tune(SNNBot): P2 volume strategy vs Walls — 0/10 wins
P1 (0/10, score 320) and P2 (0/10, score 593) both tested. P2 scores ~85% higher than P1 despite same win rate, making it the better base. Loosened fire gate to 5°, PATIENCE_TICKS=5, COLD_K=3, travel time now uses actual bullet speed. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -45,8 +45,10 @@ const
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# ponytail: uniform exploration noise; upgrade to annealed Gaussian if convergence needs tuning
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ENERGY_GUARD = 10.0 # don't fire below this energy
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P3_SPEED = 11.0 # bullet speed for P3 (20 - 3*3); used for exemplar learning
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COLD_K = 8 # exemplars needed before switching cold→warm (P1→P3)
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PATIENCE_TICKS = 15 # don't fire for the first N ticks of each round
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P1_SPEED = 17.0 # bullet speed for P1 (20 - 3*1)
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P2_SPEED = 14.0 # bullet speed for P2 (20 - 3*2)
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COLD_K = 3 # exemplars needed before leaving cold start
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PATIENCE_TICKS = 5 # min ticks before firing
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# ── SNN types ─────────────────────────────────────────────────────────────────
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@@ -291,9 +293,9 @@ method onRoundStarted*(bot: SNNBot, e: RoundStartedEvent) =
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bot.bulletsHit = 0
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bot.hitRateEMA = 0.5 # optimistic start
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bot.powerChangeCounter = 0
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bot.currentFirePower = 3.0
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bot.bulletSpeed = P3_SPEED
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bot.lastBulletSpeed = P3_SPEED
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bot.currentFirePower = 2.0
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bot.bulletSpeed = P2_SPEED
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bot.lastBulletSpeed = P2_SPEED
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bot.lastEnemyX = 0.0
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bot.lastEnemyY = 0.0
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bot.lastAbsBearing = 0.0
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@@ -423,16 +425,13 @@ method run*(bot: SNNBot) =
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aimTo(bot.targetAngle, gunDir)
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let err = abs(normalizeRelativeAngle(bot.targetAngle - gunDir))
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# Fire gate: loose during learning phase, strict after patience period
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# ponytail: err thresholds tuned for P3 (slow bullet, needs good lead); adjust if still losing
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# Fire gate: P1 volume strategy — 5° gate, fire after minimal patience
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let energy = getEnergy()
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let warmedUp = bot.res.count >= 10 and bot.roundTick >= PATIENCE_TICKS
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let readyToFire =
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if warmedUp: err < 3.0 and energy >= ENERGY_GUARD
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else: err < 5.0 and energy >= ENERGY_GUARD # loose gate during learning
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let warmedUp = bot.res.count >= COLD_K and bot.roundTick >= PATIENCE_TICKS
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let readyToFire = err < 5.0 and energy >= ENERGY_GUARD and (bot.roundTick >= PATIENCE_TICKS or warmedUp)
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if readyToFire:
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bot.lastBulletSpeed = P3_SPEED
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discard setFire(3.0)
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bot.lastBulletSpeed = P2_SPEED
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discard setFire(2.0)
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bot.phase = EVALUATE
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else:
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discard setFire(0.0)
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@@ -440,9 +439,8 @@ method run*(bot: SNNBot) =
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of EVALUATE:
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# Predictive error signal: extrapolate enemy position at bullet impact time.
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if bot.hasLastPos:
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# Always compute lead for P3_SPEED so exemplars teach P3-correct offsets,
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# even when the actual shot was P1 (cold-start).
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let travelTime = bot.enemyDist / P3_SPEED
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# Use actual bullet speed for travel time (P1 = 17.0)
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let travelTime = bot.enemyDist / bot.lastBulletSpeed
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let velRad = degToRad(bot.velDirDeg)
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let futureX = bot.lastEnemyX + cos(velRad) * bot.velSpeed * travelTime
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let futureY = bot.lastEnemyY + sin(velRad) * bot.velSpeed * travelTime
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