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Crate ai_tournament

Crate ai_tournament 

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§Ai Tournament

A modular Rust crate system for evaluating AI agents via customizable tournaments, supporting sandboxed execution and flexible constraints.

It provides:

  • Match scheduling and execution (Evaluator)
  • Tournament logic via the TournamentStrategy trait
  • Built-in strategies like SinglePlayerTournament, SwissTournament and RoundRobin
  • Resource constraints enforced through Linux cgroups v2 and taskset

Each match consists of one or more agents, each running as a separate OS process. Process-level isolation applies constraints such as CPU affinity, memory limits, and timeouts.

§Documentation Overview

  • For details about the core tournament execution and agent lifecycle, see the server module.
  • For configuring evaluation behavior, resource limits, and execution environment, see Configuration and constraints.
  • To understand tournament formats and match scheduling, see the TournamentStrategy trait and its implementations.
  • For implementing custom games and agents, check out the [Game] and [GameFactory] traits.

This crate is designed to be modular and extensible, allowing you to customize agent compilation, match execution, and resource management.

§Usage Example

Below is a minimal example of using the evaluator with a custom game and built-in tournament:

use std::{collections::HashMap, time::Duration};
use anyhow;
use ai_tournament::prelude::*;

fn main() -> anyhow::Result<()> {
    // Define per-agent constraints
    let constraints = ConstraintsBuilder::new()
        .with_ram_per_agent(1000) // in MB
        .with_action_timeout(Duration::from_millis(100))
        .build()?;

    // Create a configuration allowing uncontained execution if cgroup v2 or taskset are not
    // available
    let config = Configuration::new().with_allow_uncontained(true);

    // Your custom game implementing the Game + GameFactory traits
    let factory = YourGame::new();
    let evaluator = Evaluator::new(factory, config, constraints);

    let tournament = SinglePlayerTournament::new(10); // Run 10 games per agent
    let (results, errors): (HashMap<String, SinglePlayerScore<_>>, _) =
        evaluator.evaluate("path_to_agents_directory", tournament)?;

    // Sort and display scores
    let mut sorted = results.iter().collect::<Vec<_>>();
    sorted.sort_by(|a, b| b.1.cmp(a.1));
    for (agent_name, score) in sorted {
        println!("{agent_name}: {score:?}");
    }
    // Print non-compiling agents and the associated error
    println!("\nNon-compiling agents:");
    for (agent_name, error) in errors.into_iter() {
        println!("{agent_name}: {error}");
    }

    Ok(())
}

§Example Agent

Here’s a minimal agent implementation that communicates over TCP:

use std::{
    env,
    io::{Read, Write},
    net::{Ipv4Addr, SocketAddrV4, TcpStream},
    str::{self, FromStr},
    time::Duration,
};

use anyhow;

use ai_tournament::game_interface::Game;

fn main() -> anyhow::Result<()> {
    let mut args = env::args();
    let _ = args.next(); // Skip binary name

    // Read the port number to connect to
    let port = args.next().unwrap().parse()?;
    let addr = SocketAddrV4::new(Ipv4Addr::from_str("127.0.0.1")?, port);
    let mut stream = TcpStream::connect(addr)?;

    // Optionally, reading time_budget and action_timeout from next args
    let total_time_budget = Duration::from_micros(args.next().unwrap().parse()?);
    let action_timeout = Duration::from_micros(args.next().unwrap().parse()?);
    // After the four first arguments (binary name, port number, time budget, and action
    // timeout) will follow your arguments defined in your config file

    let mut agent = YourAgent::new();

    // Interaction loop
    loop {
        let mut buf = [0; 4096];
        let n = stream.read(&mut buf)?;
        let string = str::from_utf8(&buf[..n])?;

        // Parse game state, compute action, send it back
        let game_state = string.parse::<<YourGame as Game>::State>()?;
        let action = agent.select_action(game_state);
        stream.write_all(action.to_string().as_bytes())?;
    }
}

§Agent Requirements

  • Game::State and Game::Action must implement ToString and FromStr
  • Agent logic must terminate within the configured timeout
  • Communication is done over TCP using a basic protocol:
  • Server -> Agent : string of Game::State
  • Agent -> Server : string of Game::Action

Re-exports§

pub use anyhow;

Modules§

configuration
Config for the evaluator behaviors
constraints
Defines resource constraints for AI agent execution.
game_interface
Module defining traits that need to be implemented to use the evaluator
prelude
Commonly used types and traits for quick access.
server
Core evaluation logic for running AI tournaments.
tournament_strategy
Tournament strategies used by the evaluator to schedule agent matchups.