Generalize the classic-Robocode shim so the hosted bot's main class, jar, extra
classpath and data directory are configurable (SHIM_BOT_CLASS / SHIM_BOT_JAR /
SHIM_EXTRA_CP / SHIM_DATA), with DrussGT kept as the default so every existing
script, fixture and generated bot dir behaves identically.
- LegacyBotBridge: generalized bridge (DrussGTBridge kept as an alias).
- BotHost: (mainClass, jar, extraJars, dataDir); disableShield -> generic
disableStaticBoolean.
- ClassicPeer: implement ITeamRobotPeer; synthesize StatusEvent each turn;
make move/turnBody/turnGun/turnRadar the immediate (turn-ending) variants;
guard re-entrant execute() from event handlers; record delivered events.
- make_botdir.sh / run_bridge_battle.sh / run_smoke.sh generalized, legacy
invocations unchanged; generated launcher uses a per-process mktemp data dir
so concurrent bots/battles cannot clobber one classic data directory.
Validated 35 legacy bots against a real Tank Royale battle (2 rounds vs sample
SpinBot): 28 usable (27 effective + DrussGT), 5 weak-but-playing, 2 failing.
Adds robots.json (manifest) and LEGACY_BOTS.md (how-to, status, missing-API
costs). No third-party jar is committed.
The classic captures were OPEN-LOOP: replayed DrussGT never dodged OUR
bullets. These come from real TR battles through the working Java bridge, so
the recording contains genuine reactions to ModularBot's live fire. The
open-loop caveat is gone (perfect-information remains).
PRIMARY RESULT - the boss beats us badly. DrussGT 1447 - ModularBot 300 over
15 rounds, ModularBot winning only round 5 (DrussGT died at tick 1893). Rounds
are long, not truncated: mean 1335 ticks, ModularBot got off 1134 shots.
ModularBot 1134 shots / 60 hits = 5.3% real hit rate
DrussGT 1400 shots / 169 hits = 12.1% real hit rate
So DrussGT's gun is ~2.3x more accurate than our entire rack, on top of far
better movement. That is the number to move.
Also captured: shield-on variant (DrussGT 939-287, 9/10 - ModularBot takes
round 1 to the known shield warm-up), and vs SpinBot 1175-0, Crazy 1080-1,
Corners 1659-0. 20,026 + 12,629 + 10,824 + 11,507 + 2,575 ticks.
Movement statistics match the classic set within ~0.04 on the perpendicular
and radial fractions, so this is the same wave surfer in TR physics:
TR vs modularbot: perp 0.967, radial 0.001, 52.8% at full speed,
reversing 46.3%, median range 464 px.
CLOSED LOOP PROVEN, not asserted. ModularBot's fire is a heat-limited near
metronome (median interval 14 ticks), which gives a usable exogenous clock:
- event-locked |delta heading| oscillates 0.96 -> 2.69 deg about a 1.47 deg
mean with the fire period, almost every lag outside the 95% band of a
400-iteration phase-shuffled null;
- cross-correlation of |delta heading| against the fire impulse peaks at
r = +0.111, lag 12 ticks, permutation p = 0.005 (null peak mean +0.016);
- OWN-FIRE CONTROL is flat, so the oscillation is enemy-driven rather than
an internal cadence;
- range response is weak (~3 px over 30 ticks, near noise) and is therefore
NOT claimed, and per-bullet dodging is not claimed either because the
bullet detector (shield) is off.
CAVEATS: still perfect-information (observer gives true positions every tick,
unlike the live bot's stale between-scan WorldState) so these remain optimistic
vs live play; and they are open-loop AT REPLAY TIME - 'closed_loop' describes
the capture, not a later replay. TR conversion residual is ~1.5 deg mean
because the TR server moves along the pre-turn heading, vs 0.000 deg for the
classic captures.
Adds analyze_closed_loop.py (PSTH event-locking, phase-shuffle permutation
null, cross-correlation, own-fire control) and per-round result sidecars.
The unmodified DrussGT.jar connects, wave-surfs, fires and beats every
adversary we have. 5 rounds each, all rounds won:
SpinBot 542-16, Corners 823-4, Crazy 604-0, RamFire 900-0,
ModularBot 506-72.
It is genuinely surfing, not drifting or stalling. Movement statistics
against the classic captures, same metrics, same analyzer:
opp perp TR/classic reversing TR/cl median range TR/cl
SpinBot 0.967 / 0.962 0.466 / 0.464 462 / 402
Corners 0.894 / 0.920 0.462 / 0.419 520 / 504
Crazy 0.841 / 0.829 0.527 / 0.439 370 / 378
RamFire 0.762 / 0.651 0.533 / 0.417 326 / 283
ModularBot 0.956 / - 0.466 / - 453 / -
Every round starts moving within 3-11 ticks and runs at 75-82% full speed.
Implemented: the classic remaining-quantity motion model (delegated to the
TR Bot's own Nat-Pavasant model - identical constants: accel 1, decel -2,
max 8, body turn 10-0.75|v|, gun 20, radar 45 - so getDistanceRemaining and
getTurnRemaining are exactly self-consistent with what is emulated); event
synthesis with classic ordering; bullet identity via object identity; gun
heat; rounds; radar cadence; firing translation; and the ThreadManager
landmine is killed by installing a no-op IThreadManagerBase in
ContainerBase.instance (verified: without it 'RobotException: ThreadManager
cannot be null!' kills the bot thread; with it the write succeeds).
Also adds TrBattleCapture, an observer that dumps per-tick state in the SAME
JSONL fixture format as the classic capture, so legacy bots can be captured
from Tank Royale battles too.
HONEST DIVERGENCES (README section 5.9): the TR server moves along the
PRE-turn heading and then turns, while classic aligns displacement with the
POST-turn heading, so the analyzer's conversion error is ~1.5 deg rather than
0.000 deg; distanceRemaining decrements by target speed rather than actual
distance; collision clamping differs; BulletMissedEvent can fire less often
because age-expiry has no TR event; bulletId is a local temp id;
StatusEvent/onPaint/SkippedTurnEvent are never delivered. Physics fidelity
diverges by construction - expect to retune.
EnergyDomeWorker (the bullet shield) is off by default: its precise
bullet-detection warm-up makes round 1 up to 79% stationary vs 35% in
classic. Rounds 2+ match classic closely with it on, but the pure surfer is
the consistent path. DRUSSGT_SHIELD=1 re-enables it.
Jars remain out of git.