Amphibious Arthur
Simulates opponent sprawl and scores positions recursively. Keeps health around 80 and looks several moves ahead.
Bombastic Bob
Picks a random valid move that won't immediately kill him. Simple, unpredictable, surprisingly effective.
Constant Carter
Always moves right. The ultimate baseline snake — used for latency testing and benchmarking.
Devious Devin
Assumes all opponents play optimally against him. Hunts food when short, stalks opponents when long.
Eremetic Eric
The hermit snake. Chases his own tail in tight loops, only breaking formation to eat when starving.
Famished Frank
Eats until enormous, then retreats to corners. Uses A* pathfinding to navigate around hazards.
Gigantic George
Attempts to fill the entire board with a Hamiltonian path. Encodes the full route in shout messages.
Jump Flooding
Minimax with jump flooding algorithm for space evaluation. Maximizes the ratio of squares under its control.
Hovering Hobbs
Advanced paranoid minimax with flood fill scoring. Adapts strategy for arcade maze vs standard maps.
Improbable Irene
Uses MCTS with UCB1-normal selection. Simulates thousands of random games to find the strongest move.