fix(guns): speed-sensitive caches, dead stop-shot branch, exact TM trace pairing
Four guns cached a whole prediction per tick while predict() is called once per power bin, so every bin after the first (and the real fired shot, which shares lastState) reused the power-1.0 lead. Fixed by caching only the speed-INDEPENDENT derived state and recomputing the lead per requested speed: - stop_shot: also fixes prevSpeed being written before it was read, which made abs(speed) < abs(prev) permanently false and the entire stop-prediction branch unreachable (it was just Linear). - displacement: the cache key included bulletSpeed, so the guard missed on all four bins and the 15-tick window advanced ~4x/tick, making the inferred velocity ~4x too small. - averaged_lead: tick cache removed outright. pattern_matcher: split into speed-independent match+path and per-call lead. FeedbackEvent gains fireTick/powerBin (additive; only virtual_bullets constructs one) so guns can pair feedback to the exact shot instead of guessing by coordinates. tsetlin uses it: traces are now keyed exactly by (fireTick, powerBin) with a 1024-slot ring, and the 10-frame window shifts at most once per tick (it was shifting ~4-5x/tick, so isWarmedUp tripped after ~2 ticks). KNOWN INCOMPLETE: tsetlin still does not diverge from Linear in battle. The two named bugs are fixed (a 600-tick sim shows trainedShots=2141, traceMisses=0, and a fixed-input probe converges to a 9.6px correction), but the TM's clause feedback itself is broken: ~131 of 1740 literals end up included per clause, so its conjunction never fires. Sweeping TM_S, TM_N_CLAUSES and a two-branch Type-I update did not change the correction from 0. Needs a real TM fix or removal, not another bug fix. First-ever guard tests for the gun selector: common_libs/tests/ test_gun_harness.nim (14 checks, headless, no Java). There were none before, which is how six broken guns survived a full analysis cycle. Against the previous HEAD, 5 of these checks FAIL - that is the regression guard.
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@@ -14,35 +14,40 @@ type
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posY: array[WindowSize + 1, float]
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count: int # frames collected so far
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head: int # ring-buffer head
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lastTick: int # for per-tick cache
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cacheSpeed: float
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cachePred: GunPrediction
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# Per-tick derived state. The ring must advance exactly ONCE per tick and the
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# average per-tick velocity is speed-independent, so both are computed once
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# per tick and shared by all four power bins. The iterative bullet lead is
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# recomputed from (dx, dy) on every call.
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derivedTick: int
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dx, dy: float
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ready: bool
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debugGraphics*: bool
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proc predict*(g: var DisplacementGun, state: WorldState, bulletSpeed: float): GunPrediction =
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# Per-tick cache: same tick + same speed => same prediction
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if state.tick == g.lastTick and bulletSpeed == g.cacheSpeed:
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return g.cachePred
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# Sample the enemy position exactly once per tick (the harness calls predict()
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# 4-5x/tick, once per power bin). Keying the old cache on bulletSpeed too made
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# every bin miss, so the nominal 15-tick window was actually advanced ~4x/tick.
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if state.tick != g.derivedTick:
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g.derivedTick = state.tick
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# Push current position into ring buffer
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g.head = (g.head + 1) mod (WindowSize + 1)
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g.posX[g.head] = state.enemyX
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g.posY[g.head] = state.enemyY
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if g.count < WindowSize + 1:
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inc g.count
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# Push current position into ring buffer
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g.head = (g.head + 1) mod (WindowSize + 1)
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g.posX[g.head] = state.enemyX
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g.posY[g.head] = state.enemyY
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if g.count < WindowSize + 1:
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inc g.count
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# Need at least N+1 frames; fall back to head-on if not enough
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if g.count < WindowSize + 1:
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g.ready = false
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else:
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g.ready = true
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# Oldest frame is (head + 1) mod (WindowSize + 1)
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let oldest = (g.head + 1) mod (WindowSize + 1)
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g.dx = (state.enemyX - g.posX[oldest]) / WindowSize.float
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g.dy = (state.enemyY - g.posY[oldest]) / WindowSize.float
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g.lastTick = state.tick
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g.cacheSpeed = bulletSpeed
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# Need at least N+1 frames; fall back to head-on if not enough
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if g.count < WindowSize + 1:
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g.cachePred = GunPrediction(x: state.enemyX, y: state.enemyY)
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return g.cachePred
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# Oldest frame is (head + 1) mod (WindowSize + 1)
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let oldest = (g.head + 1) mod (WindowSize + 1)
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let dx = (state.enemyX - g.posX[oldest]) / WindowSize.float
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let dy = (state.enemyY - g.posY[oldest]) / WindowSize.float
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if not g.ready:
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return GunPrediction(x: state.enemyX, y: state.enemyY)
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# Iterate time estimate 5 times
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let dist0 = hypot(state.enemyX - state.selfX, state.enemyY - state.selfY)
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@@ -50,17 +55,16 @@ proc predict*(g: var DisplacementGun, state: WorldState, bulletSpeed: float): Gu
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var px = state.enemyX
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var py = state.enemyY
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for _ in 0..4:
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px = state.enemyX + dx * ticks
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py = state.enemyY + dy * ticks
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px = state.enemyX + g.dx * ticks
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py = state.enemyY + g.dy * ticks
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ticks = hypot(px - state.selfX, py - state.selfY) / bulletSpeed
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px = clamp(px, 0.0, state.arenaWidth)
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py = clamp(py, 0.0, state.arenaHeight)
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g.cachePred = GunPrediction(x: px, y: py)
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g.cachePred
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GunPrediction(x: px, y: py)
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proc onResult*(g: var DisplacementGun, e: FeedbackEvent) =
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discard # analytical gun — no learning
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proc initDisplacementGun*(): DisplacementGun =
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DisplacementGun(count: 0, head: 0, lastTick: -1, debugGraphics: false)
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DisplacementGun(count: 0, head: 0, derivedTick: -1, debugGraphics: false)
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