Commit Graph

345 Commits

Author SHA1 Message Date
SirStone 3b5d70b7c3 feat(gun_harness): runtime metric switch + A/B proving the point metric mis-selects
Adds GUN_VBULLET_METRIC (point|path, default point = unchanged behaviour) so
the virtual-bullet hit model can be selected at runtime with no rebuild. Both
the live tracker and the offline replay read the same value, so the 12/12
offline==online acceptance holds under EITHER setting (verified for both).

A/B AGAINST THE LIVE BOSS, real server-side hit rate as ground truth, 5
battles x 12 rounds per metric on one frozen binary:
  point  4660 shots / 219 hits = 4.70%   (per-run 3.16-5.53)
  path   4834 shots / 359 hits = 7.43%   (per-run 6.55-8.24)
The distributions DO NOT OVERLAP: path's worst run beats point's best run.
+2.73pp, +58% relative, z = 5.56, p < 0.0001. Range distributions were
identical (~460-478 px), so this is not a range confound.

MECHANISM - and this is the important part. The gain is SELECTION, not better
gun learning. Under the point model every gun's virtual rate is compressed
into 0.6-4.4%, so HeadOn sits inside the 2pp tie margin and takes 72.6% of
selection ticks / 76.9% of shots - while HeadOn is 11th of 13 by REAL hit rate
(2.3%). The path model widens the band to 4.7-13.7% and ranks HeadOn 10th, so
its shot share falls to 35.9% and Pattern/Accel/WallBounce get picked instead.
Counterfactual: applying the point model's per-gun real rates to the path
model's shot mix yields 7.65%, i.e. essentially the whole observed gain.
So the selector, not the guns, is where the win lives.

PER-GUN REAL HIT RATE vs DrussGT (path mix, the answer to 'which guns are
worth keeping'): WallBounce 10.8, Pattern 10.5, Accel 10.0, Displace 9.3,
Circular 9.2, AvgLead 8.5, KNN 5.7, StopShot 5.2, GuessFactor 3.7,
Tsetlin 2.9. Per-gun N is small (hundreds of shots) so single-gun ordering is
indicative, not definitive.

TWO CAVEATS, recorded because they undercut a naive reading:
1. One adversary. DrussGT is a wave surfer and HeadOn is genuinely bad against
   surfers, so part of this may be matchup-specific.
2. The path model is NOT a better general ranker. Spearman(virtual rank, real
   rank) is 0.52 under point vs -0.04 under path. It wins by accidentally
   fixing HeadOn's mis-rank, not by ranking guns better. A more durable fix is
   to address the selection logic directly - which is the next job.

Also adds a focused guard test (test_vbullet_metric) covering parsing/default,
a receding-target point-miss/path-hit, a perpendicular-target path-miss, and
replay determinism.

Verified: 33 guard checks, 12/12 acceptance under both metrics, tsetlin tests
green, range 34.3% (point, unchanged) / 50.8% (path).
2026-09-21 03:58:27 +02:00
SirStone e2ca2fc7d8 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.
2026-09-21 02:14:30 +02:00
SirStone 17c99f542f feat(fixtures): closed-loop DrussGT captures from real Tank Royale battles
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.
2026-09-21 01:18:13 +02:00
SirStone 7f706e5b14 fix(guns): GF family aimed at the wrong RADIUS, not the wrong angle
The entire GuessFactor family scored 0% on clean circular and wall-bounce
trajectories. Two hypotheses were on the table and BOTH were wrong:

- MEA range too narrow / edge clamping: REFUTED. Measured 0 clamped shots
  out of 837/849/957, required offsets peak at ~33 deg against MEA
  28.1-46.7 deg, and the 8 in arcsin(8/bulletSpeed) is correct (it is the max
  robot SPEED, not the hit radius). Changing it to BotRadius=18 would have
  coarsened resolution for nothing.
- Peak selection: REFUTED. A sweep of every constant GF value showed the
  ORACLE-BEST constant offset on the original gun was only 6% circular,
  4% wall-bounce, 7.5% random-walk. No peak choice could have done better.
  The learning path was fine too: ~850-960 observations per fixture, 0
  starved waves, well-populated histograms.

REAL CAUSE: the GF family aimed at the FIRE-TIME distance. The virtual-bullet
metric resolves a bullet at the AIM-POINT distance and scores that single
point against the enemy's position on that tick, so with any radial target
motion the bullet stops at the wrong radius and misses even with a perfect
angle. Angle-only prediction is structurally unscoreable under this metric.

FIX: give the GF family a self-consistent constant-velocity forecast as its
base reference (new common_libs/guns/lead_forecast.nim, which iterates the
flight time to the same fixed point circular.nim uses), so the histogram
learns the RESIDUAL against that forecast and the aim point lands at the
right radius. Applied to guess_factor, decay_gf and knn_gun.

Same defect fixed in Linear: it did a one-shot dist/bulletSpeed extrapolation
and never iterated its flight time.

The oracle sweep proves the structural fix, independently of tuning: the best
achievable constant GF moved 6% -> 20% (circular), 4% -> 57% (wall-bounce),
7.5% -> 49% (random-walk).

MEASURED, all 15 fixtures: total 39.0% -> 44.4% (30399 -> 34654 hits).
  circular       GF 6 -> 23,   DecayGF 6 -> 21
  wall-bounce    GF 0 -> 60.2, DecayGF 0 -> 60.2
  constant-vel   GF 26 -> 100, DecayGF 26 -> 100, KNN 26 -> 100, Linear 87 -> 100
  random-walk    GF 0 -> 53,   DecayGF 0 -> 52,  Linear 24 -> 53
  StraightLine   GF 8 -> 77,   DecayGF 8 -> 77
Non-regression: 33 guard checks pass, the range's 12/12 offline==online
acceptance still PASSES, tsetlin tests green, live gauntlet 5/5.

HONEST TRADE-OFF, recorded rather than hidden: on the 5 real DrussGT
wave-surfing captures the GF family REGRESSES - GuessFactor 108 -> 55,
DecayGF 108 -> 76, KNN 101 -> 74 hits per 2000. The linear base is a poor
model for a surfer, so the residual histogram is noisier than the old
total-lead histogram. Linear itself improved there (95 -> 105). The synthetic
range and the live gauntlet both improved, and the structural bug is provably
fixed, so this was judged worth the cost - but recovering the DrussGT
regression is the next job, not something to wave away.
2026-09-21 00:56:02 +02:00
SirStone 8e2be6a4c6 feat(tools): the real DrussGT now plays and wins Tank Royale battles
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.
2026-09-21 00:29:37 +02:00
SirStone d5061ee215 test(range): restore the 12/12 offline==online proof; measure TM clause readability
Task 1 - the acceptance proof was unrunnable because RecordWorldState was a
compile-time const set to false. It is now a RUNTIME switch
(let RecordWorldState* = existsEnv("TR_RECORD_WORLDSTATE")), default OFF, so
ordinary runs write no fixture, and acceptance_offline_vs_online.nim enables
it for the battle it spawns and clears it afterwards. Restored and run twice:
12/12 deterministic guns match exactly (128-tick and 546-tick battles), with
Tsetlin reported separately as stochastic. Both nimble build variants clean.

Task 2 - does a compact encoding turn the TM's 99.35% into a READABLE rule?
Measured across window sizes (fixed seed, no tuning):

  frames  TEST acc  eff.lits/clause  firing clauses  counterfactual low/high/mean
  10      99.35%    152.8            37              100/24/62.4%
  3       95.94%    54.9             35              96/20/58.6%
  2       99.48%    39.6             38              95/25/60.7%
  1       98.30%    19.2             45              100/24/62.3%

So 2 frames is strictly better than 10 on BOTH axes: +0.13 accuracy for 4x
smaller clauses. The 3-frame dip is non-monotonic and left unexplained rather
than smoothed over.

A readable rule WAS partially recovered. Five clauses carry the exact Gray
form !g10 ^ !g9 ^ !g8; g10 is inert in this data, so the effective rule is the
2-literal proposition !g9 ^ !g8, i.e. energy < 25.6. That is a genuine
threshold in readable propositional form - but at 25.6, NOT the labelled 30,
because 256 is a power-of-two Gray boundary expressible in two literals while
300 needs a longer conjunction. The TM found the nearest SIMPLE threshold.

The honest caveat: that threshold is not the ensemble's decision mechanism.
The counterfactual follow rate (high 24%, mean 62.3%) is statistically
identical at 1, 2 and 10 frames, so compactness did not make the model read
energy - its vote is carried by co-occurring bearing/velocity/heading/wall
literals. Also identified: clauses containing all 11 Gray energy bits are
satisfied at exactly one raw value (50, the dataset floor), so they are
'energy has hit the floor' detectors, not thresholds.

Methodological fix worth keeping: the earlier single-frame counterfactual
wrote energy into all 10 frame slots including the zeroed ones, reviving dead
clauses and producing a spurious 2% high-follow rate. setEnergyFrames now
rewrites only the exposed frames; the corrected figure is 24%.
2026-09-21 00:14:46 +02:00
SirStone 89370008da fix(tsetlin): make the TM actually learn - saturation 714 -> 13.8 literals/clause
The gun has never contributed anything: Tsetlin.vHits was byte-for-byte
equal to Linear.vHits in every measured round of every run, because its
learned correction was always exactly 0.

Six diagnosed defects fixed, plus one that was required to make the first
one work:

1. Type I now conditions on the clause output. It previously rewarded
   included true literals unconditionally, omitting Granmo's (c=0, lk=1)
   -> toward Exclude counter-force, so true literals ratcheted toward
   Include forever. This was the root cause of the saturation.
2. Type II was unreachable dead code: its guard required cOut==1 AND
   lits[lit]==0 AND st>0 (included), but cOut==1 guarantees every included
   literal is 1. Its direction was wrong too - it should increment EXCLUDED
   false literals when the clause fires.
3. Resource allocation restored: Granmo's (T - clip(v,-T,T))/(2T) target
   replaces |error|/(2*RESID_MAX); TM_T was only an output normaliser.
4. Label baseline fixed - the factor-2 shrink. predX = linearX + cx, so the
   label was delta - cx while the learner's output IS cx, giving
   error = delta - 2cx and a fixed point of cx = delta/2: HALF the needed
   correction even with perfect feedback. TmTrace now stores linearX/linearY
   and training uses delta.
5. Hits no longer zero their label (a hit means |miss| < 18px, not 0).
6. The enemy-energy feature was duplicated - tmEncodeFrame passed
   state.selfEnergy with a stale comment claiming enemyEnergy was absent,
   while WorldState.enemyEnergy exists. Enemy-energy rules were literally
   unrepresentable.
7. REQUIRED EXTRA: tmEvalClause now implements Granmo Eq. 6 - an all-Exclude
   clause outputs 1 during learning and 0 during classification. Without it,
   fix #1 deadlocks every clause at empty.

MEASURED EFFECT (energy-threshold-turner fixture, seed 1):
  mean included literals per active clause   714.0 -> 13.8
  active clauses                             100/100 -> 53/100
  nonzero corrections                        8/764 -> 708/764
  Tsetlin virtual hits (Linear = 27/400)     27/400 -> 69/400

Divergence achieved: offline on 7/8 fixtures, and in a live gauntlet
(RandomMover: Tsetlin 199/1200 vs Linear 288/1200, vDropped=vStarved=0).
Tsetlin now LEARNS but is not yet competitive with Linear - the regression
head is untuned, flagged as follow-up rather than claimed as a win.

Also ignores compiled test harnesses that have no file extension, which the
existing '**/tests/test_*' rule misses.
2026-09-20 23:59:32 +02:00
SirStone e0bfa9b5e1 feat(tools): drive the real DrussGT jar outside the Robocode engine
The question was whether we can fight a genuine legacy leader bot in Tank
Royale. Answer: the API side is now PROVEN, not estimated.

KEY FINDING: the classic robocode.* API is a thin delegation layer over a
public seam. javap -c shows AdvancedRobot forwarding every call to
_RobotBase.peer (IBasicRobotPeer/IAdvancedRobotPeer), and _RobotBase.setPeer
is public final. So we do NOT need to reimplement the API: we reuse the
genuine robocode.jar and implement only the 75-method peer interface.

Consequences:
- DrussGT's 22 sources compile against the real API with ZERO unresolved
  symbols. (The literal 22-file javac fails only on two PRE-EXISTING
  duplicate classes - GFRange and Indice are declared both inline in
  DrussGunDC.java and as standalone files - and the 6 classes that ship
  without source. The jar supplies all of them, so a shim never cares.)
- Runtime smoke test PASSES: the unmodified DrussGT.jar is loaded through a
  child URLClassLoader and driven for 200 synthetic ticks, emitting movement
  intents every tick and 169 fire requests, with its thread surviving.

This is the cheap path to the 'final boss', and it also unlocks the whole
roborumble archive rather than one bot.

Traps found by measurement:
- ScannedRobotEvent's constructor order is (name, energy, bearing, distance,
  heading, velocity) - NOT heading-before-bearing. The wrong order silently
  yields distance=0, an immediate KD-tree insert and an NPE in
  EnemyMoves.predict; it hung the first smoke run.
- RobocodeFileOutputStream has a hard engine dependency (resolves
  IThreadManagerBase via ContainerBase) and throws 'ThreadManager cannot be
  null!' outside the engine, killing the bot thread. Reached from DrussGT's
  own contain() error logging, so it must be stubbed.
- robocode.RobotDeathEvent is required and was NOT in the predicted API list.
- Bullet.equals() is genuinely called for bullet identity, not just getters.

REMAINING WORK (README section 5): coordinate rotation DONE, execute()->tick
bridge DONE and proven, ThreadManager fix scoped. The main open item is the
classic motion model (setAhead distance semantics vs TR speed), estimated
1-3 days, plus event synthesis/ordering, gun heat, bullet identity, round
and radar cadence, and firing translation. NO API UNKNOWNS REMAIN.
Physics fidelity will still diverge from classic - expect to retune.

Jars stay out of git (blocked by tools/robocode_shim/.gitignore); the
genuine robocode.jar and DrussGT.jar are referenced from /tmp via
ROBOCODE_JAR / DRUSSGT_JAR.
2026-09-20 23:52:51 +02:00
SirStone 76ae6170f8 docs(research): portability audit of DrussGT 3.1.4159
Measured hazard counts for a Java->Nim port, with the correction that only
22 of 28 top-level classes ship source (6 do not: 5 in the gun package plus
dMove/Scan), so a full port would need a decompiler while a shim would not
care at all.

Real traps: 193 float / 35 casts / 147 literals / 60 float[] in the movement
closure (the danger histogram is float[171] -- porting 32-bit Java floats to
Nim's default float64 diverges silently); ~68 non-final statics; and 4 Java
single-& sites with side effects, which break under Nim's short-circuiting
'and'. Non-issues, correcting earlier assumptions: 0 sites of %-on-negative
(angle normalisation is floor-based) and FastTrig has no lookup tables, it is
7 coefficient-exact polynomials.

Movement scoping: 5007 LOC across 14 files, ~4.8-6.1k Nim LOC, 4-8 focused
agent-days to first-compiles. It can be ported WITHOUT the gun (data flows
movement->gun only), but the harness never routes HitByBullet into movement
modules, so the danger bins would never train -- that plumbing is the real
blocker, not the translation.
2026-09-20 23:44:42 +02:00
SirStone 4f18c8ce07 feat(tools): capture real DrussGT movement from classic Robocode as fixtures
There are no genuinely competitive adversaries for Tank Royale, and the
in-repo ones were broken until recently. Classic Robocode 1.9.5.5 is
obtainable (SourceForge, 20.4 MB) and its programmatic control API
(robocode.control.RobocodeEngine + BattleAdaptor.onTurnEnded) can run real
battles headless and expose per-turn robot state. So a legacy leader bot's
MOVEMENT can be captured and used as a gun-testing fixture with no port.

Captured unmodified DrussGT 3.1.4159 vs spinbot/ramfire/crazy/corners and a
mirror match: 28,797 ticks, plus two trivial-bot contrasts. Conversion to
the Tank Royale convention is validated to 0.000-0.001 deg by recomputing
the direction implied by (heading, speed) and comparing it against the
recorded per-tick displacement -- i.e. the data is proven to be genuine
recorded motion rather than a mangled export. (A first attempt treated the
snapshot API's headings as degrees; they are radians, ~95 deg off.)

The statistics confirm it is really a wave surfer: perpendicular to the
opponent 65-96% of ticks, radial ~0.001, 41-72% of ticks at full speed,
reversing on 42-46% of ticks, holding range at a 283-526 px median. The
straight-line contrast is radial-dominant (0.75) with ZERO reversals.

Discovery: DrussGT detects predictable guns and switches to a bullet-shield
stand-still mode, so captures against sample.Walls/TrackFire had to be
rejected as non-movement.

CAVEATS, recorded in DRUSSGT_FIXTURES.md: these are open-loop (replayed
DrussGT never dodges OUR bullets) and perfect-information (the observer
gives true positions every tick, unlike our stale live WorldState). Both
make our guns look better than in live play, so use them for RELATIVE gun
ranking, not absolute hit rates.

Jars stay out of git; capture tooling is reproducible via capture.sh.
2026-09-20 23:44:42 +02:00
SirStone 974528d5cf feat(gun_harness): offline gun range, proven equivalent to live play
Gun evaluation previously required a full end-to-end battle (Java server +
battle runner + websocket IPC to 2 bot processes, 50 rounds, ~3.4 min) and
yielded only ~300-900 REAL shots across 13 guns -- far too few to rank
guns, which is why tuning needed many repetitions.

VirtualTracker is already a pure function of (WorldState stream, gun list);
the only reason it needed Java was where WorldState came from. So the range
replays a seq[WorldState] through the SAME tracker: offline and online
scores are the same metric by construction, not an approximation.

ACCEPTANCE TEST (the point of the whole thing): record one live round, replay
it offline, compare per-gun virtual hit rates. 12/12 deterministic guns match
EXACTLY, reproduced twice. Tsetlin is compared separately because tmLearnOne
calls rand(). Getting to 12/12 exposed two real ordering quirks in the live
loop: run() calls go() before the aim/fire block, so tickBullets resolves
against the NEXT tick's scan while the prediction used the previous one; and
if the target dies during that go() the final tick's spawn+resolution is
skipped entirely. The recorder emits an end marker for the second case.
The 5th (selected-gun) predict call was verified to be a no-op.

Measured cost: 8 fixtures (1770 ticks, ~92k virtual bullets, 13 guns) replay
in 2.9 s, ~32k virtual bullets/s -- roughly 70x faster and 100x more samples
than a live gauntlet.

Also adds a per-tick WorldState recorder behind const RecordWorldState
(default off, mirrors the ShotLog idiom) which records the state the bot
ACTUALLY builds, staleness included, rather than true positions -- recording
the latter would hand the guns perfect information and produce flattering
scores.

9 new guard checks (33 total, all passing), including fixture round-trip,
replay determinism, stationary->HeadOn 100%, constant-velocity->Linear>HeadOn,
and the energy-threshold turner crossing at t=41.
2026-09-20 23:44:42 +02:00
SirStone 3c90a5941d feat(selector): range-aware firing gate fitted to 2611 measured shots
Measured, not assumed. With the gate temporarily opened to 20 deg, every
real shot was logged (tick, angle error at fire time, distance, power,
hit) across 3 gauntlets: 2611 shots, 57.3% aggregate. Findings:

- The geometric cone atan(BotRadius/d) is directionally confirmed but a
  WEAK lever: even at 0.0-0.1 deg error the hit rate at 400-600px is only
  ~53-57%, because PREDICTION error dominates alignment error.
- Real effect of tightening the gate: 57.9% -> 68.0% aggregate hit rate
  (fixed 0.1 deg), not the 76.9% previously reported -- that was a
  high-variance draw (per-rep 62.8/66.4/77.2%).
- The shipped range-aware gate (SafetyFactor 0.6) does NOT beat the fixed
  2.0 deg gate on hit rate (55.8% vs 57.9%, ~1.5 sigma, inside noise). It
  fires 22-28% more shots and therefore lands more total hits (~509 vs
  ~434 per rep). No per-adversary score delta exceeded the 300-point
  run-to-run noise band, so no config is demonstrably better on score.

Shipped anyway because it is strictly more expressive (a fixed threshold is
the special case), tunable from one const, and physically motivated, but
the honest verdict is recorded in-code: the gate is not the bottleneck.

AimThresholdDeg is removed; shouldFire now takes distPx. Degenerate or NaN
distance falls back to the ceiling rather than dividing by zero.

Also adds a per-shot logger to ModularBot behind 'const ShotLog' so the
measurement above is reproducible, and 10 new guard checks (24 total, all
passing) covering monotonicity, clamping, formula, perfect alignment,
gross misalignment and degenerate distance.

Cross-checked against the server source: the gun fires BEFORE the turn is
applied, so the logged angle error is the true departure error, and
fireAssist auto-aim is off (unset by the Nim API and forced false by
setAdjustRadarForGunTurn).
2026-09-20 23:28:31 +02:00
SirStone 54e9757567 docs(research): TM learning tracks + note that the TM-DEB source was deleted
tm-learning-tracks.md covers three things, all marked [FACT]/[INFERENCE]/
[UNKNOWN]:
- Section A: the Tsetlin gun's label is measured against the wrong baseline.
  predX = linearX + cx, so rx = actual - predX = delta - cx, and inside
  tmLearnOne error = residual - predicted = (delta - cx) - cx = delta - 2cx.
  The fixed point is cx = delta/2 -- HALF the correction needed, even with
  perfect Granmo feedback. Fix: store linearX/linearY in TmTrace and train
  on delta. Also: hits zero the label instead of carrying their true
  residual, and the per-clause step is magnitude-blind.
- Section B: what a TM is actually good at (AND-clauses over binary
  literals, readable output) and why this repo suits it -- the gun already
  builds an 83-bit x 10-frame Gray-coded window (870 bits). Includes a
  falsifiable known-rule benchmark proposal.
- Section C: delayed-reward learning belongs to the MOVEMENT layer, not the
  gun. The gun's outcome is delayed but exactly pairable via
  (fireTick, powerBin), so its effective lambda is 1 and discounting would
  only destroy information.

Also records that docs/papers/tm-deb-paper.pdf was deleted by the user as
AI-generated and unverifiable, while the Granmo-based feedback diff in
tm-deb-assessment.md stands on its own.
2026-09-20 23:28:31 +02:00
SirStone 669f9acd41 docs(research): assess TM-DEB paper against the Tsetlin gun's real failure
Verdict: the document (docs/papers/tm-deb-paper.pdf, 'Generated by
Gemini Notebook') solves temporal credit assignment under delayed
reward, which is not our problem. Our gun's failure is clause
saturation (~131 of 1740 literals included per clause -> conjunction
fires with probability ~2^-131 -> correction identically 0), and
TM-DEB only scales update FREQUENCY by gamma^dt, so it would leave
the fixed point untouched and additionally delete the long-range
feedback we need: gamma^90 = 4.4e-7 at the paper's own gamma=0.85,
and those are the shots whose lead matters most.

Credibility signals recorded in the doc: reference [2] misattributes
authors/venue/year; Algorithm Spec 2 steps 9-12 are literal '%'
placeholders so the automata update is simply absent; Table 1 is
titled 'Expected' and reports never-measured accuracies; Eq. 12 is
not a faithful copy of Granmo's Lemma 2.

The audit also produced the actionable result: a line-by-line diff of
Granmo Table 2/3 feedback against tmLearnOne, identifying why the
automata saturate - Type I never conditions on the clause output so it
omits Granmo's c=0, lk=1 -> -1 w.p. 1/s counter-force (true literals
ratchet toward Include), Type II's guard cOut==1 AND lits[lit]==0 is
unsatisfiable and therefore dead code, and the (T - clip(v,-T,T))/(2T)
resource allocation is missing entirely.
2026-09-20 22:57:28 +02:00
SirStone e53690036b 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.
2026-09-20 22:47:26 +02:00
SirStone 0cc682152d fix(guns): per-bin wave queues unbreak GF/DecayGF/KNN learning; fix vbullet drops
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.
2026-09-20 22:27:52 +02:00
SirStone a90a0cc9b5 chore: untrack ModularBot_garage/ModularBot build artifact
nimble bin output lands at the garage root, so the existing
'*_garage/out/' ignore rule never covered it and every build dirtied
the tree with a 1.1 MB binary. File stays on disk; build regenerates it.
2026-09-20 22:15:42 +02:00
SirStone 26b66cbb24 feat(gun_harness): per-gun REAL hit attribution + bestPower cold-start fix
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.
2026-09-20 22:15:42 +02:00
SirStone 343e631633 fix(gun_harness): random tiebreak + drop AntiSurfer + raise MinObsBeforeCompete
- 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
2026-09-20 22:07:49 +02:00
SirStone c034eb9d25 feat(testing): gun rack gauntlet + analysis reports
- fix(ModularBot): onBulletHitBot → onBulletHit (real hits were never tracked)
- feat(ModularBot): per-round gun stats dump to /tmp/gun_stats.jsonl
- feat(ModularBot): gun selection counter per round
- fix(tests): adversary paths _garage suffix removed from 7 test files
- feat(tests): test_gauntlet_5bots.nim — 10-round gauntlet vs all 5 adversaries
- feat(tests): analyze_gun_stats.nim — JSONL parser for gun performance tables
- docs: gun_rack_analysis.md — full per-gun performance report
- docs: gun_rack_summary.md — TL;DR verdict table (keep/drop/tune)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-09-20 21:14:12 +02:00
SirStone 2cc2a3bd87 fix(ModularBot): ram loop prevention, dead-target guards, cleaner logging
- 30-tick cooldown after ghost-stuck/timeout ram exit prevents re-entry loop
- enemy_tracker.update() skips dead bots to prevent same-tick scan resurrection
- TFIL graphics cleared when ramming is active movement
- [config] logs: white base with green-highlighted changes only
- [ram:enter] logs trigger reason and key values on false→true transition
- [death] and [target-invalid] logs retained for diagnostics
2026-09-20 20:44:45 +02:00
SirStone 1f8574db1d fix(rammer): rewrite heading logic — correct forward/backward steering toward enemy 2026-09-20 13:43:35 +02:00
SirStone 7657699531 fix(movement): lock target during ram — no switching until target dies or ram exits 2026-09-20 12:39:11 +02:00
SirStone c90874affd refactor(movement): extract ram to harness — phantom meteor dodge-only, rammer module via harness decision
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-09-20 12:36:09 +02:00
SirStone ae9a5fec6d feat(movement): multi-enemy awareness — phantom meteor + minimum risk track all enemies
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-09-20 12:28:27 +02:00
SirStone f06b263ae5 feat(phantom_meteor): aggressive ram — wider thresholds, desperation mode
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-09-20 12:25:12 +02:00
SirStone ab473c6b68 feat(ModularBot): melee targeting — multi-enemy tracker, per-enemy gun fitness, radar auto-switch
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-09-20 12:25:10 +02:00
SirStone 30d00ba163 feat(movement): dodge timing, wall avoidance, distance control, ram finisher
PhantomMeteor:
- Ram finisher: charge at enemy when <200px and their energy <10
- Ram opportunity: charge when <60px and we have >20 energy advantage
- Integrated gunheat tracker for 1-2 tick earlier wave detection
- Distance control: smooth linear ramp toward preferred engagement distance
- Phantom range expanded 150→250px to catch closer threats

WaveSurfer:
- Wall-aware dodge bin selection: penalize bins leading off-arena
- Dodge timing: predict future position 15 ticks ahead for safety
- Distance control: radial blend when outside deadband (350±50px)
- Wall escape: invert strafe if pushing further into wall, blend toward center

ModularBot:
- Wired KNN gun (purple/magenta)
- Shadows tracked for movement (safer GF prediction)
- Bullet lifecycle management (onBulletFired/onBulletHitBot/onBulletHitWall)
- Unified phantom_meteor movement (wave_surfer unplugged)
- Config logging on round start + gun switch

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-09-20 11:59:05 +02:00
SirStone 5bbc8cbda7 fix(gun_harness): min 15 obs before competing, window 50→100, KNN min k=5
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>
2026-09-20 11:59:00 +02:00
SirStone 651ce80620 feat(ModularBot): KNN gun, gunheat tracker, bullet shadows — inspired by DrussGT
New DrussGT-inspired modules:
- KNNGun: K-nearest-neighbor statistical targeting using GF density peaks
- GunheatTracker: dual-heat system (predicted + confirmed) for 1-2 tick lead
- ShadowTracker: computes GF regions safe from in-flight bullets (enemy wave dodge)

VirtualBodyTracker now integrates gunheat for earlier fire detection and shadows
for safe-zone multiplier (90% reduction in danger zones).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-09-20 11:58:57 +02:00
SirStone 6d16081fcc style(ModularBot): ANSI colored log tags — gun yellow, move cyan 2026-09-20 11:01:12 +02:00
SirStone 63db0a4439 refactor: strip _garage suffix from adversarial test bots
Renames PatternMover_garage → PatternMover, RandomMover_garage → RandomMover,
WaveSurfer_garage → WaveSurfer. Updates all .json, .sh, .nimble, and config.nims
files to match TR Booter naming convention (directory name = bot name).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-09-20 10:50:32 +02:00
SirStone 1eaaadf627 refactor: move adversarial test bots to common_libs/test_framework/adversaries/ 2026-09-20 10:49:31 +02:00
SirStone c0abd4c960 feat(ModularBot): virtual body movement selector — wave-based scoring replaces EMA damage
Implements VirtualBodyTracker (wave-based hit/miss scoring) instead of EMA damage accumulation. Movement switching now happens every tick, not every 3 rounds. Also refactors radar colors to dark teal (#004444/#0D4D4D) for faint visibility.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-09-20 10:44:49 +02:00
SirStone d2a2ebceb9 feat(ModularBot): movement selector — phantom meteor + wave surfer
- Adds WaveSurferModule as second movement option
- Tracks damage per round via onHitByBullet, EMA decay α=0.5
- Every round after round 2: switches to lower-damage movement
- Body color signals active mover (orange=phantom, blue=wave)
- vs SpinBot 10r: ModularBot 1412 vs SpinBot 650
- vs WaveSurfer 10r: ModularBot 1858 vs WaveSurfer 10

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-09-20 01:55:47 +02:00
SirStone c94ba1f2fe feat(ModularBot): decay-GF gun (recency-weighted), 13 guns total
- Decay-GF: exponential decay on GF histogram (0.998/tick, ~350-tick half-life)
- Adapts faster to mid-battle strategy changes than standard GF
- Battle-tested vs WaveSurfer, Crazy, RandomMover
2026-09-20 01:52:22 +02:00
SirStone 3a1149359d fix(gun_harness): bump virtual bullet ring buffer 512→2048
With 12 guns × 4 power bins = 48 bullets/tick, 512 slots overflow
before slow bullets resolve (~36 ticks travel). 2048 gives headroom.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-09-20 01:49:21 +02:00
SirStone fbf9414375 feat(ModularBot): rammer movement + averaged-lead gun, 12 guns
- Ram movement: drive straight at enemy (not wired, needs selector)
- Averaged-lead gun: mean of linear+circular+wall-bounce predictions
- 12 guns total, battle-tested

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-09-20 01:46:52 +02:00
SirStone b373d3d505 feat(ModularBot): displacement-vector gun, 11 guns total
- Displacement gun: average velocity over sliding window, captures drift
- Complements instantaneous-velocity linear gun
- Battle-tested vs Crazy, WaveSurfer, PatternMover
2026-09-20 01:43:25 +02:00
SirStone d27efd3f9a feat(ModularBot): random-oscillator movement module + battle tests
- Random-oscillator: perpendicular strafe with randomized reversal timing (15-45 ticks)
- Not wired (needs movement selector)
- Battle-tested 10-gun bot vs RamFire, Corners, VelociBot

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-09-20 01:39:49 +02:00
SirStone a87be5f99f feat(ModularBot): stop-shot gun, 10 guns total
- Stop-shot gun: predicts enemy deceleration stop point
- Catches bots at direction reversal pauses
- Battle-tested vs WaveSurfer, Crazy, RandomMover

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-09-20 01:37:45 +02:00
SirStone 18ff2d45b3 feat(ModularBot): acceleration predictor gun, 9 guns total
- Accel gun: tracks velocity+heading changes, extrapolates with acceleration
- Handles speed-up, slow-down, and combined accel+turn
- Battle-tested vs Crazy, RandomMover, Walls
2026-09-20 01:34:27 +02:00
SirStone b2cf02db11 feat(ModularBot): wave-surf movement + wall-bounce gun, 8 guns total
- Wave-surf movement module (not wired, needs movement selector)
- Wall-bounce gun: linear extrapolation with arena wall reflection
- 8 guns: head-on, linear, circular, tsetlin, guess-factor, pattern, anti-surfer, wall-bounce
- Battle-tested against Walls, SpinBot, WaveSurfer, PatternMover, TrackFire

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-09-20 01:31:41 +02:00
SirStone a3b4f26b69 feat(ModularBot): wall-bounce gun, 8 guns total
- Wall-bounce gun: linear extrapolation with arena wall reflection
- Simulates enemy tick-by-tick, bouncing off walls (billiard-ball reflection)
- 4-iteration convergence on ticksToArrive like circular gun
- 8 guns: head-on, linear, circular, tsetlin, guess-factor, pattern, anti-surfer, wall-bounce
- Turret: #CCCCCC (silver), bullet: #EEEEEE (white)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-09-20 01:30:21 +02:00
SirStone ebe5b1b7f1 feat(ModularBot): anti-surfer gun + wave-surf movement module
- Anti-surfer gun: inverse GF targeting for wave-surfing enemies
- Wave-surf movement: danger histogram dodge (not wired yet, needs movement selector)
- 7 guns total, battle-tested

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-09-20 01:28:29 +02:00
SirStone 1cb35e9e0e fix(ModularBot): GF gun cold-start + MEA fix, battle-tested 6 guns
- GF gun: triangular head-on prior replaces flat bins (was always aiming at GF=-1)
- GF gun: recompute MEA per bullet power in onResult (was using stale first-bin value)
- Scores improved: SpinBot 1805-48, Crazy 1557-46, WaveSurfer 1868-10, PatternMover 1846-4
- All 6 guns active in selection across gauntlet
2026-09-20 01:22:55 +02:00
SirStone 78723fce13 fix(GFGun): head-on prior + per-bin mea in onResult
- Cold-start bug: uniform bins[0..30]=0.1 made peakBin() always return
  0 (first-wins tie), giving GF=-1 (max CW escape) before any learning.
  Fixed with a triangular head-on bump at bin 15 (GF=0) as the prior.
- onResult now recomputes mea from FeedbackEvent.bulletPower instead of
  the stale first-bin mea cached by predict; correct per-power-bin GF.
- Add DebugGF const (default false) with [gf-dbg] echoes in predict/onResult.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-09-20 01:05:22 +02:00
SirStone 1ed7797cb6 feat(ModularBot): 6 guns, pattern matcher, melee modules, adversarial bots
- New guns: guess-factor (GF histogram), pattern-matcher (movement tape replay)
- New modules: minimum-risk melee movement, spinning melee radar
- New test bots: PatternMover, RandomMover, WaveSurfer
- Fixed: FeedbackEvent now carries actualX/actualY for proper GF learning
- Fixed: TM gun warmup gating + directional residuals
- Fixed: circular gun integrated formula + multi-bin omega cache
- Fixed: oscillator wall-bounce lockout
- Fixed: phantom meteor perpendicular body orientation
- 6/6 battle wins across all enemy types
2026-09-20 00:59:53 +02:00
SirStone 254c7dc997 feat(ModularBot): pluggable bot with 4 guns, phantom meteor movement, radar harness
- Gun harness: virtual bullet tracker, rolling fitness, auto-selector
- Guns: head-on, linear (extrapolation), circular (integrated formula), tsetlin machine (learning)
- Movement: phantom meteor gravity engine (danger histograms, phantom bullets, fire detection)
- Radar: harness + radar_lock adapter
- Color-coded modules: turret/bullet color per gun, body per movement, scan per radar
- Beats Target, SpinBot, Crazy, TrackFire in 10-round battles
2026-09-20 00:37:10 +02:00
SirStone c9191b7afb fix(circular-gun): correct turn-rate calculation for multi-scan delays
Two bugs fixed:
1. Multi-tick gaps: turn rate assumed 1 tick between observations, but scans can be 5+ ticks apart. Now divides by actual tickDelta.
2. Per-power-bin state corruption: predict() called 4x per tick (per power bin). After first call, prevHeading was already updated, causing subsequent calls to compute 0° delta. Now captures oldHeading/oldTick before updating.

Verified: OscillatorBot at 4°/tick captured correctly; normalization [-180°,180°] works; tickDelta=1 typical; first bin gets delta, subsequent bins see 0 (expected).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-09-19 19:43:40 +02:00