Why Automate Multiple Ludo Game Sessions?

Single-game bot execution is a proof of concept. Tournament qualification, leaderboard farming, matchmaking stress testing, and AI model training all require running hundreds or thousands of game sessions in a coordinated way. Ludo game automation handles this by wrapping the core bot loop in scheduling primitives, worker queues, and result aggregation pipelines.

The Ludo API realtime feed provides structured game state that feeds directly into automation scripts. For tournament use cases, the tournament API handles match scheduling and result reporting automatically.

Bot Game Loop — The Core Scheduler

The fundamental building block is a GameRunner class that manages a single bot session: authenticates with the API, fetches the current game state, calls the AI decision logic, submits the move, and repeats until the game ends or a timeout is reached.

Python
import asyncio, logging, time, aiohttp
from dataclasses import dataclass, field
from typing import Optional

logger = logging.getLogger(__name__)

@dataclass
class GameResult:
    game_id: str
    winner: int
    turns: int
    duration_seconds: float
    errors: list = field(default_factory=list)

class GameRunner:
    BASE_URL = "https://api.ludokingapi.site/v1"

    def __init__(self, api_key: str, bot_id: str, max_turns: int = 200):
        self.api_key = api_key
        self.bot_id = bot_id
        self.max_turns = max_turns
        self.session: Optional[aiohttp.ClientSession] = None
        self.headers = {"Authorization": f"Bearer {api_key}", "Content-Type": "application/json"}

    async def start_session(self) -> None:
        self.session = aiohttp.ClientSession(headers=self.headers)

    async def run_game(self, game_id: str) -> GameResult:
        start_time = time.time()
        turn_count = 0
        errors = []
        try:
            async with self.session.get(f"{self.BASE_URL}/games/{game_id}/state") as resp:
                state = await resp.json()
            while not state["game_over"] and turn_count < self.max_turns:
                my_turn = state["current_player"] == self.bot_id
                if my_turn:
                    move = self._compute_best_move(state)
                    async with self.session.post(
                        f"{self.BASE_URL}/games/{game_id}/move",
                        json={"token_index": move["token"], "dice": state["dice"]}) as r:
                        if r.status != 200: errors.append(await r.text())
                await asyncio.sleep(0.3)
                async with self.session.get(f"{self.BASE_URL}/games/{game_id}/state") as resp:
                    state = await resp.json()
                turn_count += 1
        except Exception as e:
            errors.append(str(e))
            logger.error(f"Game {game_id} error: {e}")
        return GameResult(
            game_id=game_id,
            winner=state.get("winner", -1),
            turns=turn_count,
            duration_seconds=time.time() - start_time,
            errors=errors
        )

    def _compute_best_move(self, state: dict) -> dict:
        tokens = state["tokens"]
        my_tokens = [t for t in tokens if t["player"] == self.bot_id]
        return {"token": my_tokens[0]["index"]} if my_tokens else {}

Running Multiple Games with asyncio.gather

For batch execution, launch multiple GameRunner instances concurrently using asyncio.gather. This saturates your API rate limit efficiently without blocking. A batch_run function collects all results and writes them to a CSV for later analysis.

Bash
# Crontab entry to run batch automation every 6 hours
0 */6 * * * cd /opt/ludo-bot && /usr/bin/python3 batch_runner.py >> /var/log/ludo-batch.log 2&1

# batch_runner.py — run 20 concurrent game sessions
import asyncio, csv, os
from game_runner import GameRunner

API_KEY = os.getenv("LUDO_API_KEY")
GAME_IDS = [f"game_{i:04d}" for i in range(1, 21)]   # 20 concurrent sessions

async def batch_run():
    runner = GameRunner(api_key=API_KEY, bot_id="bot_001")
    await runner.start_session()
    tasks = [runner.run_game(gid) for gid GAME_IDS]
    results = await asyncio.gather(*tasks)
    with open("/var/log/ludo_results.csv", "a", newline="") as f:
        writer = csv.DictWriter(f, fieldnames=["game_id","winner","turns","duration"])
        for r in results:
            writer.writerow({"game_id": r.game_id, "winner": r.winner,
                             "turns": r.turns, "duration": round(r.duration_seconds, 2)})
    await runner.session.close()

if __name__ == "__main__":
    asyncio.run(batch_run())

Production Considerations

For production batch automation, respect the API rate limits and implement exponential backoff on 429 responses. Use a Redis queue to coordinate workers across multiple processes. Containerise the runner using the Docker setup guide so you can spin up hundreds of concurrent game sessions across a Kubernetes cluster.

Frequently Asked Questions

Use a system cron job (on Linux/macOS) or Windows Task Scheduler to invoke your batch runner script. The crontab entry 0 */6 * * * python3 batch_runner.py runs the batch every 6 hours. On containerised deployments, use a Kubernetes CronJob or a Celery beat schedule.
That depends on your API tier and rate limits. Check the rate limits page for your plan's concurrent connection allowance. As a starting point, 20–50 concurrent games per worker process is reasonable for a hobby tier.
Implement exponential backoff: retry on 429 or 5xx errors with increasing delays (1s, 2s, 4s...). Cap retries at 3–5 attempts per game. Log failures to a dead-letter queue so you can replay failed games later without losing data.
Yes. The tournament API handles match scheduling, seeding, and result submission. Your batch runner can connect to tournament matches by game ID, run the bot loop, and submit results automatically when each match completes.
Set a max_turns limit in GameRunner (default 200 turns). If a game exceeds this limit, the runner logs it, records it as an error in the results CSV, and moves to the next game. Adjust the limit based on your average game length.

Scale Your Ludo Game Automation

Run hundreds of concurrent bot sessions with LudoKingAPI's high-throughput game endpoints and realtime state feeds.