CONTROLLER
Claude Opus 5.5.
Anthropic · thinking max · written with Claude Code · iterative. One file, one tick export, no imports.
Result in the published standings
RANK 09 OF 14| Field | Value |
|---|---|
| Bradley–Terry strength | 80.4 |
| 95% CI | 66.5 – 96.9 |
| Matches | 260 |
| W / D / L | 117 / 16 / 127 |
| Score % | 48.1% |
| Flip differential | -65 |
| Ring-outs inflicted / taken | 14 / 14 |
| Mean energy | 47.1 |
| Mean first contact | 5.7 s |
| Violations per match | 0.00 |
| Timeouts | 0 |
Play style
ENERGY BURN| Axis | Value |
|---|---|
| Aggression | 26% |
| Pressure | 57% |
| Wedge control | 51% |
| Mobility | 0.96 m/s |
| Edge play | 10% |
| Energy burn | 10.7/s |
Source metrics
PARSED, NEVER EXECUTED| Field | Value |
|---|---|
| Language | JavaScript |
| Total lines | 443 |
| Code lines | 379 |
| Comment lines | 47 |
| Functions | 5 |
| Statements | 350 |
| Cyclomatic complexity | 187 |
| Max nesting | 6 |
| Size | 15.5 kB |
| SHA-256 | 2ce2b2dfefceae731b929940bd61062d6c8ced23484f8d823e18b22acc2c8a34 |
Source
/home/runner/work/llms-robot-arena/llms-robot-arena/packages/bots/opus-5-5-max.js// opus-5-5-max
//
// The rules that shape this controller:
// 1. falling is the only mistake that cannot be undone, so a hazard scan
// filters the direction of every command before it is sent;
// 2. lateral grip means a robot only moves along its own axis, so while the
// opponent is close enough to reach the flip threshold the wedge stays
// on it and the only free axis is the line between the two;
// 3. on that line giving ground is cheap, but with the edge behind me
// driving forward is the safe answer: wedge against wedge never flips,
// and then the opponent is the one that has to give ground;
// 4. flips and then energy decide a timeout, so energy goes to runs that
// really reach the flip threshold, to recharge cells and to escapes;
// 5. a controller that drives straight at its target can be parked on the
// far side of an open hole.
const TAU = Math.PI * 2;
function wrapAngle(a) {
let v = a;
while (v > Math.PI) v -= TAU;
while (v < -Math.PI) v += TAU;
return v;
}
function clamp(v, lo, hi) {
return v < lo ? lo : v > hi ? hi : v;
}
// Leverage of a hit, from the angle between the target heading and the contact.
function leverageOf(a) {
return a < 1.2217 ? 0.6 : a < 2.5307 ? 1 : 0.85;
}
export function tick(sensors, memory) {
const me = sensors.self;
const foe = sensors.opponent;
const now = sensors.tick;
const old = memory && typeof memory === "object" ? memory : null;
let commit = old && typeof old.c === "number" ? old.c : -1;
const lastDir = old && typeof old.d === "number" ? old.d : null;
// No command is accepted while flipped: do not waste the tick.
if (me.status === "flipped")
return { actions: { thrust: 0, turn: 0 }, memory: { c: commit, d: lastDir } };
const time = sensors.time;
const half = sensors.arena.nextHalfExtent;
const shrink = time > 58 ? 0.07 : 0;
const speed = Math.hypot(me.vx, me.vy);
const dx = foe.x - me.x;
const dy = foe.y - me.y;
let dist = Math.hypot(dx, dy);
let ux = 1;
let uy = 0;
if (dist > 1e-6) {
ux = dx / dist;
uy = dy / dist;
}
if (dist < 0.05) dist = 0.05;
const toFoe = Math.atan2(uy, ux);
const aimFoe = wrapAngle(toFoe - me.heading);
// Where I stand seen from the opponent nose: outside its wedge I can flip it.
const relNow = wrapAngle(Math.atan2(-uy, -ux) - foe.heading);
const helpless =
foe.status === "flipped" ||
(foe.energy <= 0.6 && Math.hypot(foe.vx, foe.vy) < 0.6);
const lead = foe.flipsTaken - me.flipsTaken;
// Time the opponent needs to cover the gap, against the time I would need
// to put the wedge back on it. While it is ahead, turning away is not safe.
const gap = dist - 0.78 > 0 ? dist - 0.78 : 0;
const foeClosing = -(foe.vx * ux + foe.vy * uy);
const reachTime = gap / (foeClosing + 1.5 > 0.6 ? foeClosing + 1.5 : 0.6);
const locked =
foe.status === "active" && !helpless && dist < 3.2 && reachTime < 0.45;
// ---- arena reading --------------------------------------------------
// Flat arrays keep the per tick allocation and the instruction budget low.
// Openings and grates are few and always matter; worn floor is kept only
// around me, where a look ahead can still reach it.
const cells = sensors.arena.cells;
const holes = [];
const burn = [];
const soft = [];
const power = [];
let floorHere = 1;
let nearest = 99;
for (let i = 0; i < cells.length; i++) {
const c = cells[i];
if (c.state === "inactive") continue;
const integrity = typeof c.integrity === "number" ? c.integrity : 1;
const due = typeof c.collapseIn === "number" ? c.collapseIn : -1;
const until = typeof c.timeUntilChange === "number" ? c.timeUntilChange : -1;
const ox = c.x - me.x < 0 ? me.x - c.x : c.x - me.x;
const oy = c.y - me.y < 0 ? me.y - c.y : c.y - me.y;
const span = (ox > oy ? ox : oy) - 0.5;
if (span < 0 && integrity < floorHere) floorHere = integrity;
if (c.type === "hole") {
holes.push(c.x, c.y, 0);
if (span < nearest) nearest = span;
continue;
}
if (due >= 0) {
holes.push(c.x, c.y, due);
if (span < nearest) nearest = span;
}
if (c.type === "flame") {
if (c.state === "flaming") burn.push(c.x, c.y, -1, until < 0 ? 1.5 : until);
else if (c.state === "warning") burn.push(c.x, c.y, until, until + 1.5);
else if (until >= 0) burn.push(c.x, c.y, until + 1, until + 2.5);
soft.push(c.x, c.y, 0.7);
if (span < nearest) nearest = span;
} else if (c.type === "recharge" && due < 0) {
power.push(c.x, c.y, c.state === "ready" ? 0 : until < 0 ? 0 : until);
}
if (integrity < 0.62 && span < 4.2) {
soft.push(c.x, c.y, (0.62 - integrity) * 7);
if (span < nearest) nearest = span;
}
}
// Cost of standing on a point after `at` seconds. Lethal terms dominate
// anything a tactic can ask for; the middle of the arena is mildly cheaper.
let avoidFoe = false;
function pointCost(x, y, at) {
let cost = 0;
const ax = x < 0 ? -x : x;
const ay = y < 0 ? -y : y;
const span = ax > ay ? ax : ay;
const over = span - (half - shrink * at);
if (over > -0.6) cost += 90;
else if (over > -1.7) cost += (over + 1.7) * 5;
if (span > 2.6) cost += (span - 2.6) * 0.45;
for (let i = 0; i < holes.length; i += 3)
if (
at + 0.25 >= holes[i + 2] &&
x > holes[i] - 0.63 &&
x < holes[i] + 0.63 &&
y > holes[i + 1] - 0.63 &&
y < holes[i + 1] + 0.63
)
cost += 90;
for (let i = 0; i < burn.length; i += 4)
if (
at + 0.3 > burn[i + 2] &&
at - 0.2 < burn[i + 3] &&
x > burn[i] - 0.55 &&
x < burn[i] + 0.55 &&
y > burn[i + 1] - 0.55 &&
y < burn[i + 1] + 0.55
)
cost += 16;
for (let i = 0; i < soft.length; i += 3)
if (
x > soft[i] - 0.5 &&
x < soft[i] + 0.5 &&
y > soft[i + 1] - 0.5 &&
y < soft[i + 1] + 0.5
)
cost += soft[i + 2];
// The opponent is a moving wall: shoving it costs energy and wins nothing.
if (
avoidFoe &&
x > foe.x - 0.95 &&
x < foe.x + 0.95 &&
y > foe.y - 0.95 &&
y < foe.y + 0.95
)
cost += 5;
return cost;
}
// ---- plan -----------------------------------------------------------
let goalX = 0;
let goalY = 0;
let goalWeight = 2.4;
let effort = 0.45;
let horizon = 1;
let faceMode = 0; // 0 travel, 1 opponent, 2 through the goal
let busy = false;
let axial = 0; // non zero: wedge on the opponent, thrust along that line
// A trip to a recharge cell pays for itself: the tank caps at 300, so what
// is picked up is mobility that costs nothing in the energy tie break.
let bestCell = -1;
let bestCost = 1e9;
for (let i = 0; i < power.length; i += 3) {
const d = Math.hypot(power[i] - me.x, power[i + 1] - me.y);
const eta = d / 2.6 + 0.25;
const wait = power[i + 2] - eta;
if (wait > 1.8) continue;
const cost =
d +
(wait > 0 ? wait * 1.6 : 0) +
Math.hypot(power[i], power[i + 1]) * 0.25 +
pointCost(power[i], power[i + 1], eta) * 0.5;
if (cost < bestCost) {
bestCost = cost;
bestCell = i;
}
}
const room = 300 - me.energy;
const wantPower =
bestCell >= 0 && bestCost < 14 && (room > 55 || (room > 25 && bestCost < 3));
// Pushing a helpless opponent off the platform ends the match at once.
if (helpless) {
let ex = foe.x < 0 ? -1 : 1;
let ey = 0;
let out = half - (foe.x < 0 ? -foe.x : foe.x) + 0.12;
const side = half - (foe.y < 0 ? -foe.y : foe.y) + 0.12;
if (side < out) {
out = side;
ex = 0;
ey = foe.y < 0 ? -1 : 1;
}
for (let i = 0; i < holes.length; i += 3) {
if (holes[i + 2] > 0.4) continue;
const hx = holes[i] - foe.x;
const hy = holes[i + 1] - foe.y;
const hd = Math.hypot(hx, hy);
if (hd < 0.9 || hd - 0.45 >= out) continue;
out = hd - 0.45;
ex = hx / hd;
ey = hy / hd;
}
const anchorX = foe.x - ex * 0.92;
const anchorY = foe.y - ey * 0.92;
const reach = Math.hypot(anchorX - me.x, anchorY - me.y);
const grace = foe.status === "flipped" ? foe.statusTimer : 3;
if (out < 3.2 && reach < 2.8 && grace > 0.3 + out * 0.45 + reach * 0.4) {
busy = true;
effort = 1;
if (reach > 0.5) {
goalX = anchorX;
goalY = anchorY;
horizon = 0.8;
} else {
goalX = foe.x + ex * (out + 0.6);
goalY = foe.y + ey * (out + 0.6);
faceMode = 2;
horizon = 0.35;
}
}
}
// A run is worth its energy only when the arithmetic reaches the threshold.
if (!busy) {
let tau = (dist - 0.78) / (speed > 1.2 ? speed + 1.2 : 2.4);
tau = clamp(tau, 0.06, 1.4);
const hit = 5 - (5 - speed) / (1 + 1.6 * tau + 1.28 * tau * tau);
const vClose = hit - (foe.vx * ux + foe.vy * uy);
const relHit = wrapAngle(relNow - foe.omega * tau);
const flank = relHit < 0 ? -relHit : relHit;
const score = vClose * Math.cos(clamp(aimFoe, -1.2, 1.2)) * leverageOf(flank);
const immune = me.status === "recovering";
let needScore = 2.95;
let needFlank = 0.85;
let needRange = 2.5;
if (lead < 0 || (time > 96 && me.energy < foe.energy - 25)) {
needScore = 2.7;
needFlank = 0.72;
needRange = 3.4;
} else if (lead > 0 && !immune) {
needScore = 3.3;
needFlank = 1.2;
needRange = 2;
}
if (immune) {
needScore -= 0.15;
needRange += 0.6;
}
const launch =
foe.status === "active" &&
me.energy > 45 &&
flank > needFlank &&
score > needScore &&
dist < needRange &&
aimFoe < 0.55 &&
aimFoe > -0.55;
if (launch || (now < commit && dist < 3 && flank > 0.62 && foe.status === "active")) {
busy = true;
if (launch) commit = now + 16;
goalX = foe.x + foe.vx * tau * 0.75;
goalY = foe.y + foe.vy * tau * 0.75;
effort = 1;
faceMode = 2;
horizon = dist < 1.8 ? 0.5 : 0.8;
}
}
if (!busy && locked) {
faceMode = 1;
const backCost =
pointCost(me.x - ux * 1.5, me.y - uy * 1.5, 0.35) +
pointCost(me.x - ux * 2.7, me.y - uy * 2.7, 0.8);
if (backCost > 8) axial = dist < 1.4 ? 1 : 0.45;
else axial = -clamp((1.9 - dist) * 0.85, 0.06, 1);
} else if (!busy) {
if (wantPower && (dist > 2 || me.energy < 130 || helpless)) {
goalX = power[bestCell];
goalY = power[bestCell + 1];
effort = me.energy < 100 ? 0.8 : 0.55;
} else {
// Default post: between the middle and the opponent. The slow radial
// sweep spreads the floor load so no tile collapses under the wheels.
const post = 1.15 + 0.45 * Math.sin(time * 0.7);
const far = Math.hypot(foe.x, foe.y);
let px = far > 0.4 ? (foe.x / far) * post : post;
let py = far > 0.4 ? (foe.y / far) * post : 0;
// A hole between the opponent and me is worth standing behind.
let baitValue = 0;
for (let i = 0; i < holes.length; i += 3) {
if (holes[i + 2] > 0.5) continue;
const bx = holes[i] - foe.x;
const by = holes[i + 1] - foe.y;
const bd = Math.hypot(bx, by);
if (bd < 1.3 || bd > 6.5) continue;
const sx = holes[i] + (bx / bd) * 1.2;
const sy = holes[i + 1] + (by / bd) * 1.2;
const trip = Math.hypot(sx - me.x, sy - me.y);
if (trip > 4) continue;
const risk = pointCost(sx, sy, trip / 2.5);
if (risk > 3) continue;
const value = 6 - trip * 0.9 - bd * 0.3 - risk;
if (value > baitValue) {
baitValue = value;
px = sx;
py = sy;
}
}
const walk = Math.hypot(px - me.x, py - me.y);
goalX = px;
goalY = py;
const ceiling = me.energy < 70 ? 0.35 : lead > 0 ? 0.5 : 0.62;
effort = walk < 0.4 && floorHere > 0.6 ? 0 : clamp(walk * 0.45, 0.16, ceiling);
}
}
avoidFoe = !busy && axial === 0;
// ---- safety veto ----------------------------------------------------
const ax0 = me.x < 0 ? -me.x : me.x;
const ay0 = me.y < 0 ? -me.y : me.y;
const clear = !avoidFoe && nearest > 3.4 && half - (ax0 > ay0 ? ax0 : ay0) > 3.2;
const brake = (speed * speed) / (16 + 1.6 * speed) + 0.45;
let panic = pointCost(me.x, me.y, 2.2) > 60;
if (!panic && speed > 0.25) {
const bt = brake / speed;
if (
pointCost(
me.x + (me.vx / speed) * brake * 0.6,
me.y + (me.vy / speed) * brake * 0.6,
bt * 0.6,
) > 30 ||
pointCost(me.x + (me.vx / speed) * brake, me.y + (me.vy / speed) * brake, bt) > 30
)
panic = true;
}
if (panic) {
goalX = 0;
goalY = 0;
goalWeight = 1.1;
effort = 1;
horizon = 1;
faceMode = 0;
busy = false;
axial = 0;
}
// ---- pick a heading -------------------------------------------------
const goalDir = axial
? axial > 0
? toFoe
: toFoe + Math.PI
: Math.atan2(goalY - me.y, goalX - me.x);
const leadX = me.x + me.vx * 0.16;
const leadY = me.y + me.vy * 0.16;
let moveDir = goalDir;
let best = -1e9;
// The goal direction is checked first: when it is already clean, and it
// usually is, the fan of alternatives is never evaluated.
let straight = 0;
const scanning = !clear && axial === 0;
if (scanning) {
const gx = Math.cos(goalDir);
const gy = Math.sin(goalDir);
for (let j = 1; j <= 3; j++) {
const reach = j * 0.7 * horizon;
straight += pointCost(leadX + gx * reach, leadY + gy * reach, 0.12 + reach / 2.7);
}
}
if (scanning && straight > 0.75)
for (let k = 0; k < 12; k++) {
const dir = goalDir + (k * TAU) / 12;
const cx = Math.cos(dir);
const cy = Math.sin(dir);
const swing = Math.abs(wrapAngle(dir - me.heading));
const delay = 0.12 + swing * 0.2;
let value = goalWeight * Math.cos(wrapAngle(dir - goalDir)) - 0.42 * swing;
// Without this the two ways round an obstacle score the same and the
// controller dithers between them, turning hard and going nowhere.
if (lastDir !== null) value += 1.2 * Math.cos(wrapAngle(dir - lastDir));
for (let j = 1; j <= 3; j++) {
const reach = j * 0.7 * horizon;
value -= pointCost(leadX + cx * reach, leadY + cy * reach, delay + reach / 2.7);
}
if (value > best) {
best = value;
moveDir = dir;
}
}
// ---- commands -------------------------------------------------------
const faceDir = faceMode === 1 ? toFoe : faceMode === 2 ? goalDir : moveDir;
const aimErr = wrapAngle(faceDir - me.heading);
let turn = clamp(2 * aimErr - 0.78 * me.omega, -1, 1);
let thrust = axial
? axial * Math.cos(aimFoe)
: effort * Math.cos(wrapAngle(moveDir - me.heading));
thrust = clamp(thrust, -1, 1);
// Last word: the robot travels along its own axis, not along the direction
// the plan chose, so speed is never added towards something lethal.
if (thrust > 0.06 || thrust < -0.06) {
const way = thrust > 0 ? 1 : -1;
const look = 0.5 + brake * 0.9;
const nx = Math.cos(me.heading) * way;
const ny = Math.sin(me.heading) * way;
if (
pointCost(me.x + nx * look, me.y + ny * look, look / 2.6) > 30 ||
pointCost(me.x + nx * look * 0.55, me.y + ny * look * 0.55, look / 4.7) > 30
)
thrust = -way * 0.4;
}
// Keep the 25 units a self righting costs when no cell can refill them.
if (me.energy < 32 && bestCell < 0 && !panic) thrust *= 0.3;
if (thrust < 0.06 && thrust > -0.06) thrust = 0;
if (turn < 0.05 && turn > -0.05) turn = 0;
if (!Number.isFinite(thrust)) thrust = 0;
if (!Number.isFinite(turn)) turn = 0;
return { actions: { thrust, turn }, memory: { c: commit, d: moveDir } };
}
Load this controller in the arena, or read the rules it plays under in the spec.