TMComposites gate: per-gun confidence faithful for 3 guns; no pair composes
Adds a per-sample intrinsic-confidence field (GunPrediction.confidence, threaded through FeedbackEvent/VirtualBullet, populated by Pattern, DecayGF, KNN, GuessFactor, Tsetlin, TMHorizon) and an offline recorder + analyzer that reproduce the paper's Figure 2 per gun and its Eq-8 composite. Measured on 3 held-out tr-bridge DrussGT battles (33k ticks, ~133k samples/gun): - FAITHFUL: DecayGF (rho +0.133), KNN (+0.090), Pattern (+0.064, weak). - GuessFactor is ANTI-faithful (rho -0.067); Tsetlin c_max is useless (0.001). - No pair of guns specialises complementarily: the same gun dominates both high-confidence slices in every pair. - Eq-8 alpha-normalised confidence-weighted composite: 18.41% vs Pattern 20.45% (McNemar p=3.1e-126). Faithful-only variant 18.68%, still loses. Shuffle control passes weakly (composite > shuffle, p=4e-14) so ~0.7pp of competence is real but ~2pp short. Offline veto: design is dead. See docs/tmcomposites_gate.md.
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@@ -50,6 +50,10 @@ type
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cacheValid: bool
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cacheTick: int
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bestMatch: int ## -1 = no usable match (linear fallback)
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lastMatchScore*: float ## best pattern-match cost (lower = better);
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## set by findBestMatch, exposed as the gun's
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## intrinsic per-sample confidence
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## (TMComposites gate, docs/tmcomposites_gate.md)
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playStart: int
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playAvail: int
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pathX: array[HistorySize + 1, float]
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@@ -87,9 +91,11 @@ proc linearPredict(state: WorldState, bulletSpeed: float): (float, float) =
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# --- pattern search + play-forward ---
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proc findBestMatch(g: PatternMatcherGun): int =
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proc findBestMatch(g: var PatternMatcherGun): int =
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## Speed-independent history search. Returns the start index of the best
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## matching pattern, or -1 when there is not enough history.
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## matching pattern, or -1 when there is not enough history. Stores the best
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## match cost in `g.lastMatchScore` for the confidence readout.
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g.lastMatchScore = Inf
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if g.count < PatternLen * 2:
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return -1
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@@ -111,6 +117,7 @@ proc findBestMatch(g: PatternMatcherGun): int =
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if score < bestScore:
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bestScore = score
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bestMatch = i
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g.lastMatchScore = bestScore
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bestMatch
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proc buildPath(g: var PatternMatcherGun, state: WorldState, bestMatch: int) =
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@@ -222,7 +229,10 @@ proc predict*(g: var PatternMatcherGun, state: WorldState,
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return g.applyRadial(state, px, py)
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let (px, py) = g.projectFromPath(state, bulletSpeed)
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g.applyRadial(state, px, py)
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result = g.applyRadial(state, px, py)
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# Match quality as a confidence: a perfect historical match (cost 0) gives 1.0,
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# a worse match decays toward 0. Deterministic and per-sample.
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result.confidence = 1.0 / (1.0 + max(0.0, g.lastMatchScore))
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proc onResult*(g: var PatternMatcherGun, e: FeedbackEvent) =
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discard # pattern matcher learns from movement observation, not feedback
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