refactor(SNNBot): replace retroactive error with predictive lead target

Delete ring buffer, aim snapshots, maturation loop (~80 lines).
Replace with simple velocity extrapolation: predict enemy position at
bullet impact time, use bearing to predicted position as SuperSpike
target. Immediate error signal every EVALUATE — no delay, no snapshot
state storage. Mathematically equivalent to retroactive for linear movers.
This commit is contained in:
2026-09-14 22:39:28 +02:00
parent a78105c894
commit 17178158b2
+27 -103
View File
@@ -42,7 +42,6 @@ const
# ponytail: uniform exploration noise; upgrade to annealed Gaussian if convergence needs tuning
FIRE_POWER = 1.0 # fixed firing power; bullet speed = 20 - 3*FIRE_POWER
BULLET_SPEED = 20.0 - 3.0 * FIRE_POWER
POS_BUF_LEN = 100 # ring buffer length for enemy positions (~100 ticks)
# ── SNN types ─────────────────────────────────────────────────────────────────
@@ -193,38 +192,23 @@ proc superSpikeUpdate(snn: var SNN,
type
Phase = enum DECIDE, WAITING, EVALUATE
AimSnapshot = object
aimAngle: float # SNN output angle (relative, degrees)
distance: float # distance to enemy at snapshot time
tick: int # tick when snapshot was taken
botX: float # bot position at snapshot time
botY: float
gunHeading: float # absolute gun heading at snapshot time
spikes: array[N_HID, float] # accumulated spike counts from this inference window
vSnap: array[N_HID, float] # hidden voltages from this inference window
preTrace: array[N_IN, float] # pre-synaptic traces from this inference window
SNNBot = ref object of Bot
snn: SNN
phase: Phase
targetAngle: float # SNN output (absolute bearing)
enemyBearing: float # last known enemy bearing
enemyDist: float # last known distance to enemy
hasContact: bool
tick: int
lastSpikes: array[N_HID, float] # accumulated spike counts over N_INFER ticks
lastVSnap: array[N_HID, float] # hidden voltages before reset from last tick (for SuperSpike)
lastRelBearing: float # relative bearing at DECIDE time (fixed for learning)
lastEnemyX: float64 # previous tick enemy position (for velocity)
lastEnemyY: float64
hasLastPos: bool
velDirDeg: float64 # velocity direction (degrees) from last scan delta
velSpeed: float64 # speed (units/tick) from last scan delta
# Retroactive would-have-hit error signal
posBuf: array[POS_BUF_LEN, tuple[x, y: float, tick: int]] # ring buffer of enemy (x,y,tick)
posBufWrite: int # next write index into posBuf
posBufTick: int # game tick of the most recently written slot
snapshots: seq[AimSnapshot] # pending aim snapshots awaiting maturation
snn: SNN
phase: Phase
targetAngle: float # SNN output (absolute bearing)
enemyBearing: float # last known enemy bearing
enemyDist: float # last known distance to enemy
hasContact: bool
tick: int
lastSpikes: array[N_HID, float] # accumulated spike counts over N_INFER ticks
lastVSnap: array[N_HID, float] # hidden voltages before reset from last tick (for SuperSpike)
lastRelBearing: float # relative bearing at DECIDE time (fixed for learning)
lastEnemyX: float64 # previous tick enemy position (for velocity)
lastEnemyY: float64
hasLastPos: bool
velDirDeg: float64 # velocity direction (degrees) from last scan delta
velSpeed: float64 # speed (units/tick) from last scan delta
lastDecideGunDir: float # gun heading captured at DECIDE time for EVALUATE
# ── aimTo helper ──────────────────────────────────────────────────────────────
@@ -369,10 +353,6 @@ method onScannedBot*(bot: SNNBot, e: ScannedBotEvent) =
bot.velSpeed = sqrt(dx * dx + dy * dy)
bot.lastEnemyX = e.x; bot.lastEnemyY = e.y
bot.hasLastPos = true
# Record enemy position in ring buffer
bot.posBuf[bot.posBufWrite] = (x: e.x, y: e.y, tick: bot.tick)
bot.posBufTick = bot.tick
bot.posBufWrite = (bot.posBufWrite + 1) mod POS_BUF_LEN
method onRoundStarted*(bot: SNNBot, e: RoundStartedEvent) =
setAdjustGunForBodyTurn(true)
@@ -385,9 +365,6 @@ method onRoundStarted*(bot: SNNBot, e: RoundStartedEvent) =
bot.velSpeed = 0.0
bot.phase = DECIDE
bot.tick = 0
bot.posBufWrite = 0
bot.posBufTick = 0
bot.snapshots = @[]
setTargetSpeed(0.0)
setTurnRate(0.0)
@@ -432,18 +409,7 @@ method run*(bot: SNNBot) =
bot.snn.lastSinOut = totalSin; bot.snn.lastCosOut = totalCos
bot.snn.lastSnnAngle = arctan2(totalSin, totalCos) * 180.0 / PI
bot.targetAngle = gunDir + bot.snn.lastSnnAngle
# Record aim snapshot for retroactive error signal; capture SNN state now
# before subsequent DECIDE cycles overwrite bot.lastSpikes / bot.lastVSnap.
bot.snapshots.add(AimSnapshot(
aimAngle: bot.snn.lastSnnAngle,
distance: bot.enemyDist,
tick: bot.tick,
botX: myX,
botY: myY,
gunHeading: gunDir,
spikes: bot.lastSpikes,
vSnap: bot.lastVSnap,
preTrace: bot.snn.preTrace))
bot.lastDecideGunDir = gunDir
# Log total spike count across inference window
var spikeCount = 0
var maxV = 0.0
@@ -462,57 +428,15 @@ method run*(bot: SNNBot) =
of EVALUATE:
let err = abs(normalizeRelativeAngle(gunDir - bot.enemyBearing))
# Retroactive would-have-hit error signal: find the most recently matured snapshot.
# A snapshot matures when currentTick >= snapshotTick + ceil(distance / BULLET_SPEED).
# Look up enemy position at impact tick from ring buffer (offset from most-recent write).
var retroTarget = bot.lastRelBearing # fallback; overwritten after averaging (used for logging)
var hasMatured = false
var keepIdx = 0 # first non-matured snapshot to keep
# Accumulate retroTarget circular components across all matured snapshots.
var sumSin = 0.0; var sumCos = 0.0
var matureCount = 0
# Most-recent matured snapshot's SNN state (most relevant for weight update).
var bestSpikes: array[N_HID, float]
var bestVSnap: array[N_HID, float]
var bestPreTrace: array[N_IN, float]
for i in 0 ..< bot.snapshots.len:
let snap = bot.snapshots[i]
let travelTicks = int(ceil(snap.distance / BULLET_SPEED))
let impactTick = snap.tick + travelTicks
if bot.tick >= impactTick:
# Scan backward from most-recent write slot to find closest tick <= impactTick
var foundSlot = -1
for j in 0 ..< POS_BUF_LEN:
let s = ((bot.posBufWrite - 1) - j + POS_BUF_LEN) mod POS_BUF_LEN
if bot.posBuf[s].tick > 0 and bot.posBuf[s].tick <= impactTick:
foundSlot = s
break
if foundSlot >= 0:
let ex = bot.posBuf[foundSlot].x
let ey = bot.posBuf[foundSlot].y
let absBearing = directionTo(snap.botX, snap.botY, ex, ey)
let rt = normalizeRelativeAngle(absBearing - snap.gunHeading)
# Accumulate circular mean components
sumSin += sin(degToRad(rt))
sumCos += cos(degToRad(rt))
inc matureCount
# Keep most-recent (highest index) snapshot's SNN state
bestSpikes = snap.spikes
bestVSnap = snap.vSnap
bestPreTrace = snap.preTrace
hasMatured = true
keepIdx = i + 1 # discard matured snapshots up to and including this one
else:
break # snapshots are in order; stop at first non-matured
# One update per EVALUATE using circular-mean target — stable learning rate regardless of snapshot count.
if matureCount > 0:
retroTarget = arctan2(sumSin, sumCos) * 180.0 / PI
bot.snn.superSpikeUpdate(bestSpikes, bestVSnap, bestPreTrace, retroTarget)
# Discard matured snapshots; immature ones are preserved automatically (keepIdx stays 0
# or points past the last matured entry; the rest of bot.snapshots is kept intact).
if keepIdx > 0:
bot.snapshots = bot.snapshots[keepIdx .. ^1]
# else: skip weight update — no matured snapshot yet (early game)
# Predictive error signal: extrapolate enemy position at bullet impact time.
if bot.hasLastPos:
let travelTime = bot.enemyDist / BULLET_SPEED
let velRad = degToRad(bot.velDirDeg)
let futureX = bot.lastEnemyX + cos(velRad) * bot.velSpeed * travelTime
let futureY = bot.lastEnemyY + sin(velRad) * bot.velSpeed * travelTime
let absBearing = directionTo(myX, myY, futureX, futureY)
let targetAngle = normalizeRelativeAngle(absBearing - bot.lastDecideGunDir)
bot.snn.superSpikeUpdate(bot.lastSpikes, bot.lastVSnap, bot.snn.preTrace, targetAngle)
# Compute verbose logging metrics
var spikeCount = 0
var maxV = 0.0
@@ -529,7 +453,7 @@ method run*(bot: SNNBot) =
for w in bot.snn.wCos:
meanWout += abs(w)
meanWout /= float(2 * N_HID)
echo "tick=" & $bot.tick & " err=" & formatFloat(err, ffDecimal, 1) & "° matured=" & $hasMatured & " retroAngle=" & formatFloat(retroTarget, ffDecimal, 1) & " infer_spk=" & $spikeCount & "/" & $(N_INFER * N_HID) & " maxV=" & formatFloat(maxV, ffDecimal, 3) & " |wih|=" & formatFloat(meanWih, ffDecimal, 4) & " |wOut|=" & formatFloat(meanWout, ffDecimal, 4) & " sin=" & formatFloat(bot.snn.lastSinOut, ffDecimal, 3) & " cos=" & formatFloat(bot.snn.lastCosOut, ffDecimal, 3) & " snnAngle=" & formatFloat(bot.snn.lastSnnAngle, ffDecimal, 1)
echo "tick=" & $bot.tick & " err=" & formatFloat(err, ffDecimal, 1) & "° infer_spk=" & $spikeCount & "/" & $(N_INFER * N_HID) & " maxV=" & formatFloat(maxV, ffDecimal, 3) & " |wih|=" & formatFloat(meanWih, ffDecimal, 4) & " |wOut|=" & formatFloat(meanWout, ffDecimal, 4) & " sin=" & formatFloat(bot.snn.lastSinOut, ffDecimal, 3) & " cos=" & formatFloat(bot.snn.lastCosOut, ffDecimal, 3) & " snnAngle=" & formatFloat(bot.snn.lastSnnAngle, ffDecimal, 1)
bot.phase = DECIDE
# Radar lock