Implementation
From Future Skill
This article goes through most of the information that one needs to write an implementation for executor version 3. It contains sections about API details, sections about best practices, and some example code tests and challenges to get a complete picture. It does not cover the challenge editor and its options, neither does it cover the canvas API.
Read more general information about the freecode creator here: Freecode creator
Read more information about the graphical canvas here: Freecode graphics
Contents
- 1 The Challenge class
- 2 Logging and printing
- 3 Example implementations
The Challenge class
The Challenge class is initialized with a context object and once initialization is done the step function will be called continuously until the challenge is completed.
The context object
The context object given in the Challenge constructor contains data for the current run and has some additional useful functionality. This section goes through them in detail.
level: int
The current challenge level.
canvas
An object that is used to interact with the canvas. It is used to add new graphical elements, more details on them are covered by another document. It is best practice to only modify the canvas in dedicated setup and update methods (by default _setup_canvas and _update_canvas).
console
An object that is used to interact with the console. It has two methods: log and debug. The log method acts similar to print and prints the arguments to the console for all players. The debug method acts identically except it only prints when inside the challenge editor.
Some example of how to use the console can be found here.
solutions: list
The list of solutions partaking in the challenge together for this level. There are more details on the solution objects later in this document. This list will always be the same length as the number of solutions. However, they will all be set to None when generating the initial state of the canvas (this affects the Challenge constructor, not the step method).
parallel
An object that acts as a proxy solution for making parallel solution calls. It has the candidate methods specified in the API specification, but not the solution attributes. More details about calling solutions in parallel is available in a later section.
living_solutions
A method that generates index-solution pairs for each living solution (solutions that have not crashed or timed out). This is the recommended way to iterate through solutions in the step method.
The solution objects
The solution objects contain information about the solutions partaking in the challenge level and is a way to call candidate methods on the solutions. The solutions objects have the candidate methods specified in the API specification which is used to call the solution and get a result. Calling a solution may result in a SolutionException (imported from lib.exceptions) which must be caught (the solution is no longer alive at that point). Note that the challenge must not call a candidate method on a crashed solution. The solution objects also have the following attributes.
name: str
The name of the solution. This will either be the player name or a placeholder name.
index: int
The index of the solution. This should be used to identify a solution.
console
An individual console for the solution. The interface is identical to the global console except that it limits the output to the console of the specific solution.
alive: bool
A flag indicating if the solution is still running or has crashed/timed out.
What to do in the Challenge constructor
The challenge constructor should do the following things (preferably in this order):
- Store the context and select the appropriate level configuration.
- Initialise the required challenge attributes.
- Initialise any additional variables used for the run.
- Setup the canvas.
The constructor should not:
- Call any solution methods (neither individual, nor in sequence or in parallel).
Note that the step method is not guaranteed to be called before the solutions call the API methods on the challenge, so any preparations needed for the API methods must be done in the constructor.
What to do in the step method
The step method should do the following things:
- Call any solution methods (either individual, in sequence, or in parallel).
- Update any variables, etc.
- Update the scores.
- Update the canvas.
- If appropriate, mark the challenge as finished.
It is important that the step method catches any SolutionExceptions raised when calling the solutions. The examples include best practices for handling solution calls (especially note how the “Code test” example handles multiple calls on the same solution).
Making parallel solution calls
Calling the solutions in parallel is preferable if the challenge supports it (i.e. the actions of one solution does not affect any other solution until all solutions have acted). To call solutions in parallel the context.parallel object should be used instead of the solution objects themselves.
The results of a parallel call is a dictionary with solution indices as keys and the solution result as value. There is no need to catch SolutionException when making parallel calls. Only solutions that lived before making the call are included in the dictionary. The solution result is either a the return value from the solution or a SolutionException if the solution crashed, therefore it is necessary to make an isinstance check on the result (unless the return value is not needed).
The differences between sequential and parallel solution calls are highlighted in the “Challenge” and “Parallel challenge” examples.
The API methods
The challenge should have methods matching the API methods in the API specification. These methods should take a solution object as its second argument. This solution object corresponds to the solution that called this API method.
Sometimes an API method has additional restrictions on its arguments. If this is the case then they should be thoroughly documented in the challenge/test description. In the API method a specific check should be put in place where a SolutionException (imported from lib.exceptions) with an appropriate message should be raised. This will terminate that solution, taking it out from the challenge from then on.
The Challenge attributes
There are a couple of required attributes for a challenge, these must be set in the constructor as they are used continuously throughout the challenge run. They are listed here, together with the required type and a short summary of how it is used.
finished: bool
Indicates whether the challenge run is completed or not, once it is set to true the step method won’t be called any more and the run will end. Note that the run will also end if all solutions have crashed.
level_name: str
The name of the level. For a code test it should be descriptive and echo what is being tested. For challenges it is not as important to be descriptive, but it doesn’t hurt. Usually taken from the configuration.
max_score: int
The total possible score for the level. For a code test this should usually be 10. For challenges this value might not make sense, but it is currently still required. Usually taken from the configuration.
scores: [int]
A list of scores corresponding to each solution. Should be updated in each call to the step method.
Score strategy
How to score a tournament: tournaments should use a 70/30/0 scoring system for three participants. This is to avoid the issue that otherwise the ELO doesn’t change if the scores are very close.
The configurations
The challenge usually has a _configuration list containing a dictionary for each level. This dictionary can be used to store the level configuration (constants, initial values, flags, etc) and usually contain the following items.
name (str)
The level name (used to set level_name).
show_canvas (bool)
A flag indicating if the canvas should be rendered or not. The canvas should always be rendered for public levels, and preferably also for hidden levels. The flag is often False for performance levels in code tests due to the large input size.
max_score (int)
The maximum score for the level (used to set max_score).
Logging and printing
Print from the solution
To print from the solution to the console just use the regular print statement used by your language. In python3 it would be "print('hello world')".
Print from the implementation
Due to the way communication is done between implementation and solutions it is not possible to use the regular python print function. Instead you have to use the built in console object that is part of the context as explained earlier in this page.
In order to write to the console from the implementation one has to access either the console from the context, or one can access a console linked to a specific solution. Printing to specific solutions can be useful when creating a tournament where multiple solutions compete against each other.
self._context.console.log('Everyone can always see this') self._context.console.debug('Everyone can see this during development') solution.console.log('Only the tagged solution can see this') solution.console.debug('The tagged solution can only see this during development')
If multiple logs will be done it can be useful to temporarily save the console object and use that one.
console = self._context.console console.log('Everyone can always see this')
Example implementations
The example implementations are functionally very simple and are only intended to demonstrate some different concepts that can be used when writing an implementation.
Expand the examples to see implementation code.
Exercise example
In this implementation the candidate should compute the sum and difference of two numbers. The candidate methods are sum() -> int and difference() -> int. The API methods are get_a() -> int and get_b() -> int.
""" This is the module containing the challenge implementation. """ from lib.exceptions import SolutionException class Challenge: """ A new challenge object is created when a challenge level is run. :var finished: Whether the level run is finished or not. :vartype finished: bool :var level_name: The name of the current level. :vartype level_name: str :var max_score: The highest possible score for the level. :vartype max_score: int :var scores: The scores for all solutions. :vartype scores: [int] """ def __init__(self, context): """ :param contex: An object containing relevant information for this run. Read the provided challenge creation documentation for more details. """ self._context = context # At the end of this template there is a list of level configurations. # Here we check the level value and look up the current configuration. if not 0 <= self._context.level <= len(self._configurations): raise Exception(f'There is no level {self._context.level}') self._config = self._configurations[self._context.level] # These attibutes are used by the challenge runner (do not remove). self.finished = False self.level_name = self._config['name'] self.max_score = self._config['max_score'] self.scores = [0] * len(self._context.solutions) # Setup initial values, should assume failure. self._sum_answer = None self._sum_correct = False self._diff_answer = None self._diff_correct = False # Setup the canvas. self._show_canvas = self._config['show_canvas'] if self._show_canvas: self._setup_canvas() def step(self): """ Executes a single step of the challenge. This includes calling solutions, updating the scores, and updating the canvas. This method is continously called until either ``finished`` is set to ``True`` or all solutions have crashed. """ # Use this method to gracefully handle crashed solutions. for solution in self._context.living_solutions(): try: # Do not call the solution methods more than once. self._sum_answer = solution.sum() if self._sum_answer == self._config['sum']: self._sum_correct = True self.scores[solution.index] += 4 # Fully handle each task in turn, in case of crashes. self._diff_answer = solution.difference() if self._diff_answer == self._config['diff']: self._diff_correct = True self.scores[solution.index] += 6 except SolutionException: # A SolutionException is the only exception that should be caught when # calling a solution, and it must be caught when calling a solution. pass # Update the canvas. if self._show_canvas: self._update_canvas() # A code test usually only has one step. self.finished = True def get_a(self, solution): """ :param solution: The solution that called this api method. :rtype: int """ return self._config['a'] def get_b(self, solution): """ :param solution: The solution that called this api method. :rtype: int """ return self._config['b'] def _setup_canvas(self): """ Performs canvas setup before a solution is run. Read the provided documentation for details on how to use the canvas. """ canvas = self._context.canvas # Show input data canvas.new_text(f'Input: {self._config["a"]} and {self._config["b"]}', 20, 'black', x=20, y=20) # Show task titles and expected answers. canvas.new_text('Task 1: sum', 20, 'black', x=20, y=60) canvas.new_text('Task 2: difference', 20, 'black', x=200, y=60) canvas.new_text(f'Expected: {self._config["sum"]}', 16, 'black', x=20, y=90) canvas.new_text(f'Expected: {self._config["diff"]}', 16, 'black', x=200, y=90) # Add sections for candidate answers, to later be updated. self._sum_label = canvas.new_text('Actual: ___', 16, 'black', x=20, y=120) self._diff_label = canvas.new_text('Actual: ___', 16, 'black', x=200, y=120) def _update_canvas(self): """ Updates the canvas for each challenge step. Read the provided documentation for details on how to use the canvas. """ canvas = self._context.canvas # Update the canvas with candidate answers. if self._sum_answer is None: self._sum_label.set_text('Actual: N/A') else: self._sum_label.set_text(f'Actual: {self._sum_answer}') if self._diff_answer is None: self._diff_label.set_text('Actual: N/A') else: self._diff_label.set_text(f'Actual: {self._diff_answer}') # Add correct/incorrect labels. if self._sum_correct: canvas.new_text('Correct', 16, 'green', x=20, y=150) else: canvas.new_text('Incorrect', 16, 'red', x=20, y=150) if self._diff_correct: canvas.new_text('Correct', 16, 'green', x=200, y=150) else: canvas.new_text('Incorrect', 16, 'red', x=200, y=150) _configurations = [ { # Level 1 (Public) 'name': 'Level 1', 'show_canvas': True, 'max_score': 10, 'a': 7, 'b': 3, 'sum': 10, 'diff': 4, }, { # Level 2 (Public) 'name': 'Level 2', 'show_canvas': True, 'max_score': 10, 'a': 16, 'b': 24, 'sum': 40, 'diff': 8, }, ]
Challenge example
In this challenge all players get to guess on a number. The number should be just above the mean of all the guesses to get maximum points, if it is on or below they get no points. This continues for a number of rounds.
The candidate methods are guess_mean() -> int. The API methods are last_mean() -> int.
""" This is the module containing the challenge implementation. """ from lib.exceptions import SolutionException from statistics import mean class Challenge: """ A new challenge object is created when a challenge level is run. :var finished: Whether the level run is finished or not. :vartype finished: bool :var level_name: The name of the current level. :vartype level_name: str :var max_score: The highest possible score for the level. :vartype max_score: int :var scores: The scores for all solutions. :vartype scores: [int] """ def __init__(self, context): """ :param contex: An object containing relevant information for this run. Read the provided challenge creation documentation for more details. """ self._context = context # At the end of this template there is a list of level configurations. # Here we check the level value and look up the current configuration. if not 0 <= self._context.level <= len(self._configurations): raise Exception(f'There is no level {self._context.level}') self._config = self._configurations[self._context.level] # These attibutes are used by the challenge runner (do not remove). self.finished = False self.level_name = self._config['name'] self.max_score = self._config['max_score'] self.scores = [0] * len(self._context.solutions) # Setup variable used for the game. self._guesses = {} self._gains = {} self._last_mean = None self._rounds = self._config['rounds'] self._current_round = 0 # Setup the canvas. self._show_canvas = self._config['show_canvas'] if self._show_canvas: self._setup_canvas() def step(self): """ Executes a single step of the challenge. This includes calling solutions, updating the scores, and updating the canvas. This method is continously called until either ``finished`` is set to ``True`` or all solutions have crashed. """ # Setup the new round. self._guesses = {} self._gains = {} self._current_round += 1 self._context.console.debug(f'Starting round {self._current_round}') # Go through all solutions that still are running. for solution in self._context.living_solutions(): try: # Collect the guesses from each solution. self._guesses[solution.index] = solution.guess_mean() self._context.console.debug(f'Solution {solution.index} guessed {self._guesses[solution.index]}') except SolutionException: # A SolutionException is the only exception that should be caught when # calling a solution, and it must be caught when calling a solution. pass # Calculate new points (if any results where obtained). if self._guesses: # Calculate the mean. self._last_mean = round(mean(self._guesses.values())) self._context.console.debug(f'Mean is {self._last_mean}') # Award points. for index, guess in self._guesses.items(): if self._last_mean < guess < self._last_mean + 100: self._gains[index] = 100 - (guess - self._last_mean) self.scores[index] += self._gains[index] self._context.console.debug(f'New scores are {self.scores}') else: self._last_mean = None # Update the canvas. if self._show_canvas: self._update_canvas() # Limit the number of steps to the specified number of rounds. if self._current_round >= self._rounds: self.finished = True def last_mean(self, solution): """ :param solution: The solution that called this api method. :rtype: int """ solution.console.debug(f'Solution {solution.index} called "last_mean"') # Disallow calling 'last_mean' until after the first round. if self._last_mean is None: raise SolutionException('"last_mean" may only be called after the first round') return self._last_mean def _setup_canvas(self): """ Performs canvas setup before a solution is run. Read the provided documentation for details on how to use the canvas. """ canvas = self._context.canvas # Create the player table. canvas.new_text('Player', 14, 'black', x=10, y=10) canvas.new_text('Guess', 14, 'black', x=200, y=10) canvas.new_text('Gain', 14, 'black', x=275, y=10) canvas.new_text('Score', 14, 'black', x=350, y=10) self._guess_labels = [] self._gain_labels = [] self._score_labels = [] for index, solution in enumerate(self._context.solutions): # Need to check if solution exists, otherwise use placeholder name. name = solution.name if solution else f'Player {index}' canvas.new_text(name, 12, 'black', x=10, y=20*index+30) label = canvas.new_text('N/A', 12, 'black', x=200, y=20*index+30) self._guess_labels.append(label) label = canvas.new_text(0, 12, 'black', x=275, y=20*index+30) self._gain_labels.append(label) label = canvas.new_text(0, 12, 'black', x=350, y=20*index+30) self._score_labels.append(label) # Create entry for the mean. canvas.new_text('Mean', 14, 'black', x=10, y=180) self._mean_label = canvas.new_text('N/A', 14, 'black', x=200, y=180) def _update_canvas(self): """ Updates the canvas for each challenge step. Read the provided documentation for details on how to use the canvas. """ canvas = self._context.canvas # Update player table. for index in range(len(self._context.solutions)): self._guess_labels[index].set_text(self._guesses.get(index, 'N/A')) self._gain_labels[index].set_text(self._gains.get(index, 0)) self._score_labels[index].set_text(self.scores[index]) # Update the mean. self._mean_label.set_text('N/A' if self._last_mean is None else self._last_mean) _configurations = [ { # Level 1 (Public) 'name': 'Level 1', 'show_canvas': True, 'max_score': 10, 'rounds': 5, }, { # Level 2 (Public) 'name': 'Level 2', 'show_canvas': True, 'max_score': 10, 'rounds': 10, }, ]
Parallel Challenge example
This is the same challenge as the previous example, but it calls the solutions in parallel.
""" This is the module containing the challenge implementation. """ from lib.exceptions import SolutionException from statistics import mean class Challenge: """ A new challenge object is created when a challenge level is run. :var finished: Whether the level run is finished or not. :vartype finished: bool :var level_name: The name of the current level. :vartype level_name: str :var max_score: The highest possible score for the level. :vartype max_score: int :var scores: The scores for all solutions. :vartype scores: [int] """ def __init__(self, context): """ :param contex: An object containing relevant information for this run. Read the provided challenge creation documentation for more details. """ self._context = context # At the end of this template there is a list of level configurations. # Here we check the level value and look up the current configuration. if not 0 <= self._context.level <= len(self._configurations): raise Exception(f'There is no level {self._context.level}') self._config = self._configurations[self._context.level] # These attibutes are used by the challenge runner (do not remove). self.finished = False self.level_name = self._config['name'] self.max_score = self._config['max_score'] self.scores = [0] * len(self._context.solutions) # Setup variable used for the game. self._guesses = {} self._gains = {} self._last_mean = None self._rounds = self._config['rounds'] self._current_round = 0 # Setup the canvas. self._show_canvas = self._config['show_canvas'] if self._show_canvas: self._setup_canvas() def step(self): """ Executes a single step of the challenge. This includes calling solutions, updating the scores, and updating the canvas. This method is continously called until either ``finished`` is set to ``True`` or all solutions have crashed. """ # Setup the new round. self._guesses = {} self._gains = {} self._current_round += 1 self._context.console.debug(f'Starting round {self._current_round}') # Go through all solutions that still are running, in parallel. for index, result in self._context.parallel.guess_mean().items(): # Skip solutions that caused an exception. if isinstance(result, SolutionException): continue # Collect the guess. self._guesses[index] = result self._context.console.debug(f'Solution {index} guessed {result}') # Calculate new points (if any results where obtained). if self._guesses: # Calculate the mean. self._last_mean = round(mean(self._guesses.values())) self._context.console.debug(f'Mean is {self._last_mean}') # Award points. for index, guess in self._guesses.items(): if self._last_mean < guess < self._last_mean + 100: self._gains[index] = 100 - (guess - self._last_mean) self.scores[index] += self._gains[index] self._context.console.debug(f'New scores are {self.scores}') else: self._last_mean = None # Update the canvas. if self._show_canvas: self._update_canvas() # Limit the number of steps to the specified number of rounds. if self._current_round >= self._rounds: self.finished = True def last_mean(self, solution): """ :param solution: The solution that called this api method. :rtype: int """ solution.console.debug(f'Solution {solution.index} called "last_mean"') # Disallow calling 'last_mean' until after the first round. if self._last_mean is None: raise SolutionException('"last_mean" may only be called after the first round') return self._last_mean def _setup_canvas(self): """ Performs canvas setup before a solution is run. Read the provided documentation for details on how to use the canvas. """ canvas = self._context.canvas # Create the player table. canvas.new_text('Player', 14, 'black', x=10, y=10) canvas.new_text('Guess', 14, 'black', x=200, y=10) canvas.new_text('Gain', 14, 'black', x=275, y=10) canvas.new_text('Score', 14, 'black', x=350, y=10) self._guess_labels = [] self._gain_labels = [] self._score_labels = [] for index, solution in enumerate(self._context.solutions): # Need to check if solution exists, otherwise use placeholder name. name = solution.name if solution else f'Player {index}' canvas.new_text(name, 12, 'black', x=10, y=20*index+30) label = canvas.new_text('N/A', 12, 'black', x=200, y=20*index+30) self._guess_labels.append(label) label = canvas.new_text(0, 12, 'black', x=275, y=20*index+30) self._gain_labels.append(label) label = canvas.new_text(0, 12, 'black', x=350, y=20*index+30) self._score_labels.append(label) # Create entry for the mean. canvas.new_text('Mean', 14, 'black', x=10, y=180) self._mean_label = canvas.new_text('N/A', 14, 'black', x=200, y=180) def _update_canvas(self): """ Updates the canvas for each challenge step. Read the provided documentation for details on how to use the canvas. """ canvas = self._context.canvas # Update player table. for index in range(len(self._context.solutions)): self._guess_labels[index].set_text(self._guesses.get(index, 'N/A')) self._gain_labels[index].set_text(self._gains.get(index, 0)) self._score_labels[index].set_text(self.scores[index]) # Update the mean. self._mean_label.set_text('N/A' if self._last_mean is None else self._last_mean) _configurations = [ { # Level 1 (Public) 'name': 'Level 1', 'show_canvas': True, 'max_score': 10, 'rounds': 5, }, { # Level 2 (Public) 'name': 'Level 2', 'show_canvas': True, 'max_score': 10, 'rounds': 10, }, ]