# Goto Controller Algorithm — Research **Issue:** #20 **Branch:** research/goto-controller **Date:** 2026-08-17 --- ## Problem Statement The PPO network will output a target position `(x, y)`. A goto controller must translate that into per-tick `setTargetSpeed` and `setTurnRate` commands for the Tank Royale Nim bot API. --- ## Codebase Findings ### Tank Royale Nim API — no built-in goto The library (`tankroyale_botapi` v1.0.1) provides: - `setTargetSpeed(speed: float)` — desired speed, clamped to ±8 units/tick. Server auto-manages acceleration/deceleration via `getNewTargetSpeed`. - `setTurnRate(rate: float)` — desired turn rate, clamped to `calcMaxTurnRate(speed) = 10 - 0.75 * abs(speed)`. - `setForward(distance)` / `setBack(distance)` — blocking helpers that use `gDistanceRemaining` + the server's deceleration model. These are blocking (call `go()` internally) and therefore cannot be used in the non-blocking per-tick run loop used by PPO_Bot. There is **no built-in `setDistanceRemaining`-style goto**. The controller must be written from scratch. ### Physics constants (from `constants.nim` / `utils.nim`) | Constant | Value | |---|---| | Max speed | 8 units/tick | | Acceleration | +1 unit/tick² | | Deceleration | −2 units/tick² (braking is twice as fast) | | Max turn rate | `10 − 0.75 × |speed|` deg/tick | | Min turn rate (at max speed) | `10 − 0.75 × 8 = 4` deg/tick | | `getNewTargetSpeed(maxSpeed, speed, dist)` | already implemented in utils.nim | Key implication: **you can turn faster while slow**. Turn-then-drive lets the bot use full 10°/tick turn rate, but wastes ticks stopped. Driving-while-turning is smooth but limited to 4°/tick at top speed. ### Coordinate system North = 0°, clockwise. `directionTo` in `utils.nim` returns a bearing in `[0, 360)`. `bearingTo` returns a signed relative bearing in `(-180, 180]`. --- ## Approaches Considered ### A — Turn-then-drive (sequential) Stop → turn to face target → drive full speed → brake. - Simple to implement. - Very slow: wastes ticks turning at zero speed then decelerating. - Produces jerky, non-smooth movement — bad as a controller layer. ### B — Proportional navigation (continuous per-tick) Each tick: compute bearing to target, set turn rate proportional to bearing error, set speed based on distance remaining. - Standard Robocode idiom. Very common in published bots. - Does not make the forward-vs-reverse decision optimally. - Can overshoot if gains are too high; can be sluggish if too low. ### C — Arc/pursuit steering (proportional + speed-dependent turn limit) Like B, but explicitly clamps turn rate to `calcMaxTurnRate(currentSpeed)` and scales speed down when the heading error is large (so the bot slows to increase turn authority). - Handles Tank Royale's speed-dependent turn rate correctly. - Naturally smooth. - Still needs explicit forward/reverse decision. ### D — Forward-vs-reverse decision + proportional steering (recommended) Extend C with the classic Robocode "should I go backward?" heuristic: if `|bearingError| > 90°`, it is faster to reverse and face the target with the rear than to turn more than 90° forward. Flip target speed sign and add 180° to the bearing before computing turn rate. This is the approach used by high-quality Robocode 1 bots (e.g. RaikoMX, Aristocles) and it trivially maps to Tank Royale's API. --- ## Recommended Algorithm ### Decision: forward or reverse? ``` bearing = normalizeRelativeAngle(directionTo(x, y) - direction) if abs(bearing) > 90.0: # Going backward is cheaper direction_sign = -1 effective_bearing = normalizeRelativeAngle(bearing + 180.0) else: direction_sign = +1 effective_bearing = bearing ``` ### Turn rate Apply full proportional turn rate toward the effective bearing: ``` max_turn = 10.0 - 0.75 * abs(currentSpeed) turnRate = clamp(effective_bearing, -max_turn, max_turn) ``` `effective_bearing` acts as both direction and magnitude: if the error is small, the turn rate is small (smooth approach); if large, it clamps to max (fastest possible turn). ### Target speed Use `getNewTargetSpeed` (already in `utils.nim`) to determine the speed that will arrive at the target with zero velocity: ``` dist = distanceTo(x, y) raw_speed = getNewTargetSpeed(MAX_SPEED, currentSpeed, dist) targetSpeed = direction_sign * raw_speed ``` This reuses the exact deceleration model the server uses, so the bot always brakes at the right time with no overshoot. ### Stop condition ``` if dist < ARRIVAL_THRESHOLD: # e.g. 18.0 (= BOT_RADIUS) targetSpeed = 0.0 turnRate = 0.0 ``` ### Full pseudocode (one tick) ```nim proc gotoTick*(tx, ty, x, y, direction, currentSpeed: float): tuple[targetSpeed, turnRate: float] = let dist = distanceTo(x, y, tx, ty) if dist < ARRIVAL_THRESHOLD: return (0.0, 0.0) let rawBearing = normalizeRelativeAngle(directionTo(x, y, tx, ty) - direction) let (dirSign, effBearing) = if abs(rawBearing) > 90.0: (-1.0, normalizeRelativeAngle(rawBearing + 180.0)) else: (1.0, rawBearing) let maxTurn = 10.0 - 0.75 * abs(currentSpeed) let turnRate = effBearing.clamp(-maxTurn, maxTurn) let rawSpeed = getNewTargetSpeed(MAX_SPEED, abs(currentSpeed), dist) let targetSpeed = dirSign * rawSpeed return (targetSpeed, turnRate) ``` Call once per tick from the `run` loop, pass results to `setTargetSpeed` / `setTurnRate`. --- ## Why not pure proportional navigation (option B)? Option B without the speed-dependent turn clamp will attempt to command more turn rate than the server will honor at high speed — it does the right thing emergently but wastes the gap. Explicitly scaling turn rate with `calcMaxTurnRate(speed)` is more intentional and matches the physics exactly. This is already coded in `actions.nim` (`r1 * (10.0 - 0.75 * abs(currentSpeed))`), so the pattern is established in the codebase. --- ## Why reuse `getNewTargetSpeed` from utils.nim? It already encodes the exact asymmetric acceleration/deceleration model (accel +1, decel −2 per tick). Reimplementing distance-based speed management from scratch would duplicate this and risk drift. Import it directly. --- ## Forward/Reverse optimality The 90° threshold is the exact breakeven point: - Turning 91° forward takes ≥10 ticks at slow speed + travel time. - Reversing 89° (i.e. 180−91=89° effective turn) takes fewer ticks total for any distance large enough to matter. - For very short distances (< ~36 units) the bot will decelerate before the turn completes anyway; the threshold still works because the speed penalty applies equally to both cases. For a controller layer that feeds a neural network's goto target, sub-optimal behavior on very short hops is acceptable — the network will learn to avoid issuing tiny hops. --- ## Sources / References - Tank Royale Nim API source: `tankroyale_botapi/utils.nim`, `bot.nim`, `constants.nim` (v1.0.1, installed at `~/.nimble/pkgs2/`). - Robocode wiki — "Proportional navigation" and "Should I go backward?" heuristic: widely documented in the Robocode community (e.g. RoboWiki `BasicSurfer`, `RaikoMX` source). - Tank Royale physics spec: confirmed against `ACCELERATION = 1.0`, `ABS_DECELERATION = 2.0` in `constants.nim`.