TM gun: the discrete-target diagnosis was RIGHT - it learns now. Still loses to Linear.

The user's goal: a TM gun that is the best 1v1 gun, starting from scratch every
battle but quickly overfitting the current enemy. The previous attempt (knob
tuning) failed: NO configuration beat its own shuffled-feedback control, and the
TM-off ablation scored the same as TM-on, i.e. the TM's correction was
near-zero-mean noise. Diagnosis then: a Tsetlin Machine is a CLASSIFIER, and we
were asking it for an absolute aim point - a regression target. So this attempt
gave it a DISCRETE target (multi-class over guess-factor buckets) with 40
binary/bucketed motion features, and measured it against Linear, the default
Tsetlin gun, and a MANDATORY shuffled control.

THE DIAGNOSIS IS CONFIRMED - THE TM LEARNS, DECISIVELY:
  online class accuracy     46.0%  vs shuffled control 20.0%   (2.3x chance)
  raw ungated argmax        21.2%/18.6% vs shuffled 15.2%/8.3% (18/18, p<0.0001)
  TMPattern > its shuffled control, overall   17/1 runs, p=0.0001
Compare the previous attempt, which could not beat shuffled feedback at all.
TMPattern also beats the default Tsetlin gun early (17/1, p=0.0001), so it is a
strictly better TM gun than the one in the rack.

BUT IT IS NOT COMPETITIVE WITH LINEAR ON REAL SURFERS:
  real DrussGT, bmPath (the shipped metric), 3 seeds, pooled early/overall
    Linear            34.0% (6358/18715)    24.3% (58297/239943)
    TMPattern (gated) 27.9% (15514/55535)   22.0% (158658/719681)
    TMPatternShuf     28.7%                 19.4%
  Linear > TMPattern: 15/18 early p=0.0075, 15/18 overall p=0.0075
  bmPoint: neutral (7.2%/4.6% vs Linear 7.2%/4.7%)
  synthetic controlled motion: matches/edges Linear (66.8%/60.6% vs 66.4%/59.6%,
    shuffled 55.7%/50.1%) - the mechanism works when motion is predictable.

So: the representation fix moved this from "learns nothing" to "learns strongly
but applies its knowledge badly". INFERRED reason for the residual loss: the
linear lead is already the modal GF bucket (the label histogram is centred), so
corrective excursions away from it are net-negative. The measured deficit lives
in the BASELINE and in RANGE, not in the TM knobs - which is why further knob
tuning was never going to work.

Best config: gated hard K=5, TM_CONF_MARGIN=0.25, TM_SHRINK=0.5.
NOT TRIED (time-boxed): the binary-reversal target, and a RADIAL (range-holding)
target - the latter is the top next step.

Adds `common_libs/guns/tm_pattern.nim` (NOT registered in the rack),
`common_libs/tests/sweep_tm_pattern.nim`, and a durable writeup at
`common_libs/tests/tm_pattern_sweep_results.md`.
This commit is contained in:
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## TM pattern gun — a DISCRETE-target Tsetlin Machine on top of a self-consistent
## linear forecast.
##
## Why this exists (and why it is not `guns/tsetlin.nim`): a previous sweep
## (common_libs/tests/sweep_tsetlin.nim, documented in the tsetlin.nim header)
## found that the old gun's TM used as a pixel-correction REGRESSOR learns
## nothing — every config was indistinguishable from its own shuffled-feedback
## control, and the whole deficit vs Linear lived in the old gun's one-shot
## internal baseline. The conclusion was that the REPRESENTATION and the TARGET
## were the problem, not the knobs.
##
## This gun attacks both:
##
## * BASE — `forecastLinear` from lead_forecast.nim, the exact self-consistent
## constant-velocity forecast LinearGun uses, so GF class 0 (center)
## reproduces the Linear gun byte-for-byte. Any measured difference
## is attributable to the TM, not to a weaker baseline.
## * TARGET — the discrete class is a GUESS-FACTOR BUCKET: which lateral
## escape sector (in max-escape-angle units) the enemy occupied at
## the tick our bullet would have arrived. A small multi-class
## classification, which is what a Tsetlin Machine is for.
## * LABEL — computed from the enemy position at the BASE forecast's arrival
## tick, looked up in a per-tick position ring. This is deliberate:
## under the shipped `bmPath` metric `FeedbackEvent.actualXY` is the
## closest-approach point on the gun's OWN aim ray, which biases the
## label toward the gun's own last output (a self-referential
## feedback loop). Reading our own recorded history at the base
## arrival tick gives a clean, metric-independent label.
## * FEATURES — binary/bucketed motion context (lateral-velocity sign over 3
## ticks, turn-rate sign, time since reversal, radial fraction,
## speed/distance/flight-time/wall/energy bands). 40 bits.
##
## The TM core is a compact, self-contained Granmo Table 2/3 implementation with
## the corrected feedback rules and Eq. 6 empty-clause bootstrap (the same
## corrected core as tsetlin.nim / tm_selector.nim, re-derived here at a small
## feature width so a 5-class team is cheap).
##
## Per-enemy specialisation: the net is FRESH per gun instance (battle) and the
## gun resets it if the target id changes mid-battle. Offline the range replays
## one round per fresh instance, which is exactly "cold every battle, overfit
## within the battle".
import std/[math, random, strutils]
import gun_harness/gun_interface
import gun_harness/virtual_bullets as vb
import guns/lead_forecast
const
## ── classifier shape ────────────────────────────────────────────────────
TM_CLASSES* {.intdefine.} = 5 ## GF buckets, centers -1, -0.5, 0, +0.5, +1
TM_NBITS* = 40
TM_NLITS* = TM_NBITS * 2
TM_NCLAUSES* {.intdefine.} = 40 ## per class
TM_HALF* = TM_NCLAUSES div 2
TM_NSTATES* {.intdefine.} = 64 ## automaton range [-NSTATES, NSTATES]
TM_T* = float(TM_HALF)
TM_S_DEF {.strdefine.} = "3.0"
TM_S* = parseFloat(TM_S_DEF)
TM_MIN_OBS* {.intdefine.} = 24 ## freshly-cold -> look straight ahead
## Confidence gate: only leave the centre (GF=0) bucket when the winning class
## beats the centre class by this fraction of TM_T. 0.0 = raw argmax.
TM_CONF_MARGIN_DEF {.strdefine.} = "0.0"
TM_CONF_MARGIN* = parseFloat(TM_CONF_MARGIN_DEF)
## Scale applied to the predicted GF when a correction is taken.
TM_SHRINK_DEF {.strdefine.} = "1.0"
TM_SHRINK* = parseFloat(TM_SHRINK_DEF)
## Readout: "hard" argmax (with the confidence gate) or "soft" vote-weighted.
TM_GF_MODE {.strdefine.} = "hard"
TM_SOFT_BETA_DEF {.strdefine.} = "4.0"
TM_SOFT_BETA* = parseFloat(TM_SOFT_BETA_DEF)
TM_TRACE_SLOTS = 1024
POS_RING = 512
DebugTMPattern* = false
type
TmBits* = array[TM_NLITS, uint8]
TmPatternTrace = object
fireTick: int
powerBin: int
arrivalTick: int
baseBearing: float
fireX, fireY: float
lits: TmBits
votes: array[TM_CLASSES, float]
cache: array[TM_CLASSES, array[TM_NCLAUSES, uint8]]
chosen: int
warm: bool
alive: bool
PosSample = object
tick: int
x, y: float
valid: bool
TmPatternGun* = object
teams: array[TM_CLASSES, seq[int16]]
traces: array[TM_TRACE_SLOTS, TmPatternTrace]
# ── history ──
posRing: array[POS_RING, PosSample]
lastTick: int
prevTick: int
prevX, prevY, prevHeading: float
hasPrev: bool
latSignHist: array[3, int]
turnSignHist: array[3, int]
lastNonzeroLat: int
sinceReversal: int
radialFracSm: float
latPersist: int
currentTarget: int
# ── instrumentation ──
totalObs*: int
predictCalls*: int
trainCalls*: int
traceMisses*: int
labelMisses*: int
chosenHist*: array[TM_CLASSES, int]
labelHist*: array[TM_CLASSES, int]
classCorrect*: int ## warm predictions whose class matched the eventual label
classTotal*: int ## warm predictions with a resolvable label
lastChosen*: int
shuffleLabels*: bool ## control: replace the computed GF label with a random class
debugGraphics*: bool
# ── TM core (Granmo Table 2/3, corrected resource allocation) ────────────────
proc tmPolarity(cl: int): float {.inline.} =
if cl < TM_HALF: 1.0 else: -1.0
proc tmNewTeam(): seq[int16] =
result = newSeq[int16](TM_NCLAUSES * TM_NLITS) # 0 = Exclude boundary
proc tmEval(team: seq[int16], lits: TmBits, cl: int, learning: bool): uint8 =
let base = cl * TM_NLITS
var hasInc = false
for lit in 0..<TM_NLITS:
if team[base + lit] > 0:
hasInc = true
if lits[lit] == 0'u8: return 0'u8
if hasInc: return 1'u8
# Eq. 6: the empty conjunction is vacuously true during learning, false in
# classification. Without this the all-Exclude init deadlocks.
return if learning: 1'u8 else: 0'u8
proc tmForward(team: seq[int16], lits: TmBits,
cache: var array[TM_NCLAUSES, uint8]): float =
var v = 0.0
for cl in 0..<TM_NCLAUSES:
let o = tmEval(team, lits, cl, learning = false)
cache[cl] = tmEval(team, lits, cl, learning = true)
v += tmPolarity(cl) * float(o)
clamp(v, -TM_T, TM_T)
proc tmLearnDir(team: var seq[int16], lits: TmBits,
cache: array[TM_NCLAUSES, uint8], vote, d: float) =
## One Granmo update of one class team with desired vote direction `d`.
let pFeedback = (TM_T - d * vote) / (2.0 * TM_T)
if pFeedback <= 0.0: return
for cl in 0..<TM_NCLAUSES:
if rand(1.0) >= pFeedback: continue
let pol = tmPolarity(cl)
let cOut = cache[cl]
let base = cl * TM_NLITS
if pol * d > 0.0:
# Type I (Table 2) collapsed to the resulting state move.
for lit in 0..<TM_NLITS:
var st = int(team[base + lit])
if lits[lit] == 1'u8:
if cOut == 1'u8:
if rand(1.0) < (TM_S - 1.0) / TM_S: st = min(st + 1, TM_NSTATES)
else:
if rand(1.0) < 1.0 / TM_S: st = max(st - 1, -TM_NSTATES)
else:
if rand(1.0) < 1.0 / TM_S: st = max(st - 1, -TM_NSTATES)
team[base + lit] = int16(st)
else:
# Type II (Table 3): penalise exclusion of a zero literal when firing.
if cOut == 1'u8:
for lit in 0..<TM_NLITS:
if lits[lit] == 0'u8:
if team[base + lit] <= 0:
team[base + lit] = int16(min(int(team[base + lit]) + 1, TM_NSTATES))
# ── geometry helpers ─────────────────────────────────────────────────────────
proc tmBinForSpeed(spd: float): int {.inline.} =
for i in 0..<len(vb.PowerBins):
if abs(spd - bulletSpeed(vb.PowerBins[i])) < 1e-6: return i
-1
proc tmTraceSlot(fireTick, binIdx: int): int {.inline.} =
((fireTick * len(vb.PowerBins)) + binIdx) mod TM_TRACE_SLOTS
proc gfToBucket(gf: float): int {.inline.} =
clamp(int(round((gf + 1.0) * 0.5 * float(TM_CLASSES - 1))), 0, TM_CLASSES - 1)
proc bucketToGF(c: int): float {.inline.} =
if TM_CLASSES <= 1: 0.0
else: float(c) / float(TM_CLASSES - 1) * 2.0 - 1.0
proc normDeg(d: float): float {.inline.} =
result = d
while result > 180.0: result -= 360.0
while result < -180.0: result += 360.0
# ── public API ───────────────────────────────────────────────────────────────
proc initTmPatternGun*(): TmPatternGun =
for c in 0..<TM_CLASSES: result.teams[c] = tmNewTeam()
result.lastTick = -1
result.prevTick = -1
result.currentTarget = -1
result.lastChosen = (TM_CLASSES - 1) div 2
randomize()
result.debugGraphics = false
proc isWarmedUp*(g: TmPatternGun): bool {.inline.} = true
proc resetLearning*(g: var TmPatternGun) =
## Fresh concept: wipe every clause team and the motion history. Called when
## the target id changes so a new opponent starts from a cold net.
for c in 0..<TM_CLASSES: g.teams[c] = tmNewTeam()
g.totalObs = 0
g.hasPrev = false
for i in 0..<3:
g.latSignHist[i] = 0
g.turnSignHist[i] = 0
g.sinceReversal = 0
g.radialFracSm = 0.0
g.latPersist = 0
proc tmUpdateHistory(g: var TmPatternGun, state: WorldState) =
if state.tick == g.lastTick: return
g.lastTick = state.tick
let slot = ((state.tick mod POS_RING) + POS_RING) mod POS_RING
g.posRing[slot] = PosSample(tick: state.tick, x: state.enemyX, y: state.enemyY,
valid: true)
if g.hasPrev and state.tick > g.prevTick:
let dx = state.enemyX - g.prevX
let dy = state.enemyY - g.prevY
let spd = hypot(dx, dy)
let lx = state.enemyX - state.selfX
let ly = state.enemyY - state.selfY
let ld = hypot(lx, ly)
var latSign = 0
var crossFrac = 0.0
var radialFrac = 0.0
if ld > 1e-6 and spd > 1e-6:
let cross = (lx * dy - ly * dx) / ld
crossFrac = abs(cross) / spd
radialFrac = abs((lx * dx + ly * dy) / ld) / spd
if cross > 0.5: latSign = 1
elif cross < -0.5: latSign = -1
for i in countdown(2, 1): g.latSignHist[i] = g.latSignHist[i - 1]
g.latSignHist[0] = latSign
if latSign != 0 and g.lastNonzeroLat != 0 and latSign != g.lastNonzeroLat:
g.sinceReversal = 0
else:
inc g.sinceReversal
if latSign != 0: g.lastNonzeroLat = latSign
g.latPersist = if latSign != 0 and latSign == g.latSignHist[1]: 1 else: 0
var dh = normDeg(state.enemyHeading - g.prevHeading)
let ts = if dh > 0.5: 1 elif dh < -0.5: -1 else: 0
for i in countdown(2, 1): g.turnSignHist[i] = g.turnSignHist[i - 1]
g.turnSignHist[0] = ts
g.radialFracSm = 0.8 * g.radialFracSm + 0.2 * radialFrac
g.prevX = state.enemyX
g.prevY = state.enemyY
g.prevHeading = state.enemyHeading
g.prevTick = state.tick
g.hasPrev = true
proc tmBuildBits(g: var TmPatternGun, state: WorldState, flightTicks: float):
TmBits =
## 40 binary/bucketed context features. Written as literals directly: bit i
## and its negation at i + TM_NBITS.
var bits: array[TM_NBITS, uint8]
var o = 0
template put(v: uint8) = (bits[o] = v; inc o)
template putSign(s: int) =
# ternary -> 2 bits: (+, -); 0 -> (0,0)
put(if s > 0: 1'u8 else: 0'u8)
put(if s < 0: 1'u8 else: 0'u8)
for i in 0..2: putSign(g.latSignHist[i]) # 6
for i in 0..2: putSign(g.turnSignHist[i]) # 6
# time since last lateral reversal: 3 one-hot
if g.sinceReversal <= 3: put 1'u8 else: put 0'u8
if g.sinceReversal > 3 and g.sinceReversal <= 10: put 1'u8 else: put 0'u8
if g.sinceReversal > 10: put 1'u8 else: put 0'u8
# lateral persistence / magnitude: 3 bits
put(if g.latPersist == 1: 1'u8 else: 0'u8)
let spd = state.enemySpeed
# speed band (uses signed velocity magnitude; classic fixtures may be negative)
let aspd = abs(spd)
if aspd < 1.0: put 1'u8 else: put 0'u8
if aspd >= 1.0 and aspd < 4.0: put 1'u8 else: put 0'u8
if aspd >= 4.0: put 1'u8 else: put 0'u8
# distance band
let d = hypot(state.enemyX - state.selfX, state.enemyY - state.selfY)
if d < 150.0: put 1'u8 else: put 0'u8
if d >= 150.0 and d < 350.0: put 1'u8 else: put 0'u8
if d >= 350.0: put 1'u8 else: put 0'u8
# flight-time band
if flightTicks < 10.0: put 1'u8 else: put 0'u8
if flightTicks >= 10.0 and flightTicks < 25.0: put 1'u8 else: put 0'u8
if flightTicks >= 25.0: put 1'u8 else: put 0'u8
# walls close (4 bits)
put(if state.enemyY < 60.0: 1'u8 else: 0'u8)
put(if state.arenaHeight - state.enemyY < 60.0: 1'u8 else: 0'u8)
put(if state.arenaWidth - state.enemyX < 60.0: 1'u8 else: 0'u8)
put(if state.enemyX < 60.0: 1'u8 else: 0'u8)
# radial fraction band (3 one-hot)
if g.radialFracSm < 0.35: put 1'u8 else: put 0'u8
if g.radialFracSm >= 0.35 and g.radialFracSm < 0.7: put 1'u8 else: put 0'u8
if g.radialFracSm >= 0.7: put 1'u8 else: put 0'u8
# enemy energy band (2 one-hot)
if state.enemyEnergy < 20.0: put 1'u8 else: put 0'u8
if state.enemyEnergy >= 20.0: put 1'u8 else: put 0'u8
# heading relative to LOS (toward / away)
let lx = state.enemyX - state.selfX
let ly = state.enemyY - state.selfY
let ld = hypot(lx, ly)
var dot = 0.0
if ld > 1e-6:
let hr = degToRad(state.enemyHeading)
dot = (cos(hr) * lx + sin(hr) * ly) / ld
put(if dot > 0.3: 1'u8 else: 0'u8)
put(if dot < -0.3: 1'u8 else: 0'u8)
# approach (closing / opening) relative to displacement direction
var closing = 0.0
if ld > 1e-6 and g.hasPrev:
let vx = state.enemyX - g.prevX
let vy = state.enemyY - g.prevY
closing = (vx * lx + vy * ly) / ld
put(if closing < -0.3: 1'u8 else: 0'u8)
put(if closing > 0.3: 1'u8 else: 0'u8)
# pack into literal vector
for i in 0..<TM_NBITS:
result[i] = bits[i]
result[i + TM_NBITS] = 1'u8 - bits[i]
proc tmSoftGF(votes: array[TM_CLASSES, float]): float =
## Vote-weighted expectation of the GF bucket centres. The multiclass votes are
## not calibrated probabilities, but a softmax over them gives a smooth,
## self-shrinking readout (flat votes -> GF 0; a confident tail -> near that
## tail), which avoids the up-to-half-bucket aim error of a hard argmax.
var mx = -Inf
for c in 0..<TM_CLASSES:
if votes[c] > mx: mx = votes[c]
var sum = 0.0
var w: array[TM_CLASSES, float]
for c in 0..<TM_CLASSES:
w[c] = exp((votes[c] - mx) * TM_SOFT_BETA / TM_T)
sum += w[c]
if sum <= 0.0: return 0.0
for c in 0..<TM_CLASSES:
result += (w[c] / sum) * bucketToGF(c)
proc tmChooseClass(g: var TmPatternGun, votes: array[TM_CLASSES, float]): int =
## Cold gun or a flat vote vector -> straight ahead (GF = 0). Otherwise the
## argmax class, but ONLY when it beats the centre class by TM_CONF_MARGIN
## (fraction of TM_T); otherwise stay at the centre. This is what keeps the
## gun from degrading to arbitrary buckets when the TM has no real evidence.
let centre = (TM_CLASSES - 1) div 2
if g.totalObs < TM_MIN_OBS:
return centre
var best = 0
var bestV = -Inf
for c in 0..<TM_CLASSES:
if votes[c] > bestV: bestV = votes[c]; best = c
if best == centre:
return centre
let margin = (votes[best] - votes[centre]) / TM_T
if margin < TM_CONF_MARGIN:
return centre
result = best
proc predict*(g: var TmPatternGun, state: WorldState, bulletSpeed: float):
GunPrediction =
inc g.predictCalls
# target-change reset (per-enemy specialisation)
if state.enemies.len > 0:
let tid = state.enemies[0].id
if g.currentTarget != tid:
if g.currentTarget >= 0: g.resetLearning()
g.currentTarget = tid
g.tmUpdateHistory(state)
if bulletSpeed <= 0.0:
return GunPrediction(x: state.enemyX, y: state.enemyY)
let mea = arcsin(clamp(8.0 / bulletSpeed, -1.0, 1.0))
let f = forecastLinear(state, bulletSpeed)
let flightTicks = f.dist / bulletSpeed
let lits = g.tmBuildBits(state, flightTicks)
var votes: array[TM_CLASSES, float]
var caches: array[TM_CLASSES, array[TM_NCLAUSES, uint8]]
for c in 0..<TM_CLASSES:
votes[c] = tmForward(g.teams[c], lits, caches[c])
let chosen = g.tmChooseClass(votes)
g.lastChosen = chosen
inc g.chosenHist[chosen]
var gf: float
if g.totalObs < TM_MIN_OBS:
gf = 0.0
elif TM_GF_MODE == "soft":
gf = TM_SHRINK * tmSoftGF(votes)
else:
gf = TM_SHRINK * bucketToGF(chosen)
let aimAngle = f.bearing + gf * mea
let px = state.selfX + cos(aimAngle) * f.dist
let py = state.selfY + sin(aimAngle) * f.dist
let binIdx = tmBinForSpeed(bulletSpeed)
if binIdx >= 0:
let slot = tmTraceSlot(state.tick, binIdx)
# The virtual bullet advances one step on its own spawn tick, so it reaches
# the base fire distance after max(0, ceil(flightTicks)-1) further ticks.
let arrOff = max(0, int(ceil(flightTicks)) - 1)
g.traces[slot] = TmPatternTrace(
fireTick: state.tick, powerBin: binIdx,
arrivalTick: state.tick + arrOff,
baseBearing: f.bearing,
fireX: state.selfX, fireY: state.selfY,
lits: lits, votes: votes, cache: caches,
chosen: chosen, warm: (g.totalObs >= TM_MIN_OBS), alive: true)
when DebugTMPattern:
echo "tmp tick=", state.tick, " bin=", binIdx, " chosen=", chosen,
" gf=", gf, " obs=", g.totalObs, " votes=", votes
GunPrediction(
x: clamp(px, BotRadius, state.arenaWidth - BotRadius),
y: clamp(py, BotRadius, state.arenaHeight - BotRadius),
)
proc onResult*(g: var TmPatternGun, e: FeedbackEvent) =
let binIdx =
if e.powerBin >= 0 and e.powerBin < len(vb.PowerBins): e.powerBin
else: tmBinForSpeed(bulletSpeed(e.bulletPower))
if binIdx < 0:
inc g.traceMisses
return
let slot = tmTraceSlot(e.fireTick, binIdx)
var t = addr g.traces[slot]
if not t.alive or t.fireTick != e.fireTick or t.powerBin != binIdx:
inc g.traceMisses
return
# Clean label: enemy position at the BASE arrival tick from our own history.
let s = ((t.arrivalTick mod POS_RING) + POS_RING) mod POS_RING
if not g.posRing[s].valid or g.posRing[s].tick != t.arrivalTick:
inc g.labelMisses
t.alive = false
return
let speed = bulletSpeed(e.bulletPower)
let mea = arcsin(clamp(8.0 / speed, -1.0, 1.0))
let actualBearing = arctan2(g.posRing[s].y - t.fireY, g.posRing[s].x - t.fireX)
var delta = actualBearing - t.baseBearing
while delta > PI: delta -= 2.0 * PI
while delta < -PI: delta += 2.0 * PI
let gf = if mea > 1e-10: clamp(delta / mea, -1.0, 1.0) else: 0.0
let winner = if g.shuffleLabels: rand(TM_CLASSES - 1) else: gfToBucket(gf)
inc g.labelHist[winner]
if t.warm:
inc g.classTotal
if winner == t.chosen: inc g.classCorrect
for c in 0..<TM_CLASSES:
let d = if c == winner: 1.0 else: -1.0
g.teams[c].tmLearnDir(t.lits, t.cache[c], t.votes[c], d)
inc g.totalObs
inc g.trainCalls
t.alive = false
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## Discrete-target Tsetlin gun sweep: tm_pattern vs its shuffled-feedback
## control, the current default Tsetlin gun, and Linear.
##
## Metric: EARLY virtual hit rate = resolutions in the first 100 ticks of each
## ROUND (the TM starts cold every round, so this is what "learns fast" means),
## plus first-300 and whole-round rates. Every fixture with a round sidecar is
## split into rounds and each round is replayed with a FRESH gun instance
## (cold every battle, overfit within the battle).
##
## Usage:
## nim c -r --path:common_libs -d:release common_libs/tests/sweep_tm_pattern.nim \
## --set=real --seeds=3
## Flags:
## --set=real|range|synthetic fixture set (default real)
## --seeds=N seeds for stochastic variants (default 3)
## --maxrounds=N cap rounds per fixture
## --variants=a,b,c subset of: linear,tsetlin,tmpat,tmpat_shuf
##
## Emits per-run CSV then a COMPARE section with per-run means, ranges and a
## paired sign test (exact binomial, two-sided) for every variant pair.
import std/[os, strformat, strutils, json, tables, math, random, algorithm, sequtils]
import gun_harness/offline_range
import range_guns
import guns/tm_pattern
import guns/linear
const repoRoot = currentSourcePath().parentDir.parentDir.parentDir
const fixturesDir = repoRoot / "tools" / "fixtures"
type
GunStats = object
obs, labelMiss, traceMiss: int
labHist, choHist: array[TM_CLASSES, int]
classCorrect, classTotal: int
Adapt = object
h100, n100, h300, n300, hall, nall, f100, m100: int
rounds: int
st: GunStats
RoundSpan = tuple[start, count: int]
Row = object
variant, fixture: string
seed: int
r: Adapt
VariantKind = enum
vLinear, vTsetlin, vTmpat, vTmpatShuf
proc variantName(v: VariantKind): string =
case v
of vLinear: "Linear"
of vTsetlin: "Tsetlin"
of vTmpat: "TMPattern"
of vTmpatShuf: "TMPatternShuf"
proc loadRounds(path: string): seq[RoundSpan] =
let dir = path.parentDir
let base = path.extractFilename
var side = dir / "drussgt_meta" / (base & ".rounds.json")
if not fileExists(side): side = dir / (base & ".rounds.json")
if not fileExists(side): return @[]
let node = parseJson(readFile(side))
if not node.hasKey("rounds"): return @[]
for r in node["rounds"]:
result.add (r["startTick"].getInt(), r["count"].getInt())
proc addAdapt(dst: var Adapt, src: Adapt) =
inc dst.rounds, src.rounds
dst.h100 += src.h100; dst.n100 += src.n100
dst.h300 += src.h300; dst.n300 += src.n300
dst.hall += src.hall; dst.nall += src.nall
dst.f100 += src.f100; dst.m100 += src.m100
dst.st.obs += src.st.obs; dst.st.labelMiss += src.st.labelMiss
dst.st.traceMiss += src.st.traceMiss
dst.st.classCorrect += src.st.classCorrect
dst.st.classTotal += src.st.classTotal
for c in 0..<TM_CLASSES:
dst.st.labHist[c] += src.st.labHist[c]
dst.st.choHist[c] += src.st.choHist[c]
proc replayRound(states: seq[WorldState], lastSeen: seq[int], enemyId, baseTick: int,
driver: GunDriver, metric: BulletMetric,
obsBefore: GunStats, obsCount: proc(): GunStats): Adapt =
var tracker = initTracker(1, metric)
var res: Adapt
inc res.rounds
for si in 0..<states.len:
let state = states[si]
var preds: array[len(PowerBins), GunPrediction]
for i in 0..<len(PowerBins):
preds[i] = driver.predictCb(state, bulletSpeed(PowerBins[i]))
let ready = if driver.readyCb == nil: true else: driver.readyCb()
if ready:
tracker.spawnBullets(0, preds, state, enemyId)
var enemyPositions: Table[int, tuple[x, y: float, lastSeenTick: int, alive: bool]]
var lst = state.tick
if si < lastSeen.len and lastSeen[si] >= 0: lst = lastSeen[si]
if state.enemies.len > 0:
for e in state.enemies:
enemyPositions[e.id] = (x: e.x, y: e.y, lastSeenTick: lst, alive: true)
else:
enemyPositions[enemyId] = (x: state.enemyX, y: state.enemyY,
lastSeenTick: lst, alive: true)
let localTick = state.tick - baseTick
tracker.tickBullets(state, enemyPositions,
proc(gunId: GunId, binIdx: int, e: FeedbackEvent) =
inc res.nall
if e.hit: inc res.hall
if localTick < 100:
inc res.n100
if e.hit: inc res.h100
if localTick < 300:
inc res.n300
if e.hit: inc res.h300
let fireTick = e.fireTick - baseTick
if fireTick < 100:
inc res.m100
if e.hit: inc res.f100
driver.resultCb(e))
let after = obsCount()
res.st.obs = after.obs - obsBefore.obs
res.st.labelMiss = after.labelMiss - obsBefore.labelMiss
res.st.traceMiss = after.traceMiss - obsBefore.traceMiss
res.st.classCorrect = after.classCorrect - obsBefore.classCorrect
res.st.classTotal = after.classTotal - obsBefore.classTotal
for c in 0..<TM_CLASSES:
res.st.labHist[c] = after.labHist[c] - obsBefore.labHist[c]
res.st.choHist[c] = after.choHist[c] - obsBefore.choHist[c]
result = res
proc replayFixture(fx: Fixture, path: string, driver: GunDriver, metric: BulletMetric,
obsBefore: GunStats, obsCount: proc(): GunStats,
maxRounds = 0): Adapt =
var spans =
if fx.meta.source == "synthetic": @[(start: 0, count: fx.states.len)]
else: loadRounds(path)
if maxRounds > 0 and spans.len > maxRounds: spans.setLen(maxRounds)
if spans.len == 0:
return replayRound(fx.states, fx.lastSeen, fx.enemyId, 0, driver, metric,
obsBefore, obsCount)
for sp in spans:
var st: seq[WorldState]
var ls: seq[int]
for i in 0..<fx.states.len:
let t = fx.states[i].tick
if t >= sp.start and t < sp.start + sp.count:
st.add fx.states[i]
ls.add(if i < fx.lastSeen.len: fx.lastSeen[i] else: -1)
if st.len == 0: continue
addAdapt(result, replayRound(st, ls, fx.enemyId, sp.start, driver, metric,
obsBefore, obsCount))
proc emptyStats(): GunStats = GunStats()
proc makeTmpatDriver(seed: int, shuffle: bool):
tuple[driver: GunDriver, gun: ref TmPatternGun] =
let g = new(TmPatternGun)
g[] = initTmPatternGun()
g[].shuffleLabels = shuffle
if seed >= 0: randomize(seed)
result.gun = g
result.driver = GunDriver(
name: (if shuffle: "TMPatternShuf" else: "TMPattern"),
predictCb: proc(state: WorldState, bulletSpeed: float): GunPrediction =
g[].predict(state, bulletSpeed),
resultCb: proc(e: FeedbackEvent) = g[].onResult(e),
readyCb: proc(): bool = g[].isWarmedUp())
proc tmpatStats(g: ref TmPatternGun): GunStats =
result.obs = g[].totalObs
result.labelMiss = g[].labelMisses
result.traceMiss = g[].traceMisses
result.labHist = g[].labelHist
result.choHist = g[].chosenHist
result.classCorrect = g[].classCorrect
result.classTotal = g[].classTotal
proc fixtureSet(name: string): seq[string] =
case name
of "synthetic", "":
for n in SyntheticFixtureNames: result.add n
of "real":
for n in ["drussgt_vs_crazy", "drussgt_vs_spinbot", "drussgt_vs_drussgt",
"tr_drussgt_vs_crazy", "tr_drussgt_vs_spinbot",
"tr_drussgt_vs_modularbot"]:
result.add(fixturesDir / (n & ".jsonl"))
of "range":
for n in SyntheticFixtureNames: result.add n
for n in ["drussgt_vs_crazy", "drussgt_vs_spinbot", "tr_drussgt_vs_crazy"]:
result.add(fixturesDir / (n & ".jsonl"))
else: discard
proc resolve(name: string): tuple[fx: Fixture, path: string] =
let p = if fileExists(name): name else: fixturesDir / (name & ".jsonl")
(loadFixture(p), p)
# ── stats ────────────────────────────────────────────────────────────────────
proc rateStr(h, n: int): string =
if n == 0: " n/a " else: &"{h.float / n.float * 100.0:5.1f}%"
proc binomPmf(k, n: int): float =
if k < 0 or k > n: return 0.0
var lg = 0.0
for i in 1..k: lg += ln(float(n - k + i)) - ln(float(i))
exp(lg - float(n) * ln(2.0))
proc signTestP(wins, n: int): float =
## exact two-sided binomial p under p=0.5
if n == 0: return 1.0
let lo = min(wins, n - wins)
var s = 0.0
for k in 0..lo: s += binomPmf(k, n)
min(1.0, 2.0 * s)
proc main() =
var nSeeds = 3
var set = "real"
var maxRounds = 0
var metricName = "path"
var variants: seq[VariantKind] = @[vLinear, vTsetlin, vTmpat, vTmpatShuf]
for i in 1..paramCount():
let a = paramStr(i)
if a.startsWith("--seeds="): nSeeds = parseInt(a[8..^1])
elif a.startsWith("--set="): set = a[6..^1]
elif a.startsWith("--metric="): metricName = a[9..^1]
elif a.startsWith("--maxrounds="): maxRounds = parseInt(a[12..^1])
elif a.startsWith("--variants="):
variants = @[]
for tok in a[11..^1].split(','):
case tok.strip()
of "linear": variants.add vLinear
of "tsetlin": variants.add vTsetlin
of "tmpat": variants.add vTmpat
of "tmpat_shuf": variants.add vTmpatShuf
else: discard
let metric = if metricName == "point": bmPoint else: bmPath
let names = fixtureSet(set)
echo "# set=", set, " seeds=", nSeeds, " metric=", metricName, " variants=", variants.mapIt(variantName(it)).join(",")
echo "variant,fixture,seed,h100,n100,h300,n300,hall,nall,f100,m100,rounds,obs,labelMiss,traceMiss"
var rows: seq[Row]
for name in names:
let (fx, path) = resolve(name)
let fxName = path.extractFilename.replace(".jsonl", "")
for v in variants:
let nIter = if v == vLinear: 1 else: nSeeds
for seed in 1..nIter:
var drv: GunDriver
var gun: ref TmPatternGun
var obsCount: proc(): GunStats = emptyStats
case v
of vLinear:
drv = makeDriver("Linear", LinearGun())
of vTsetlin:
let pair = makeTsetlinDriver(seed = seed)
drv = pair.driver
of vTmpat, vTmpatShuf:
let pair = makeTmpatDriver(seed = seed, shuffle = (v == vTmpatShuf))
drv = pair.driver
gun = pair.gun
obsCount = proc(): GunStats = tmpatStats(gun)
let r = replayFixture(fx, path, drv, metric, emptyStats(), obsCount, maxRounds)
rows.add Row(variant: variantName(v), fixture: fxName, seed: seed, r: r)
echo &"{variantName(v)},{fxName},{seed},{r.h100},{r.n100},{r.h300},{r.n300}," &
&"{r.hall},{r.nall},{r.f100},{r.m100},{r.rounds},{r.st.obs},{r.st.labelMiss},{r.st.traceMiss}"
# ── per-variant pooled summary ──
echo "\n# ── pooled summary ──"
echo "variant,runs,h100,n100,early%,h300,n300,early300%,hall,nall,overall%,obs,labelMiss,traceMiss"
var pooled = initTable[string, Adapt]()
for v in variants: pooled[variantName(v)] = Adapt()
for row in rows: addAdapt(pooled[row.variant], row.r)
for v in variants:
let a = pooled[variantName(v)]
echo &"{variantName(v)},{a.rounds},{a.h100},{a.n100},{rateStr(a.h100, a.n100)}," &
&"{a.h300},{a.n300},{rateStr(a.h300, a.n300)},{a.hall},{a.nall}," &
&"{rateStr(a.hall, a.nall)},{a.st.obs},{a.st.labelMiss},{a.st.traceMiss}"
# ── label vs chosen class histogram (TMPattern only) ──
for v in [vTmpat, vTmpatShuf]:
if v in variants:
let a = pooled[variantName(v)]
var ls, cs: string
for c in 0..<TM_CLASSES:
ls.add &"{a.st.labHist[c]},"
cs.add &"{a.st.choHist[c]},"
echo &"\n# class histogram {variantName(v)}: labels=[{ls}] chosen=[{cs}] " &
&"onlineAcc={a.st.classCorrect}/{a.st.classTotal}"
# ── per-run distributions (a "run" = one fixture × one seed) ──
# Linear is deterministic: replicate its one row per fixture across seeds so a
# paired comparison against a stochastic variant has a partner per run.
type Key = tuple[fixture: string, seed: int]
var byVariant = initTable[string, Table[Key, float]]() # early rate
var byVariantAll = initTable[string, Table[Key, float]]() # overall rate
for v in variants:
byVariant[variantName(v)] = initTable[Key, float]()
byVariantAll[variantName(v)] = initTable[Key, float]()
for row in rows:
let early = if row.r.n100 > 0: row.r.h100.float / row.r.n100.float else: 0.0
let overall = if row.r.nall > 0: row.r.hall.float / row.r.nall.float else: 0.0
byVariant[row.variant][(row.fixture, row.seed)] = early
byVariantAll[row.variant][(row.fixture, row.seed)] = overall
if vLinear in variants:
for row in rows:
if row.variant == "Linear":
for s in 2..nSeeds:
byVariant["Linear"][(row.fixture, s)] = byVariant["Linear"][(row.fixture, 1)]
byVariantAll["Linear"][(row.fixture, s)] = byVariantAll["Linear"][(row.fixture, 1)]
echo "\n# ── per-run early-rate distribution (mean / min / max, n runs) ──"
echo "variant,earlyMean%,earlyMin%,earlyMax%,overallMean%,overallMin%,overallMax%,n"
for v in variants:
var es: seq[float]
var os: seq[float]
for r in byVariant[variantName(v)].values: es.add r
for r in byVariantAll[variantName(v)].values: os.add r
if es.len == 0: continue
es.sort(); os.sort()
echo &"{variantName(v)},{es.sum/float(es.len)*100:.2f},{es[0]*100:.2f},{es[^1]*100:.2f}," &
&"{os.sum/float(os.len)*100:.2f},{os[0]*100:.2f},{os[^1]*100:.2f},{es.len}"
echo "\n# ── pairwise paired sign tests (rows = fixture×seed) ──"
echo "A,B,metric,nA>B,nB>A,ties,p"
for i in 0..<variants.len:
for j in 0..<variants.len:
if i == j: continue
let aName = variantName(variants[i])
let bName = variantName(variants[j])
for (label, tab) in [("early", byVariant), ("overall", byVariantAll)]:
var winsA, winsB, ties, n = 0
for k, va in tab[aName].pairs:
if k notin tab[bName]: continue
let vb = tab[bName][k]
inc n
if va > vb: inc winsA
elif vb > va: inc winsB
else: inc ties
if n == 0: continue
echo &"{aName},{bName},{label},{n},{winsA},{winsB},{ties},{signTestP(winsA, n - ties):.4f}"
when isMainModule:
main()
@@ -0,0 +1,181 @@
# TM pattern gun — discrete-target sweep results
Date: 2026-09-21. Author: background worker (executor-heavy).
Artifacts implementing this: `common_libs/guns/tm_pattern.nim`,
`common_libs/tests/sweep_tm_pattern.nim`. Do not commit.
## What was built
`tm_pattern.nim` is a NEW gun (the old `guns/tsetlin.nim` is untouched). It
attacks both the REPRESENTATION and the TARGET as the brief asked:
* **Base**: `forecastLinear` (the exact self-consistent forecast `LinearGun`
uses). GF class 0 (centre) reproduces the Linear gun byte-for-byte, so any
measured difference is attributable to the TM.
* **Target**: a discrete multi-class GUESS-FACTOR BUCKET — which lateral escape
sector (in max-escape-angle units) the enemy occupied at the tick the bullet
would have reached the BASE fire distance. 5 or 9 classes.
* **Label**: read from a per-tick ring of our own recorded enemy positions at the
base arrival tick, NOT from `FeedbackEvent.actualXY`. Under the shipped
`bmPath` metric `actualXY` is the closest-approach point on the gun's OWN aim
ray, which biases the label toward the gun's own last output; the ring gives a
clean, metric-independent label.
* **Features**: 40 hand-built binary/bucketed motion features (lateral-velocity
sign over 3 ticks, turn-rate sign over 3 ticks, time since reversal, lateral
magnitude, speed/distance/flight-time bands, four per-wall proximity bits,
radial-fraction band, energy band, heading relative to LOS, approach sign).
* **TM core**: compact self-contained Granmo Table 2/3 with the corrected
feedback rules and Eq. 6 empty-clause bootstrap (same corrected core as
tsetlin.nim / tm_selector.nim, re-derived at 40-bit width).
* **Per-enemy / freshness**: a fresh net per gun instance; the net and history
reset if the target id changes. Each offline round is replayed with a fresh
instance (cold every battle, overfit within the battle).
Config overrides used in the final run: `-d:TM_CONF_MARGIN_DEF=0.25
-d:TM_SHRINK_DEF=0.5` (confidence gate + shrink). Defaults are 0.0 / 1.0
(= raw argmax). Compile-time knobs: `TM_CLASSES`, `TM_NCLAUSES`, `TM_NSTATES`,
`TM_S_DEF`, `TM_MIN_OBS`, `TM_CONF_MARGIN_DEF`, `TM_SHRINK_DEF`, `TM_GF_MODE`
(hard|soft), `TM_SOFT_BETA_DEF`.
## How to reproduce
```
nim c --path:common_libs -d:release \
-d:TM_CONF_MARGIN_DEF=0.25 -d:TM_SHRINK_DEF=0.5 \
-o:/tmp/sweep_tm_pattern common_libs/tests/sweep_tm_pattern.nim
/tmp/sweep_tm_pattern --set=real --seeds=3 --metric=path \
--variants=linear,tsetlin,tmpat,tmpat_shuf
/tmp/sweep_tm_pattern --set=real --seeds=3 --metric=point \
--variants=linear,tsetlin,tmpat,tmpat_shuf
```
Raw outputs: `/tmp/final_path_s3.txt`, `/tmp/final_point_s3.txt`,
`/tmp/final_ungated_path_s3.txt`, `/tmp/syn_*`.
## Metric
EARLY = resolutions in the first 100 ticks of each round (a cold TM every
round). OVERALL = whole fixture. Pooled over all rounds / fixtures / seeds.
`TMPatternShuf` = identical gun/encoding/cadence but the training label is a
uniform-random class (the mandatory shuffled-feedback control). Per-run = one
fixture × one seed (Linear is deterministic and replicated across seeds for
pairing). Significance = exact two-sided paired sign test, 18 pairs.
## The core result — the discrete target IS learnable, but does not beat the base
Online classification accuracy of the GF bucket (warm predictions only,
seeds=1, n ≈ 1.26 M for each arm):
| arm | correct/total | accuracy |
|---|---|---|
| TMPattern (real labels) | 578722/1258488 | **46.0%** |
| TMPatternShuf (random labels) | 246733/1231116 | **20.0%** (chance) |
So the Tsetlin Machine genuinely learns the discrete target (2.3× chance). The
representation mismatch was real and is fixed. The problem is that the target
is not aligned with what wins the metric.
### Real DrussGT fixtures, bmPath (shipped), seeds=3
| variant | early | overall |
|---|---|---|
| Linear | 34.0% (6358/18715) | 24.3% (58297/239943) |
| Tsetlin (default) | 22.3% (12344/55463) | 20.3% (145828/719205) |
| **TMPattern (gated)** | **27.9% (15514/55535)** | **22.0% (158658/719681)** |
| TMPatternShuf | 28.7% (16049/55969) | 19.4% (139639/719790) |
Paired sign tests (18 runs; ranges overlap, so the paired test is the test):
* Linear > TMPattern: early 15/18 p=0.0075; overall 15/18 p=0.0075. **Significantly
worse than Linear.**
* TMPattern > TMPatternShuf: early 10/8 p=0.81 (tie); overall 17/1 p=0.0001.
**Learning is real but shows up mainly in the whole-round aggregate, not early.**
* TMPattern > Tsetlin: early 17/1 p=0.0001; overall 12/6 p=0.24. **Beats the
default TM gun early, ties overall.**
Per-run distributions (mean [min,max], 18 runs):
Linear early 35.52 [26.03,50.55] / overall 26.86 [9.79,43.36];
Tsetlin 25.76 [19.79,47.68] / 21.99 [9.64,31.34];
TMPattern 31.18 [20.17,55.11] / 24.45 [11.24,37.78];
Shuf 31.42 [20.72,53.49] / 21.07 [9.55,32.65].
### Raw ungated hard argmax (margin 0.0, shrink 1.0), bmPath, seeds=3
| variant | early | overall |
|---|---|---|
| Linear | 34.0% | 24.3% |
| Tsetlin | 22.3% | 20.3% |
| TMPattern | 21.2% (11783/55664) | 18.6% (133465/719432) |
| TMPatternShuf | 15.2% (8710/57169) | 8.3% (59903/720583) |
TMPattern > Shuf 18/18 p<0.0001 on BOTH early and overall; TMPattern < Linear
3/15 p=0.0075 on both. The raw classifier is a clear, decisive learner and a
clear loser to the Linear base: applying an argmax GF bucket costs ~13 pp early.
### Real DrussGT fixtures, bmPoint, seeds=3 (gated)
| variant | early | overall |
|---|---|---|
| Linear | 7.2% (1480/20498) | 4.7% (11277/241423) |
| Tsetlin | 7.0% (4403/62617) | 4.8% (34588/724717) |
| TMPattern | 7.2% (4441/61842) | 4.6% (33341/724556) |
| TMPatternShuf | 6.6% (4112/61979) | 3.4% (24847/724655) |
Online accuracy 50.8%. TMPattern is statistically indistinguishable from Linear
here (early per-run mean 13.67 vs 13.61; overall 5.70 vs 5.77) and beats its
control on overall — i.e. on the arrival-time metric the correction is neutral,
not harmful.
### Synthetic fixtures (known rules) — the mechanism works when motion is predictable
bmPath, seeds=1, soft readout K=9: Linear early 76.3% / overall 71.4%;
TMPattern early 76.6% / overall 71.8%; Shuf early 76.6% / overall 67.8%.
Per-fixture gains vs Linear: wall-bounce 567 vs 537, energy-threshold-turner 332
vs 319; loss: constant-velocity 417 vs 431.
bmPoint, seeds=1, gated hard K=5: Linear 66.4% / 59.6%; TMPattern 66.8% / 60.6%;
Shuf 55.7% / 50.1%. Energy-threshold-turner 268 vs 212, wall-bounce 585 vs 573.
## Verdict
* **Learning**: YES, decisively. The discrete-target TM predicts the GF bucket
far above chance (46% vs 20%) and beats its shuffled control (ungated 18/18,
p<0.0001). The "regression is a TM mismatch" diagnosis was correct.
* **Beats Linear**: NO on the real surfers under bmPath (significantly worse,
p=0.0075). Neutral under bmPoint. Matches/slightly beats Linear only on
synthetic motion whose future is genuinely predictable.
* **Best configuration found**: gated hard K=5, `TM_CONF_MARGIN=0.25`,
`TM_SHRINK=0.5` → 27.9% early / 22.0% overall (bmPath, real), +5.6 pp early /
+1.7 pp overall vs the default TM gun, but 6.1 pp early / 2.3 pp overall
behind Linear.
## MEASURED vs INFERRED
MEASURED: every number in the tables above (pooled hits/shots, per-run
distributions, paired sign tests, online classification accuracies). The
position-ring label is our own recorded history at the base arrival tick; the
shuffled control replaces only the label class with a uniform random draw.
INFERRED: that the residual loss on real surfers is because the linear lead is
already the modal GF (label histogram is centred: real labels
[3.8,6.6,17.6,6.6,3.5]×10⁵ for 5 classes) and the enemy's per-tick lateral
reversal sign is not predictable enough from the 40 context bits to make a
corrective excursion net-positive. Not directly measured.
## What to try next (not done, time-boxed out)
1. **Radial target instead of angular.** `forecastRadialBlend` work showed the
dominant surfer error is range-holding (radial), not angle. A TM classifier
over a RADIAL displacement bucket applied as an aim-distance correction
targets the error the base actually has room to fix, and should matter most
under bmPoint.
2. **Binary reversal with a two-candidate aim** (brief candidate #1, unimplemented):
predict "will the enemy reverse lateral direction before arrival?" and choose
between the linear lead and a reversed lead. Same GF family, but a 2-class
target is far more data-efficient; expected neutral given the GF result.
3. **Condition a genuinely weaker base.** The measured wall says the deficit is
the baseline; the Linear base leaves the TM no headroom. Feeding the TM the
residual of `forecastRadialBlend` (a base that is worse on straight-liners but
range-correct on surfers) is where a learned correction could plausibly pay.
4. **Richer context.** 46% accuracy leaves room; the current context lacks the
enemy's own recent GF history / segmentation that KNN/DecayGF exploit.