## KNN gun: K-nearest-neighbor statistical targeting inspired by DrussGT's DC gun. ## Builds a feature vector per scan, stores resolved GF outcomes, queries KNN at ## predict time and picks the GF with the highest Gaussian-weighted density. ## ponytail: linear scan O(n*k), cap at 2000 obs — KD-tree if perf matters at scale. import std/[math] import gun_harness/gun_interface const MaxObs = 2000 # ring-buffer cap KCap = 50 # hard ceiling on K KernelW = 0.3 # Gaussian kernel width multiplier DensityBins = 60 # scan resolution for peak-GF search type Obs = object feat: array[7, float] # normalized feature vector gf: float # observed GF at wave resolution KNNWave = object fireX, fireY: float fireBearing: float feat: array[7, float] KNNGun* = object obs: seq[Obs] obsHead: int # ring-buffer write index waves: seq[KNNWave] # per-tick cache cachedTick: int cachedWaveStored: bool # rolling normalization ranges featMin: array[7, float] featMax: array[7, float] # state for feature extraction lastSpeed: float lastDirection: float # +1 or -1 timeSinceDirChange: int debugGraphics*: bool proc initKNNGun*(): KNNGun = result.cachedTick = -1 result.lastDirection = 1.0 result.debugGraphics = false for i in 0..6: result.featMin[i] = 1e18 result.featMax[i] = -1e18 # ── helpers ────────────────────────────────────────────────────────────────── proc normFeat(g: KNNGun, raw: array[7, float]): array[7, float] = for i in 0..6: let span = g.featMax[i] - g.featMin[i] result[i] = if span > 1e-9: (raw[i] - g.featMin[i]) / span else: 0.0 proc updateMinMax(g: var KNNGun, raw: array[7, float]) = for i in 0..6: if raw[i] < g.featMin[i]: g.featMin[i] = raw[i] if raw[i] > g.featMax[i]: g.featMax[i] = raw[i] proc buildFeatures(state: WorldState, lastSpeed, lastDir: float, tsdc: int): array[7, float] = let dx = state.enemyX - state.selfX let dy = state.enemyY - state.selfY let dist = sqrt(dx*dx + dy*dy) let arenaDiag = sqrt(state.arenaWidth*state.arenaWidth + state.arenaHeight*state.arenaHeight) # bearing to enemy (0°=East, standard Tank Royale) let bearing = arctan2(dy, dx) # angle of enemy heading relative to bearing let relHead = state.enemyHeading - bearing let latVel = state.enemySpeed * sin(relHead) let advVel = state.enemySpeed * (-cos(relHead)) let accel = state.enemySpeed - lastSpeed # signed delta # wall distances: how far enemy can travel fwd/bwd before hitting wall # approximate: project enemy heading to nearest wall in each axis let ex = state.enemyX let ey = state.enemyY let eh = state.enemyHeading # forward distances to each wall in heading direction let fwdX = if cos(eh) > 0: (state.arenaWidth - ex) / max(abs(cos(eh)), 1e-9) else: ex / max(abs(cos(eh)), 1e-9) let fwdY = if sin(eh) > 0: (state.arenaHeight - ey) / max(abs(sin(eh)), 1e-9) else: ey / max(abs(sin(eh)), 1e-9) let fwdDist = min(fwdX, fwdY) # backward = forward in opposite direction let bwdX = if cos(eh) < 0: (state.arenaWidth - ex) / max(abs(cos(eh)), 1e-9) else: ex / max(abs(cos(eh)), 1e-9) let bwdY = if sin(eh) < 0: (state.arenaHeight - ey) / max(abs(sin(eh)), 1e-9) else: ey / max(abs(sin(eh)), 1e-9) let bwdDist = min(bwdX, bwdY) result[0] = abs(latVel) / 8.0 result[1] = clamp(advVel / 8.0, -1.0, 1.0) * 0.5 + 0.5 # shift to [0,1] result[2] = clamp(dist / arenaDiag, 0.0, 1.0) result[3] = clamp(accel / 2.0, -1.0, 1.0) * 0.5 + 0.5 result[4] = clamp(float(tsdc) / 100.0, 0.0, 1.0) result[5] = clamp(fwdDist / arenaDiag, 0.0, 1.0) result[6] = clamp(bwdDist / arenaDiag, 0.0, 1.0) proc euclidean(a, b: array[7, float]): float {.inline.} = for i in 0..6: let d = a[i] - b[i] result += d * d result = sqrt(result) # ── Gun interface ───────────────────────────────────────────────────────────── proc predict*(g: var KNNGun, state: WorldState, bulletSpd: float): GunPrediction = if bulletSpd <= 0.0: return GunPrediction(x: state.enemyX, y: state.enemyY) let dx = state.enemyX - state.selfX let dy = state.enemyY - state.selfY let dist = sqrt(dx*dx + dy*dy) let bearing = arctan2(dy, dx) let mea = arcsin(clamp(8.0 / bulletSpd, -1.0, 1.0)) # Track direction change — update state once per tick if state.tick != g.cachedTick: g.cachedTick = state.tick g.cachedWaveStored = false let relHead = state.enemyHeading - bearing let latVel = state.enemySpeed * sin(relHead) let newDir = if latVel >= 0: 1.0 else: -1.0 if newDir != g.lastDirection and abs(latVel) > 0.01: g.timeSinceDirChange = 0 g.lastDirection = newDir else: inc g.timeSinceDirChange # Store wave once per tick if not g.cachedWaveStored: let feat = buildFeatures(state, g.lastSpeed, g.lastDirection, g.timeSinceDirChange) g.updateMinMax(feat) g.waves.add KNNWave( fireX: state.selfX, fireY: state.selfY, fireBearing: bearing, feat: feat, ) g.lastSpeed = state.enemySpeed g.cachedWaveStored = true # Cold start — no data yet if g.obs.len == 0: return GunPrediction( x: clamp(state.selfX + cos(bearing) * dist, BotRadius, state.arenaWidth - BotRadius), y: clamp(state.selfY + sin(bearing) * dist, BotRadius, state.arenaHeight - BotRadius), ) # Build query feature vector (use current state) let queryRaw = buildFeatures(state, g.lastSpeed, g.lastDirection, g.timeSinceDirChange) let query = g.normFeat(queryRaw) # KNN: linear scan, pick k = max(5, min(sqrt(n), KCap)) # Fall back to head-on when not enough neighbors to be meaningful let n = g.obs.len if n < 5: return GunPrediction( x: clamp(state.selfX + cos(bearing) * dist, BotRadius, state.arenaWidth - BotRadius), y: clamp(state.selfY + sin(bearing) * dist, BotRadius, state.arenaHeight - BotRadius), ) let k = max(5, min(int(sqrt(float(n))), KCap)) # Partial selection: maintain k-best by tracking max distance in result set # ponytail: O(n*k) insertion; fine for n<=2000, k<=50 var bestDists = newSeq[float](k) var bestGFs = newSeq[float](k) var worstIdx = 0 var filled = 0 for i in 0.. bestDists[worstIdx]: worstIdx = j elif d < bestDists[worstIdx]: bestDists[worstIdx] = d bestGFs[worstIdx] = g.obs[i].gf worstIdx = 0 for j in 1.. bestDists[worstIdx]: worstIdx = j if filled == 0: return GunPrediction( x: clamp(state.selfX + cos(bearing) * dist, BotRadius, state.arenaWidth - BotRadius), y: clamp(state.selfY + sin(bearing) * dist, BotRadius, state.arenaHeight - BotRadius), ) # Inverse-distance weights, Gaussian (same as DrussGT getBearingGaussian) var sumDist = 1e-30 for i in 0.. gfMax: gfMax = bestGFs[i] # Scan DensityBins points in [gfMin, gfMax] for peak density let span = max(gfMax - gfMin, 1e-9) let step = span / float(DensityBins - 1) var bestGF = gfMin var bestScore = -1.0 for b in 0.. bestScore: bestScore = score bestGF = testGF let aimAngle = bearing + clamp(bestGF, -1.0, 1.0) * mea let px = state.selfX + cos(aimAngle) * dist let py = state.selfY + sin(aimAngle) * dist GunPrediction( x: clamp(px, BotRadius, state.arenaWidth - BotRadius), y: clamp(py, BotRadius, state.arenaHeight - BotRadius), ) proc onResult*(g: var KNNGun, e: FeedbackEvent) = if g.waves.len == 0: return let w = g.waves[0] g.waves.delete(0) let speed = bulletSpeed(e.bulletPower) let mea = arcsin(clamp(8.0 / speed, -1.0, 1.0)) let ax = e.actualX - w.fireX let ay = e.actualY - w.fireY var delta = arctan2(ay, ax) - w.fireBearing while delta > PI: delta -= 2.0 * PI while delta < -PI: delta += 2.0 * PI let gf = if mea > 1e-10: clamp(delta / mea, -1.0, 1.0) else: 0.0 g.updateMinMax(w.feat) if g.obs.len < MaxObs: g.obs.add Obs(feat: w.feat, gf: gf) else: # ring buffer g.obs[g.obsHead] = Obs(feat: w.feat, gf: gf) g.obsHead = (g.obsHead + 1) mod MaxObs