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.
This commit is contained in:
2026-09-21 02:14:30 +02:00
parent 17c99f542f
commit e2ca2fc7d8
4 changed files with 158 additions and 30 deletions
+28 -15
View File
@@ -13,16 +13,17 @@ const
KCap = 50 # hard ceiling on K
KernelW = 0.3 # Gaussian kernel width multiplier
DensityBins = 60 # scan resolution for peak-GF search
NFeat = 8 # feature vector length (see buildFeatures)
type
Obs = object
feat: array[7, float] # normalized feature vector
feat: array[NFeat, float] # normalized feature vector
gf: float # observed GF at wave resolution
KNNWave = object
fireX, fireY: float
fireBearing: float
feat: array[7, float]
feat: array[NFeat, float]
KNNGun* = object
obs: seq[Obs]
@@ -34,10 +35,11 @@ type
waveStoredTick: array[len(vb.PowerBins), int] # last tick a wave was queued for this bin
# per-tick cache
cachedTick: int
vt: VelocityTracker # enemy velocity history (base selection)
tickWave: KNNWave # wave template for the current tick (features computed once)
# rolling normalization ranges
featMin: array[7, float]
featMax: array[7, float]
featMin: array[NFeat, float]
featMax: array[NFeat, float]
# state for feature extraction
lastSpeed: float
lastDirection: float # +1 or -1
@@ -52,24 +54,29 @@ proc initKNNGun*(): KNNGun =
result.debugGraphics = false
for b in 0..<len(vb.PowerBins):
result.waveStoredTick[b] = -1
for i in 0..6:
for i in 0..<NFeat:
result.featMin[i] = 1e18
result.featMax[i] = -1e18
# Energy (dim NFeat-1) stays on a FIXED [0,1] scale: a threshold behaviour is
# keyed to the target's ABSOLUTE energy, so min-max normalizing it against the
# observed range would smear the very boundary the feature exists to expose.
result.featMin[NFeat - 1] = 0.0
result.featMax[NFeat - 1] = 1.0
# ── helpers ──────────────────────────────────────────────────────────────────
proc normFeat(g: KNNGun, raw: array[7, float]): array[7, float] =
for i in 0..6:
proc normFeat(g: KNNGun, raw: array[NFeat, float]): array[NFeat, float] =
for i in 0..<NFeat:
let span = g.featMax[i] - g.featMin[i]
result[i] = if span > 1e-9: (raw[i] - g.featMin[i]) / span else: 0.0
proc updateMinMax(g: var KNNGun, raw: array[7, float]) =
for i in 0..6:
proc updateMinMax(g: var KNNGun, raw: array[NFeat, float]) =
for i in 0..<NFeat - 1:
if raw[i] < g.featMin[i]: g.featMin[i] = raw[i]
if raw[i] > g.featMax[i]: g.featMax[i] = raw[i]
proc buildFeatures(state: WorldState, lastSpeed, lastDir: float,
tsdc: int): array[7, float] =
tsdc: int): array[NFeat, float] =
let dx = state.enemyX - state.selfX
let dy = state.enemyY - state.selfY
let dist = sqrt(dx*dx + dy*dy)
@@ -108,9 +115,13 @@ proc buildFeatures(state: WorldState, lastSpeed, lastDir: float,
result[4] = clamp(float(tsdc) / 100.0, 0.0, 1.0)
result[5] = clamp(fwdDist / arenaDiag, 0.0, 1.0)
result[6] = clamp(bwdDist / arenaDiag, 0.0, 1.0)
# Enemy energy. The only feature that can separate behaviours that depend on
# the target's own remaining energy (e.g. an energy-threshold turner that
# changes movement below 30). Kept on a fixed [0,1] scale (see initKNNGun).
result[7] = clamp(state.enemyEnergy / 100.0, 0.0, 1.0)
proc euclidean(a, b: array[7, float]): float {.inline.} =
for i in 0..6:
proc euclidean(a, b: array[NFeat, float]): float {.inline.} =
for i in 0..<NFeat:
let d = a[i] - b[i]
result += d * d
result = sqrt(result)
@@ -151,13 +162,11 @@ proc predict*(g: var KNNGun, state: WorldState, bulletSpd: float): GunPrediction
let dy = state.enemyY - state.selfY
let bearing = arctan2(dy, dx)
let mea = arcsin(clamp(8.0 / bulletSpd, -1.0, 1.0))
# Base forecast: the KNN learns the GF residual against this self-consistent
# constant-velocity prediction (see lead_forecast.nim for why this is required).
let f = forecastLinear(state, bulletSpd)
# Track direction change — update state once per tick
if state.tick != g.cachedTick:
g.cachedTick = state.tick
g.vt.observe(state)
let relHead = state.enemyHeading - bearing
let latVel = state.enemySpeed * sin(relHead)
@@ -181,6 +190,10 @@ proc predict*(g: var KNNGun, state: WorldState, bulletSpd: float): GunPrediction
)
g.lastSpeed = state.enemySpeed
# Base forecast: the KNN learns the GF residual against a self-consistent base
# prediction (see lead_forecast.nim).
let f = forecastRadialBlend(state, bulletSpd, g.vt)
# Queue at most one wave per (tick, power bin). The fire site's extra predict()
# call for the selected bin lands on the same tick and reuses the queued wave.
let binIdx = binForSpeed(bulletSpd)