feat(BNNBot): 10-tick sliding window of enemy data + self state — 870 bits total
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -1,5 +1,5 @@
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# BNNBot — binary encoding data collector.
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# Radar lock on enemy, converts each scan to a 44-bit BinaryVector, prints it.
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# Radar lock on enemy, encodes a 10-tick sliding window (870 bits), prints it.
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# No aiming, no firing — pure scan visualization for BNN research.
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import std/[math, os, strutils]
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@@ -11,56 +11,73 @@ const botJsonPath = currentSourcePath().parentDir / "BNNBot.json"
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type
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BNNBot = ref object of Bot
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hasContact: bool
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hasContact: bool
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enemyBearing: float
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lastEnemyX: float
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lastEnemyY: float
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hasLastPos: bool
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velocity: float # signed velocity (from heading + speed)
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heading: float # enemy heading (degrees)
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distance: float
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tick: int
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prevVec: BinaryVector
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hasPrev: bool
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lastEnemyX: float
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lastEnemyY: float
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hasLastPos: bool
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velocity: float
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heading: float
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distance: float
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tick: int
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prevVec: BinaryVector
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hasPrev: bool
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frameBuffer: array[WINDOW_SIZE, array[FRAME_BITS, uint8]]
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bufferCount: int
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method onScannedBot*(bot: BNNBot, e: ScannedBotEvent) =
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let bx = getX(); let by = getY()
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bot.enemyBearing = directionTo(bx, by, e.x, e.y)
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bot.distance = distanceTo(bx, by, e.x, e.y)
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bot.heading = e.direction
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bot.velocity = e.speed # signed: positive = forward, negative = reverse
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if bot.hasLastPos:
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discard # velocity from e.speed is more accurate; position delta kept for future use
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bot.lastEnemyX = e.x
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bot.lastEnemyY = e.y
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bot.hasLastPos = true
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bot.hasContact = true
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bot.velocity = e.speed
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bot.lastEnemyX = e.x
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bot.lastEnemyY = e.y
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bot.hasLastPos = true
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bot.hasContact = true
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let arenaW = getArenaWidth().float
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let arenaH = getArenaHeight().float
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let enemyX = e.x
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let enemyY = e.y
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let scan = ScanData(
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bearing: bot.enemyBearing,
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distance: bot.distance,
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velocity: bot.velocity,
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heading: bot.heading,
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myWallN: arenaH - by,
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myWallS: by,
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myWallE: arenaW - bx,
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myWallW: bx,
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enemyWallN: arenaH - enemyY,
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enemyWallS: enemyY,
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enemyWallE: arenaW - enemyX,
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enemyWallW: enemyX,
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myEnergy: getEnergy(),
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enemyEnergy: e.energy,
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canFire: getGunHeat() <= 0.0,
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let arenaW = getArenaWidth().float
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let arenaH = getArenaHeight().float
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let enemyX = e.x
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let enemyY = e.y
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let frame = EnemyScanFrame(
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bearing: bot.enemyBearing,
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distance: bot.distance,
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velocity: bot.velocity,
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heading: bot.heading,
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enemyWallN: arenaH - enemyY,
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enemyWallS: enemyY,
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enemyWallE: arenaW - enemyX,
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enemyWallW: enemyX,
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enemyEnergy: e.energy,
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)
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let vec = encode(scan)
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let hamming = if bot.hasPrev: hammingDistance(bot.prevVec, vec) else: 0
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let encoded = encodeFrame(frame)
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# Shift buffer: 0..8 → 1..9, newest at index 0
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for i in countdown(WINDOW_SIZE - 1, 1):
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bot.frameBuffer[i] = bot.frameBuffer[i - 1]
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bot.frameBuffer[0] = encoded
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if bot.bufferCount < WINDOW_SIZE:
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inc bot.bufferCount
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if bot.bufferCount < WINDOW_SIZE:
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return # still filling
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let selfState = SelfState(
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myWallN: arenaH - by,
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myWallS: by,
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myWallE: arenaW - bx,
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myWallW: bx,
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myEnergy: getEnergy(),
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canFire: getGunHeat() <= 0.0,
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)
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let selfEncoded = encodeSelf(selfState)
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let vec = encodeFullVector(bot.frameBuffer, selfEncoded)
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let hamming = if bot.hasPrev: hammingDistance(bot.prevVec, vec) else: 0
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let similarity = if bot.hasPrev: TOTAL_BITS - hamming else: 0
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let overlap = if bot.hasPrev: popcount(bitwiseAnd(bot.prevVec, vec)) else: 0
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let overlap = if bot.hasPrev: popcount(bitwiseAnd(bot.prevVec, vec)) else: 0
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echo align($bot.tick, 4), " ", formatBinary(vec), " ", hamming, " ", similarity, " ", overlap
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bot.prevVec = vec
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bot.hasPrev = true
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@@ -74,6 +91,7 @@ method onRoundStarted*(bot: BNNBot, e: RoundStartedEvent) =
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bot.hasLastPos = false
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bot.tick = 0
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bot.hasPrev = false
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bot.bufferCount = 0
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setTargetSpeed(0.0)
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setTurnRate(0.0)
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@@ -1,27 +1,32 @@
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import std/math
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const
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TOTAL_BITS* = 123
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FRAME_BITS* = 83
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SELF_BITS* = 40
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WINDOW_SIZE* = 10
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TOTAL_BITS* = FRAME_BITS * WINDOW_SIZE + SELF_BITS # 870
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type
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BinaryVector* = array[TOTAL_BITS, uint8]
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ScanData* = object
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bearing*: float # 0-360 degrees
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distance*: float # 0-1414 pixels (will be converted to 0-100%)
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velocity*: float # -8 to +8 integer steps
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heading*: float # 0-360 degrees
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myWallN*: float # our distance to north wall
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myWallS*: float # our distance to south wall
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myWallE*: float # our distance to east wall
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myWallW*: float # our distance to west wall
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enemyWallN*: float # enemy distance to north wall
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enemyWallS*: float # enemy distance to south wall
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enemyWallE*: float # enemy distance to east wall
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enemyWallW*: float # enemy distance to west wall
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myEnergy*: float # 0-150
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enemyEnergy*: float # 0-150
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canFire*: bool # gun heat == 0
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EnemyScanFrame* = object
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bearing*: float # → sin/cos, 8+8 bits
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distance*: float # → %, 7 bits
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velocity*: float # → 5 bits
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heading*: float # → sin/cos, 8+8 bits
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enemyWallN*: float # 7 bits
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enemyWallS*: float # 7 bits
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enemyWallE*: float # 7 bits
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enemyWallW*: float # 7 bits
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enemyEnergy*: float # 11 bits
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SelfState* = object
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myWallN*: float # 7 bits
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myWallS*: float # 7 bits
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myWallE*: float # 7 bits
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myWallW*: float # 7 bits
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myEnergy*: float # 11 bits
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canFire*: bool # 1 bit
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const MAX_DISTANCE = 1414.0 # diagonal of 1000x1000 arena
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@@ -34,73 +39,88 @@ proc toBits(value: int, bits: int): seq[uint8] =
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for i in 0..<bits:
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result[bits - 1 - i] = uint8((gray shr i) and 1)
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proc encode*(scan: ScanData): BinaryVector =
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proc encodeFrame*(frame: EnemyScanFrame): array[FRAME_BITS, uint8] =
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var offset = 0
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# 1. bearing_sin: sin(bearing), -1..+1 → 0..199 → 8 bits
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let bSin = int((sin(degToRad(scan.bearing)) + 1.0) / 2.0 * 199.0)
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# bearing sin: 8 bits
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let bSin = int((sin(degToRad(frame.bearing)) + 1.0) / 2.0 * 199.0)
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let bSinBits = toBits(clamp(bSin, 0, 199), 8)
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for i in 0..<8: result[offset + i] = bSinBits[i]
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offset += 8
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# 2. bearing_cos: cos(bearing), -1..+1 → 0..199 → 8 bits
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let bCos = int((cos(degToRad(scan.bearing)) + 1.0) / 2.0 * 199.0)
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# bearing cos: 8 bits
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let bCos = int((cos(degToRad(frame.bearing)) + 1.0) / 2.0 * 199.0)
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let bCosBits = toBits(clamp(bCos, 0, 199), 8)
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for i in 0..<8: result[offset + i] = bCosBits[i]
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offset += 8
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# 3. distance %: 0-100% of max → 0..99 → 7 bits
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let distPct = int(clamp(scan.distance / MAX_DISTANCE * 99.0, 0.0, 99.0))
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# distance %: 7 bits
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let distPct = int(clamp(frame.distance / MAX_DISTANCE * 99.0, 0.0, 99.0))
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let distBits = toBits(distPct, 7)
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for i in 0..<7: result[offset + i] = distBits[i]
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offset += 7
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# 4. velocity: -8..+8 → 0..16 → 5 bits
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let vel = int(clamp(scan.velocity + 8.0, 0.0, 16.0))
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# velocity: 5 bits
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let vel = int(clamp(frame.velocity + 8.0, 0.0, 16.0))
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let velBits = toBits(vel, 5)
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for i in 0..<5: result[offset + i] = velBits[i]
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offset += 5
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# 5. heading_sin: sin(heading), -1..+1 → 0..199 → 8 bits
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let hSin = int((sin(degToRad(scan.heading)) + 1.0) / 2.0 * 199.0)
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# heading sin: 8 bits
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let hSin = int((sin(degToRad(frame.heading)) + 1.0) / 2.0 * 199.0)
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let hSinBits = toBits(clamp(hSin, 0, 199), 8)
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for i in 0..<8: result[offset + i] = hSinBits[i]
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offset += 8
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# 6. heading_cos: cos(heading), -1..+1 → 0..199 → 8 bits
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let hCos = int((cos(degToRad(scan.heading)) + 1.0) / 2.0 * 199.0)
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# heading cos: 8 bits
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let hCos = int((cos(degToRad(frame.heading)) + 1.0) / 2.0 * 199.0)
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let hCosBits = toBits(clamp(hCos, 0, 199), 8)
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for i in 0..<8: result[offset + i] = hCosBits[i]
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offset += 8
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# 7. My wall distances (7 bits each, 0-100% of arena dimension)
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for wall in [scan.myWallN, scan.myWallS, scan.myWallE, scan.myWallW]:
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# enemy wall distances: 4×7 bits
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for wall in [frame.enemyWallN, frame.enemyWallS, frame.enemyWallE, frame.enemyWallW]:
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let pct = int(clamp(wall / 1000.0 * 99.0, 0.0, 99.0))
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let bits = toBits(pct, 7)
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for i in 0..<7: result[offset + i] = bits[i]
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offset += 7
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# 8. Enemy wall distances (7 bits each)
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for wall in [scan.enemyWallN, scan.enemyWallS, scan.enemyWallE, scan.enemyWallW]:
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# enemy energy: 11 bits
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let enE = int(clamp(frame.enemyEnergy * 10.0, 0.0, 1500.0))
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let enEBits = toBits(enE, 11)
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for i in 0..<11: result[offset + i] = enEBits[i]
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# offset += 11 # last field, no need
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proc encodeSelf*(self: SelfState): array[SELF_BITS, uint8] =
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var offset = 0
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# my wall distances: 4×7 bits
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for wall in [self.myWallN, self.myWallS, self.myWallE, self.myWallW]:
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let pct = int(clamp(wall / 1000.0 * 99.0, 0.0, 99.0))
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let bits = toBits(pct, 7)
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for i in 0..<7: result[offset + i] = bits[i]
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offset += 7
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# 9. My energy (11 bits, 0-150 → 0-1500 with 0.1 HP precision)
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let myE = int(clamp(scan.myEnergy * 10.0, 0.0, 1500.0))
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# my energy: 11 bits
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let myE = int(clamp(self.myEnergy * 10.0, 0.0, 1500.0))
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let myEBits = toBits(myE, 11)
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for i in 0..<11: result[offset + i] = myEBits[i]
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offset += 11
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# 10. Enemy energy (11 bits, 0-150 → 0-1500 with 0.1 HP precision)
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let enE = int(clamp(scan.enemyEnergy * 10.0, 0.0, 1500.0))
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let enEBits = toBits(enE, 11)
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for i in 0..<11: result[offset + i] = enEBits[i]
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offset += 11
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# canFire: 1 bit
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result[offset] = if self.canFire: 1'u8 else: 0'u8
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# 11. Can fire (1 bit)
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result[offset] = if scan.canFire: 1'u8 else: 0'u8
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proc encodeFullVector*(window: array[WINDOW_SIZE, array[FRAME_BITS, uint8]],
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self: array[SELF_BITS, uint8]): BinaryVector =
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var offset = 0
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# LIFO: index 0 = newest frame
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for i in 0..<WINDOW_SIZE:
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for j in 0..<FRAME_BITS:
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result[offset] = window[i][j]
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inc offset
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for j in 0..<SELF_BITS:
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result[offset] = self[j]
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inc offset
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proc formatBinary*(vec: BinaryVector): string =
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for b in vec:
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