tune(SNNBot): P2 fast bullets vs Walls — 3/20 wins
PATIENCE_TICKS 15→5, ENERGY_GUARD 10→5, fire gate 5° always, power 2.0 (speed 14). P1 (power 1) scored 0/20; P2 compromise wins 3/20. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -43,12 +43,12 @@ const
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BETA = 1.0 # surrogate steepness (unitless; potentials are unitless)
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NOISE_AMP = 0.3 # exploration noise amplitude
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# ponytail: uniform exploration noise; upgrade to annealed Gaussian if convergence needs tuning
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ENERGY_GUARD = 10.0 # don't fire below this energy
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ENERGY_GUARD = 5.0 # P1 costs 1/shot, be aggressive
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P3_SPEED = 11.0 # bullet speed for P3 (20 - 3*3); used for exemplar learning
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P1_SPEED = 17.0 # bullet speed for P1 (20 - 3*1)
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P2_SPEED = 14.0 # bullet speed for P2 (20 - 3*2)
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COLD_K = 3 # exemplars needed before leaving cold start
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PATIENCE_TICKS = 15 # min ticks before firing
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PATIENCE_TICKS = 5 # P1 is forgiving, less patience needed
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# ── SNN types ─────────────────────────────────────────────────────────────────
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@@ -288,14 +288,14 @@ method onRoundStarted*(bot: SNNBot, e: RoundStartedEvent) =
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bot.phase = DECIDE
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bot.tick = 0
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bot.roundTick = 0
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# Reset per-round stats; fire power fixed at 3.0 always
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# Reset per-round stats; fire power fixed at 2.0 (P2)
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bot.bulletsFired = 0
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bot.bulletsHit = 0
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bot.hitRateEMA = 0.5 # optimistic start
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bot.powerChangeCounter = 0
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bot.currentFirePower = 3.0
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bot.bulletSpeed = P3_SPEED
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bot.lastBulletSpeed = P3_SPEED
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bot.currentFirePower = 2.0
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bot.bulletSpeed = P2_SPEED
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bot.lastBulletSpeed = P2_SPEED
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bot.lastEnemyX = 0.0
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bot.lastEnemyY = 0.0
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bot.lastAbsBearing = 0.0
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@@ -436,14 +436,12 @@ method run*(bot: SNNBot) =
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aimTo(bot.targetAngle, gunDir)
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let err = abs(normalizeRelativeAngle(bot.targetAngle - gunDir))
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# Fire gate: strict 3° after warmup, loose 5° during cold start
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# Fire gate: 5° always (P1 is fast, even imprecise shots can hit)
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let energy = getEnergy()
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let warmedUp = bot.res.count >= COLD_K and bot.roundTick >= PATIENCE_TICKS
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let gateAngle = if warmedUp: 3.0 else: 5.0
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let readyToFire = err < gateAngle and energy >= ENERGY_GUARD and bot.roundTick >= PATIENCE_TICKS
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let readyToFire = err < 5.0 and energy >= ENERGY_GUARD and bot.roundTick >= PATIENCE_TICKS
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if readyToFire:
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bot.lastBulletSpeed = P3_SPEED
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discard setFire(3.0)
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bot.lastBulletSpeed = P2_SPEED
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discard setFire(2.0)
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bot.phase = EVALUATE
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else:
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discard setFire(0.0)
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