Wave queues (guess_factor, decay_gf, knn_gun): predict() stored ONE wave
per tick while onResult() popped one per resolved bullet (~4/tick), so the
queue drained to empty within a few dozen ticks, ~3 of every 4 resolutions
returned without learning, and the survivor paired with a same-tick wave
(bearingDelta ~= 0) pinning the histogram at centre. PROOF: GF.vHits ==
HeadOn.vHits and DecayGF.vHits == HeadOn.vHits byte-for-byte in every one
of 50 rounds — the guns had degenerated to HeadOn.
Now each gun keeps a per-bin FIFO with an O(1) head cursor. At most one
push per (tick, bin) so the fire site's 5th predict() call is a no-op, and
onResult pops the oldest wave of its OWN bin via e.bulletPower. Aiming
math untouched (it was already correct: 0 deg = East, CCW+).
maxBullets 2048 -> 8192: the rack spawns 52 bullets/tick so the ring wrapped
every ~39 ticks while a long power-3 shot needs ~90, silently discarding
unresolved bullets and biasing every measured hit rate by range. Added a
droppedBullets counter so a future overflow is measurable, and wavePushes/
waveStarved counters on the three guns. After the fix: vDropped = 0 and
vStarved = 0 across all 48 recorded rounds.
fitnessFor is now exported, deterministic (enemies iterated in ascending id
order) and shared by the selector and the stats dump, replacing a hand-rolled
merge in ModularBot that never advanced its window head.
Round lines gain additive keys: vDropped, vStarved.
Attribution is proven, not guessed: the server assigns a per-round-unique
bulletId (GunEngine.nextBulletId) and stamps the same id on BulletFired,
BulletHitBot, BulletHitWall and BulletHitBullet. Keep a FIFO of fired gun
ids, stamp bulletId -> gunId on onBulletFired, resolve through that map.
Hits are deferred when onBulletHit precedes onBulletFired in the same
turn (client dispatches priority 70 > 60), which recovered 14
unattributed hits. 99.9% of shots and 99.8% of hits attributed.
Stats lines now carry per-gun realShots/realHits/realHitRate; the old
keys and round-level totals are unchanged.
bestPower: a gun with zero observations in every bin previously returned
the HIGHEST bin (power 3.0) because an empty bin satisfied the
'count == 0' clause on the first countdown iteration. Cold guns now
return the lowest bin as the docstring always claimed. Warm-gun path
untouched.
- bestGun: replace first-index-wins argmax with random pick among guns
within TieMargin (2%) of best rate. HeadOn at index 0 was silently
winning every tie, starving Tsetlin/Linear/etc.
- MinObsBeforeCompete 15 -> 50 (Pattern entered competition on noise)
- add MinHitRateFloor 0.10: if no gun clears it, fall back to HeadOn
instead of selecting the best of a bad field
- ModularBot: remove AntiSurfer gun (0% virtual hit rate everywhere),
14 -> 13 guns, renumber ids and selection counters
Gun selector now gates competition: guns with <15 total observations across
all power bins sit out until at least one gun qualifies. Falls back to ungated
selection if no gun reaches threshold, preventing cold-start stalls.
Sliding window increased from 50 to 100 ticks to reduce switching noise.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>