feat(BNNBot): Hebbian weight matrix with virtual bullet learning — 870→7 bit forward pass

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-09-17 23:49:59 +02:00
parent 50e3c6fae9
commit 22aefbddb6
3 changed files with 159 additions and 18 deletions
+79 -16
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@@ -1,14 +1,22 @@
# BNNBot — binary encoding data collector.
# Radar lock on enemy, encodes a 10-tick sliding window (870 bits), prints it.
# No aiming, no firing — pure scan visualization for BNN research.
# BNNBot — Hebbian weight matrix with virtual bullet learning.
# 870-bit input → 7-bit aim angle output via forward pass.
# Learns from virtual bullets (no real firing) via three-factor Hebbian rule.
import std/[math, os, strutils]
import std/[math, os, strutils, random]
import robocode_tankroyale_botapi
import radar_lock/radar_lock as radar_lock
import binary_encoding
import hebbian
const botJsonPath = currentSourcePath().parentDir / "BNNBot.json"
const
BULLET_SLOTS = 50
BULLET_SPEED = 14.0 # power 2
EPSILON_START = 0.2
EPSILON_MIN = 0.05
EPSILON_DECAY = 0.9995
type
BNNBot = ref object of Bot
hasContact: bool
@@ -24,6 +32,12 @@ type
hasPrev: bool
frameBuffer: array[WINDOW_SIZE, array[FRAME_BITS, uint8]]
bufferCount: int
net: HebbianNet
bullets: array[BULLET_SLOTS, VirtualBullet]
bulletHead: int # ring-buffer write index
virtualHits: int
virtualMiss: int
epsilon: float
method onScannedBot*(bot: BNNBot, e: ScannedBotEvent) =
let bx = getX(); let by = getY()
@@ -38,23 +52,20 @@ method onScannedBot*(bot: BNNBot, e: ScannedBotEvent) =
let arenaW = getArenaWidth().float
let arenaH = getArenaHeight().float
let enemyX = e.x
let enemyY = e.y
let frame = EnemyScanFrame(
bearing: bot.enemyBearing,
distance: bot.distance,
velocity: bot.velocity,
heading: bot.heading,
enemyWallN: arenaH - enemyY,
enemyWallS: enemyY,
enemyWallE: arenaW - enemyX,
enemyWallW: enemyX,
enemyWallN: arenaH - e.y,
enemyWallS: e.y,
enemyWallE: arenaW - e.x,
enemyWallW: e.x,
enemyEnergy: e.energy,
)
let encoded = encodeFrame(frame)
# Shift buffer: 0..8 → 1..9, newest at index 0
for i in countdown(WINDOW_SIZE - 1, 1):
bot.frameBuffer[i] = bot.frameBuffer[i - 1]
bot.frameBuffer[0] = encoded
@@ -62,7 +73,7 @@ method onScannedBot*(bot: BNNBot, e: ScannedBotEvent) =
if bot.bufferCount < WINDOW_SIZE:
inc bot.bufferCount
if bot.bufferCount < WINDOW_SIZE:
return # still filling
return
let selfState = SelfState(
myWallN: arenaH - by,
@@ -75,10 +86,59 @@ method onScannedBot*(bot: BNNBot, e: ScannedBotEvent) =
let selfEncoded = encodeSelf(selfState)
let vec = encodeFullVector(bot.frameBuffer, selfEncoded)
# ── age & settle existing virtual bullets ────────────────────────────
for idx in 0..<BULLET_SLOTS:
var b = addr bot.bullets[idx]
if not b.active: continue
inc b.trace.age
let bulletDist = b.bulletSpeed * float(b.trace.age)
if bulletDist >= b.fireDist or b.trace.age >= TRACE_MAX_AGE:
let bulletX = b.fireX + sin(degToRad(b.aimAngleDeg)) * bulletDist
let bulletY = b.fireY + cos(degToRad(b.aimAngleDeg)) * bulletDist
let enemyDist = hypot(bulletX - bot.lastEnemyX, bulletY - bot.lastEnemyY)
if enemyDist < 36.0:
bot.net.learn(b.trace, HIT_REWARD)
inc bot.virtualHits
else:
bot.net.learn(b.trace, MISS_PENALTY)
inc bot.virtualMiss
b.active = false
# ── forward pass → aim angle ─────────────────────────────────────────
var outVec = bot.net.forward(vec)
# epsilon-greedy exploration
if rand(1.0) < bot.epsilon:
for j in 0..<OUTPUT_BITS:
if rand(1.0) < 0.5:
outVec[j] = 1'u8 - outVec[j] # flip bit
bot.epsilon = max(EPSILON_MIN, bot.epsilon * EPSILON_DECAY)
let aimOffset = decodeOutput(outVec)
# ── store virtual bullet ──────────────────────────────────────────────
let slot = bot.bulletHead mod BULLET_SLOTS
bot.bulletHead = slot + 1
bot.bullets[slot] = VirtualBullet(
trace: EligibilityTrace(input: vec, output: outVec, age: 0, alive: true),
fireX: bx,
fireY: by,
aimAngleDeg: bot.enemyBearing + aimOffset,
fireDist: bot.distance,
bulletSpeed: BULLET_SPEED,
active: true,
)
# ── stats & echo ─────────────────────────────────────────────────────
let hamming = if bot.hasPrev: hammingDistance(bot.prevVec, vec) else: 0
let similarity = if bot.hasPrev: TOTAL_BITS - hamming else: 0
let overlap = if bot.hasPrev: popcount(bitwiseAnd(bot.prevVec, vec)) else: 0
echo align($bot.tick, 4), " ", formatBinary(vec), " ", hamming, " ", similarity, " ", overlap
echo align($bot.tick, 4), " ", formatBinary(vec), " ",
hamming, " ", similarity, " ", overlap, " ",
formatFloat(aimOffset, ffDecimal, 2), " ",
bot.virtualHits, " ", bot.virtualMiss
bot.prevVec = vec
bot.hasPrev = true
@@ -92,8 +152,7 @@ method onRoundStarted*(bot: BNNBot, e: RoundStartedEvent) =
bot.tick = 0
bot.hasPrev = false
bot.bufferCount = 0
setTargetSpeed(0.0)
setTurnRate(0.0)
# net and epsilon persist across rounds (learning carries over)
method onGameStarted*(bot: BNNBot, e: GameStartedEventForBot) =
discard
@@ -113,5 +172,9 @@ method run*(bot: BNNBot) =
go()
when isMainModule:
var bot = BNNBot()
randomize()
var bot = BNNBot(
net: initHebbianNet(),
epsilon: EPSILON_START,
)
start(bot, botJsonPath)
+27
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@@ -136,3 +136,30 @@ proc hammingDistance*(a, b: BinaryVector): int =
proc bitwiseAnd*(a, b: BinaryVector): BinaryVector =
for i in 0..<TOTAL_BITS:
result[i] = a[i] and b[i]
# Output encoding -------------------------------------------------------
const
OUTPUT_BITS* = 7
AIM_MIN* = -60.0
AIM_MAX* = 60.0
type OutputVector* = array[OUTPUT_BITS, uint8]
proc encodeOutput*(angle: float): OutputVector =
let clamped = clamp(angle, AIM_MIN, AIM_MAX)
let intVal = int((clamped - AIM_MIN) / (AIM_MAX - AIM_MIN) * 127.0)
let gray = toGray(intVal)
for i in 0..<OUTPUT_BITS:
result[OUTPUT_BITS - 1 - i] = uint8((gray shr i) and 1)
proc decodeOutput*(vec: OutputVector): float =
var val = 0
for i in 0..<OUTPUT_BITS:
val = (val shl 1) or int(vec[i])
var binary = val
var mask = binary shr 1
while mask > 0:
binary = binary xor mask
mask = mask shr 1
result = AIM_MIN + (float(binary) / 127.0) * (AIM_MAX - AIM_MIN)
+51
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@@ -0,0 +1,51 @@
import binary_encoding
import std/math
const
N_IN* = TOTAL_BITS # 870
N_OUT* = OUTPUT_BITS # 7
TRACE_MAX_AGE* = 40
LEARNING_RATE* = 0.1
MISS_PENALTY* = -0.03
HIT_REWARD* = 0.1
W_CLAMP* = 5.0
type
HebbianNet* = object
W*: array[N_IN * N_OUT, float]
EligibilityTrace* = object
input*: BinaryVector
output*: OutputVector
age*: int
alive*: bool
VirtualBullet* = object
trace*: EligibilityTrace
fireX*: float
fireY*: float
aimAngleDeg*: float
fireDist*: float
bulletSpeed*: float
active*: bool
proc initHebbianNet*(): HebbianNet =
discard # zero-init by default
proc forward*(net: HebbianNet, input: BinaryVector): OutputVector =
for j in 0..<N_OUT:
var score = 0.0
for i in 0..<N_IN:
if input[i] == 1:
score += net.W[i * N_OUT + j]
result[j] = if score > 0.0: 1'u8 else: 0'u8
proc learn*(net: var HebbianNet, trace: EligibilityTrace, reward: float) =
let decayedReward = reward * pow(0.95, float(trace.age))
for i in 0..<N_IN:
if trace.input[i] == 1:
for j in 0..<N_OUT:
if trace.output[j] == 1:
net.W[i * N_OUT + j] += LEARNING_RATE * decayedReward
net.W[i * N_OUT + j] = clamp(net.W[i * N_OUT + j], -W_CLAMP, W_CLAMP)