e53690036b
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.
173 lines
6.5 KiB
Nim
173 lines
6.5 KiB
Nim
## Pattern-matching gun: searches movement history for a matching sequence,
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## then plays it forward to predict future position.
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## Reference: https://robowiki.net/wiki/Pattern_Matching
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## Coordinate system: 0° = East, CCW positive (Tank Royale standard).
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import std/math
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import gun_harness/gun_interface
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const
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HistorySize* = 500
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PatternLen* = 10 # ticks used as search key; ponytail: fixed, expose if tuning needed
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type
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MoveTick = object
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velocity: float ## signed speed (px/tick)
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headingDelta: float ## heading change in radians this tick
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PatternMatcherGun* = object
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buf: array[HistorySize, MoveTick]
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head: int ## next write index (circular)
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count: int ## filled entries (capped at HistorySize)
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prevHeading: float
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prevSpeed: float
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prevTick: int
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hasPrev: bool
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# Per-tick, speed-INDEPENDENT pattern state. Both the history search and the
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# replayed enemy path depend only on observed movement, never on bulletSpeed,
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# so they are built at most once per tick. The bullet lead (number of replay
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# steps + coast) is derived from this path on every call.
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cacheValid: bool
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cacheTick: int
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bestMatch: int ## -1 = no usable match (linear fallback)
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playStart: int
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playAvail: int
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pathX: array[HistorySize + 1, float]
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pathY: array[HistorySize + 1, float]
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pathHeading: array[HistorySize + 1, float] ## radians after s steps
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pathSpeed: array[HistorySize + 1, float] ## speed after s steps
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debugGraphics*: bool
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# --- circular buffer helpers ---
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proc write(g: var PatternMatcherGun, m: MoveTick) {.inline.} =
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g.buf[g.head] = m
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g.head = (g.head + 1) mod HistorySize
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if g.count < HistorySize: inc g.count
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proc readAt(g: PatternMatcherGun, i: int): MoveTick {.inline.} =
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## i = 0 is oldest, i = count-1 is newest
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g.buf[(g.head - g.count + i + HistorySize * 2) mod HistorySize]
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# --- linear fallback (same style as linear.nim) ---
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proc linearPredict(state: WorldState, bulletSpeed: float): (float, float) =
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let dist = hypot(state.enemyX - state.selfX, state.enemyY - state.selfY)
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let t = dist / bulletSpeed
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let hRad = degToRad(state.enemyHeading)
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let ex = clamp(state.enemyX + cos(hRad) * state.enemySpeed * t,
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BotRadius, state.arenaWidth - BotRadius)
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let ey = clamp(state.enemyY + sin(hRad) * state.enemySpeed * t,
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BotRadius, state.arenaHeight - BotRadius)
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(ex, ey)
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# --- pattern search + play-forward ---
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proc findBestMatch(g: PatternMatcherGun): int =
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## Speed-independent history search. Returns the start index of the best
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## matching pattern, or -1 when there is not enough history.
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if g.count < PatternLen * 2:
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return -1
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# key = last PatternLen entries
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let keyStart = g.count - PatternLen
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# scan backwards for best match (exclude the key itself)
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var bestScore = Inf
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var bestMatch = -1
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let scanEnd = g.count - PatternLen - 1 # last valid match start
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for i in countdown(scanEnd, 0):
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var score = 0.0
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for k in 0 ..< PatternLen:
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let a = g.readAt(keyStart + k)
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let b = g.readAt(i + k)
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let dv = a.velocity - b.velocity
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let dh = a.headingDelta - b.headingDelta
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score += dv * dv + dh * dh
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if score < bestScore:
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bestScore = score
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bestMatch = i
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bestMatch
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proc buildPath(g: var PatternMatcherGun, state: WorldState, bestMatch: int) =
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## Precompute the matched pattern replayed forward from the current state.
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## Only depends on observed movement, so it is valid for every power bin.
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g.playStart = bestMatch + PatternLen
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g.playAvail = g.count - 1 - g.playStart # ticks we can replay
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g.pathX[0] = state.enemyX
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g.pathY[0] = state.enemyY
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g.pathHeading[0] = degToRad(state.enemyHeading)
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g.pathSpeed[0] = state.enemySpeed
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for s in 1 .. g.playAvail:
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let m = g.readAt(g.playStart + s - 1)
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g.pathHeading[s] = g.pathHeading[s - 1] + m.headingDelta
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g.pathSpeed[s] = m.velocity
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g.pathX[s] = g.pathX[s - 1] + cos(g.pathHeading[s]) * g.pathSpeed[s]
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g.pathY[s] = g.pathY[s - 1] + sin(g.pathHeading[s]) * g.pathSpeed[s]
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proc projectFromPath(g: PatternMatcherGun, state: WorldState,
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bulletSpeed: float): (float, float) =
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## Speed-dependent lead: walk the cached path as far as this bulletSpeed's
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## estimated flight time reaches, then coast linearly for the remainder.
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# iterative time estimate
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let dist0 = hypot(state.enemyX - state.selfX, state.enemyY - state.selfY)
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var t = dist0 / bulletSpeed
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var ex = state.enemyX
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var ey = state.enemyY
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for _ in 0..4:
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let steps = min(int(t + 0.5), g.playAvail)
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ex = g.pathX[steps]
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ey = g.pathY[steps]
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# if we ran out of replay data, coast linearly from last simulated pos
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let remaining = t - steps.float
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if remaining > 0.0:
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ex += cos(g.pathHeading[steps]) * g.pathSpeed[steps] * remaining
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ey += sin(g.pathHeading[steps]) * g.pathSpeed[steps] * remaining
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let ndx = ex - state.selfX
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let ndy = ey - state.selfY
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t = sqrt(ndx * ndx + ndy * ndy) / bulletSpeed
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ex = clamp(ex, BotRadius, state.arenaWidth - BotRadius)
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ey = clamp(ey, BotRadius, state.arenaHeight - BotRadius)
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(ex, ey)
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# --- Gun interface ---
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proc predict*(g: var PatternMatcherGun, state: WorldState,
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bulletSpeed: float): GunPrediction =
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if bulletSpeed <= 0.0:
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return GunPrediction(x: state.enemyX, y: state.enemyY)
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# Roll history forward and (re)build the speed-independent pattern path at
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# most once per tick. The old code returned a single cached (x, y) per tick,
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# so all four power bins shared bin 0's lead.
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if not g.cacheValid or state.tick != g.cacheTick:
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if g.hasPrev:
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var dh = degToRad(state.enemyHeading) - degToRad(g.prevHeading)
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# wrap to [-π, π]
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while dh > PI: dh -= 2.0 * PI
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while dh < -PI: dh += 2.0 * PI
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g.write(MoveTick(velocity: g.prevSpeed, headingDelta: dh))
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g.prevHeading = state.enemyHeading
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g.prevSpeed = state.enemySpeed
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g.prevTick = state.tick
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g.hasPrev = true
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g.cacheValid = true
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g.cacheTick = state.tick
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g.bestMatch = g.findBestMatch()
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if g.bestMatch >= 0:
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g.buildPath(state, g.bestMatch)
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if g.bestMatch < 0:
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let (px, py) = linearPredict(state, bulletSpeed)
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return GunPrediction(x: px, y: py)
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let (px, py) = g.projectFromPath(state, bulletSpeed)
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GunPrediction(x: px, y: py)
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proc onResult*(g: var PatternMatcherGun, e: FeedbackEvent) =
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discard # pattern matcher learns from movement observation, not feedback
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