Files
SirRoboGarage/docs/gun_rack_analysis.md
SirStone 0ede6d12ec selector: arrival-accuracy tie-break measured NEGATIVE; randomness is load-bearing
Hypothesis under test (from the gun audit, which named the tie-band as "the
lever that matters most"): `bmPath` is deliberately generous (2.3-3.6x
`bmPoint`), so a gun can sit in the tied band on a ray that sweeps the target's
path while its bullets ARRIVE badly. So: keep the `path`-ranked band (path beat
point on real hit rate 7.43% vs 4.70%, z=5.56), but narrow the random draw
inside it using a parallel `point` (arrival-accuracy) window.

RESULT: NO EFFECT. Real DrussGT, ONE frozen binary (/tmp/ModularBot_tieband,
md5 2c0c56e6...), env knobs only, 7 runs x 7 rounds per arm, server-side events
sidecar, exact two-sided permutation test on per-run rates.

  arm                              runs  shots  real %  dmg/run   d      p
  tbbase (shipped)                    7   4128   7.17     175      --     --
  tbpt  path-rank + point-narrow      7   3938   7.08     165    +0.14  0.88
  tbpc  =commit control               7   3759   4.44      98    +2.74  0.0012
  tbpt25 point margin 0.25            7   3683   5.59     119    +1.65  0.20
  tbtie05 / tbtie40 (band width)      7   3937/3917  5.84/6.28  133/144  1.49/1.00  0.11/0.25
  tbwin50 (SelectorWindow=50)         7   3983   6.05     139    +1.20  0.11
  tbfloor10 (FloorPeakFrac=0.10)      7   3829   5.33     118    +2.12  0.11

tbpt vs base: fully overlapping ranges, p=0.88. This is a REAL null, not a dead
arm - the mechanism was live, and it visibly changed the selected-gun mix
(Pattern 24%->16%, Accel 6%->16%, Tsetlin ~0%->13%).

CONTROL VALIDATED, AND THIS IS THE THIRD TIME: removing the random draw inside
the band is SIGNIFICANTLY WORSE (4.44%, p=0.0012). Combined with the earlier
hysteresis A/B (7.02% -> 5.10% for commitment) and the light-hysteresis result,
the selector's per-tick randomness is now load-bearing on three independent
measurements. Narrowing the band on ANY second virtual statistic has not helped.

Every knob swept (band width, floor, window) is nominally worse than shipped at
n=7; that is "no credible win" rather than "proven harm" (sd ~1.8pp, ~1pp
resolution, underpowered).

Shipped default stays `GUN_SELECTOR_TIEBREAK=off`; the feature is opt-in, fully
guarded, and costs zero extra work on the default path (point windows are scored
only when the mode is on).

Guards: test_selector_tiebreak 19 (new, pure), test_gun_harness 39,
test_vbullet_metric 11, test_adaptive_radar 41, test_tfil_ring_weights 24,
test_power_policy 26, test_ram_decision 28, test_rack_membership 38,
acceptance_offline_vs_online 12/12 PASS (offline path calls neither
chooseFromFit nor the tie-break).

STRATEGIC CONCLUSION: three selection-side attempts have now failed (hysteresis,
commitment, point tie-break). The selector is at a local optimum and the
remaining lever is the QUALITY OF THE GUNS, not the selection among them.
2026-09-22 01:07:12 +02:00

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# Gun Rack Analysis — ModularBot guns vs the real DrussGT boss
**Date:** 2026-09-21
**Bot:** ModularBot (13 active guns + 1 disabled TM classifier gun)
**Shipped config:** virtual-bullet metric `path`, selector thresholds `relative`
(`GUN_VBULLET_METRIC` default `path`, `GUN_SELECTOR_MODE` default `relative`)
**Rewritten:** this file supersedes the 2026-09-20 version, whose numbers
predated per-gun real-hit attribution, the offline gun range, and the live
DrussGT boss. No number from the old version is retained unless it was
re-measured below.
**Corrected after later runs (same day).** Three claims in the first version of
this rewrite were revised by follow-up measurements: the virtual-vs-real
correlation is a poor, sign-unstable ranker rather than an "inversion" (§2);
the offline==online acceptance test is fixed, not flaky (§1.1); and pruning the
below-overall guns was tested and does not help (§3). Each correction is
restated plainly at the point of the old claim.
Evidence tags used throughout:
- **[MEASURED]** — I read it from a recorded artifact (commit message, `/tmp`
output, a log, or a source file). The provenance is named every time.
- **[INFERRED]** — reasoning from measured facts; explicitly not measured.
A note on provenance: the measurements below were produced overnight in
commits `343e631` … `2c94dc2` on branch `research/lead-targeting`. Each commit
message records the numbers, the hypotheses it refuted, and its caveats. Raw
artifacts are in `/tmp` (`/tmp/gun_stats_base_r*.jsonl`,
`/tmp/events_base_r*.json`, `/tmp/range_path.txt`,
`/tmp/ab_logs/FINAL_ANALYSIS.txt`, `/tmp/ab_logs3/FINAL_AB.txt`,
`/tmp/ab_logs3/selector_diag.txt`). Where a commit message and a raw artifact
disagree slightly, both are stated.
---
## 1. The test infrastructure
The numbers are only as good as the rig that produced them, so the rig is
described first.
### 1.1 The offline gun range
`common_libs/gun_harness/offline_range.nim` replays a recorded
`seq[WorldState]` through the **same** `VirtualTracker`
(`common_libs/gun_harness/virtual_bullets.nim`) that the live bot drives. The
claim is not "an approximation of the live metric", it is "the same metric":
virtual-bullet fitness is already a pure function of (a stream of
`WorldState`, a list of guns), and the Java battle only supplies where the
states come from. Guns keep their own internal history, so a replayed stream in
order is a complete movement history. **[MEASURED]** (`offline_range.nim`,
header comment; commit `974528d`).
- **Speed and sample count.** 8 fixtures / 1,770 ticks / ~92 k virtual bullets /
13 guns replay in 2.9 s at ~32 k virtual bullets/s — roughly **70× faster and
100× more samples** than a live gauntlet. **[MEASURED]** (commit `974528d`).
- **Acceptance test.** `common_libs/tests/acceptance_offline_vs_online.nim`
records one live round, replays it offline, and compares per-gun virtual hit
counts. It passed **12/12 deterministic guns** (Tsetlin is separately labelled
stochastic because `tmLearnOne` calls `rand()`). Two real live-loop ordering
quirks had to be modelled to reach that: `run()` calls `go()` before the
aim/fire block, so `tickBullets` resolves against the *next* tick's scan; and
if the target dies during that `go()`, the final tick's spawn+resolution is
skipped. **[MEASURED]** (commit `974528d`; a passing run is preserved in
`/tmp/ab_logs3/test_acceptance.log`: 12/12, 534-tick round).
- **Acceptance test: the equivalence is now proven and stable.** An earlier
version of this report recorded the test as flaky — typically **11/12** on
unmodified HEAD, with the mismatching gun moving between runs (KNN, then
WallBounce) — and guessed it was a live/offline boundary race. That guess was
**wrong**. The root cause was a **real replay bug**: the offline replay
spawned gun 13 (TMSelect) while the live rack has `EnableTmSelector = false`
and never does. The shared `VirtualTracker` ring is **order-sensitive**, so
gun 13's extra 4 bullets/tick permuted the per-tick **resolution order** of
every other gun, shifting the learning guns' observations. Closing gun 13's
ready gate offline made the live and offline KNN traces **byte-identical**
(904/904 lines, empty diff). The fix mirrors the live rack in the replay — no
tick exclusion, no tolerance loosening. Stability: **5/5 consecutive runs
report 12/12 exact, each with the death boundary included.** So
"offline == online" is exact on these runs. A flaky proof had hidden a real
bug. **[MEASURED]**.
- **General lesson for rack A/B.** Because the ring is order-sensitive, any
rack A/B that disables a gun also removes that gun's **4 spawns/tick** from
the shared ring, which perturbs the resolution order — and therefore the
learning observations — of every other gun. That is a confound to record for
anyone repeating these experiments. **[INFERRED]**.
### 1.2 The fixture sets and what each is good for
There are **20 JSONL fixtures** under `tools/fixtures/`. They fall into four
groups. **[MEASURED]** (`tools/fixtures/`, `DRUSSGT_FIXTURES.md`,
`TR_BRIDGE_FIXTURES.md`).
**(a) 8 synthetic fixtures — ground truth by construction.**
`common_libs/gun_harness/offline_range.nim` generates them; each has a known
rule:
| Fixture | Generator / rule | What it is good for |
|---|---|---|
| `stationary` | fixed enemy | ceiling: any correct gun scores ~100% |
| `constant-velocity` | straight line, no walls | does the gun lead a moving target at all |
| `circular` | constant turn 3°/tick | circular/accel models |
| `wall-bounce` | specular reflection off all 4 walls | wall-aware prediction |
| `oscillator` | east 30 ticks, west 30 ticks | phase/timing |
| `random-walk` | seeded ±15°/tick jitter | generality under noise |
| `decel-before-turn` | cruise → full stop → pivot 3×45° → accelerate | stop-shot detection |
| `energy-threshold-turner` | **KNOWN RULE**: straight while `energy ≥ 30`, hard 20°/tick turn while `energy < 30`, `energy = max(5, 50 − 0.5·t)` | can a learner find a readable high-level rule; threshold crosses at t=41 |
The energy-threshold turner is the falsifiable one: the label is literally a
predicate over the 11-bit Gray-coded energy field, so a learner that reads
energy can be shown to have read the *right* variable (see §6.3).
**(b) 2 classic-Robocode contrast fixtures.** `contrast_stationary_sittingduck`
and `contrast_straightline` — trivial motion, used as a sanity/ceiling check.
**[MEASURED]**.
**(c) 5 classic-Robocode DrussGT captures.** Real, unmodified DrussGT
3.1.4159 movement captured from Robocode 1.9.5.5 via
`tools/robocode_fixture_capture/` (file `DRUSSGT_FIXTURES.md`). Opponents:
SpinBot, RamFire, Crazy, Corners, and a DrussGT mirror; 28,797 ticks. The
coordinate conversion is validated to **0.000–0.001°** on every fixture by
recomputing the direction implied by (heading, speed) against the recorded
per-tick displacement. **These are OPEN-LOOP and perfect-information:** the
replayed DrussGT never dodges *our* bullets, and the observer reports true
positions every tick (unlike the live bot's stale between-scan `WorldState`).
They are therefore optimistic and good for *relative* gun ranking, not absolute
hit rates. **[MEASURED]** (`DRUSSGT_FIXTURES.md`).
**(d) 5 closed-loop Tank Royale DrussGT captures.** The real DrussGT jar playing
Tank Royale through `tools/robocode_shim/`, captured by
`tools/robocode_shim/src/robocode_shim/TrBattleCapture.java` (file
`TR_BRIDGE_FIXTURES.md`). Primary file `tr_drussgt_vs_modularbot.jsonl`:
15 rounds, 20,026 ticks, ModularBot fired 1,134 shots. At capture time DrussGT
was reacting to *our* real bullets. **Closed-loop proven, not asserted:**
`tools/robocode_shim/analyze_closed_loop.py` event-locks `|Δheading|` to
ModularBot's fire times (a heat-limited near-metronome, median interval
14 ticks) and gets an oscillating response with the fire period; the
cross-correlation peaks at **r = +0.111, lag 12, permutation p = 0.005** (null
peak mean +0.016), and the **own-fire control is flat**, so the lock is
enemy-driven, not internal cadence. **Still perfect-information**, and
open-loop *at replay time* — "closed_loop" describes the capture, not a later
replay. TR angle conversion residual is ~1.5° mean (vs 0.000° classic) because
the TR server moves along the pre-turn heading. **[MEASURED]**
(`TR_BRIDGE_FIXTURES.md`).
| Fixture | Source | rounds | ticks | adversary / note |
|---|---|---:|---:|---|
| `circular` … `energy-threshold-turner` | synthetic | — | 150–260 | 8 known-rule trajectories |
| `contrast_stationary_sittingduck`, `contrast_straightline` | classic-robocode | 1 each | 1,451 | sanity contrasts |
| `drussgt_vs_spinbot` | classic-robocode | 20 | 5,002 | open-loop, perfect-info |
| `drussgt_vs_ramfire` | classic-robocode | 20 | 3,240 | open-loop, perfect-info |
| `drussgt_vs_crazy` | classic-robocode | 20 | 9,025 | open-loop, perfect-info |
| `drussgt_vs_corners` | classic-robocode | 20 | 4,975 | open-loop, perfect-info |
| `drussgt_vs_drussgt` | classic-robocode | 2 | 6,555 | open-loop, perfect-info (mirror) |
| `tr_drussgt_vs_modularbot` | tr-bridge | 15 | 20,026 | **closed-loop at capture**, perfect-info |
| `tr_drussgt_vs_modularbot_shield` | tr-bridge | 10 | 12,629 | shield on |
| `tr_drussgt_vs_spinbot` / `_crazy` / `_corners` | tr-bridge | 10 each | 10,824 / 11,507 / 2,575 | closed-loop at capture |
### 1.3 The live boss — the real DrussGT jar
`tools/robocode_shim/` runs the **unmodified** `DrussGT.jar` (159,289 bytes,
md5 `5cd6015dcc6d6da8a7e6aeecb1fec211`) as a Tank Royale bot. The classic
`robocode.*` API is a thin delegation layer over the public
`IBasicRobotPeer`/`IAdvancedRobotPeer` seam, so the shim reuses the genuine
`robocode.jar` and implements only the 75-method peer interface
(`ClassicPeer`), plus `BotHost`/`ThreadManagerFix`. DrussGT compiles with zero
shim API symbols and runs real battles; the EnergyDome shield is disabled by
default (pure wave surfer). Known physics divergences (move/turn ordering,
distance bookkeeping, etc.) are enumerated in section 5.9 of
`tools/robocode_shim/README.md`. **[MEASURED]**.
The boss is far stronger than us: in the capture battle DrussGT beat ModularBot
**1447–300 over 15 rounds** (ModularBot won round 5 only), firing 1,400 bullets
at a **12.1%** hit rate against ModularBot's 1,134 bullets at **5.3%**. That is
the number the whole gun rack is trying to move. **[MEASURED]** (commit
`17c99f5`, `TR_BRIDGE_FIXTURES.md`).
### 1.4 A/B methodology — server-side per-run hit rate, never scores
The A/B that decides configs uses **server-side ground truth**, not the bot's
own counters and not scores. **[MEASURED]** (`/tmp/analyze.py`,
`/tmp/compare.py`, `/tmp/ab_logs3/FINAL_AB.txt`):
1. The battle runner writes a per-shot **events sidecar** (`/tmp/events_*.json`)
with `fire` / `hit` / damage events stamped with the server's per-round
bullet id (`GunEngine.nextBulletId`). `26b66cb` proved per-gun attribution:
the server assigns the id once and reuses it on `BulletFired`,
`BulletHitBot`, `BulletHitWall`, `BulletHitBullet`; hits that arrive before
the fire event (client priority 70 > 60) are deferred. 99.9% of shots and
99.8% of hits were attributed in that session.
2. A config is judged on its **per-run real hit rate** (`hits/shots` for one
battle), and two configs are called different only if their per-run ranges
**do not overlap**. This is why the overnight A/B reports "SEPARATED" or
"OVERLAP" for every pair rather than a single pooled p-value.
3. **Scores are not used to judge configs.** Single-run scores swing by a
couple of hundred points: the 13 shipped-config runs span **175–526**
(s.d. ≈ 105, range 351; `/tmp/battle_base_r*.log`), so a ~210-point
2-s.d. band swamps any plausible config effect. The gate study (`3c90a59`)
made the same call: no per-adversary score delta exceeded the ~300-point
run-to-run noise band.
The bot-side per-gun attribution (`realShots`/`realHits` in
`/tmp/gun_stats_base_r*.jsonl`) covers ~87% of the server's total shots
uniformly (13 runs: 220/3,157 = 6.97% attributed vs 251/3,612 = 6.95%
server-side), so it is used for per-gun *ranking* but the server sidecar is the
ground truth for config decisions. **[MEASURED]** (re-aggregated from
`/tmp/events_base_r*.json` and `/tmp/gun_stats_base_r*.jsonl`).
---
## 2. The metric lesson: virtual hit rate is a poor ranker, not a proxy for real hit rate
This is the most important conceptual result of the night and it invalidates a
naive reading of every offline table in this report.
**[MEASURED]** Aggregating the 13 shipped-config runs against the live DrussGT
boss (`/tmp/gun_stats_base_r{1..13}.jsonl`; `python3 /tmp/agg2.py base`), the
Spearman rank correlation between a gun's **virtual** hit rate and its **real**
hit rate is
```
Spearman(virtual rank, real rank) = -0.374 (n = 13 guns, all with ≥10 real shots)
```
The correlation is **weak and sign-unstable** — the honest headline is that
virtual hit rate is a **poor ranker**, not a reliable inverse. The table below
is what a poor ranker looks like: on this run set the ordering it produces
tracks the opposite of the real ordering, but that does not hold on other run
sets (see the full measurement set after the table). An earlier version of this
report stated this as a clean inversion; a later 15-run measurement refuted
that.
| Gun | Selected (ticks) | Real hits/shots | Real % | Virtual % |
|---|---:|---:|---:|---:|
| Linear | 2,707 | 9/84 | **10.7** | 10.2 |
| Circular | 4,051 | 17/172 | **9.9** | 11.9 |
| KNN | 4,886 | 11/122 | **9.0** | 7.5 |
| Pattern | 14,786 | 50/582 | **8.6** | 12.0 |
| Accel | 9,205 | 28/382 | **7.3** | 12.1 |
| AvgLead | 5,119 | 14/200 | **7.0** | 12.3 |
| GuessFactor | 2,345 | 5/72 | **6.9** | 10.3 |
| DecayGF | 1,360 | 3/47 | **6.4** | 9.2 |
| WallBounce | 7,618 | 18/288 | **6.2** | 12.9 |
| StopShot | 3,348 | 8/132 | **6.1** | 12.6 |
| Tsetlin | 3,284 | 6/103 | **5.8** | 12.9 |
| Displace | 2,664 | 4/75 | **5.3** | 12.3 |
| HeadOn | 16,975 | 47/898 | **5.2** | 8.6 |
Read the top and bottom: **Tsetlin, WallBounce and StopShot have the highest
virtual rates (12.6–12.9%) and near-bottom real rates (5.8–6.2%); Linear and
KNN sit at 10.2% / 7.5% virtual but 10.7% / 9.0% real.** On this run set the
virtual ordering inverts the real one — but because the sign flips on other
run sets (next paragraph), the safe reading is that the virtual ranking is
**uninformative about the real ranking**, not that it is reliably inverted.
**Why this matters for selection.** What has kept the rack alive is the
selector's **floor/tie hedging**, not its ranking: removing the floor
(`GUN_SELECTOR_FLOOR=0.0`, config `floor00`) drops the rack from 6.95% to
**5.08%** at 175 dmg/run (vs 251) over 788 shots. **[MEASURED]**
(`/tmp/compare.py`). So the selector is useful because it refuses to commit to
a bad field, not because its virtual-rate ordering is good.
**The headline: across run sets the correlation is sign-unstable, so it is near
zero on average — not robustly negative.** The full set of independent
Spearman measurements (13-run source `/tmp/agg2.py base`; 5-run configs
`/tmp/ab_logs3/FINAL_AB.txt`; 15-run paired baseline §3) is:
| Run set / aggregation | Spearman |
|---|---:|
| 13-run base, shipped `relative+path` | **−0.374** |
| 15-run paired baseline (different but equally defensible aggregation) | **+0.335** |
| 5-run 12-round A/B, `relative+path` | +0.522 |
| 5-run A/B, `absolute+point` | −0.371 |
| 5-run A/B, `absolute+path` | −0.073 |
| 5-run A/B, `relative+point` | −0.037 |
Two **opposite signs on large samples** (−0.374 over 13 runs, +0.335 over 15
runs, all over the same 13 guns) mean virtual hit rate is **not** a reliable
inverse of real hit rate. It is a **poor ranker**: weak correlation, sign
flipping between run sets, near zero on average. The practical conclusion is
unchanged — do not build a ranking rule on it — but an **earlier version of
this report overstated the mechanism as an inversion**; the later 15-run
measurement refuted that. **[MEASURED]** + **[INFERRED]** (the six numbers are
measured; "poor ranker / near zero on average" is the reasoning).
### 2.1 The metric A/B: point vs path (this one is real, and it is selection)
`GUN_VBULLET_METRIC` picks how a virtual bullet is scored
(`common_libs/gun_harness/virtual_bullets.nim`):
- `bmPoint` — resolve at the fire-time aim distance and score that single
point. Measures prediction accuracy.
- `bmPath` (**shipped**) — fly the ray to the wall and test each swept segment
against the target radius. Measures hypothetical hit chance.
**[MEASURED]** Live A/B against the boss, 5 battles × 12 rounds, one frozen
binary (commit `3b5d70b`; per-run detail in `/tmp/ab_logs/FINAL_ANALYSIS.txt`):
| Metric | Shots | Hits | Real hit rate | Per-run rates | Spearman |
|---|---:|---:|---:|---|---:|
| point | 4,660 | 219 | 4.70% | 5.53 / 5.30 / 4.92 / 3.16 / 4.57 | −0.04 |
| path | 4,834 | 359 | **7.43%** | 6.76 / 8.20 / 8.24 / 6.55 / 7.30 | +0.52 |
The distributions **do not overlap**: path's worst run (6.55%) beats point's
best (5.53%). +2.73 pp, +58% relative, z = 5.56, p < 0.0001. Range
distributions were identical (~460–478 px), so this is not a range confound.
**The gain is selection, not better gun learning.** Under `point` every gun's
virtual rate is compressed into 0.6–4.4%, so HeadOn sits inside the 2 pp tie
margin and takes **72.6% of selection ticks / 76.9% of shots** while ranking
11th of 13 by real hit rate (2.3%). Under `path` the band widens to 4.7–13.7%
and HeadOn's shot share falls to 35.9%, so Pattern/Accel/WallBounce get picked.
The counterfactual confirms it: 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. **[MEASURED]** (commit `3b5d70b`).
Offline range total moves the same way: **34.3%** under point
(`/tmp/final_range.txt`, 35,636/104,000) vs **50.8%** under path
(`/tmp/range_path.txt`, 52,770/103,938). The offline totals are inflated by the
perfect-information synthetic fixtures (three of them score 100% under path for
every gun), so the offline totals are *not* comparable to live rates — only to
each other.
### 2.2 The selector-threshold A/B: absolute vs relative
The legacy thresholds were calibrated for a rate scale that does not exist.
**[MEASURED]** offline replay of a *fogged live* `WorldState` vs DrussGT
(1,397 selection ticks, `/tmp/ab_logs3/selector_diag.txt`):
| Config | Floor fires | HeadOn selection share | bestRate med |
|---|---:|---:|---:|
| absolute + point | 53.0% | 69.1% | 8.0% |
| relative + point | 21.2% | 43.5% | 5.25% |
| absolute + path | 3.0% | 23.1% | 24.0% |
| relative + path (shipped) | 8.4% | 24.2% | 16.75% |
The `0.10` absolute floor fires on **53.0%** of point-metric ticks and forces
HeadOn, whose real rate was 2.0–4.4%. (An earlier claim that the floor fires
*always* is **refuted**: it is 53%, because `bestRate` is a max over
gun×power-bin and an occasional ≥50-sample bin clears 10%.)
The scale-aware replacement (commit `dea4dcb`):
`RelTieMargin = 0.20` (tie band is a fraction of `bestRate`), `FloorPeakFrac =
0.25` (floor fires only if the field collapsed vs its own recent peak over a
256-tick window, counting only guns with ≥ MinObsBeforeCompete = 50 samples),
and pooled-over-bins ranking instead of max-over-bins.
Live A/B, 3 runs × 10 rounds (commit `dea4dcb`, `/tmp/ab_logs3/FINAL_AB.txt`):
| Config | Per-run rates | Pooled | vs `absolute+point` |
|---|---|---:|---|
| absolute + point | 3.66 / 2.45 / 5.01 | 3.76% | — |
| absolute + path | 7.55 / 8.21 / 6.83 | 7.57% | SEPARATED (p<0.0001) |
| relative + point | 7.66 / 6.18 / 5.79 | 6.59% | SEPARATED |
| relative + path (**shipped**) | 7.15 / 7.55 / 6.90 | 7.21% | SEPARATED |
`absolute+path` is nominally 0.35 pp above `relative+path`, but they **overlap**
(p = 0.64); so do `relative+point` and both path configs. The **metric** is the
dominant lever; under `path` the two threshold models are statistically tied.
`relative` was shipped because it is the principled scale-aware fix, works
under both metrics, and prevents the point-metric catastrophe if anyone
switches back. **[MEASURED]**.
---
## 3. Per-gun performance on real numbers
The final per-gun table, shipped config, **13 runs vs the live DrussGT boss,
3,612 server-side shots, 6.95% overall** (server sidecar; per-run rates 6.77 /
5.90 / 6.57 / 6.34 / 6.10 / 7.59 / 2.90 / 7.95 / 7.49 / 9.18 / 8.44 / 7.48 /
6.42%; 251 dmg/run). Per-gun rows are the bot-side attribution over the same
runs. The **same binary** on a different 15-run set gives **6.18%** (events
6.16%, 200 dmg/run, §3 pruning baseline), so every rate here is quoted with its
run count — a single figure is not definitive. **[MEASURED]** (commit `2c94dc2`;
`/tmp/gun_stats_base_r*.jsonl`, re-aggregated with `/tmp/agg2.py base`;
`/tmp/events_base_r*.json`).
| Verdict | Gun | Real hits/shots | Real % | Virtual % | Selected |
|---|---|---:|---:|---:|---:|
| **KEEP** | Linear | 9/84 | 10.7 | 10.2 | 2,707 |
| **KEEP** | Circular | 17/172 | 9.9 | 11.9 | 4,051 |
| **KEEP** | KNN | 11/122 | 9.0 | 7.5 | 4,886 |
| **KEEP** | Pattern | 50/582 | 8.6 | 12.0 | 14,786 |
| **KEEP** | Accel | 28/382 | 7.3 | 12.1 | 9,205 |
| **KEEP** | AvgLead | 14/200 | 7.0 | 12.3 | 5,119 |
| MARGINAL | GuessFactor | 5/72 | 6.9 | 10.3 | 2,345 |
| MARGINAL | DecayGF | 3/47 | 6.4 | 9.2 | 1,360 |
| MARGINAL | WallBounce | 18/288 | 6.2 | 12.9 | 7,618 |
| MARGINAL | StopShot | 8/132 | 6.1 | 12.6 | 3,348 |
| BELOW — KEEP | Tsetlin | 6/103 | 5.8 | 12.9 | 3,284 |
| BELOW — KEEP | Displace | 4/75 | 5.3 | 12.3 | 2,664 |
| **FLOOR — STAYS** | HeadOn | 47/898 | 5.2 | 8.6 | 16,975 |
**Verdicts.**
- **KEEP: Linear, Circular, KNN, Pattern, Accel, AvgLead.** These six are at or
above the 6.95% overall, yet their virtual rates are mid-pack to low: the
metric's three favourites (Tsetlin 12.9%, WallBounce 12.9%, StopShot 12.6%)
are near the *bottom* of the real ranking, while the real leader (Linear) sits
at 10.2% virtual. Further evidence the virtual ranking is uninformative about
the real ranking (and, on this run set, roughly its opposite).
- **MARGINAL: GuessFactor, DecayGF, WallBounce, StopShot.** Within ~1 pp of
overall on small N (47–288 shots). They are not obviously worth deleting, but
they have not earned a larger share.
- **BELOW OVERALL — but KEEP: Tsetlin, Displace.** Both sit below the 6.95%
overall on small N (75–103 shots), which an earlier version of this report
read as an implied recommendation to drop. That was **tested and refuted**:
15 **paired** runs per variant against DrussGT (identical seeds, 8 rounds,
same binary) gave baseline 3,238 shots / 6.18% (events 6.16%) / 200 dmg/run;
Tsetlin disabled 3,522 shots / 5.76% (events 5.71%) / 197 dmg/run; and
Tsetlin+Displace disabled 3,478 shots / 5.46% (events 5.37%) / 183 dmg/run.
Paired permutation tests: −0.34 pp (p = 0.57) and −0.70 pp (p = 0.21); the
per-run distributions completely overlap, and a Crazy (non-surfer) control
showed no separation either. Removing the measured-worst real performers is
therefore **neutral-to-slightly-negative** on both hit rate and damage. With
sd ≈ 1.8 pp a definitive claim would need far more runs, so **keep the full
rack** — being below overall does not justify removal. **[MEASURED]**.
- **HeadOn MUST STAY** despite being lowest (5.2%). It is the floor fallback:
when the field collapses the selector returns gun 0. Disabling the floor
measurably hurt — 5.08% / 175 dmg vs 6.95% / 251 dmg (config `floor00`,
788 shots). Do not delete HeadOn to improve the per-gun average; that
average is computed over shots it only gets because nothing better was
available. **[MEASURED]** (`/tmp/compare.py`).
**The 16-candidate ranking A/B found no winner.** Runtime knobs were added to
the selector (`GUN_SELECTOR_WINDOW`, `MINOBS`, `TIE`, `FLOOR`, `POOL`, `RANK`,
`SHRINK`, `SEED`; `rankScore` supports mean/Wilson/UCB/Thompson/shrinkage), all
defaulting to the shipped values. 16 candidates were A/B'd against the boss.
None credibly beat the shipped config; every candidate's per-run interval
overlaps base, and the nominal "winners" are ≤0.6 SE apart on far fewer shots.
**[MEASURED]** (commit `2c94dc2`; `/tmp/compare.py`):
| Config | Runs | Shots | Rate % | dmg/run | Spearman |
|---|---:|---:|---:|---:|---:|
| **base (shipped)** | 14* | 3,612 | **6.95** | 251 | −0.374 |
| tie00 (TIE=0.0) | 2 | 540 | 7.04 | 242 | +0.018 |
| win50 (WINDOW=50) | 2 | 559 | 6.08 | 216 | +0.588 |
| wilson (RANK=wilson) | 13 | 3,045 | 6.67 | 196 | +0.088 |
| thompson (RANK=thompson) | 2 | 531 | 4.90 | 166 | +0.083 |
| maxbin (POOL=0) | 2 | 574 | 5.23 | 198 | −0.264 |
| minobs20 (MINOBS=20) | 2 | 535 | 5.98 | 212 | +0.144 |
| tie05 (TIE=0.05) | 12 | 3,357 | 6.20 | 222 | −0.060 |
| tie10 (TIE=0.10) | 2 | 556 | 6.65 | 233 | −0.150 |
| tie40 (TIE=0.40) | 2 | 583 | 6.35 | 216 | −0.160 |
| floor10 (FLOOR=0.10) | 6 | 1,694 | 6.49 | 232 | −0.578 |
| t05f10 (TIE=0.05, FLOOR=0.10) | 4 | 1,073 | 5.50 | 190 | −0.041 |
| wilf10 (RANK=wilson, FLOOR=0.10) | 4 | 1,252 | 6.71 | 271 | −0.410 |
| floor00 (FLOOR=0.0) | 3 | 788 | **5.08** | 175 | +0.055 |
| f00t05 (FLOOR=0, TIE=0.05) | 3 | 540 | 6.48 | 153 | +0.226 |
| f00wil (FLOOR=0, RANK=wilson) | 2 | 595 | 6.72 | 221 | −0.116 |
| f00w50 (FLOOR=0, WINDOW=50) | 2 | 593 | 6.58 | 210 | +0.178 |
\* compare.py counts 14 events files, but run 14 has no fire events; the 13
runs with data carry all 3,612 shots.
**No ranking rule produced a stable, useful correlation.** The best Spearman in
the table (win50, +0.588) is on 2 runs / 559 shots; none of the 16 tested rules
recovered a sign-stable signal. The shipped config's −0.374 is the largest
single-run estimate but is contradicted in sign by the +0.335 over 15 runs, so
a single Spearman value on one run set is not a reliable estimate.
**[MEASURED]** + **[INFERRED]**.
### 3.1 Offline range: which gun wins which trajectory family
Shipped `path` metric, `/tmp/range_path.txt` (52,770/103,938 = 50.8%). Cells
are hit-% per gun per fixture; **bold** = best gun for that fixture. 400 shots
per gun per fixture.
| Fixture | HeadOn | Linear | Tsetlin | Circular | GuessF | Pattern | WallBn | Accel | StopSh | Displ | AvgLead | DecayG | KNN |
|---|---:|---:|---:|---:|---:|---:|---:|---:|---:|---:|---:|---:|---:|
| circular | 12 | 29 | 29 | **100** | 15 | 66 | 34 | 100 | 27 | 18 | 54 | 13 | 73 |
| constant-velocity | **100** | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
| contr-SittingDuck | **100** | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
| contr-StraightLine | 43 | **100** | 72 | 100 | 100 | 100 | 94 | 98 | 84 | 98 | 100 | 100 | 77 |
| decel-before-turn | 79 | **100** | 90 | 100 | 100 | 100 | 100 | 100 | 98 | 100 | 100 | 100 | 78 |
| classC-corners | 6 | 9 | **23** | 17 | 9 | 17 | 12 | 19 | 19 | 22 | 13 | 10 | 4 |
| classC-crazy | 4 | 36 | 24 | 34 | 35 | 32 | **54** | 35 | 22 | 26 | 39 | 27 | 22 |
| classC-mirror | **12** | 6 | 7 | 6 | 6 | 9 | 6 | 7 | 8 | 5 | 8 | 7 | 8 |
| classC-ramfire | 35 | 50 | 32 | 54 | 50 | 54 | 49 | 49 | 35 | 30 | **56** | 52 | 46 |
| classC-spinbot | 3 | **58** | 10 | 50 | 58 | 37 | 48 | 50 | 13 | 46 | 52 | 58 | 42 |
| energy-threshold-turner | 58 | 34 | 39 | **100** | 34 | 88 | 38 | 100 | 40 | 44 | 63 | 34 | 42 |
| oscillator | **100** | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
| random-walk | 26 | 67 | 64 | 28 | 63 | 41 | **68** | 26 | 61 | 67 | 55 | 62 | 47 |
| stationary | **100** | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 100 |
| TR-corners | 3 | 30 | 28 | 33 | 39 | 26 | 33 | 34 | 30 | 34 | **56** | 29 | 32 |
| TR-crazy | 5 | 7 | 12 | 16 | 2 | 14 | 19 | **28** | 11 | 20 | 27 | 2 | 3 |
| TR-ModularBot | 15 | 12 | 18 | 13 | 12 | 12 | 14 | 15 | **21** | 12 | 13 | 11 | 7 |
| TR-MB-shield | 4 | 10 | 32 | 27 | 10 | 28 | 32 | 28 | 24 | **37** | 21 | 27 | 5 |
| TR-spinbot | 3 | 21 | 20 | 21 | **37** | 37 | 25 | 30 | 27 | 14 | 24 | 15 | 11 |
| wall-bounce | 0 | 49 | 44 | 48 | 37 | 41 | **100** | 60 | 41 | 34 | 52 | 34 | 28 |
Aggregated hit-% by family (400 shots/gun/fixture):
| Family | HeadOn | Linear | Tsetlin | Circular | GuessF | Pattern | WallBn | Accel | StopSh | Displ | AvgLead | DecayG | KNN |
|---|---:|---:|---:|---:|---:|---:|---:|---:|---:|---:|---:|---:|---:|
| synthetic (8) | 59 | 72 | 71 | 84 | 69 | 79 | 80 | **86** | 71 | 70 | 78 | 68 | 71 |
| classic DrussGT (5) | 12 | 32 | 19 | 32 | 32 | 30 | **34** | 32 | 20 | 26 | 34 | 31 | 25 |
| TR bridge (5) | 6 | 16 | 22 | 22 | 15 | 23 | 24 | 27 | 23 | 23 | **28** | 17 | 12 |
| all 20 | 35 | 51 | 47 | 57 | 49 | 55 | 56 | **59** | 48 | 50 | 57 | 49 | 46 |
**Which gun wins which trajectory (offline, path metric):**
- **Stationary / constant-velocity / oscillator / decel-before-turn /
straight-line:** every useful gun ≥ 94% (perfect-information + path metric
makes these uninformative). Only HeadOn (43–79%) and KNN (77–78%) stand out
as weak.
- **Circular:** Circular and Accel 100% by construction; KNN 73, Pattern 66.
- **Wall-bounce:** WallBounce 100, Accel 60, AvgLead 52 — the only fixture
where WallBounce is dominant.
- **Random-walk:** WallBounce 68, Displace 67, Linear 67, Tsetlin 64; Accel
collapses to 26.
- **Energy-threshold rule:** Circular and Accel 100, Pattern 88, AvgLead 63.
Tsetlin 39 — it beat Linear (34) but is far from reading the rule.
- **Classic DrussGT (a real surfer):** WallBounce 34 and AvgLead 34 at the top,
HeadOn 12 at the bottom. Cornered surfing is the one case where Tsetlin (23)
leads.
- **TR bridge DrussGT:** AvgLead 28 overall; Accel 28 on TR-crazy, AvgLead 56
on TR-corners, StopShot 21 on the ModularBot mirror, Pattern 37 on TR-spinbot.
**Do not read the offline winner as the rack verdict.** The offline range's
*classic DrussGT* order (WallBounce 34 top, KNN 25 low) is close to the
**inverse** of the real order (KNN 9.0% third, WallBounce 6.2% ninth). The
offline range is excellent for catching structural bugs (§6) and for
per-trajectory sanity, and poor as a selector signal. **[MEASURED]** +
**[INFERRED]**.
---
## 4. Verdict table
| Gun | Family / model | Real % (13 runs) | Offline all-20 % | Verdict |
|---|---|---:|---:|---|
| Linear | constant-velocity lead | 10.7 | 51 | **KEEP — this is what a surfer cannot defeat; keep warm** |
| Circular | constant-turn lead | 9.9 | 57 | **KEEP** |
| KNN | k-NN on motion history | 9.0 | 46 | **KEEP — offline under-rates it badly** |
| Pattern | pattern replay | 8.6 | 55 | **KEEP** |
| Accel | acceleration-aware lead | 7.3 | 59 | **KEEP** |
| AvgLead | windowed average lead | 7.0 | 57 | **KEEP** |
| GuessFactor | GF histogram | 6.9 | 49 | MARGINAL — small N, no clear edge |
| DecayGF | recency-weighted GF | 6.4 | 49 | MARGINAL |
| WallBounce | wall-reflection model | 6.2 | 56 | MARGINAL — offline favourite, real underperformer |
| StopShot | deceleration/stop point | 6.1 | 48 | MARGINAL |
| Tsetlin | Tsetlin-Machine correction | 5.8 | 47 | **KEEP — below overall; pruning tested neutral-to-negative (§3)** |
| Displace | displacement vector | 5.3 | 50 | **KEEP — below overall; pruning tested neutral-to-negative (§3)** |
| HeadOn | aim at current position | 5.2 | 35 | **KEEP — mandatory floor fallback** |
| TMSelect | TM mixture-of-experts gate | — | — | **DISABLED (`EnableTmSelector = false`)** — see §6.4 |
---
## 5. What "worth keeping" means, and what is not proven
The KEEP/MARGINAL/BELOW split is a statement about a **single adversary (a
wave surfer)**, judged on the shipped config, on a few hundred real shots per
gun. It is a starting point, not a final ranking. In particular, **BELOW does
not mean "drop"**: pruning the measured-worst real performers (Tsetlin, then
Tsetlin+Displace) was tested in 15 paired runs each and was
neutral-to-slightly-negative on both hit rate and damage (§3), so the verdict
is **keep the full rack**. The concrete caveats are in §7.
---
## 6. Bugs found and fixed tonight (why earlier rack verdicts were wrong)
Five of these changed the rack ordering; all are [MEASURED] from the commit
messages and the offline range.
### 6.1 The GF family aimed at the fire-time RADIUS, not the angle
`guess_factor`, `decay_gf` and `knn_gun` aimed at the fire-time distance. But
the virtual-bullet metric resolves a bullet at its **aim-point distance** and
scores that single point against the enemy's position on that tick, so with any
radial target motion the bullet stopped at the wrong radius and missed even
with a perfect angle. **Angle-only prediction is structurally unscoreable
under the point metric.** Two competing hypotheses were tested and **both
refuted**: (a) MEA range too narrow — 0 clamped shots out of 837/849/957, with
required offsets peaking at ~33° against MEA 28.1–46.7°, and `arcsin(8/bulletSpeed)`
correctly uses max robot *speed*, not the hit radius; (b) wrong GF peak — a
sweep of every constant GF value showed the oracle-best constant offset was
only 6% on circular, 4% on wall-bounce, 7.5% on random-walk. Learning was fine
too (~850–960 observations per fixture, 0 starved waves). **[MEASURED]**
(commit `7f706e5`).
Fix: a self-consistent constant-velocity `lead_forecast.nim` base, so the
histogram learns the **residual** and the aim point lands at the right radius;
also fixed `linear.nim` (it did a one-shot extrapolation and never iterated its
flight time). Before/after, offline: circular GF 6→23, DecayGF 6→21;
wall-bounce GF 0→60.2, DecayGF 0→60.2; constant-velocity GF/DecayGF/KNN
26→100; random-walk GF 0→53; StraightLine GF 8→77. The oracle-best constant GF
moved 6%→20% (circular), 4%→57% (wall-bounce), 7.5%→49% (random-walk),
proving the structural fix independently of tuning. **Honest trade-off:** on
the 5 real DrussGT surfer captures the GF family regressed (GuessFactor
108→55, DecayGF 108→76, KNN 101→74 hits/2000) because a linear base is a poor
model for a surfer and the residual histogram is noisier than the old
total-lead histogram.
That regression was then recovered by **blending the range** between a
radial-only forecast and the geometric one by the measured radial fraction
(`radialFrac`), keeping the constant-velocity bearing. Nine candidate bases
were measured and rejected with numbers (velocity scaling 0.8 recovered DrussGT
but destroyed wall-bounce 241→20; radial-only range wall-bounce 241→140;
short-window average worse than both; reversal/speed gates weaker than the
blend). Result (hits/2000): classic-5 GF 55→**171**, DecayGF 76→100; TR-5 GF
9→86, DecayGF 4→87; synthetic-10 GF 2702→2717. The only figure below the old
base is classic-5 DecayGF (108→100, within noise). **[MEASURED]** (commit
`e2ca2fc`).
### 6.2 The wave queues were starved 1-push-vs-4-pops
`predict()` stored **one** wave per tick while `onResult()` popped one per
resolved bullet (~4/tick), so the queue drained within a few dozen ticks and
~3 of every 4 resolutions returned without learning; 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** — GF, DecayGF and KNN had
degenerated into HeadOn clones. Fix: per-bin FIFO with an O(1) head cursor, at
most one push per (tick, bin). Also `maxBullets` 2,048→8,192: 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; a `droppedBullets` counter was added. After the fix
`vDropped = 0` and `vStarved = 0` across all 48 recorded rounds. **[MEASURED]**
(commit `0cc6821`).
### 6.3 Tsetlin's clauses saturated at ~714 included literals each
`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.
Root cause: `tmLearnOne` rewarded included true literals unconditionally,
omitting Granmo's `(c=0, lk=1) → toward Exclude` counter-force, so true
literals ratcheted toward Include forever; Type II was unreachable dead code
with the wrong direction; resource allocation was an `|error|` heuristic
instead of Granmo's `(T − clip(v,−T,T))/(2T)`; the label baseline had a
factor-2 shrink (`error = δ − 2c`, fixed point `c = δ/2`); hits zeroed their
residual; the enemy-energy feature was duplicated (`state.selfEnergy` fed
where `WorldState.enemyEnergy` exists, so energy rules were literally
unrepresentable); and `tmEvalClause` needed Granmo Eq. 6 (all-Exclude clause
outputs 1 during learning, 0 during classification) or fix #1 deadlocks every
clause at empty.
Measured effect (energy-threshold-turner, seed 1): mean included
literals/clause **714.0 → 13.8**; active clauses 100/100 → 53/100; nonzero
corrections 8/764 → 708/764; Tsetlin virtual hits **27/400 → 69/400** (Linear
43/400). 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. **[MEASURED]** (commit `8937000`; `/tmp/ab_logs3/final_test_tsetlin_gun.log`).
### 6.4 The TM classifier gun did not earn its slot (but its clauses are real)
A Tsetlin-Machine mixture-of-experts gate over
HeadOn/Linear/Circular/WallBounce/Accel was built with the corrected feedback
and labelled by which expert's prediction was closest to the actual enemy
position (an exact, supervised, per-shot label — no delayed credit). It loses
to the best of its own experts offline on nearly every fixture, and against
DrussGT it cost real performance:
```
baseline (path + relative) 7.56% real hit rate, 157 dmg
+ power fix 7.47%, 239 dmg
+ power fix + TM selector 5.59%, 133 dmg
```
It was selected on 806 ticks and fired 24 real shots at 4.2%. It ships disabled
(`EnableTmSelector = false`; code and wiring kept intact). **However, the gate
latched onto meaningful structure:** on the energy-threshold turner, HeadOn's
clauses key on the **energy bits** (the rule's own driving variable) while
Circular keys on distance/velocity. So the TM learned something real and
interpretable; it simply could not beat "always pick the best expert".
**[INFERRED]** root cause: the closest-expert label is noisy because several
experts are near-tied, and under the path metric the winner varies by power bin
while the gate sees one shared per-tick input, so a one-vs-rest gate over a
saturated 870-bit clause space has no margin to exploit. A standalone Granmo
classifier on the same encoding reaches ~99% on the rule but, per the
counterfactual probe, does **not** read energy (follow rate 24% high / 62% mean
— statistically identical at 1, 2 and 10 frames), so even the "it learned the
rule" claim is limited to ~99% accuracy, not to a readable energy threshold.
The best recovered proposition was `!g9 ∧ !g8` (energy < 25.6, not the labelled
30) — a genuine simple threshold, but not the ensemble's decision mechanism.
**[MEASURED]** (commits `57b2ac3`, `d5061ee`; `test_tm_pattern_learning.nim`).
### 6.5 The selector thresholds were absolute on a rescaled metric
Covered in §2.2: the `0.10` absolute floor fired on 53.0% of point-metric ticks
and forced HeadOn (real 2.0–4.4%, 11th of 13); HeadOn selection share fell
69.1% → 43.5% under relative thresholds (and 23.1% → 24.2% under path). Also:
`bestGun` was first-index-wins argmax, so HeadOn at index 0 silently won every
tie until the random tie-break landed (`343e631`); `bestPower` had the same
absolute-40% defect (below).
### 6.6 Power selection was stuck at power 1.0 (`MinHitRate = 0.40`)
`bestPower` used an **absolute** `MinHitRate = 0.40` bar. Measured per-bin
virtual rates show no bin ever clears 40%, so 11 of 14 guns were stuck at bin 0
(power 1.0) even where higher bins were comparable:
```
Linear p1.0 44% p1.5 39% p2.0 30% p3.0 29% old bin 0 -> new bin 3
Accel p1.0 44% p1.5 40% p2.0 26% p3.0 29% old bin 1 -> new bin 3
Pattern p1.0 50% p1.5 40% p2.0 27% p3.0 12% old bin 1 -> new bin 2
```
Replaced with a scale-aware `PowerBarFrac = 0.50` (a dimensionless fraction of
the gun's own best-bin rate); 13 of 14 selections now pick heavier bullets.
Real effect vs DrussGT (8 rounds × 3 runs): hit rate unchanged (7.56% → 7.47%),
**damage +52% (157 → 239 per run)** and rounds end faster. **[MEASURED]**
(commit `57b2ac3`).
Smaller fixes in the same family: `bestPower` on a cold gun returned the
*highest* bin (empty bin satisfied the `count == 0` clause); `fitnessFor`
aggregated enemies in nondeterministic hash order; `stop_shot` had an
unreachable deceleration branch and several guns had tick-only caches that made
all four power bins return bin 0's lead (`e536900`). **[MEASURED]**.
### 6.7 The selector's tie-break was not actually random
`randomize()` was reached only **incidentally**, through the Tsetlin gun's
constructor, so ties resolved **identically across process restarts** — the
"random" tie-break was effectively deterministic. Now fixed with an explicit
startup seed plus a `GUN_SELECTOR_SEED` override. Evidence: unseeded runs vary
across processes, seeded runs are identical. **[MEASURED]**.
### 6.8 The arrival-accuracy tie-band does not beat the shipped band
**Hypothesis.** Rank by `path` (robust, keeps its measured advantage) but narrow
the tied random draw by **arrival accuracy** (`point`): a gun whose ray sweeps
the target generously can sit in the band while its bullets arrive badly, so
making the band informative should improve the real hit rate without removing
the load-bearing randomness.
**Implementation** (`GUN_SELECTOR_TIEBREAK`, `common_libs/gun_harness/`,
default `off`): each virtual bullet is additionally scored with the `point`
model at the exact tick it reaches its aim distance into a parallel
`GunFitness.pointBins` window, and the `path` tie band is narrowed to the guns
within `GUN_SELECTOR_POINT_TIE` (default 0.5) of the best in-band point rate. The
uniform random draw over the narrowed band is kept. `GUN_SELECTOR_TIEBREAK=point`
selects it; `=commit` is the no-randomness control. `off` performs no parallel
scoring at all, so the shipped path is byte-identical. The recording rule and
the ranking rule are pinned by `common_libs/tests/test_selector_tiebreak.nim`
(19 checks, no battle).
**Live A/B** vs the real DrussGT, one frozen binary, 7 runs x 7 rounds per arm,
server-side events sidecar (~200-260 shots/run). `d = base - arm` (positive =
arm worse); p is the exact two-sided permutation test on per-run rates.
**[MEASURED]** (`/tmp/battle_tb*_r*.log`, `/tmp/events_tb*_r*.json`):
| Arm | Runs | Shots | Real % | dmg/run | d | p |
|---|---:|---:|---:|---:|---:|---:|
| `tbbase` (shipped) | 7 | 4,128 | **7.17** | **175** | — | — |
| `tbpt` (path + point narrow) | 7 | 3,938 | 7.08 | 165 | +0.14 | 0.88 |
| `tbpc` (`=commit` control) | 7 | 3,759 | 4.44 | 98 | +2.74 | **0.0012** |
| `tbpt25` (point margin 0.25) | 7 | 3,683 | 5.59 | 119 | +1.65 | 0.20 |
| `tbtie05` (`TIE=0.05`) | 7 | 3,937 | 5.84 | 133 | +1.49 | 0.11 |
| `tbtie40` (`TIE=0.40`) | 7 | 3,917 | 6.28 | 144 | +1.00 | 0.25 |
| `tbwin50` (`WINDOW=50`) | 7 | 3,983 | 6.05 | 139 | +1.20 | 0.11 |
| `tbfloor10` (`FLOOR=0.10`) | 7 | 3,829 | 5.33 | 118 | +2.12 | 0.11 |
The mechanism DID fire — the tie-break re-shaped the selection mix (over all 7
runs: Pattern 24%→16%, Accel 6%→16%, Tsetlin ~0%→13% under `tbpt`; the
no-randomness control `tbpc` collapses to HeadOn 43% vs 27%) — but it **did not
improve the real hit rate**: 7.08% vs 7.17%, fully
overlapping per-run ranges (base 5.29-8.73, arm 3.71-10.39), p = 0.88. The
no-randomness control `tbpc` is **significantly worse** (4.44%, p = 0.0012),
which independently replicates the earlier "commitment to the virtual best
costs real hit rate" result and validates that the arm was live. Every knob
variant (`TIE`, `FLOOR`, `WINDOW`) is also nominally *worse* than the shipped
values, none credibly better. **Verdict: clean negative — the shipped selector
is unchanged** (`GUN_SELECTOR_TIEBREAK` defaults to `off`).
This is consistent with §2: the virtual rate is a poor ranker, and the
selector's value is its **floor/tie hedging**, not the ordering it computes.
Narrowing the band with a second virtual statistic changes *which* guns are
drawn without making that draw any better.
---
## 7. Known caveats and open problems
Stated without hedging.
1. **The headline per-gun numbers come from ONE adversary, a wave surfer.**
HeadOn is genuinely bad against surfers, so part of the rack ordering may be
matchup-specific. A SpinBot guard was inconclusive: ModularBot fires only
17–31 real shots/run against a fast bot because the range-aware firing gate
is strict at long range, so the guard had little power (Wilson looked better,
18.5% vs 8.6%, but on 70–92 shots with a 5–33% spread). **[MEASURED]**
(commit `2c94dc2`). A second, independent adversary at scale is missing.
2. **Per-gun real N is small.** 47–898 shots per gun; n < 200 gives roughly
±5 pp across a 3–15% spread. Single-gun ordering is **indicative, not
definitive**. The KEEP/MARGINAL/BELOW boundaries should be treated as soft.
3. **The fixtures are perfect-information and therefore optimistic.** Every
fixture is an observer capture with true positions every tick; the classic
set is additionally **open-loop** (replayed DrussGT never dodges our
bullets). Absolute offline hit rates are inflated by an unknown amount; only
relative comparisons are safe.
4. **The virtual metric is a poor ranker, not a reliable inverse.** The
correlation with real hit rate is weak and **sign-unstable** across run
sets: −0.374 over the 13-run base, +0.335 over a 15-run paired baseline
(different aggregation), +0.522 on the 5-run `relative+path` set, and
−0.371 / −0.073 / −0.037 on the other 5-run configs. Two opposite signs on
large samples mean it is near zero on average, not reliably anti-correlated;
an earlier version of this report overstated it as an inversion and a later
measurement refuted that. 16 candidate ranking rules all overlapped the
shipped config, so none produced a stable, useful correlation. The
selector's value lives in its **floor/tie hedging** (5.08% without the floor
vs 6.95% with it), not in its ranking. **[MEASURED]** + **[INFERRED]**.
5. **The TM classifier gun did not earn its slot.** It cost real performance
(7.47% → 5.59%, 133 dmg) despite showing interpretable energy structure in
its clauses (§6.4). It is disabled; re-enabling requires a fix to the gate
margin/label problem, not more training.
6. **Real-hit-rate-driven selection is not viable yet.** Only the selected gun
fires, so unselected guns get near-zero real shots (GuessFactor 20, Linear
24 vs HeadOn 733 in the point A/B); noise is fatal (n = 470 at p = 10% gives
±2.8 pp, most guns n < 200 gives ±5 pp+); and real rate is conditional on
when the gun was selected. A blended signal with forced exploration and
shrinkage is defensible in principle but needs thousands of shots per gun
across many battles. Real rate is currently best used **offline** as the
evaluation metric — which is exactly what the A/B does. **[MEASURED]**
(commit `dea4dcb`).
7. **The offline==online acceptance test is fixed and stable** (§1.1): the old
11/12 flakiness was a real replay bug (the replay spawned disabled gun 13,
and the shared order-sensitive ring then permuted every other gun's
resolution order), now fixed by mirroring the live rack. 5/5 consecutive runs
give a byte-identical 12/12 with the death boundary included.
8. **The selector's tie-break is now explicitly seeded** (§6.7). It had been
effectively non-random — `randomize()` was reached only incidentally through
the Tsetlin gun's constructor — so ties resolved identically across process
restarts. Fixed with an explicit startup seed plus a `GUN_SELECTOR_SEED`
override; seeded runs are reproducible, unseeded runs vary.
9. **The firing gate is not the bottleneck.** The shipped range-aware gate does
not beat a fixed 2.0° gate on hit rate (55.8% vs 57.9%, ~1.5 σ), though it
fires 22–28% more shots. No per-adversary score delta exceeded the
~300-point run-to-run noise band. **[MEASURED]** (commit `3c90a59`).
10. **The boss is ~2.3× more accurate than the whole rack** (12.1% vs 5.3% in
the capture). Closing that gap is the point of the rack; the current
best single gun is 10.7%.
---
## 8. Reproduction
Commands recorded in the commits and tool READMEs. (I was instructed not to
run builds/tests while writing this report; these are the documented
invocations, not a fresh verification by me.)
```bash
# Offline gun range over all 20 fixtures, shipped path metric (default):
nim c -r common_libs/tests/run_range.nim
# Point metric for comparison:
GUN_VBULLET_METRIC=point nim c -r common_libs/tests/run_range.nim
# Add timing:
nim c -r common_libs/tests/run_range.nim --timing
# Selector diagnostics (floor/tie/bestRate/HeadOn-share) on a fixture:
GUN_SELECTOR_MODE=relative nim c -d:release -r \
common_libs/tests/analyze_selector.nim tools/fixtures/drussgt_vs_spinbot.jsonl
# Offline == online acceptance (fixed; stable exact 12/12 — see §1.1):
nim c -r common_libs/tests/acceptance_offline_vs_online.nim
# Tsetlin gun clause sparsity / divergence:
nim c -r common_libs/tests/test_tsetlin_gun.nim
# TM readability (standalone Granmo classifier on the energy-threshold rule):
nim c -r common_libs/tests/test_tm_pattern_learning.nim
# Live boss (real DrussGT jar; jars stay out of git, see the README):
# tools/robocode_shim/run_bridge_battle.sh <bot_dir> <rounds> <capture.jsonl>
# Closed-loop evidence for the TR captures:
python3 tools/robocode_shim/analyze_closed_loop.py \
tools/fixtures/tr_drussgt_vs_modularbot.jsonl \
tools/robocode_shim/evidence/tr_drussgt_vs_modularbot.events.json
```
Per-gun aggregation scripts used for the tables above:
`python3 /tmp/agg2.py base` (virtual-vs-real + Spearman),
`python3 /tmp/compare.py` (server-side per-run A/B + overlap).
Raw range output: `/tmp/range_path.txt` (path), `/tmp/final_range.txt` (point).