRID RULEBOOK

Complete guide to the 16x16 deterministic simulation, entity stats, combat rules, and communication protocol.

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ARENA GEOMETRY
16 x 16 GRID

Symmetric procedural map seeded randomly. Rotational symmetry ensures fair distance between cores and resource nodes.

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MATCH DURATION
200 TICKS MAX

If both cores survive past Tick 200, winner is decided by: Core HP → Total Unit HP → Remaining Resources.

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COMMUNICATION
NDJSON / STDIN

Single-line JSON per tick. Advance immediately upon receiving newline; no process restart per tick.

Unit Types & Specifications

UNITBUILD COSTMAX HPATTACKVISION (R)SPECIAL ABILITY
CORE—10004Generates 10 Data/tick; Spawns units; Loss = Defeat
WORKER20 Data2552Mines +5 Data/tick when on Resource Node
SCOUT25 Data2085High mobility & wide vision radius for reconnaissance
TANK50 Data60202Heavy armor frontline combat unit
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DISQUALIFICATION & SANDBOX RULES
  • Warmup: Bot must print READY\n within 1,000 ms on startup.
  • Turn Budget: 50 ms base time + 2,000 ms Time Bank reserve. Exhausting Time Bank causes instant disqualification.
  • I/O Caps: Max 16 KB stdout per turn line. Max 200 chars/tick stderr logging.
  • Environment: Network access is disabled (--unshare-net); file system is read-only except for private tmpfs.