movement j119 Batch 3+4: pre-register the reversal/dwell and heat-field arms
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# ─────────────────────────────────────────────────────────────────────────────
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# arms_movement_b3.txt — BATCH 3 of the movement campaign: the REVERSAL/DWELL
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# TIMING of the strafe picker, plus the picker's hedge geometry.
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#
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# Prior data this batch is built on (docs/movement_campaign.md §3–§5, MEASURED
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# on the frozen panel across two independent sessions):
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# * `TR_MOVEMENT=strafe` BEATS the shipped `tfil` on round wins (+0.33…+0.58
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# wins/run, all four 95% CIs excluding 0, 9/9…11/12 decisive opponents).
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# * It wins by SURVIVAL: incoming hit rate 12.1–12.5% vs tfil's 17.6–18.2%,
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# ~50 less damage taken/run, with NO detectable damage cost.
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# * The RANGE knob is NOT the lever (Batch 2: none/250/600 made no separable
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# difference). The untouched axis is the picker ITSELF.
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#
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# The strafe engine flips the SIGN of `setForward` (a free reversal) and keeps
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# each sign for `rand(DWELL_MIN..DWELL_MAX)` ticks. That dwell IS the reversal
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# period, so it is the most likely remaining lever: the whole design premise is
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# "movement is about WHEN to flip direction".
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#
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# REFERENCE is `strafe` (current defaults), NOT `tfil` — every delta is
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# (arm − strafe). `tfil` is kept as the shipped control for cross-batch
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# calibration.
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#
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# Format: name | ENV=value ENV=value | label
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# ─────────────────────────────────────────────────────────────────────────────
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# 1. the reference: current strafe defaults (dwell 6-20, spread 1, reach 144)
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strafe | TR_MOVEMENT=strafe | reference — current strafe defaults
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# 2. the shipped control (no env): lets this session be calibrated against
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# Batches 1-2 and shows the strafe-over-tfil effect again.
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tfil | | shipped control (movement engine tfil, every knob at default)
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# 3. FAST FLIP: reversal every ~5 ticks (dwell 2-8) instead of ~13.
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# Predicts LOWER incoming hit rate (each direction is exposed for less time)
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# but a less stable perpendicular line.
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fast_flip | TR_MOVEMENT=strafe TR_STRAFE_DWELL_MIN=2 TR_STRAFE_DWELL_MAX=8 | reversal every ~5 ticks
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# 4. SLOW FLIP: reversal every ~26 ticks (dwell 12-40). The opposite extreme:
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# predicts HIGHER incoming hit rate (a pattern gun gets a longer straight run
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# to learn) and worse survival.
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slow_flip | TR_MOVEMENT=strafe TR_STRAFE_DWELL_MIN=12 TR_STRAFE_DWELL_MAX=40 | reversal every ~26 ticks
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# 5. WIDE SPREAD: perpendicular jitter ±2 tiles and a 216px reach (vs ±1 / 144).
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wide_spread | TR_MOVEMENT=strafe TR_STRAFE_SPREAD=2 TR_STRAFE_REACH=216 | wider hedge (±2 tiles, 216px reach)
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# 6. NARROW: no perpendicular jitter and a 108px reach (vs ±1 / 144).
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narrow | TR_MOVEMENT=strafe TR_STRAFE_SPREAD=0 TR_STRAFE_REACH=108 | no hedge, short 108px reach
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# ─────────────────────────────────────────────────────────────────────────────
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# arms_movement_b4.txt — BATCH 4 of the movement campaign: the HEAT FIELD
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# STRENGTH (how strongly the strafe picker treats danger).
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#
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# Prior data (docs/movement_campaign.md §3–§5, MEASURED): the strafe win is a
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# SURVIVAL effect (incoming hit rate 12.1–12.5% vs 17.6–18.2%, ~50 less damage
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# taken/run, no detectable damage cost). The open question is whether that
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# survival comes from HOW the field ranks danger — strafe runs a RETUNE of the
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# shipped field: bullet core/aura 20/10 (core ABOVE the 10px path threshold),
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# corridor 10 (== threshold), wall 15/5 (outer ring only), pillar off. The
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# shipped field was corridor 20 (twice threshold), wall 30/10.
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#
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# REFERENCE is `strafe` (current defaults) — every delta is (arm − strafe).
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# `tfil` is kept as the shipped control.
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#
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# Every knob below is ALREADY env-overridable in strafe.nim (Task A made the
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# OTHER mover's — the shipped tfil field's — consts env-overridable; strafe's
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# were already knobs). One arm per knob family.
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#
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# Format: name | ENV=value ENV=value | label
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# ─────────────────────────────────────────────────────────────────────────────
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# 1. the reference: current strafe retune (bullet 20/10, corridor 10, wall 15/5)
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strafe | TR_MOVEMENT=strafe | reference — current strafe heat retune
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# 2. the shipped control (no env).
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tfil | | shipped control (movement engine tfil, every knob at default)
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# 3. BULLET STRONG: the bullet itself much more dangerous (core 30 > the 25
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# danger-replan threshold; aura 15). Isolates the bullet retune.
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bullet_strong | TR_MOVEMENT=strafe TR_STRAFE_BULLET_CORE=30 TR_STRAFE_BULLET_AURA=15 | stronger bullet core/aura (30/15)
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# 4. FIELD STRONG: the SHIPPED corridor/wall shape (corridor 20 = 2x the path
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# threshold, wall 30/10 = a 3-tile wall apron). Isolates the corridor+wall
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# retune that strafe deliberately weakened.
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field_strong | TR_MOVEMENT=strafe TR_STRAFE_CORRIDOR_HEAT=20 TR_STRAFE_WALL_HOTNESS=30 TR_STRAFE_WALL_RADIANCE=10 | shipped TFIL corridor/wall shape (20, 30/10)
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# 5. FIELD OFF: no corridor and no wall heat at all (wall hotness 0 — do NOT
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# set radiance 0, that paints a FLAT field). Does the wall logic help or
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# merely occupy decisions?
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field_off | TR_MOVEMENT=strafe TR_STRAFE_CORRIDOR_HEAT=0 TR_STRAFE_WALL_HOTNESS=0 | no corridors, no wall heat
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# 6. WALL TIGHT: the curved-wing geometry family — bend sooner (margin 108->54),
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# prefer the interior harder (bias 0.35->0.7), curve twice as hard
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# (kappa 0.0025->0.005) and allow a larger wing tilt (30->45 deg).
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wall_tight | TR_MOVEMENT=strafe TR_STRAFE_WALL_MARGIN=54 TR_STRAFE_WALL_BIAS=0.7 TR_STRAFE_KAPPA=0.005 TR_STRAFE_WING_MAX=45 | tighter/faster wall wings + escape
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