fix(SNNBot): revert grid to working version, add file-based stats logging

Reverts reservoir.nim to the neighbor-blending forward() + single-cell
learn() version (pre-bilinear-interpolation). Adds /tmp/snnbot_round_stats.log
and /tmp/snnbot_aim_debug.log for diagnostics independent of test framework stdout.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-09-17 08:18:59 +02:00
parent 34f952ce20
commit 86dfd672b1
2 changed files with 77 additions and 32 deletions
+41 -1
View File
@@ -9,11 +9,39 @@
# WAITING → aimTo() each tick; when error < 2° → EVALUATE
# EVALUATE → measure error, compute SuperSpike/reservoir update, log, → DECIDE
import std/[math, random, os, strutils]
import std/[math, random, os, strutils, strformat]
import robocode_tankroyale_botapi
import radar_lock/radar_lock as radar_lock
import reservoir
# Diagnostic log file for bullet economy tracking (independent of test framework)
let diagnosticLog = "/tmp/snnbot_diagnostic.log"
let roundStatsLog = "/tmp/snnbot_round_stats.log"
let aimDebugLog = "/tmp/snnbot_aim_debug.log"
proc diagLog(s: string) =
try:
let f = open(diagnosticLog, fmAppend)
f.writeLine(s)
f.close()
except:
discard
proc appendLog(path, s: string) =
try:
let f = open(path, fmAppend)
f.writeLine(s)
f.close()
except:
discard
proc truncateLog(path: string) =
try:
let f = open(path, fmWrite)
f.close()
except:
discard
const USE_RESERVOIR* = true # ponytail: kept for SNN path fallback; remove when binary aimer is validated
# ── Constants ──────────────────────────────────────────────────────────────────
@@ -303,9 +331,17 @@ method onRoundStarted*(bot: SNNBot, e: RoundStartedEvent) =
setTargetSpeed(0.0)
setTurnRate(0.0)
method onRoundEnded*(bot: SNNBot, e: RoundEndedEventForBot) =
let rate = if bot.bulletsFired > 0: bot.bulletsHit.float / bot.bulletsFired.float * 100.0 else: 0.0
let msg = "ROUND_STATS round=" & $e.roundNumber & " fired=" & $bot.bulletsFired & " hit=" & $bot.bulletsHit & " rate=" & formatFloat(rate, ffDecimal, 1) & "%"
diagLog(msg)
appendLog(roundStatsLog, fmt"ROUND fired={bot.bulletsFired} hit={bot.bulletsHit} rate={rate:.1f}% energy={getEnergy():.0f}")
method onGameStarted*(bot: SNNBot, e: GameStartedEventForBot) =
initSNN(bot.snn)
bot.res = initLeadGrid()
truncateLog(roundStatsLog)
truncateLog(aimDebugLog)
method onBulletFired*(bot: SNNBot, e: BulletFiredEvent) =
@@ -353,9 +389,11 @@ method run*(bot: SNNBot) =
if aimOffset <= -999.0:
bot.targetAngle = absBearing
echo "RES tick=" & $bot.tick & " pwr=" & formatFloat(bot.currentFirePower, ffDecimal, 1) & " hitEMA=" & formatFloat(bot.hitRateEMA * 100.0, ffDecimal, 0) & "% cold-start aim=" & formatFloat(absBearing, ffDecimal, 1) & " fired=" & $bot.bulletsFired & " hit=" & $bot.bulletsHit & " rate=" & formatFloat(rate, ffDecimal, 1) & "% energy=" & formatFloat(getEnergy(), ffDecimal, 0) & " cells=" & $bot.res.totalCount
diagLog("DECIDE tick=" & $bot.tick & " offset=cold-start cells=" & $bot.res.totalCount)
else:
bot.targetAngle = (absBearing + aimOffset + 360.0) mod 360.0
echo "RES tick=" & $bot.tick & " pwr=" & formatFloat(bot.currentFirePower, ffDecimal, 1) & " hitEMA=" & formatFloat(bot.hitRateEMA * 100.0, ffDecimal, 0) & "% offset=" & formatFloat(aimOffset, ffDecimal, 1) & " aim=" & formatFloat(bot.targetAngle, ffDecimal, 1) & " fired=" & $bot.bulletsFired & " hit=" & $bot.bulletsHit & " rate=" & formatFloat(rate, ffDecimal, 1) & "% energy=" & formatFloat(getEnergy(), ffDecimal, 0) & " cells=" & $bot.res.totalCount
diagLog("DECIDE tick=" & $bot.tick & " offset=" & formatFloat(aimOffset, ffDecimal, 2) & "° cells=" & $bot.res.totalCount)
else:
let inputs = encodeInputFull(absBearing, bot.velDirDeg, bot.velSpeed, bot.hasLastPos)
# Multi-tick inference: accumulate sin/cos and spike counts over N_INFER ticks
@@ -391,6 +429,8 @@ method run*(bot: SNNBot) =
# Fire gate: gun must be aimed and settled before firing
let energy = getEnergy()
let readyToFire = err < 2.0 and energy >= ENERGY_GUARD and bot.roundTick >= PATIENCE_TICKS
let leadOffset = normalizeRelativeAngle(bot.targetAngle - bot.lastAbsBearing)
appendLog(aimDebugLog, fmt"TICK t={bot.roundTick} err={err:.2f} offset={leadOffset:.2f} vPerp={bot.lastVPerp:.2f} dist={bot.enemyDist:.1f} fired={readyToFire}")
if readyToFire:
bot.lastBulletSpeed = P2_SPEED
discard setFire(2.0)
+36 -31
View File
@@ -11,7 +11,7 @@ type
GridCell = object
sumSin: float
sumCos: float
count: float64
count: int
LeadGrid* = object
cells: array[VPERP_BINS * DIST_BINS, GridCell] # 17 × 8 = 136 cells
@@ -19,39 +19,44 @@ type
proc initLeadGrid*(): LeadGrid =
result = LeadGrid()
proc cellIndex(vPerp: float, distance: float): int {.inline.} =
let vBin = clamp(int(vPerp + 8.5), 0, VPERP_BINS - 1)
let dBin = clamp(int(distance / DIST_BAND), 0, DIST_BINS - 1)
result = vBin * DIST_BINS + dBin
proc forward*(grid: var LeadGrid, vPerp, distance: float): float =
## Returns bilinear-interpolated circular mean offset in degrees, or -999.0 when no data.
let vCont = clamp(vPerp + 8.0, 0.0, 15.999)
let dCont = clamp(distance / DIST_BAND, 0.0, 6.999)
let v0 = int(floor(vCont)); let v1 = min(v0 + 1, VPERP_BINS - 1)
let d0 = int(floor(dCont)); let d1 = min(d0 + 1, DIST_BINS - 1)
let fv = vCont - float(v0)
let fd = dCont - float(d0)
let corners = [(v0, d0, (1-fv)*(1-fd)),
(v1, d0, fv*(1-fd)),
(v0, d1, (1-fv)*fd),
(v1, d1, fv*fd)]
var sinSum, cosSum, totalW = 0.0
for (vi, di, w) in corners:
let cell = grid.cells[vi * DIST_BINS + di]
if cell.count == 0: continue
sinSum += w * cell.sumSin / cell.count
cosSum += w * cell.sumCos / cell.count
totalW += w
if totalW == 0.0: return -999.0
## Returns circular mean offset in degrees, or -999.0 when no data.
let idx = cellIndex(vPerp, distance)
let vBin = clamp(int(vPerp + 8.5), 0, VPERP_BINS - 1)
let dBin = clamp(int(distance / DIST_BAND), 0, DIST_BINS - 1)
# Accumulate weighted contributions: direct cell (w=1), cardinal neighbors (w=0.5), diagonals (w=0.25)
var sinSum = 0.0
var cosSum = 0.0
var totalW = 0.0
for dv in -1 .. 1:
for dd in -1 .. 1:
let vb = vBin + dv
let db = dBin + dd
if vb < 0 or vb >= VPERP_BINS or db < 0 or db >= DIST_BINS: continue
let c = grid.cells[vb * DIST_BINS + db]
if c.count == 0: continue
let w = if dv == 0 and dd == 0: 1.0
elif dv == 0 or dd == 0: 0.5
else: 0.25
sinSum += w * c.sumSin / float(c.count)
cosSum += w * c.sumCos / float(c.count)
totalW += w
if totalW == 0.0:
return -999.0
result = radToDeg(arctan2(sinSum, cosSum))
proc learn*(grid: var LeadGrid, vPerp, distance, correctOffset: float) =
let s = sin(degToRad(correctOffset))
let c = cos(degToRad(correctOffset))
let vBin = clamp(int(floor(vPerp + 8.0)), 0, VPERP_BINS - 1)
let dBin = clamp(int(floor(distance / DIST_BAND)), 0, DIST_BINS - 1)
let i = vBin * DIST_BINS + dBin
grid.cells[i].sumSin += s
grid.cells[i].sumCos += c
grid.cells[i].count += 1.0
let idx = cellIndex(vPerp, distance)
grid.cells[idx].sumSin += sin(degToRad(correctOffset))
grid.cells[idx].sumCos += cos(degToRad(correctOffset))
inc grid.cells[idx].count
proc totalCount*(grid: LeadGrid): int =
var s = 0.0
for c in grid.cells: s += c.count
result = int(s)
for c in grid.cells:
result += c.count