feat(SAC_LSTM_Bot): campaign v2 levers — aggression/anti-ram reward shaping + stability knob overrides (part 2)

Lever 2 (#59): x1.25 aggression mult on damage dealt, flat +0.5 hit bonus,
-3.0 per bot-bot collision (server deals RAM_DAMAGE=0.6 to both parties but
only notifies the hitter), escalating proximity deterrent below 12% arena
diagonal suppressed while dealing damage. Win/loss terminals unchanged and
dominant. All weights TUNABLE consts marked ponytail. SACLSTM_REWARD_DEBUG=1
env-gated reward_debug.log for calibration greps.

Lever 5 (#59): no code needed — SACLSTM_LR_ACTOR/LR_CRITIC/LR_ALPHA (3e-4)
and SACLSTM_TARGET_ENTROPY (-4.0) were already env-overridable in training.nim.

Smoke vs RamFire+Crazy (hidden=32, random init, isolated weights): 75 ram
penalties, 381 charge events, hit bonuses firing, 0 crashes, metrics JSONL
flowing. Tests: 8/8 suites green incl. new assert-level term math.
This commit is contained in:
2026-08-22 19:44:58 +02:00
parent a07e5305f5
commit 6fc01eb4e5
3 changed files with 98 additions and 7 deletions
+35 -1
View File
@@ -67,7 +67,7 @@ type SacBot = ref object of Bot
ticksSinceScan: int
# per-step reward accumulators (consumed by the next tick's transition)
dmgDealt, dmgTaken, wastedPower: float64
wallHits: int
wallHits, hits, ramTaken: int
# pending transition (episode spans the whole battle; round end is NOT a boundary)
hasLastTrans: bool
lastState: array[STATE_DIM, float32]
@@ -96,13 +96,36 @@ proc tensorToHidden(t: Tensor[float32]; arr: var array[MaxHidden, float32]) =
proc takeReward(bot: SacBot; win = false, loss = false): float32 =
## Consume accumulated step events -> Welford-normalized reward (#44).
## Lever 2 (#59): pass enemy distance (frac of arena diagonal) for the
## anti-charge term; sentinel 2.0 (> ChargeDistFrac) when no contact.
var distFrac = 2.0
if bot.hasContact:
let diag = hypot(getArenaWidth().float64, getArenaHeight().float64)
distFrac = hypot(bot.enemy.x - getX(), bot.enemy.y - getY()) / diag
let raw = computeReward(
damageInflicted = bot.dmgDealt,
damageReceived = bot.dmgTaken,
wallHitTicks = bot.wallHits,
wastedShotPower = bot.wastedPower,
hitCount = bot.hits,
ramTakenCount = bot.ramTaken,
enemyDistFrac = distFrac,
win = win, loss = loss)
# Lever-2 (#59) observability: env-gated one-liner for smoke/calibration
# greps — proves hit/ram/charge terms fire and shows raw magnitudes. File
# (not stderr): the battle runner swallows bot process streams.
# ponytail: grows unbounded if left on; keep off outside smokes.
if getEnv("SACLSTM_REWARD_DEBUG") == "1" and
(bot.hits > 0 or bot.ramTaken > 0 or (distFrac < ChargeDistFrac and bot.dmgDealt <= 0.0)):
try:
let f = open(getWeightsPath().parentDir.parentDir / "reward_debug.log", fmAppend)
f.writeLine("raw=" & $raw & " hits=" & $bot.hits & " ram=" & $bot.ramTaken &
" distFrac=" & $distFrac)
f.close()
except CatchableError:
discard
bot.dmgDealt = 0; bot.dmgTaken = 0; bot.wastedPower = 0; bot.wallHits = 0
bot.hits = 0; bot.ramTaken = 0
let norm = rewards.normalize(bot.rn, raw)
rewards.update(bot.rn, raw)
norm.float32
@@ -157,10 +180,20 @@ method onScannedBot*(bot: SacBot, e: ScannedBotEvent) =
method onBulletHit*(bot: SacBot, e: BulletHitBotEvent) =
bot.dmgDealt += e.damage
inc bot.hits
method onHitByBullet*(bot: SacBot, e: HitByBulletEvent) =
bot.dmgTaken += e.damage
# Lever 2 (#59): anti-ram — every BotHitBotEvent receipt means a bot-bot
# collision happened and we ate RAM_DAMAGE (server deals 0.6 to both parties;
# only the hitter gets notified). Flat per-event penalty; being rammed without
# hitting back stays event-invisible.
# ponytail: enemy-initiated rams undetected — add energy-residual detection if
# v2 battle data shows ram-heavy losses.
method onHitBot*(bot: SacBot, e: BotHitBotEvent) =
inc bot.ramTaken
method onHitWall*(bot: SacBot, e: BotHitWallEvent) =
inc bot.wallHits
@@ -173,6 +206,7 @@ method onGameAborted*(bot: SacBot) =
# next battle's data.
bot.hasLastTrans = false
bot.dmgDealt = 0; bot.dmgTaken = 0; bot.wastedPower = 0; bot.wallHits = 0
bot.hits = 0; bot.ramTaken = 0
method onRoundEnded*(bot: SacBot, e: RoundEndedEventForBot) =
## Harness liveness signal (#49): RunTraining.java watches round_counter.txt
+28 -1
View File
@@ -3,6 +3,25 @@
import std/math
# ── Lever-2 shaping constants (#59, campaign v2) — TUNABLE ────────────────────
# Scale discipline: commensurate with existing magnitudes (dealt p=1 was +4,
# wall tick -5/tick, win +20). Death/loss and win terms stay dominant; these
# only re-rank mid-band behaviors (fight vs outlive vs get-rammed).
const
# Multiplier on the bullet-damage-dealt term: p=1 hit +4 -> +5. Low-power
# spam stays unprofitable (6*0.1-2 = -1.4 < 0 even after x1.25).
AggressionMult* = 1.25 # ponytail: TUNABLE — raise toward 1.5 if v2 bot still passivity-leaning
# Flat per landed shot on top of damage: discrete accuracy signal.
HitBonus* = 0.5 # ponytail: TUNABLE — keep < 6p-2 at min viable power (~0.34)
# Per bot-bot collision (BotHitBotEvent): server deals RAM_DAMAGE=0.6 to
# both parties but only notifies the hitter — each receipt = damage taken.
RamTakenPenalty* = 3.0 # ponytail: TUNABLE — vs p=0.8 bullet received (-6.8)
# Enemy-charging deterrent: distance/diagonal below this => escalating
# negative (max at zero distance), suppressed while we deal damage that step.
ChargeDistFrac* = 0.12 # ponytail: TUNABLE — ~120u of 800x600 diag (1000)
ChargePenalty* = 2.0 # ponytail: TUNABLE — per-tick ceiling, milder than wall (-5/tick)
# ── Raw reward ────────────────────────────────────────────────────────────────
proc computeReward*(
@@ -10,6 +29,9 @@ proc computeReward*(
damageReceived: float64 = 0.0, # fire power p_e of enemy shot that hit
wallHitTicks: int = 0, # ticks in wall contact this step
wastedShotPower: float64 = 0.0, # fire power of shot that missed/hit wall
hitCount: int = 0, # own bullets that hit the enemy this step (#59)
ramTakenCount: int = 0, # collisions where we were the victim (#59)
enemyDistFrac: float64 = 2.0, # enemy dist / arena diag; >ChargeDistFrac when no contact (#59)
win: bool = false,
loss: bool = false
): float64 =
@@ -17,8 +39,13 @@ proc computeReward*(
## Damage formula: 4p + 2(p-1) = 6p - 2 (matches Tank Royale bullet rules).
let p = damageInflicted
let pe = damageReceived
if p > 0.0: result += 6.0 * p - 2.0
if p > 0.0:
result += AggressionMult * (6.0 * p - 2.0)
if hitCount > 0: result += HitBonus * hitCount.float64
if pe > 0.0: result -= 6.0 * pe - 2.0
result -= RamTakenPenalty * ramTakenCount.float64
if enemyDistFrac < ChargeDistFrac and p <= 0.0:
result -= ChargePenalty * (1.0 - enemyDistFrac / ChargeDistFrac)
result -= 5.0 * wallHitTicks.float64
if wastedShotPower > 0.0: result -= 0.1 * wastedShotPower
if win: result += 20.0