Energy economy: the cliff becomes a SLOPE, plus a finishing cap. 11% less energy.

The user's request: "when our bot is low OR enemy is low, it is useless to use high
power instead low fast bullets have more chances to finish the enemy. Let's do a
math slope: starting from some health down, the power goes down with it."

1. ENERGY SLOPE (`TR_POWER_ENERGY_*`), replacing the old hard step at 50 energy:
   cap = ENERGY_MAX at/above ENERGY_HI, ENERGY_MIN at/below ENERGY_LO, LINEAR in
   power between, clamped. Defaults HI=80 LO=20 MIN=0.5 MAX=3.0, so no cap >=80,
   0.5 at <=20, and e.g. E=65 -> 2.375, E=50 -> 1.75, E=35 -> 1.125.
   Rationale: bullet speed is 20-3p, so lower power = FASTER bullet (less lead
   error, higher hit chance), fires more often (10+2p) and drains slower (p/shot).
   E[dE] = p(3P-1) => break-even hit probability is 1/3 INDEPENDENT of power, and
   our measured rates are 5-27%, far below it.

2. FINISHING CAP (`TR_POWER_FINISH_KILL`, default ON): cap power at the SMALLEST
   bullet that still removes the enemy's remaining energy -
   `E<=4 -> p=E/4` (min 0.1), `4<E<=16 -> p=(E+2)/6`, `E>16 -> no cap`.
   Rationale, and it makes the user's instinct stronger than a heuristic: server
   1.3.1 caps the damage SCORE at the energy ACTUALLY REMOVED, so overkill is
   WASTED damage AND ~6x the energy for ZERO extra score. Damage is 4p (p<=1) /
   6p-2 (p>1).

Both are min-composed with the existing far/below-average caps, may only LOWER
power (exhaustively tested), and are exempt while ramming.
`TR_POWER_POLICY=0` still returns the uncapped control exactly.

MEASURED ENERGY SAVING (offline replay of the DrussGT fixtures, 28,797 ticks):
  arm              shots  energy  meanP  E/1k ticks   vs cliff
  control(uncapped) 1913    4646   2.43    161.4      -90.2%
  cliff (today)     2363    2443   1.03     84.8       0.0%
  slope             2404    2178   0.91     75.6    ** 10.9% LESS **
  slope+finish      2404    2167   0.90     75.3    ** 11.3% LESS **
So the slope spends ~11% less energy than the cliff AND fires slightly MORE shots
(2404 vs 2363) - both directions at once.

HONEST NOTE on the finishing rule's reach here: ticks where the enemy is low
(0 < E <= 16) are only 2252/28797 = 7.8% of these fixtures, so finishing adds just
~11 energy of saving against DrussGT. It matters in CLOSER fights, not this one.

Verification: test_power_policy 58 (was 26) in BOTH the default and TR_POWER_POLICY=0
control arms - slope at E=100/80/65/50/35/20/5, powerToKill across E=0.1..100, the
inverse-cover property for E<=16, monotonicity, ram exemption, and an exhaustive
sweep proving power <= preference. Guards: test_gun_harness 39, test_vbullet_metric
11, test_power_selection 3, test_adaptive_radar 41, test_tfil_ring_weights 24,
test_ram_decision 40, test_rack_membership 48, test_selector_tiebreak 19,
test_tm_pattern_registration 20, test_vbullet_admit_gate 12. acceptance
12/12 PASS. ModularBot compiles release.

Adds `common_libs/tests/measure_power_policy.nim` (the energy/histogram tool) and
updates docs/env_reference.md for the new `energySlope|finishKill` log reasons.

NOT MEASURED: the battle/hit-rate effect. The offline figures use the fixture
shooter's energy as a proxy, open-loop; the RELATIVE saving is the meaningful part.
This commit is contained in:
2026-09-23 00:12:04 +02:00
parent 81af5854df
commit b68707c867
7 changed files with 582 additions and 95 deletions
+16 -10
View File
@@ -193,6 +193,7 @@ proc shouldFire*(currentGunDir, targetAngle, gunHeat, distPx: float): bool =
proc selectShotPolicy*(t: var VirtualTracker, targetId = -1, tick = 0,
dist = 0.0, selfEnergy = 100.0,
enemyEnergy = 100.0,
ramming = false,
rackMode: RackMode = rm1v1,
membership: openArray[RackMembership] = []
@@ -200,10 +201,11 @@ proc selectShotPolicy*(t: var VirtualTracker, targetId = -1, tick = 0,
## `selectShot` plus the energy-aware power-policy decision, so a caller can
## log the cap and its reason (see `applyPowerPolicy` in virtual_bullets).
##
## `dist` is the current distance (px) to the target and `selfEnergy` our own
## energy; `ramming` exempts the caps (the movement code's `shouldRam` is the
## single source of truth). The policy is applied identically wherever this is
## called, so live and any offline caller cannot diverge.
## `dist` is the current distance (px) to the target, `selfEnergy` our own
## energy and `enemyEnergy` the target's remaining energy (drives the
## finishing cap); `ramming` exempts the caps (the movement code's `shouldRam`
## is the single source of truth). The policy is applied identically wherever
## this is called, so live and any offline caller cannot diverge.
##
## `rackMode` is the server-truth enemy-count mode (`rackMode`); `membership`
## is the process-wide `TR_RACK_*` table, passed by the live bot. An empty
@@ -221,21 +223,25 @@ proc selectShotPolicy*(t: var VirtualTracker, targetId = -1, tick = 0,
let pEst =
if fit[gunId].bins[prefBin].count == 0: pRef
else: fit[gunId].bins[prefBin].hitRate()
let dec = applyPowerPolicy(preferred, dist, selfEnergy, pEst, pRef, ramming)
let dec = applyPowerPolicy(preferred, dist, selfEnergy, pEst, pRef, ramming,
enemyEnergy = enemyEnergy)
result = (gunId, binIndexForPower(dec.power), dec.power, dec)
proc selectShot*(t: var VirtualTracker, targetId = -1, tick = 0,
dist = 0.0, selfEnergy = 100.0,
enemyEnergy = 100.0,
ramming = false,
rackMode: RackMode = rm1v1,
membership: openArray[RackMembership] = []): (GunId, int, float) =
## Returns (gunId, powerBinIdx, power) — the shot to take this tick.
## Pass targetId to pick the best gun for that specific enemy. `tick` drives
## the minimum-dwell hysteresis (see `selectGun`). `dist`/`selfEnergy`/`ramming`
## feed the energy-aware power cap (`TR_POWER_POLICY`); defaults keep every
## existing caller compiling, and `TR_POWER_POLICY=0` reproduces the uncapped
## `bestPower` preference. Use `selectShotPolicy` when the cap/reason is needed.
## the minimum-dwell hysteresis (see `selectGun`). `dist`/`selfEnergy`/
## `enemyEnergy`/`ramming` feed the energy-aware power cap (`TR_POWER_POLICY`);
## defaults keep every existing caller compiling, and `TR_POWER_POLICY=0`
## reproduces the uncapped `bestPower` preference. Use `selectShotPolicy` when
## the cap/reason is needed.
let (gunId, binIdx, power, _) =
t.selectShotPolicy(targetId, tick, dist, selfEnergy, ramming,
t.selectShotPolicy(targetId, tick, dist, selfEnergy,
enemyEnergy = enemyEnergy, ramming = ramming,
rackMode = rackMode, membership = membership)
result = (gunId, binIdx, power)
+119 -39
View File
@@ -798,40 +798,66 @@ proc bestPower*(t: VirtualTracker, gunId: GunId, targetId: int = -1): (int, floa
#
# `bestPower` answers "which power bin does this gun's own virtual data prefer?"
# and is deliberately left untouched. The policy below CAPS that preference using
# only cheap, always-available state — range, our own energy, and the gun's own
# rate — so a long-range or low-energy shot trades single-hit damage for a
# faster bullet (speed = 20-3p, so LOW power is FASTER and needs less lead) and a
# shorter fire interval (10+2p, so LOW power = MORE shots). It never RAISES
# power, so the shipped behaviour is exactly the `cap = 3.0` case, which is also
# the control arm (`TR_POWER_POLICY=0`).
# only cheap, always-available state — range, our own energy, the ENEMY's energy,
# and the gun's own rate. It never RAISES power, so the shipped behaviour is
# exactly the `cap = 3.0` case, which is also the control arm
# (`TR_POWER_POLICY=0`). Every rule is an ADDITIONAL cap: the applied cap is the
# minimum of all of them.
#
# Two rules are the energy-economy improvement:
#
# 1. ENERGY SLOPE (replaces the old `TR_POWER_LOW_ENERGY` CLIFF at 50): cap our
# power as a LINEAR function of OUR energy — `TR_POWER_ENERGY_MAX` at/above
# `TR_POWER_ENERGY_HI`, `TR_POWER_ENERGY_MIN` at/below `TR_POWER_ENERGY_LO`,
# linear in between. A lower power is a FASTER bullet (speed = 20-3p, so less
# lead error -> higher hit chance), fires more often (interval 10+2p) and
# drains energy more slowly (cost p/shot). Energy math: E[dE] = p(3P-1), so
# the break-even hit probability is 1/3 INDEPENDENT of power; our measured
# hit rates are 5-27%, far below 1/3, so every point of power above the
# minimum costs more than it returns. Below HI the old code was a hard step.
#
# 2. FINISHING SLOPE (`TR_POWER_FINISH_KILL`): when the ENEMY is low, cap power
# at the SMALLEST bullet that still removes its remaining energy. Server
# 1.3.1 caps the `bulletDamage` score at the energy ACTUALLY REMOVED, so
# overkill is WASTED damage AND ~6x the energy for ZERO extra score. Damage
# is `4p` for p<=1 and `6p-2` for p>1, so the minimum power that covers `E`
# is `E/4` (clamped to >=0.1) for E<=4, `(E+2)/6` for 4<E<=16, and no cap
# above 16 (even p=3.0 removes only 16).
#
# Measured basis (real shots vs DrussGT, 8-16 runs): hit rate 21.6% at 0-100px,
# 27.1% at 100-200, then 19.3% at 200-300, 10.9% at 300-400, 6.8% at 400-600 and
# 5.4% at 600-800. Energy math: E[dE] = p(3P-1), so the break-even hit
# probability is 1/3 INDEPENDENT of power; at range/low energy the extra speed
# and shots of p=1.0 dominate. Damage is 4p (p<=1) / 6p-2 (p>1).
# 5.4% at 600-800. Damage is 4p (p<=1) / 6p-2 (p>1).
const
PowerPolicyEnvVar* = "TR_POWER_POLICY" ## 0 = control arm (uncapped)
PowerFarDistEnvVar* = "TR_POWER_FAR_DIST" ## px; beyond this = bad-chances zone
PowerLowEnergyEnvVar* = "TR_POWER_LOW_ENERGY" ## self energy below this = conserve
PowerFarCapEnvVar* = "TR_POWER_FAR_CAP" ## cap for far / low-energy
PowerFarCapEnvVar* = "TR_POWER_FAR_CAP" ## cap for far
PowerMidCapEnvVar* = "TR_POWER_MID_CAP" ## cap when close+healthy but not above avg
PowerRefEnvVar* = "TR_POWER_REF" ## 0 = gun's own mean; >0 = fixed P_ref
PowerEnergyHiEnvVar* = "TR_POWER_ENERGY_HI" ## self energy at/above which = no slope cap
PowerEnergyLoEnvVar* = "TR_POWER_ENERGY_LO" ## self energy at/below which = ENERGY_MIN
PowerEnergyMinEnvVar* = "TR_POWER_ENERGY_MIN" ## the cap at/below ENERGY_LO
PowerEnergyMaxEnvVar* = "TR_POWER_ENERGY_MAX" ## the cap at/above ENERGY_HI (3.0 = uncapped)
PowerFinishKillEnvVar* = "TR_POWER_FINISH_KILL" ## 1 = cap to the smallest killing bullet
let PowerPolicyEnabled* = envBool(PowerPolicyEnvVar, true)
let PowerFarDist* = envFloat(PowerFarDistEnvVar, 200.0)
let PowerLowEnergy* = envFloat(PowerLowEnergyEnvVar, 50.0)
let PowerFarCap* = envFloat(PowerFarCapEnvVar, 1.0)
let PowerMidCap* = envFloat(PowerMidCapEnvVar, 2.0)
let PowerRefFixed* = envFloat(PowerRefEnvVar, 0.0)
let PowerEnergyHi* = envFloat(PowerEnergyHiEnvVar, 80.0)
let PowerEnergyLo* = envFloat(PowerEnergyLoEnvVar, 20.0)
let PowerEnergyMin* = envFloat(PowerEnergyMinEnvVar, 0.5)
let PowerEnergyMax* = envFloat(PowerEnergyMaxEnvVar, 3.0)
let PowerFinishKill* = envBool(PowerFinishKillEnvVar, true)
type
PowerReason* = enum
prFull ## above-average chances, close, healthy -> full power
prFar ## beyond TR_POWER_FAR_DIST -> bad-chances zone
prLowEnergy ## self energy below TR_POWER_LOW_ENERGY -> conserve
prBelowAvg ## chances not above the gun's own average -> no power 3.0
prRam ## ramming: exempt (at contact P->1, so 3.0 is correct)
prFull ## no cap binds -> the gun's own preference
prFar ## beyond TR_POWER_FAR_DIST -> bad-chances zone
prEnergySlope ## OUR energy below TR_POWER_ENERGY_HI -> linear conserve cap
prFinishKill ## ENEMY energy low -> smallest bullet that still finishes it
prBelowAvg ## chances not above the gun's own average -> no power 3.0
prRam ## ramming: exempt (at contact P->1, so 3.0 is correct)
PowerCap* = object
power*: float ## the power to fire (<= the gun's preference)
@@ -840,11 +866,52 @@ type
proc powerReasonName*(r: PowerReason): string =
case r
of prFull: "full"
of prFar: "far"
of prLowEnergy: "lowEnergy"
of prBelowAvg: "belowAvg"
of prRam: "ram"
of prFull: "full"
of prFar: "far"
of prEnergySlope: "energySlope"
of prFinishKill: "finishKill"
of prBelowAvg: "belowAvg"
of prRam: "ram"
proc bulletDamageAtPower*(power: float): float =
## Energy the server removes for a bullet of `power`: `4p` for `p <= 1` and
## `6p - 2` for `p > 1` (and 0 for `p <= 0`), mirroring the server's
## `rules/math.kt calcBulletDamage`. Kept local so `gun_harness` has no
## dependency on the movement modules (which define the same `bulletDamage`).
if power <= 0.0: return 0.0
var p = power
if p < 0.1: p = 0.1
elif p > 3.0: p = 3.0
result = 4.0 * p
if p > 1.0: result += 2.0 * (p - 1.0)
proc powerToKill*(enemyEnergy: float): float =
## The SMALLEST power whose bullet damage covers `enemyEnergy`, i.e. the
## inverse of `bulletDamageAtPower`:
## E <= 4 -> p = E/4 (clamped to >= 0.1)
## E > 4 -> p = (E+2)/6
## E > 16 -> 3.0 (no cap: even p=3.0 removes only 16, so nothing smaller
## helps and the normal rules decide)
## Exactly covers E in the first two branches (`4p = E` and `6p-2 = E`); the
## clamp makes it cover E <= 0.4 too. PURE, exposed for testing.
if enemyEnergy > 16.0: return 3.0
if enemyEnergy <= 4.0: return max(0.1, enemyEnergy / 4.0)
(enemyEnergy + 2.0) / 6.0
proc energySlopeCap*(selfEnergy: float,
hi = PowerEnergyHi,
lo = PowerEnergyLo,
capMin = PowerEnergyMin,
capMax = PowerEnergyMax): float =
## Linear power cap vs OUR energy: `capMax` at/above `hi`, `capMin` at/below
## `lo`, linear in POWER in between, clamped to `[capMin, capMax]`. The
## shipped defaults (3.0 at 80, 0.5 at 20) mean "no cap above 80, half-power at
## or below 20". `capMax` is the value at/above HI; at its default 3.0 that is
## exactly "no cap from this rule". PURE, exposed for testing.
if selfEnergy >= hi: return capMax
if selfEnergy <= lo: return capMin
let t = (selfEnergy - lo) / (hi - lo)
clamp(capMin + t * (capMax - capMin), capMin, capMax)
proc binIndexForPower*(power: float): int =
## Index of `power` in `PowerBins`; if it is not an exact bin value, the
@@ -857,38 +924,51 @@ proc binIndexForPower*(power: float): int =
proc applyPowerPolicy*(preferredPower, dist, selfEnergy, pEst, pRef: float,
ramming: bool,
enemyEnergy = 100.0,
enabled = PowerPolicyEnabled,
farDist = PowerFarDist,
lowEnergy = PowerLowEnergy,
energyHi = PowerEnergyHi,
energyLo = PowerEnergyLo,
energyMin = PowerEnergyMin,
energyMax = PowerEnergyMax,
finishKill = PowerFinishKill,
farCap = PowerFarCap,
midCap = PowerMidCap): PowerCap =
## PURE cap core — no tracker, no battle. `power = min(preferredPower, cap)`,
## so the result can only ever LOWER the gun's own preference. Order of
## precedence: ram (exempt) > far > low energy > below average > full.
## so the result can only ever LOWER the gun's own preference. Each rule is an
## additional cap; the applied cap is the MINIMUM of all of them, and `reason`
## names the rule that set it (ties resolved by the order below, which is also
## the precedence order): ram (exempt) > far > energy slope > below average >
## finishing. `prFull` means nothing capped.
##
## `pEst` is the gun's rate for the bin it chose (or its aggregate when that
## bin is empty); `pRef` is the gun's aggregate mean (or the fixed
## `TR_POWER_REF`). A cold gun has no data, so `pEst <= pRef` is vacuously
## true and it gets the mid cap — deliberately conservative until it has
## evidence its chances are above average.
##
## `enemyEnergy` drives the finishing rule; its default (100) means "no
## finishing cap", so every pre-existing caller is unchanged. The finishing
## rule is skipped for `enemyEnergy <= 0` (a dead/unknown target), so a zero
## energy reading cannot collapse power to 0.1.
if ramming:
return PowerCap(power: preferredPower, cap: 3.0, reason: prRam)
if not enabled:
return PowerCap(power: preferredPower, cap: 3.0, reason: prFull)
var cap: float
var reason: PowerReason
if dist > farDist:
cap = farCap
reason = prFar
elif selfEnergy < lowEnergy:
cap = farCap
reason = prLowEnergy
elif pEst <= pRef:
cap = midCap
reason = prBelowAvg
else:
cap = 3.0
reason = prFull
var cap = 3.0
var reason = prFull
template noteCap(c: float, r: PowerReason) =
## Adopt `c` as the cap only when it is STRICTLY smaller, so ties keep the
## higher-precedence rule's reason (the order of the calls below).
if c < cap:
cap = c
reason = r
if dist > farDist: noteCap(farCap, prFar)
noteCap(energySlopeCap(selfEnergy, energyHi, energyLo, energyMin, energyMax),
prEnergySlope)
if pEst <= pRef: noteCap(midCap, prBelowAvg)
if finishKill and enemyEnergy > 0.0:
noteCap(powerToKill(enemyEnergy), prFinishKill)
PowerCap(power: min(preferredPower, cap), cap: cap, reason: reason)
proc chooseFromFit*(fit: seq[GunFitness], diag: ptr SelectorDiag = nil,