docs(research): goto controller algorithm for issue #20

Covers forward/reverse decision, proportional steering with speed-dependent
turn rate clamping, and deceleration using the existing getNewTargetSpeed util.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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# Goto Controller Algorithm — Research
**Issue:** #20
**Branch:** research/goto-controller
**Date:** 2026-08-17
---
## Problem Statement
The PPO network will output a target position `(x, y)`. A goto controller must
translate that into per-tick `setTargetSpeed` and `setTurnRate` commands for
the Tank Royale Nim bot API.
---
## Codebase Findings
### Tank Royale Nim API — no built-in goto
The library (`tankroyale_botapi` v1.0.1) provides:
- `setTargetSpeed(speed: float)` — desired speed, clamped to ±8 units/tick.
Server auto-manages acceleration/deceleration via `getNewTargetSpeed`.
- `setTurnRate(rate: float)` — desired turn rate, clamped to `calcMaxTurnRate(speed) = 10 - 0.75 * abs(speed)`.
- `setForward(distance)` / `setBack(distance)` — blocking helpers that use
`gDistanceRemaining` + the server's deceleration model. These are blocking
(call `go()` internally) and therefore cannot be used in the non-blocking
per-tick run loop used by PPO_Bot.
There is **no built-in `setDistanceRemaining`-style goto**. The controller must
be written from scratch.
### Physics constants (from `constants.nim` / `utils.nim`)
| Constant | Value |
|---|---|
| Max speed | 8 units/tick |
| Acceleration | +1 unit/tick² |
| Deceleration | −2 units/tick² (braking is twice as fast) |
| Max turn rate | `10 − 0.75 × |speed|` deg/tick |
| Min turn rate (at max speed) | `10 − 0.75 × 8 = 4` deg/tick |
| `getNewTargetSpeed(maxSpeed, speed, dist)` | already implemented in utils.nim |
Key implication: **you can turn faster while slow**. Turn-then-drive lets the
bot use full 10°/tick turn rate, but wastes ticks stopped. Driving-while-turning
is smooth but limited to 4°/tick at top speed.
### Coordinate system
North = 0°, clockwise. `directionTo` in `utils.nim` returns a bearing in
`[0, 360)`. `bearingTo` returns a signed relative bearing in `(-180, 180]`.
---
## Approaches Considered
### A — Turn-then-drive (sequential)
Stop → turn to face target → drive full speed → brake.
- Simple to implement.
- Very slow: wastes ticks turning at zero speed then decelerating.
- Produces jerky, non-smooth movement — bad as a controller layer.
### B — Proportional navigation (continuous per-tick)
Each tick: compute bearing to target, set turn rate proportional to bearing
error, set speed based on distance remaining.
- Standard Robocode idiom. Very common in published bots.
- Does not make the forward-vs-reverse decision optimally.
- Can overshoot if gains are too high; can be sluggish if too low.
### C — Arc/pursuit steering (proportional + speed-dependent turn limit)
Like B, but explicitly clamps turn rate to `calcMaxTurnRate(currentSpeed)` and
scales speed down when the heading error is large (so the bot slows to increase
turn authority).
- Handles Tank Royale's speed-dependent turn rate correctly.
- Naturally smooth.
- Still needs explicit forward/reverse decision.
### D — Forward-vs-reverse decision + proportional steering (recommended)
Extend C with the classic Robocode "should I go backward?" heuristic:
if `|bearingError| > 90°`, it is faster to reverse and face the target with
the rear than to turn more than 90° forward. Flip target speed sign and add
180° to the bearing before computing turn rate.
This is the approach used by high-quality Robocode 1 bots (e.g. RaikoMX,
Aristocles) and it trivially maps to Tank Royale's API.
---
## Recommended Algorithm
### Decision: forward or reverse?
```
bearing = normalizeRelativeAngle(directionTo(x, y) - direction)
if abs(bearing) > 90.0:
# Going backward is cheaper
direction_sign = -1
effective_bearing = normalizeRelativeAngle(bearing + 180.0)
else:
direction_sign = +1
effective_bearing = bearing
```
### Turn rate
Apply full proportional turn rate toward the effective bearing:
```
max_turn = 10.0 - 0.75 * abs(currentSpeed)
turnRate = clamp(effective_bearing, -max_turn, max_turn)
```
`effective_bearing` acts as both direction and magnitude: if the error is
small, the turn rate is small (smooth approach); if large, it clamps to max
(fastest possible turn).
### Target speed
Use `getNewTargetSpeed` (already in `utils.nim`) to determine the speed
that will arrive at the target with zero velocity:
```
dist = distanceTo(x, y)
raw_speed = getNewTargetSpeed(MAX_SPEED, currentSpeed, dist)
targetSpeed = direction_sign * raw_speed
```
This reuses the exact deceleration model the server uses, so the bot always
brakes at the right time with no overshoot.
### Stop condition
```
if dist < ARRIVAL_THRESHOLD: # e.g. 18.0 (= BOT_RADIUS)
targetSpeed = 0.0
turnRate = 0.0
```
### Full pseudocode (one tick)
```nim
proc gotoTick*(tx, ty, x, y, direction, currentSpeed: float):
tuple[targetSpeed, turnRate: float] =
let dist = distanceTo(x, y, tx, ty)
if dist < ARRIVAL_THRESHOLD:
return (0.0, 0.0)
let rawBearing = normalizeRelativeAngle(directionTo(x, y, tx, ty) - direction)
let (dirSign, effBearing) =
if abs(rawBearing) > 90.0:
(-1.0, normalizeRelativeAngle(rawBearing + 180.0))
else:
(1.0, rawBearing)
let maxTurn = 10.0 - 0.75 * abs(currentSpeed)
let turnRate = effBearing.clamp(-maxTurn, maxTurn)
let rawSpeed = getNewTargetSpeed(MAX_SPEED, abs(currentSpeed), dist)
let targetSpeed = dirSign * rawSpeed
return (targetSpeed, turnRate)
```
Call once per tick from the `run` loop, pass results to `setTargetSpeed` /
`setTurnRate`.
---
## Why not pure proportional navigation (option B)?
Option B without the speed-dependent turn clamp will attempt to command more
turn rate than the server will honor at high speed — it does the right thing
emergently but wastes the gap. Explicitly scaling turn rate with
`calcMaxTurnRate(speed)` is more intentional and matches the physics exactly.
This is already coded in `actions.nim` (`r1 * (10.0 - 0.75 * abs(currentSpeed))`),
so the pattern is established in the codebase.
---
## Why reuse `getNewTargetSpeed` from utils.nim?
It already encodes the exact asymmetric acceleration/deceleration model
(accel +1, decel −2 per tick). Reimplementing distance-based speed management
from scratch would duplicate this and risk drift. Import it directly.
---
## Forward/Reverse optimality
The 90° threshold is the exact breakeven point:
- Turning 91° forward takes ≥10 ticks at slow speed + travel time.
- Reversing 89° (i.e. 180−91=89° effective turn) takes fewer ticks total
for any distance large enough to matter.
- For very short distances (< ~36 units) the bot will decelerate before the
turn completes anyway; the threshold still works because the speed penalty
applies equally to both cases.
For a controller layer that feeds a neural network's goto target, sub-optimal
behavior on very short hops is acceptable — the network will learn to avoid
issuing tiny hops.
---
## Sources / References
- Tank Royale Nim API source: `tankroyale_botapi/utils.nim`, `bot.nim`,
`constants.nim` (v1.0.1, installed at `~/.nimble/pkgs2/`).
- Robocode wiki — "Proportional navigation" and "Should I go backward?"
heuristic: widely documented in the Robocode community (e.g. RoboWiki
`BasicSurfer`, `RaikoMX` source).
- Tank Royale physics spec: confirmed against `ACCELERATION = 1.0`,
`ABS_DECELERATION = 2.0` in `constants.nim`.