feat(SNNBot): replace aim smoothing with bin hysteresis
Smoothing masked jitter, hysteresis removes it at the source. Gun stays on current bin unless a new bin wins by >1 point. Removes all EMA/smoothing code. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -46,9 +46,7 @@ const
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# ponytail: uniform exploration noise; upgrade to annealed Gaussian if convergence needs tuning
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FIRE_POWER = 1.0 # fixed firing power; bullet speed = 20 - 3*FIRE_POWER
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BULLET_SPEED = 20.0 - 3.0 * FIRE_POWER
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AIM_SMOOTH_MIN = 0.3 # close range — responsive
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AIM_SMOOTH_MAX = 0.9 # long range — heavy smoothing
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SMOOTH_DIST_MAX = 600.0 # distance at which max smoothing kicks in
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HYSTERESIS = 1 # minimum score advantage to switch bins
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# ── SNN types ─────────────────────────────────────────────────────────────────
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@@ -218,8 +216,7 @@ type
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velSpeed: float64 # speed (units/tick) from last scan delta
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lastDecideGunDir: float # gun heading captured at DECIDE time for EVALUATE
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lastBinInput: BitVec80 # DECIDE-time binary input, reused in EVALUATE
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smoothSin: float # exponential smoothing of sin channel
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smoothCos: float # exponential smoothing of cos channel
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lastWinBin: int # last winning bin for hysteresis
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# ── aimTo helper ──────────────────────────────────────────────────────────────
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@@ -284,8 +281,7 @@ method onRoundStarted*(bot: SNNBot, e: RoundStartedEvent) =
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method onGameStarted*(bot: SNNBot, e: GameStartedEventForBot) =
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initSNN(bot.snn)
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bot.res = initAimer()
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bot.smoothSin = 0.0
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bot.smoothCos = 1.0
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bot.lastWinBin = -1
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# ── Reservoir helpers ─────────────────────────────────────────────────────────
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@@ -347,18 +343,18 @@ method run*(bot: SNNBot) =
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when USE_RESERVOIR:
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let binInput = toBinaryInput(relBearing, bot.velDirDeg, bot.velSpeed, bot.hasLastPos)
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let winBin = bot.res.forward(binInput)
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let aimAngle = bot.res.interpolatedAngle(winBin)
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# Far → more smoothing (less jitter). Close → less smoothing (faster tracking).
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# ponytail: linear ramp; tune MIN/MAX if gun lags close or jitters far
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let alpha = clamp(bot.enemyDist / SMOOTH_DIST_MAX, AIM_SMOOTH_MIN, AIM_SMOOTH_MAX)
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let aimRad = degToRad(aimAngle)
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bot.smoothSin = alpha * bot.smoothSin + (1.0 - alpha) * sin(aimRad)
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bot.smoothCos = alpha * bot.smoothCos + (1.0 - alpha) * cos(aimRad)
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let smoothedAim = radToDeg(arctan2(bot.smoothSin, bot.smoothCos))
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# ponytail: hysteresis=1 prevents bin flickering; raise if still jittery, lower if gun lags
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let activeBin =
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if bot.lastWinBin >= 0 and bot.res.scores[bot.lastWinBin] + HYSTERESIS >= bot.res.scores[winBin]:
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bot.lastWinBin # stick with current bin
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else:
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winBin # switch to new winner
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bot.lastWinBin = activeBin
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let aimAngle = bot.res.interpolatedAngle(activeBin)
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bot.lastBinInput = binInput
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bot.targetAngle = gunDir + smoothedAim
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bot.targetAngle = gunDir + aimAngle
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bot.lastDecideGunDir = gunDir
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echo "RES tick=" & $bot.tick & " bin=" & $winBin & " aim=" & formatFloat(aimAngle, ffDecimal, 1) & " smoothed=" & formatFloat(smoothedAim, ffDecimal, 1)
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echo "RES tick=" & $bot.tick & " bin=" & $activeBin & " aim=" & formatFloat(aimAngle, ffDecimal, 1)
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else:
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let inputs = encodeInputFull(relBearing, bot.velDirDeg, bot.velSpeed, bot.hasLastPos)
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# Multi-tick inference: accumulate sin/cos and spike counts over N_INFER ticks
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