gun selector: hysteresis measured NEGATIVE, shipped at the lightest setting

Hypothesis under test: the selector chatters (~54 switches/100 ticks) and that
chatter suppresses firing, so committing to the virtual-best gun should raise
real hit rate. MEASURED AGAINST THE REAL DRUSSGT: it does not.

  setting              switches/100t   real hit %   dmg/run   shots/run
  no hysteresis 0/0         54.29        7.02%        217       244.8
  light 10/0.05              1.95        6.22%        191       235.3
  moderate 30/0.15           1.33        5.10%        156       233.9
  aggressive 60/0.30           -         5.72%        175       242.5
(16 runs x 7 rounds per config except aggressive = 8; server-side events
sidecar; permutation test baseline-vs-moderate p=0.002, baseline-vs-light
p=0.18.)

Hysteresis cuts chatter 28-54x but every variant fires slightly FEWER shots and
deals LESS damage than baseline. Mechanism [INFERRED, consistent with
docs/gun_rack_analysis.md 2/4]: the per-tick random tie-break among the tied
band is a hedge, and hysteresis destroys it by committing to the virtual-best
gun - which is not the real-best, because the virtual metric is a weak,
sign-unstable ranker. The chattering was load-bearing.

Shipped: GunDwellTicks=10, GunSwitchMargin=0.05 (GUN_SELECTOR_DWELL /
GUN_SELECTOR_MARGIN) - the only setting within the baseline's run-to-run spread.
GUN_SELECTOR_DWELL=0 GUN_SELECTOR_MARGIN=0 reproduces the pre-change selector
exactly.

Seam: VirtualTracker, which already owns the other selection state (fitness,
the relative floor's peakRateRef), so the bot needs no new fields. bestGun and
chooseFromFit stay pure/memoryless, which is why the existing random-tiebreak
test needed no change.

Guards: test_gun_harness 39/39 (33 original + 6 new hysteresis checks),
test_vbullet_metric, test_power_selection, acceptance_offline_vs_online 12/12.
This commit is contained in:
2026-09-21 22:41:01 +02:00
parent 68e0375be2
commit 18f778056b
4 changed files with 272 additions and 5 deletions
+4 -3
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@@ -66,9 +66,10 @@ proc shouldFire*(currentGunDir, targetAngle, gunHeat, distPx: float): bool =
elif delta < -180.0: delta += 360.0
abs(delta) <= aimToleranceDeg(distPx) and gunHeat <= 0.0
proc selectShot*(t: VirtualTracker, targetId: int = -1): (GunId, int, float) =
proc selectShot*(t: var VirtualTracker, targetId: int = -1, tick = 0): (GunId, int, float) =
## Returns (gunId, powerBinIdx, power) — the shot to take this tick.
## Pass targetId to pick the best gun for that specific enemy.
let gunId = t.bestGun(targetId)
## Pass targetId to pick the best gun for that specific enemy. `tick` drives
## the minimum-dwell hysteresis (see `selectGun`).
let gunId = t.selectGun(targetId, tick)
let (binIdx, power) = t.bestPower(gunId, targetId)
result = (gunId, binIdx, power)
+138 -2
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@@ -34,6 +34,34 @@ const
## Dimensionless: only if the field collapsed vs its own recent best.
SelectorWindow* = 256 ## ticks of per-tick bestRate kept for the RELATIVE floor reference
# ── selector hysteresis (anti-chatter) ─────────────────────────────────────
#
# Without these, `chooseFromFit` performs a fresh uniform draw among the tied
# set EVERY tick. With the 20% relative tie band that is most of the rack, so
# the turret re-aims on ~37% of ticks (live config log; offline replay of the
# same selection path: 54.3 switches / 100 ticks). The two constants below
# make the selector commit.
#
# Shipped values are the CONSERVATIVE end of a measured sweep against the real
# DrussGT (8-16 runs x 7 rounds per setting, server-side events sidecar).
# Offline replay of the same selection path gives the chatter column:
# dwell 0 / margin 0.00 : chatter 54.3/100t real 7.02% 217 dmg/run
# dwell 10 / margin 0.05 : chatter 1.95/100t real 6.22% 191 dmg/run
# dwell 30 / margin 0.15 : chatter 1.33/100t real 5.10% 156 dmg/run
# dwell 60 / margin 0.30 : real 5.72% 175 dmg/run (8 runs)
# The light setting cuts chatter ~28x and is the only one not distinguishable
# from the no-hysteresis baseline (overlapping per-run ranges, permutation
# p=0.18); the heavier settings cost real hit rate (moderate p=0.002). So the
# conservative setting ships. Set BOTH env knobs to 0 to disable hysteresis.
GunDwellTicks* = 10 ## TICKS: once selected, a gun is held for at least
## this many ticks unless it becomes disqualified
## (below the eligibility sample gate) or the field
## collapses (existing floor path -> HeadOn).
GunSwitchMargin* = 0.05 ## DIMENSIONLESS fraction of the incumbent's score: a
## challenger must beat the incumbent by more than
## this (score > incumbent * (1 + margin)) before it is
## allowed to displace it. A merely-tied gun cannot.
MetricEnvVar* = "GUN_VBULLET_METRIC"
## RUNTIME switch selecting how a virtual bullet is scored. Read once per
## process at module init, so the SAME compiled binary can be A/B'd by
@@ -154,6 +182,12 @@ let ActivePooled* = envBool("GUN_SELECTOR_POOL", true)
let ActiveRank* = parseRank(getEnv("GUN_SELECTOR_RANK", ""))
let ActiveShrink* = max(0.0, envFloat("GUN_SELECTOR_SHRINK", 20.0))
# Runtime hysteresis knobs, read once per process like the rest, so one binary
# can be swept. Defaults equal the shipped constants; setting BOTH to 0
# reproduces the pre-hysteresis (pure per-tick) selection for A/B.
let ActiveDwellTicks* = max(0, envInt("GUN_SELECTOR_DWELL", GunDwellTicks))
let ActiveSwitchMargin* = max(0.0, envFloat("GUN_SELECTOR_MARGIN", GunSwitchMargin))
# Optional per-process seed so independent A/B runs use independent tie-breaks
# (Nim's default rand() stream is identical in every process, which would make
# "random" tie-breaks repeat across runs). Unset => leave the RNG untouched.
@@ -199,6 +233,7 @@ type
tiedCount*: int ## eligible guns within the tie band of bestRate (0 if floor fired)
anyQualifies*: bool ## at least one gun reached MinObsBeforeCompete
floorRate*: float ## the floor actually applied this tick
incumbentKept*: bool ## hysteresis retained the incumbent this tick
VirtualTracker* = object
bullets*: array[MaxBullets, VirtualBullet]
@@ -212,12 +247,18 @@ type
rateHistHead*: int
rateHistCount*: int
peakRateRef*: float ## max bestRate in rateHist; 0.0 = not enough history yet
# Hysteresis state (see `selectGun`): the incumbent gun and the tick it was
# chosen on. `-1` means no gun selected yet. Only the live `selectGun` path
# reads/writes these; `bestGun`/`chooseFromFit` stay memoryless.
currentGun*: GunId
currentSince*: int
proc initTracker*(numGuns: int, metric = ActiveMetric): VirtualTracker =
## `metric` defaults to the process-wide `GUN_VBULLET_METRIC` switch; pass it
## explicitly only from tests that need both models in one process.
result.numGuns = numGuns
result.metric = metric
result.currentGun = -1
proc windowHits(fw: FitnessWindow, want: int): int =
## Hits among the most recent `want` samples, in ring order. Reading the last
@@ -560,7 +601,9 @@ proc bestPower*(t: VirtualTracker, gunId: GunId, targetId: int = -1): (int, floa
proc chooseFromFit*(fit: seq[GunFitness], diag: ptr SelectorDiag = nil,
mode: SelectorMode = smAbsolute,
referenceRate = -1.0): GunId =
referenceRate = -1.0,
incumbent: GunId = -1,
switchMargin = 0.0): GunId =
## Core gun ranking over an already-resolved fitness seq. Split out from
## `bestGun` so the offline range can rank without copying a VirtualTracker,
## and so callers can request `diag` for the selection internals.
@@ -574,7 +617,16 @@ proc chooseFromFit*(fit: seq[GunFitness], diag: ptr SelectorDiag = nil,
## * `referenceRate` (the recent field-best rate). Pooled over
## power bins, since one lucky bin is a poor ranker.
## `referenceRate` <= 0 disables the RELATIVE floor (no history yet).
## Ties (within the band) are broken randomly to avoid index-0 bias.
##
## `incumbent` (>= 0) enables switch hysteresis: the incumbent is retained
## unless the best eligible gun beats it by the RELATIVE `switchMargin`
## (score > incumbentScore * (1 + margin)). Defaults keep the pure-ranking
## behaviour the offline analyzer and the `bestGun` tests rely on.
##
## Ties (within the band) are broken randomly to avoid index-0 bias. The draw
## runs ONLY when a switch is actually permitted — a tick that retains the
## incumbent returns before `rand`, so the tie-break no longer re-decides
## every tick.
let pooled = if mode == smRelative: ActivePooled else: false
var anyQualifies = false
@@ -630,6 +682,33 @@ proc chooseFromFit*(fit: seq[GunFitness], diag: ptr SelectorDiag = nil,
if scores[gunId] >= bestScore - tieBand:
tied.add(gunId)
if diag != nil: diag[].tiedCount = tied.len
# ── switch hysteresis ──────────────────────────────────────────────────────
# A settled incumbent is displaced only by a challenger that clears the
# relative margin. This is what stops a merely-tied gun from churning the
# turret. `incumbent < 0` disables the rule (pure ranking).
if incumbent >= 0 and incumbent < fit.len:
var incumbentEligible = true
if requireMin and not gunEligible(fit[incumbent], true):
incumbentEligible = false
if incumbentEligible:
let incumbentScore = scores[incumbent]
let bar = incumbentScore * (1.0 + switchMargin)
if bestScore <= bar:
if diag != nil: diag[].incumbentKept = true
return incumbent
# Keep only genuine challengers (guns that clear the margin); if none do,
# the incumbent survives even when `bestScore` technically exceeds the bar
# (the top gun may sit inside the tie band but not be switched to).
var challengers: seq[GunId]
for g in tied:
if scores[g] > bar: challengers.add g
if challengers.len > 0:
tied = challengers
else:
if diag != nil: diag[].incumbentKept = true
return incumbent
if tied.len == 0: return 0
result = tied[rand(tied.len - 1)]
@@ -639,6 +718,63 @@ proc bestGun*(t: VirtualTracker, targetId: int = -1,
## Uses per-enemy fitness when targetId >= 0 and data exists; else aggregate.
## `diag`, when non-nil, receives the selection internals (bestRate, floor,
## tie count) exactly as used by the decision.
##
## This is the PURE, memoryless ranking primitive: it starts a fresh tie-break
## every call. The live bot uses `selectGun` (below), which wraps it with the
## dwell/switch-margin hysteresis. Keeping this pure is what lets the offline
## analyzer and the harness tests stay deterministic and side-effect free.
result = chooseFromFit(t.fitnessFor(targetId), diag,
mode = ActiveSelectorMode,
referenceRate = t.peakRateRef)
proc selectGun*(t: var VirtualTracker, targetId: int = -1, tick = 0,
diag: ptr SelectorDiag = nil): GunId =
## Stateful, sticky gun selection — the LIVE path (`selector.selectShot` calls
## this). Wraps the pure `chooseFromFit` ranking with two commitments:
##
## * minimum dwell — once selected, a gun is held for at least
## `GUN_SELECTOR_DWELL` ticks unless it becomes disqualified (below the
## eligibility sample gate) or the field collapses (existing floor path ->
## HeadOn);
## * switch margin — a challenger must beat the incumbent by
## `GUN_SELECTOR_MARGIN` (a fraction of the incumbent's score) before it can
## displace it, so a merely-tied gun does not.
##
## Setting BOTH knobs to 0 disables hysteresis entirely and reproduces the old
## per-tick behaviour, so the same binary can A/B against the baseline.
##
## Seam: the incumbent lives in the `VirtualTracker` because the tracker
## already owns all other selection state (`fitness`, the floor's
## `peakRateRef` history) and is threaded through the whole live loop; the bot
## does not need to know about it. `bestGun`/`chooseFromFit` stay pure for the
## offline tools.
let fit = t.fitnessFor(targetId)
var local: SelectorDiag
let d = if diag != nil: diag else: addr local
# Both zero == no hysteresis: pass no incumbent, matching the pre-change
# (pure per-tick) selector for a clean A/B.
let useIncumbent = ActiveDwellTicks > 0 or ActiveSwitchMargin > 0.0
let incumbent = if useIncumbent: t.currentGun else: -1
let challenger = chooseFromFit(fit, d, ActiveSelectorMode, t.peakRateRef,
incumbent = incumbent,
switchMargin = ActiveSwitchMargin)
# The floor collapses the field to HeadOn regardless of dwell.
if d[].floorFired:
if t.currentGun != 0:
t.currentGun = 0
t.currentSince = tick
return 0
result = challenger
# Minimum dwell: hold the incumbent while it is still eligible.
if useIncumbent and t.currentGun >= 0 and t.currentGun < fit.len:
let eligible = (not d[].anyQualifies) or gunEligible(fit[t.currentGun], true)
if eligible and (tick - t.currentSince) < ActiveDwellTicks:
result = t.currentGun
if result != t.currentGun:
t.currentGun = result
t.currentSince = tick
+73
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@@ -0,0 +1,73 @@
## Offline chatter measurement for the gun selector's hysteresis.
##
## Replays real recorded DrussGT movement (and the synthetic set) through the 13
## ModularBot guns and drives the SAME stateful selector the live bot uses
## (`selectGun`), counting how often the chosen gun changes. This is the
## deterministic analogue of counting the live `[config]` gun-switch lines: the
## replay feeds the identical per-tick fitness the live tracker builds, so the
## switch sequence is the same up to the seeded tie-break RNG.
##
## The env knobs (`GUN_SELECTOR_DWELL`, `GUN_SELECTOR_MARGIN`) are read once per
## process at module init, so sweep by running the binary under different values:
##
## nim c -r common_libs/tests/measure_hysteresis.nim # shipped
## GUN_SELECTOR_DWELL=0 GUN_SELECTOR_MARGIN=0 \
## common_libs/tests/measure_hysteresis # pre-hysteresis baseline
##
## This is a MEASUREMENT tool, not a test; it always exits 0.
import std/[os, strformat, algorithm, random]
import gun_harness/offline_range
import gun_harness/virtual_bullets
import range_guns
const
repoRoot = currentSourcePath().parentDir.parentDir.parentDir
fixturesDir = repoRoot / "tools" / "fixtures"
type RunStat = object
name: string
ticks: int
switches: int
proc measure(path: string, seed: int): RunStat =
let fx = loadFixture(path)
let drivers = buildAllGunDrivers(seed = seed, enableTmSelector = false)
var last = -1
var t = 0
var switches = 0
discard replayFixture(fx, drivers,
liveActual = (fx.meta.source == "live"),
tickCb = proc(tr: ptr VirtualTracker) =
let g = selectGun(tr[], fx.enemyId, t)
if last >= 0 and g != last: inc switches
last = g
inc t)
RunStat(name: extractFilename(path), ticks: fx.states.len, switches: switches)
proc main() =
randomize(12345)
var paths: seq[string]
for f in walkFiles(fixturesDir / "drussgt_vs_*.jsonl"): paths.add f
for f in walkFiles(fixturesDir / "tr_drussgt_vs_*.jsonl"): paths.add f
paths.sort()
var totalTicks = 0
var totalSwitches = 0
echo fmt"dwell={ActiveDwellTicks} ticks margin={ActiveSwitchMargin:.3f} " &
fmt"mode={ActiveSelectorMode} rank={ActiveRank}"
echo "fixture ticks switches sw/100t"
echo "----------------------------------------------------------------"
var stats: seq[RunStat]
for p in paths:
let s = measure(p, seed = 12345)
stats.add s
totalTicks += s.ticks
totalSwitches += s.switches
echo fmt"{s.name:<34}{s.ticks:>7}{s.switches:>10}{100.0*float(s.switches)/float(max(1,s.ticks)):>9.2f}"
echo "----------------------------------------------------------------"
let label = "TOTAL"
echo fmt"{label:<34}{totalTicks:>7}{totalSwitches:>10}{100.0*float(totalSwitches)/float(max(1,totalTicks)):>9.2f}"
when isMainModule:
main()
+57
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@@ -84,6 +84,59 @@ proc testBestGunDeterministicWinner() =
check "gun with clearly best rate and >= MinObsBeforeCompete wins deterministically",
allTwo
# ── sticky selector (hysteresis) ──────────────────────────────────────────────
# `selectGun` is the live path; `bestGun`/`chooseFromFit` stay memoryless. These
# checks pin the dwell, switch-margin, disqualification and floor behaviours.
proc testHysteresisDwell() =
var t = initTracker(2)
seedWindow(t, 7, gunId = 0, binIdx = 0, hits = 60, misses = 40) # 60%
seedWindow(t, 7, gunId = 1, binIdx = 0, hits = 100, misses = 0) # 100%
t.currentGun = 0
t.currentSince = 0
check "hysteresis: a clearly better gun is held off inside the dwell window",
t.selectGun(7, tick = 5) == 0
check "hysteresis: dwell expiry lets the better gun take over",
t.selectGun(7, tick = GunDwellTicks) == 1
proc testHysteresisSwitchMargin() =
# 80% incumbent vs 83% challenger: inside a 5% relative margin -> hold.
var t = initTracker(2)
seedWindow(t, 7, gunId = 0, binIdx = 0, hits = 80, misses = 20)
seedWindow(t, 7, gunId = 1, binIdx = 0, hits = 83, misses = 17)
t.currentGun = 0
t.currentSince = 0
check "hysteresis: a challenger inside the switch margin does not displace the incumbent",
t.selectGun(7, tick = 100) == 0
# 80% incumbent vs 90% challenger: beyond the margin -> switch.
var t2 = initTracker(2)
seedWindow(t2, 7, gunId = 0, binIdx = 0, hits = 80, misses = 20)
seedWindow(t2, 7, gunId = 1, binIdx = 0, hits = 90, misses = 10)
t2.currentGun = 0
t2.currentSince = 0
check "hysteresis: a challenger beyond the switch margin displaces the incumbent",
t2.selectGun(7, tick = 100) == 1
proc testHysteresisDisqualified() =
var t = initTracker(2)
seedWindow(t, 7, gunId = 0, binIdx = 0, hits = 10, misses = 0) # < MinObsBeforeCompete
seedWindow(t, 7, gunId = 1, binIdx = 0, hits = 60, misses = 0)
t.currentGun = 0
t.currentSince = 0
check "hysteresis: a disqualified incumbent is replaced even inside dwell",
t.selectGun(7, tick = 3) == 1
proc testHysteresisFloor() =
var t = initTracker(2)
seedWindow(t, 7, gunId = 0, binIdx = 0, hits = 0, misses = 60)
seedWindow(t, 7, gunId = 1, binIdx = 0, hits = 0, misses = 60)
t.currentGun = 1
t.currentSince = 0
t.peakRateRef = 1.0
check "hysteresis: floor collapse returns HeadOn even mid-dwell",
t.selectGun(7, tick = 3) == 0
proc testBestPowerCold() =
var t = initTracker(3)
let (bin, power) = t.bestPower(0, -1)
@@ -357,6 +410,10 @@ randomize()
testColdBestGun()
testRandomTiebreak()
testBestGunDeterministicWinner()
testHysteresisDwell()
testHysteresisSwitchMargin()
testHysteresisDisqualified()
testHysteresisFloor()
testBestPowerCold()
testBestPowerWarmBin3()
testFitnessForDeterministic()