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coreyja's
battlesnakes

A collection of Battlesnake AIs written in Rust. From simple baselines to Monte Carlo tree search, each snake brings a different strategy to the arena.

10 snakes deployed

Amphibious Arthur

Recursive Simulation

Simulates opponent sprawl and scores positions recursively. Keeps health around 80 and looks several moves ahead.

headtrans-rights-scarf|tailswirl
/amphibious-arthur

Bombastic Bob

Random Reasonable

Picks a random valid move that won't immediately kill him. Simple, unpredictable, surprisingly effective.

headtrans-rights-scarf
/bombastic-bob

Constant Carter

Always Right

Always moves right. The ultimate baseline snake — used for latency testing and benchmarking.

headtrans-rights-scarf
/constant-carter

Devious Devin

Paranoid Minimax

Assumes all opponents play optimally against him. Hunts food when short, stalks opponents when long.

headtrans-rights-scarf|tailrbc-necktie
/devious-devin

Eremetic Eric

Tail Chaser

The hermit snake. Chases his own tail in tight loops, only breaking formation to eat when starving.

headtrans-rights-scarf
/eremetic-eric

Famished Frank

Grow & Corner

Eats until enormous, then retreats to corners. Uses A* pathfinding to navigate around hazards.

headtrans-rights-scarf
/famished-frank

Gigantic George

Hamiltonian Path

Attempts to fill the entire board with a Hamiltonian path. Encodes the full route in shout messages.

headtrans-rights-scarf
/gigantic-george

Jump Flooding

Area Control

Minimax with jump flooding algorithm for space evaluation. Maximizes the ratio of squares under its control.

headtrans-rights-scarf
/jump-flooding

Hovering Hobbs

Minimax + Flood Fill

Advanced paranoid minimax with flood fill scoring. Adapts strategy for arcade maze vs standard maps.

headbeach-puffin-special|tailbeach-puffin-special
/hovering-hobbs

Improbable Irene

Monte Carlo Tree Search

Uses MCTS with UCB1-normal selection. Simulates thousands of random games to find the strongest move.

headhydra|tailmystic-moon
/improbable-irene