chore: rename libs→common_libs, all bot dirs to _garage suffix, fix all path refs
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
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## SAC_LSTM_Bot — Recurrent SAC-v2 bot (Gitea #48).
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##
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## Thread layout (decisions Q1–Q14, see integration.nim for plumbing):
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## bot thread — this file's run(): inference only, <2ms/tick.
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## training thread — permanent background SAC updates (integration.nim).
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## I/O thread — atomic weight saves (integration.nim).
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## No Arraymancer tensor ever crosses a thread boundary: the bot object and
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## channels carry plain scalars / fixed arrays / plain seqs only.
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import std/[os, math, random, algorithm]
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import arraymancer except Linear
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import tankroyale_botapi
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import radar_lock
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import SAC_LSTM_Bot/state
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import SAC_LSTM_Bot/network
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import SAC_LSTM_Bot/actions
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import SAC_LSTM_Bot/rewards
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import SAC_LSTM_Bot/integration
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# Identity json: baked-in src json by default; SACLSTM_BOT_JSON lets a mirror
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# twin (#54) boot the same binary under its own name (loadBotInfo gives the
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# json total precedence over env, so the twin must point at its own file).
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let botJsonPath = getEnv("SACLSTM_BOT_JSON",
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currentSourcePath().parentDir / "SAC_LSTM_Bot.json")
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# ── Colors (Recurrent Royalty palette) ───────────────────────────────────────
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const
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ColBody = fromHex("#7B2FBE")
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ColTurret = fromHex("#FFD700")
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ColGun = fromHex("#4A0E6B")
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ColRadar = fromHex("#FFD700")
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ColScan = fromHex("#FFB000")
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ColBullet = fromHex("#FFC125")
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ColTracks = fromHex("#2C2C34")
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proc applyColors() =
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setBodyColor(ColBody)
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setTurretColor(ColTurret)
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setGunColor(ColGun)
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setRadarColor(ColRadar)
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setScanColor(ColScan)
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setBulletColor(ColBullet)
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setTracksColor(ColTracks)
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# ── Enemy bullet tracking ────────────────────────────────────────────────────
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# PPO_Bot-proven pattern: dead-reckoned fixed buffer. getBulletStates() is NOT
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# used from the bot thread — its seq refcount is shared with the main thread.
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type InFlightBullet = object
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x, y, vx, vy, power: float64
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const MaxBotBullets = 4
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const MaxHidden = 512 # ponytail: cap for the plain-array LSTM persistence; raise if SACLSTM_HIDDEN_SIZE > 512
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# ── Bot type — PLAIN DATA ONLY on the shared object (no tensors/heap seqs:
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# each round runs a fresh bot thread; heap blocks owned by the previous
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# round's thread must not be freed from another thread) ─────────────────────
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type SacBot = ref object of Bot
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enemyBearing: float # last known absolute bearing to enemy
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battleId: int # main thread bumps in onGameStarted; bot thread compares
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seenBattle: int # bot-thread copy for battle-change detection
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newBattleSent: bool # first scan of THIS battle emits NewBattle
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hasContact: bool
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enemy: EnemyData
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ticksSinceScan: int
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# per-step reward accumulators (consumed by the next tick's transition)
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dmgDealt, dmgTaken, wastedPower: float64
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wallHits, hits, ramTaken: int
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# pending transition (episode spans the whole battle; round end is NOT a boundary)
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hasLastTrans: bool
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lastState: array[STATE_DIM, float32]
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lastAction: array[ACTION_DIM, float32]
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rn: RewardNormalizer # Welford running stats, persists across battles
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bullets: array[MaxBotBullets, InFlightBullet]
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bulletCount: int
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hArr, cArr: array[MaxHidden, float32] # LSTM state across rounds; zeros at battle start
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# ── Plain-array <-> tensor helpers (bot thread only) ──────────────────────────
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proc stateToArr(t: Tensor[float32]): array[STATE_DIM, float32] =
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for i in 0 ..< STATE_DIM: result[i] = t[i]
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proc actionToArr(t: Tensor[float32]): array[ACTION_DIM, float32] =
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for i in 0 ..< ACTION_DIM: result[i] = t[i]
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proc hiddenToTensor(arr: array[MaxHidden, float32]; n: int): Tensor[float32] =
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result = newTensor[float32](n)
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for i in 0 ..< n: result[i] = arr[i]
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proc tensorToHidden(t: Tensor[float32]; arr: var array[MaxHidden, float32]) =
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for i in 0 ..< t.shape[0]: arr[i] = t[i]
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# ── Reward ────────────────────────────────────────────────────────────────────
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proc takeReward(bot: SacBot; win = false, loss = false): float32 =
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## Consume accumulated step events -> Welford-normalized reward (#44).
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## Lever 2 (#59): pass enemy distance (frac of arena diagonal) for the
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## anti-charge term; sentinel 2.0 (> ChargeDistFrac) when no contact.
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var distFrac = 2.0
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if bot.hasContact:
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let diag = hypot(getArenaWidth().float64, getArenaHeight().float64)
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distFrac = hypot(bot.enemy.x - getX(), bot.enemy.y - getY()) / diag
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let raw = computeReward(
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damageInflicted = bot.dmgDealt,
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damageReceived = bot.dmgTaken,
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wallHitTicks = bot.wallHits,
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wastedShotPower = bot.wastedPower,
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hitCount = bot.hits,
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ramTakenCount = bot.ramTaken,
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enemyDistFrac = distFrac,
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win = win, loss = loss)
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# Lever-2 (#59) observability: env-gated one-liner for smoke/calibration
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# greps — proves hit/ram/charge terms fire and shows raw magnitudes. File
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# (not stderr): the battle runner swallows bot process streams.
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# ponytail: grows unbounded if left on; keep off outside smokes.
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if getEnv("SACLSTM_REWARD_DEBUG") == "1" and
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(bot.hits > 0 or bot.ramTaken > 0 or (distFrac < ChargeDistFrac and bot.dmgDealt <= 0.0)):
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try:
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let f = open(getWeightsPath().parentDir.parentDir / "reward_debug.log", fmAppend)
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f.writeLine("raw=" & $raw & " hits=" & $bot.hits & " ram=" & $bot.ramTaken &
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" distFrac=" & $distFrac)
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f.close()
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except CatchableError:
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discard
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bot.dmgDealt = 0; bot.dmgTaken = 0; bot.wastedPower = 0; bot.wallHits = 0
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bot.hits = 0; bot.ramTaken = 0
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let norm = rewards.normalize(bot.rn, raw)
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rewards.update(bot.rn, raw)
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norm.float32
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# ── Event handlers ────────────────────────────────────────────────────────────
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# onGameStarted/onRoundStarted fire on the MAIN thread (bot thread not yet
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# started or already joined) — plain-field writes only, no tensors here.
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method onGameStarted*(bot: SacBot, e: GameStartedEventForBot) =
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inc bot.battleId # bot thread zeroes LSTM + per-battle flags at next tick (Q4/Q12)
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method onRoundStarted*(bot: SacBot, e: RoundStartedEvent) =
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setAdjustRadarForBodyTurn(true)
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setAdjustRadarForGunTurn(true)
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radar_lock.init()
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applyColors()
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# Per-round reset ONLY. NOT the LSTM hidden state (persists across rounds, Q4);
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# NOT hasLastTrans (the pending transition spans the round boundary — episode
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# ends at battle end only).
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bot.hasContact = false
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bot.enemy = EnemyData()
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bot.ticksSinceScan = 0
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bot.bulletCount = 0
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method onScannedBot*(bot: SacBot, e: ScannedBotEvent) =
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bot.enemyBearing = directionTo(getX(), getY(), e.x, e.y)
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# Same-tick radar lock: apply turn rate immediately so it takes effect this tick.
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setRadarTurnRate(radar_lock.doRadar(getRadarDirection(), bot.enemyBearing))
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# Fire detection: energy drop in [0.1, 3.0] between scans (PPO_Bot heuristic).
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let prevE = if bot.hasContact: bot.enemy.energy else: e.energy
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let drop = prevE - e.energy
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bot.enemy.hasFired = bot.hasContact and drop >= 0.1 and drop <= 3.0
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if bot.enemy.hasFired:
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bot.enemy.lastFirePower = drop
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# Keep previous-scan deltas before overwriting (state.nim derives accel/turn rate).
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bot.enemy.prevSpeed = bot.enemy.speed
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bot.enemy.prevDirection = bot.enemy.direction
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bot.enemy.hasPrevScan = bot.hasContact
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bot.enemy.x = e.x
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bot.enemy.y = e.y
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bot.enemy.direction = e.direction
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bot.enemy.speed = e.speed
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bot.enemy.energy = e.energy
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bot.hasContact = true
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bot.ticksSinceScan = 0
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# Q12b/Q14+#49: one NewBattle per battle, numeric scannedBotId. Identity is
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# keyed on getBotName(id) training-side (integration.opponentKey), numeric
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# fallback in the pre-BotListUpdate window.
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if not bot.newBattleSent:
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bot.newBattleSent = true
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discard sendTrainingMsg(TrainingMsg(kind: tmkNewBattle, enemyId: e.scannedBotId))
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method onBulletHit*(bot: SacBot, e: BulletHitBotEvent) =
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bot.dmgDealt += e.damage
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inc bot.hits
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method onHitByBullet*(bot: SacBot, e: HitByBulletEvent) =
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bot.dmgTaken += e.damage
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# Lever 2 (#59): anti-ram — every BotHitBotEvent receipt means a bot-bot
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# collision happened and we ate RAM_DAMAGE (server deals 0.6 to both parties;
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# only the hitter gets notified). Flat per-event penalty; being rammed without
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# hitting back stays event-invisible.
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# ponytail: enemy-initiated rams undetected — add energy-residual detection if
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# v2 battle data shows ram-heavy losses.
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method onHitBot*(bot: SacBot, e: BotHitBotEvent) =
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inc bot.ramTaken
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method onHitWall*(bot: SacBot, e: BotHitWallEvent) =
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inc bot.wallHits
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method onBulletHitWall*(bot: SacBot, e: BulletHitWallEvent) =
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if e.bullet.ownerId == getMyId():
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bot.wastedPower += e.bullet.power
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method onGameAborted*(bot: SacBot) =
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# Mid-round abort: drop the pending transition rather than leak it into the
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# next battle's data.
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bot.hasLastTrans = false
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bot.dmgDealt = 0; bot.dmgTaken = 0; bot.wastedPower = 0; bot.wallHits = 0
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bot.hits = 0; bot.ramTaken = 0
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method onRoundEnded*(bot: SacBot, e: RoundEndedEventForBot) =
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## Harness liveness signal (#49): RunTraining.java watches round_counter.txt
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## and aborts the battle if it freezes (dead bot process). Main thread.
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bumpRoundCounter()
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method onGameEnded*(bot: SacBot, e: GameEndedEventForBot) =
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## Battle end -> terminal transition with done=true. Main thread; the API has
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## joined the bot thread before this fires, so these plain fields are quiescent.
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if bot.hasLastTrans:
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let r = bot.takeReward(win = e.results.rank == 1, loss = e.results.rank != 1)
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discard sendTrainingMsg(TrainingMsg(kind: tmkTransition,
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state: bot.lastState, action: bot.lastAction,
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reward: r, nextState: bot.lastState, done: true))
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bot.hasLastTrans = false
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# ── Run loop (bot thread) ─────────────────────────────────────────────────────
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method run(bot: SacBot) =
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randomize()
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# Per-thread locals: born and freed on THIS thread, every round. Nothing
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# heap-owned survives the round boundary except the bot object's plain fields.
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var actor: ActorNet
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var actorReady = false
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var myVersion = 0
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var myHidden = 0
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var flat: seq[float32]
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while isRunning():
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# Battle boundary (Q4/Q12): zero LSTM persistence + per-battle flags.
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if bot.battleId != bot.seenBattle:
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bot.seenBattle = bot.battleId
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bot.newBattleSent = false
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zeroMem(addr bot.hArr, sizeof(bot.hArr))
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zeroMem(addr bot.cArr, sizeof(bot.cArr))
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# Weight sync (Q7/Q11): always-latest; rebuild this thread's tensors on change.
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if pullWeights(myVersion, myHidden, flat):
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if myHidden > MaxHidden:
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# hArr/cArr are fixed-capacity; a bigger SACLSTM_HIDDEN_SIZE would
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# heap-overflow them in tensorToHidden. Loud misconfig beats corruption.
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raise newException(ValueError, "SACLSTM_HIDDEN_SIZE=" & $myHidden &
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" exceeds MaxHidden=" & $MaxHidden & " (bot-side LSTM persistence cap)")
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var cur = 0
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actor = actorFromFlat(flat, cur, myHidden)
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actorReady = true
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# Spawn an enemy bullet when a fresh scan shows they fired; then advance and
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# prune the tracked bullets (positions feed state slots 22–33).
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if bot.hasContact and bot.enemy.hasFired and bot.bulletCount < MaxBotBullets:
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let p = bot.enemy.lastFirePower
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let spd = 20.0 - 3.0 * p
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let ang = arctan2(getY() - bot.enemy.y, getX() - bot.enemy.x)
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bot.bullets[bot.bulletCount] = InFlightBullet(x: bot.enemy.x, y: bot.enemy.y,
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vx: spd * cos(ang), vy: spd * sin(ang), power: p)
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inc bot.bulletCount
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let aW = float64(getArenaWidth())
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let aH = float64(getArenaHeight())
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var alive = 0
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for i in 0 ..< bot.bulletCount:
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let b = bot.bullets[i]
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let nx = b.x + b.vx
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let ny = b.y + b.vy
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if nx >= 0.0 and nx <= aW and ny >= 0.0 and ny <= aH:
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bot.bullets[alive] = InFlightBullet(x: nx, y: ny, vx: b.vx, vy: b.vy, power: b.power)
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inc alive
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bot.bulletCount = alive
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# State build (35-dim, this thread's tensor).
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inc bot.ticksSinceScan
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var gs: GameState
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gs.x = getX()
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gs.y = getY()
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gs.direction = getDirection()
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gs.speed = getSpeed()
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gs.energy = getEnergy()
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gs.gunDirection = getGunDirection()
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gs.gunHeat = getGunHeat()
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gs.arenaWidth = aW
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gs.arenaHeight = aH
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gs.hasContact = bot.hasContact
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gs.enemy = bot.enemy
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gs.ticksSinceLastScan = bot.ticksSinceScan
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var bd: array[MaxBotBullets, BulletData]
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for i in 0 ..< bot.bulletCount:
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bd[i] = BulletData(x: bot.bullets[i].x, y: bot.bullets[i].y, power: bot.bullets[i].power)
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if bot.bulletCount > 1: # closest threats fill slots 0-2
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bd.toOpenArray(0, bot.bulletCount - 1).sort(proc(a, b: BulletData): int =
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cmp(hypot(a.x - gs.x, a.y - gs.y), hypot(b.x - gs.x, b.y - gs.y)))
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gs.bulletCount = min(bot.bulletCount, 3)
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for i in 0 ..< gs.bulletCount:
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gs.bullets[i] = bd[i]
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# Consume the fired pulse AFTER the state saw it (one shot -> one bullet).
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bot.enemy.hasFired = false
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let stateT = buildState(gs)
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# Finalize the PREVIOUS transition: reward from events since the last tick,
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# nextState is this tick's observation (PPO_Bot alignment).
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if actorReady and bot.hasLastTrans:
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discard sendTrainingMsg(TrainingMsg(kind: tmkTransition,
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state: bot.lastState, action: bot.lastAction,
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reward: bot.takeReward(), nextState: stateToArr(stateT), done: false))
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bot.lastState = stateToArr(stateT)
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if not actorReady:
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setRadarTurnRate(45.0) # no weights yet (defensive; main pre-inits) — just sweep
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go()
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continue
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# Inference: hidden state lives as plain arrays on the bot object (persists
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# across rounds); tensors are rebuilt per tick on this thread.
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let h = hiddenToTensor(bot.hArr, myHidden)
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let c = hiddenToTensor(bot.cArr, myHidden)
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let fwd = actor.actorForward(stateT, (h: h, c: c))
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tensorToHidden(fwd.lstm.h, bot.hArr)
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tensorToHidden(fwd.lstm.c, bot.cArr)
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bot.lastAction = actionToArr(fwd.actions)
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bot.hasLastTrans = true
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# Actions -> intents (go() snapshots them at send time).
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let mapped = mapActions(fwd.actions, getSpeed(), getGunHeat())
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setTurnRate(mapped.turnRate)
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setTargetSpeed(getSpeed() + mapped.acceleration) # actions.nim contract
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setGunTurnRate(mapped.gunTurnRate)
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if mapped.firePower > 0.0:
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discard setFire(mapped.firePower)
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if not bot.hasContact:
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setRadarTurnRate(45.0) # sweep until first lock (onScannedBot overrides same-tick)
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go()
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# ── Entry point ───────────────────────────────────────────────────────────────
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when isMainModule:
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initIntegration() # spawn training + I/O threads, seed weight snapshot
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var bot = SacBot()
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start(bot, botJsonPath) # blocks until server disconnect
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shutdownIntegration() # Shutdown msg -> final save -> joins
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Reference in New Issue
Block a user