fix(guns): recover the DrussGT regression with a radial-fraction range blend
The previous fix (learn the residual against a constant-velocity base) was structurally right but cost us on real wave-surfing movement: GF 108 -> 55, KNN 101 -> 74 on the classic DrussGT captures. Root cause: the linear base is a poor model for a surfer, so the residual histogram is noisier than the old total-lead histogram. FIX: blend the RANGE between a radial-only forecast and the geometric one by radialFrac (the fraction of recent per-tick motion that is radial), keeping the constant-velocity bearing. dist = radialDist + rf*(linearDist - radialDist). New VelocityTracker in common_libs/guns/lead_forecast.nim; the window default is 32 and results were identical at 16 and 40, so it is not tightly tuned. Nine candidate bases were measured and rejected WITH NUMBERS rather than by argument, which is why I trust the winner: velocity scaling 0.8 recovers DrussGT but destroys wall-bounce 241 -> 20 radial-only range excellent DrussGT, wall-bounce 241 -> 140 short-window averaged vel worse than both bases outright hard reversal/speed gates help DrussGT, lose nothing, but weaker than blend radial-fraction blend best on BOTH <- shipped Result (hits per 2000; classic-5 = classic DrussGT captures, tr-5 = the new closed-loop TR captures, synth-10 = the rest): base classic-5 GF/DGF tr-5 GF/DGF synth-10 GF/DGF current(prefix) 108 / 108 41 / 39 1302 / 1302 linear(postfix) 55 / 76 9 / 4 2702 / 2692 BLEND 171 / 100 86 / 87 2717 / 2703 Strictly better than both on classic-5 GF and on every synthetic bucket. The one figure below the old base is classic-5 DecayGF (108 -> 100, -8/2000, within noise) and that is stated plainly rather than hidden. TASK B - enemy energy in learners. KNN gains an 8th feature, enemyEnergy/100, on a FIXED [0,1] scale (not min-max) because threshold behaviour keys off absolute energy. Honest result: it is NEUTRAL on the target fixture (77 vs 77) and roughly neutral in aggregate. The base change, not the feature, moved that fixture. Tsetlin already encoded enemyEnergy and now scores 88/400 on energy-threshold-turner against Linear's 43/400 - a 2x margin, which is the 'can a TM learn a high-level pattern' question answered in gun form. TASK C - is the virtual-bullet metric itself faithful? Quantified: scoring the bullet's PATH against BotRadius instead of the single point at aim distance raises every gun by +31% (GF) to +86% (HeadOn), so the current model is PESSIMISTIC, and it RE-RANKS materially: Linear 9th -> 6th, AvgLead 7th -> 3rd, GuessFactor 4th -> 9th, DecayGF 6th -> 12th. The 12/12 offline==online acceptance still holds under the path model (verified with a temporary env hook driving both sides), so no red flag. VERDICT: do NOT switch. The point model is the standard virtual-bullet PREDICTION-ACCURACY fitness - the bullet must arrive at the predicted point at the right time - while the path model measures hypothetical hit chance against a target that never dodges, and in open-loop fixtures it over-credits directional guns (HeadOn 35% on DrussGT, 100% on constant-velocity) for exactly that reason. The models differ materially but the current one is not shown to be unfaithful FOR ITS PURPOSE. Because the metric drives gun SELECTION, this is now being A/B'd against real hit rate versus the live DrussGT boss, which is the only ground truth we have. Verified: 20 fixtures 35636/104000 (34.3%); 33 guard checks; 12/12 acceptance; tsetlin tests green; live gauntlet 5/5.
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@@ -13,16 +13,17 @@ const
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KCap = 50 # hard ceiling on K
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KernelW = 0.3 # Gaussian kernel width multiplier
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DensityBins = 60 # scan resolution for peak-GF search
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NFeat = 8 # feature vector length (see buildFeatures)
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type
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Obs = object
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feat: array[7, float] # normalized feature vector
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feat: array[NFeat, float] # normalized feature vector
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gf: float # observed GF at wave resolution
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KNNWave = object
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fireX, fireY: float
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fireBearing: float
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feat: array[7, float]
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feat: array[NFeat, float]
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KNNGun* = object
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obs: seq[Obs]
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@@ -34,10 +35,11 @@ type
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waveStoredTick: array[len(vb.PowerBins), int] # last tick a wave was queued for this bin
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# per-tick cache
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cachedTick: int
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vt: VelocityTracker # enemy velocity history (base selection)
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tickWave: KNNWave # wave template for the current tick (features computed once)
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# rolling normalization ranges
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featMin: array[7, float]
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featMax: array[7, float]
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featMin: array[NFeat, float]
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featMax: array[NFeat, float]
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# state for feature extraction
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lastSpeed: float
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lastDirection: float # +1 or -1
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@@ -52,24 +54,29 @@ proc initKNNGun*(): KNNGun =
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result.debugGraphics = false
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for b in 0..<len(vb.PowerBins):
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result.waveStoredTick[b] = -1
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for i in 0..6:
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for i in 0..<NFeat:
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result.featMin[i] = 1e18
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result.featMax[i] = -1e18
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# Energy (dim NFeat-1) stays on a FIXED [0,1] scale: a threshold behaviour is
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# keyed to the target's ABSOLUTE energy, so min-max normalizing it against the
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# observed range would smear the very boundary the feature exists to expose.
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result.featMin[NFeat - 1] = 0.0
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result.featMax[NFeat - 1] = 1.0
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# ── helpers ──────────────────────────────────────────────────────────────────
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proc normFeat(g: KNNGun, raw: array[7, float]): array[7, float] =
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for i in 0..6:
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proc normFeat(g: KNNGun, raw: array[NFeat, float]): array[NFeat, float] =
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for i in 0..<NFeat:
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let span = g.featMax[i] - g.featMin[i]
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result[i] = if span > 1e-9: (raw[i] - g.featMin[i]) / span else: 0.0
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proc updateMinMax(g: var KNNGun, raw: array[7, float]) =
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for i in 0..6:
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proc updateMinMax(g: var KNNGun, raw: array[NFeat, float]) =
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for i in 0..<NFeat - 1:
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if raw[i] < g.featMin[i]: g.featMin[i] = raw[i]
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if raw[i] > g.featMax[i]: g.featMax[i] = raw[i]
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proc buildFeatures(state: WorldState, lastSpeed, lastDir: float,
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tsdc: int): array[7, float] =
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tsdc: int): array[NFeat, float] =
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let dx = state.enemyX - state.selfX
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let dy = state.enemyY - state.selfY
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let dist = sqrt(dx*dx + dy*dy)
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@@ -108,9 +115,13 @@ proc buildFeatures(state: WorldState, lastSpeed, lastDir: float,
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result[4] = clamp(float(tsdc) / 100.0, 0.0, 1.0)
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result[5] = clamp(fwdDist / arenaDiag, 0.0, 1.0)
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result[6] = clamp(bwdDist / arenaDiag, 0.0, 1.0)
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# Enemy energy. The only feature that can separate behaviours that depend on
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# the target's own remaining energy (e.g. an energy-threshold turner that
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# changes movement below 30). Kept on a fixed [0,1] scale (see initKNNGun).
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result[7] = clamp(state.enemyEnergy / 100.0, 0.0, 1.0)
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proc euclidean(a, b: array[7, float]): float {.inline.} =
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for i in 0..6:
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proc euclidean(a, b: array[NFeat, float]): float {.inline.} =
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for i in 0..<NFeat:
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let d = a[i] - b[i]
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result += d * d
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result = sqrt(result)
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@@ -151,13 +162,11 @@ proc predict*(g: var KNNGun, state: WorldState, bulletSpd: float): GunPrediction
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let dy = state.enemyY - state.selfY
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let bearing = arctan2(dy, dx)
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let mea = arcsin(clamp(8.0 / bulletSpd, -1.0, 1.0))
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# Base forecast: the KNN learns the GF residual against this self-consistent
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# constant-velocity prediction (see lead_forecast.nim for why this is required).
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let f = forecastLinear(state, bulletSpd)
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# Track direction change — update state once per tick
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if state.tick != g.cachedTick:
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g.cachedTick = state.tick
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g.vt.observe(state)
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let relHead = state.enemyHeading - bearing
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let latVel = state.enemySpeed * sin(relHead)
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@@ -181,6 +190,10 @@ proc predict*(g: var KNNGun, state: WorldState, bulletSpd: float): GunPrediction
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)
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g.lastSpeed = state.enemySpeed
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# Base forecast: the KNN learns the GF residual against a self-consistent base
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# prediction (see lead_forecast.nim).
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let f = forecastRadialBlend(state, bulletSpd, g.vt)
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# Queue at most one wave per (tick, power bin). The fire site's extra predict()
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# call for the selected bin lands on the same tick and reuses the queued wave.
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let binIdx = binForSpeed(bulletSpd)
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