## Guess-factor gun: statistical targeting via GF histogram. ## Bins: 31, ranging GF -1 (max CW escape) to +1 (max CCW escape). ## Learns from virtual bullet outcomes; queues one wave per (tick, power bin). ## ## Wave pairing is EXACT: a wave is stored in a ring slot keyed by ## (fireTick, powerBin) and `onResult` looks up the wave with the resolution ## event's `fireTick`, NOT the oldest queued wave. Under the shipped bmPath ## metric bullets leave the arena in non-FIFO order (the aim direction changes ## every tick), so FIFO pairing attached outcomes to the wrong wave. Measured ## over the committed DrussGT fixtures, FIFO mispaired 36.5% of resolutions ## (19.4% of which changed the recorded GF bin). See ## common_libs/tests/audit_wave_pairing.nim. The exact key is the same pattern ## guns/tsetlin.nim and guns/tm_selector.nim use. import std/[math, strformat] import gun_harness/gun_interface import gun_harness/virtual_bullets as vb # PowerBins: the four power bins the harness spawns import guns/lead_forecast const GFBins = 31 GFPrior = 0.1 DebugGF* = false WaveRingSlots = 1024 ## (fireTick, powerBin) -> ring slot. Period = WaveRingSlots/bins = 256 ticks. ## A bmPath bullet leaves an 800x600 (Tank Royale max 1000x1000) arena within ## ~91 (128) ticks, so a live wave is never overwritten by a newer one. ## Identical sizing to tsetlin.nim's TM_TRACE_SLOTS. type Wave = object fireX, fireY: float fireBearing: float # atan2(enemyY-selfY, enemyX-selfX) at fire tick (rad) fireTick: int # key part: tick the bullet was fired bin: int # key part: power bin the bullet belonged to alive: bool # mea not stored — recomputed from FeedbackEvent.bulletPower at resolution time GFGun* = object bins: array[GFBins, float] # Exact (fireTick, powerBin)-keyed ring. A resolved bullet is matched to the # wave it actually fired, no matter how many other shots resolved first. # Heap-backed (seq) so the gun value stays small on the stack — a 1024-slot # inline array overflowed the default 8 MB stack in test_power_selection. waves: seq[Wave] waveStoredTick: array[len(vb.PowerBins), int] # last tick a wave was queued for this bin vt: VelocityTracker # enemy velocity history (base selection) cachedTick: int # last tick the velocity tracker was advanced wavePushes*: int # total waves enqueued (== one per (tick, bin)) waveStarved*: int # onResult found no live wave for its (fireTick, bin) # ── pairing integrity ─────────────────────────────────────────────────── waveResolved*: int # onResult calls that found their exact wave waveMispaired*: int # ring-slot collision (impossible by design): the # slot held a different fireTick debugGraphics*: bool proc initGFGun*(): GFGun = result.debugGraphics = false result.cachedTick = -1 result.waves = newSeq[Wave](WaveRingSlots) for b in 0.. g.bins[best]: best = i best proc binForSpeed(spd: float): int {.inline.} = ## Map a virtual-bullet speed back to its power-bin index. All four bin speeds ## are exactly representable floats; the epsilon is belt-and-braces only. for i in 0.. ring slot (same scheme as tsetlin.nim). ((fireTick * len(vb.PowerBins)) + binIdx) mod WaveRingSlots proc predict*(g: var GFGun, state: WorldState, bulletSpeed: float): GunPrediction = if bulletSpeed <= 0.0: return GunPrediction(x: state.enemyX, y: state.enemyY) let mea = arcsin(clamp(8.0 / bulletSpeed, -1.0, 1.0)) # Base forecast: the GF learns the residual against a self-consistent base # prediction, so the aim point sits at the radius the bullet actually travels # to (see lead_forecast.nim for why this is required, and why the range is # radial-fraction blended rather than a plain constant-velocity lead). if state.tick != g.cachedTick: g.cachedTick = state.tick g.vt.observe(state) let f = forecastRadialBlend(state, bulletSpeed, g.vt) # Queue at most one wave per (tick, power bin). The fire site's extra predict() # call for the selected bin lands on the same tick and reuses the queued wave. let binIdx = binForSpeed(bulletSpeed) if binIdx >= 0 and g.waveStoredTick[binIdx] != state.tick: let slot = waveSlot(state.tick, binIdx) g.waves[slot] = Wave( fireX: state.selfX, fireY: state.selfY, fireBearing: f.bearing, fireTick: state.tick, bin: binIdx, alive: true, ) g.waveStoredTick[binIdx] = state.tick inc g.wavePushes let peak = g.peakBin() let peakGF = indexToGF(peak) let gfAngle = f.bearing + peakGF * mea let px = state.selfX + cos(gfAngle) * f.dist let py = state.selfY + sin(gfAngle) * f.dist when DebugGF: echo fmt"[gf-dbg] predict: peakGF={peakGF:.2f} peakBin={peak} mea={radToDeg(mea):.1f}° aimAngle={radToDeg(gfAngle):.1f}° tick={state.tick}" GunPrediction( x: clamp(px, BotRadius, state.arenaWidth - BotRadius), y: clamp(py, BotRadius, state.arenaHeight - BotRadius), ) proc onResult*(g: var GFGun, e: FeedbackEvent) = ## Called when a virtual bullet resolves. Look up the wave with this event's ## exact (fireTick, powerBin), compute the actual GF, and smooth-add it. A ## missing key is counted, never silently mislabelled. let binIdx = if e.powerBin >= 0 and e.powerBin < len(vb.PowerBins): e.powerBin else: binForPower(e.bulletPower) if binIdx < 0: return let slot = waveSlot(e.fireTick, binIdx) var w = addr g.waves[slot] if not w.alive: inc g.waveStarved return if w.fireTick != e.fireTick: # Ring slot collision: impossible while the ring period exceeds max flight. inc g.waveMispaired inc g.waveStarved return inc g.waveResolved # Recompute mea from the actual bullet power (correct per-bin, not the cached first-bin mea) let speed = bulletSpeed(e.bulletPower) let mea = arcsin(clamp(8.0 / speed, -1.0, 1.0)) # Compute actual bearing from fire position to where the enemy actually was let actualDx = e.actualX - w.fireX let actualDy = e.actualY - w.fireY let actualBearing = arctan2(actualDy, actualDx) var bearingDelta = actualBearing - w.fireBearing # Normalize to [-PI, PI] while bearingDelta > PI: bearingDelta -= 2.0*PI while bearingDelta < -PI: bearingDelta += 2.0*PI let gf = if mea > 1e-10: clamp(bearingDelta / mea, -1.0, 1.0) else: 0.0 let centerIdx = gfToIndex(gf) when DebugGF: echo fmt"[gf-dbg] onResult: fireBearing={radToDeg(w.fireBearing):.1f}° actualBearing={radToDeg(actualBearing):.1f}° delta={radToDeg(bearingDelta):.1f}° MEA={radToDeg(mea):.1f}° GF={gf:.2f} peakBin={centerIdx}" # Triangular smoothing kernel over adjacent bins for i in 0..