974528d5cf
Gun evaluation previously required a full end-to-end battle (Java server + battle runner + websocket IPC to 2 bot processes, 50 rounds, ~3.4 min) and yielded only ~300-900 REAL shots across 13 guns -- far too few to rank guns, which is why tuning needed many repetitions. VirtualTracker is already a pure function of (WorldState stream, gun list); the only reason it needed Java was where WorldState came from. So the range replays a seq[WorldState] through the SAME tracker: offline and online scores are the same metric by construction, not an approximation. ACCEPTANCE TEST (the point of the whole thing): record one live round, replay it offline, compare per-gun virtual hit rates. 12/12 deterministic guns match EXACTLY, reproduced twice. Tsetlin is compared separately because tmLearnOne calls rand(). Getting to 12/12 exposed two real ordering quirks in the live loop: run() calls go() before the aim/fire block, so tickBullets resolves against the NEXT tick's scan while the prediction used the previous one; and if the target dies during that go() the final tick's spawn+resolution is skipped entirely. The recorder emits an end marker for the second case. The 5th (selected-gun) predict call was verified to be a no-op. Measured cost: 8 fixtures (1770 ticks, ~92k virtual bullets, 13 guns) replay in 2.9 s, ~32k virtual bullets/s -- roughly 70x faster and 100x more samples than a live gauntlet. Also adds a per-tick WorldState recorder behind const RecordWorldState (default off, mirrors the ShotLog idiom) which records the state the bot ACTUALLY builds, staleness included, rather than true positions -- recording the latter would hand the guns perfect information and produce flattering scores. 9 new guard checks (33 total, all passing), including fixture round-trip, replay determinism, stationary->HeadOn 100%, constant-velocity->Linear>HeadOn, and the energy-threshold turner crossing at t=41.
510 lines
20 KiB
Nim
510 lines
20 KiB
Nim
## Offline gun range: replay recorded or synthetic `WorldState` streams through
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## the EXISTING `VirtualTracker`, exactly as ModularBot's live loop drives it —
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## no Java server, no radar, no movement module and no real firing.
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##
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## Why this is definitionally the same metric as the online one: virtual-bullet
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## fitness is already a pure function of (a stream of `WorldState`, a list of
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## guns). The only thing the Java battle supplies is where the states come from.
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## Guns keep their own internal history, so a `seq[WorldState]` replayed IN ORDER
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## is a complete movement history.
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##
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## Fixture format (JSONL):
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## optional first line:
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## {"meta":{"adversary":"<name>","source":"synthetic|classic-robocode|live",
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## "perfect_info":false,"arena":{"w":800,"h":600},"note":"..."}}
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## then one line per tick, Tank Royale convention (0° = East, CCW +, degrees):
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## {"tick":<int>,"ex":<f>,"ey":<f>,"eh":<f>,"es":<f>,"ee":<f>,
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## "sx":<f>,"sy":<f>,"sh":<f>,"ss":<f>,"se":<f>}
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## `e*` is the enemy to predict, `s*` is the shooter.
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## Two optional per-tick extensions are written by the ModularBot recorder and
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## tolerated (defaulted) by every other producer:
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## "lst":<int> enemyTracker.lastSeenTick at this tick (staleness fidelity)
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## "eid":<int> enemy bot id (fitness bucket; defaults to 1)
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## A trailing live end marker is also optional:
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## {"end":{"enemy_died":<bool>,"ticks":<int>}}
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## It lets the replay reproduce the live resolver's final-tick behaviour.
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##
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## The replay never calls the gun selector, so it is RNG-free for every
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## deterministic gun. Tsetlin is stochastic and is expected to differ.
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import std/[json, os, strformat, math, tables, strutils, random]
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import gun_interface
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import virtual_bullets
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export gun_interface, virtual_bullets
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const
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DefaultArenaW* = 800.0
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DefaultArenaH* = 600.0
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DefaultEnemyId* = 1
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type
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FixtureMeta* = object
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adversary*: string
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source*: string ## "synthetic" | "classic-robocode" | "live"
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perfectInfo*: bool
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arenaW*, arenaH*: float
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note*: string
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Fixture* = object
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meta*: FixtureMeta
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states*: seq[WorldState]
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lastSeen*: seq[int] ## parallel to states; -1 = unknown (use state.tick)
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enemyId*: int
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enemyDied*: bool ## target was dead at round end (recorder end marker)
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BinStat* = object
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shots*, hits*: int
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GunReport* = object
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## Per-gun fitness over the whole fixture, computed with the SAME window
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## semantics as ModularBot.onRoundEnded (min(count, WindowSize), iterate the
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## ring slots 0..<n).
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name*: string
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shots*, hits*: int
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bins*: array[len(PowerBins), BinStat]
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GunDriver* = object
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## Type-erased handle to one gun. `predictCb`/`resultCb` forward to the
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## concrete gun inside a heap box so heterogeneous guns can live in a seq.
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name*: string
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predictCb*: proc(state: WorldState, bulletSpeed: float): GunPrediction {.closure.}
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resultCb*: proc(e: FeedbackEvent) {.closure.}
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readyCb*: proc(): bool {.closure.} ## nil => always ready (Tsetlin gate)
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GunBox[G] = ref object
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g: G
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proc makeDriver*[G](name: string, gun: G): GunDriver =
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## Wrap a concrete gun value in a type-erased driver.
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let box = GunBox[G](g: gun)
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result.name = name
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result.predictCb = proc(state: WorldState, bulletSpeed: float): GunPrediction =
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box.g.predict(state, bulletSpeed)
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result.resultCb = proc(e: FeedbackEvent) =
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box.g.onResult(e)
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when compiles(box.g.isWarmedUp()):
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result.readyCb = proc(): bool = box.g.isWarmedUp()
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else:
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result.readyCb = nil
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# ── fixture I/O ───────────────────────────────────────────────────────────────
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proc initMeta*(source = "synthetic", arenaW = DefaultArenaW,
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arenaH = DefaultArenaH): FixtureMeta =
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FixtureMeta(source: source, arenaW: arenaW, arenaH: arenaH)
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proc initFixture*(states: seq[WorldState], meta: FixtureMeta,
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lastSeen: seq[int] = @[], enemyId = DefaultEnemyId,
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enemyDied = false): Fixture =
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Fixture(meta: meta, states: states, lastSeen: lastSeen, enemyId: enemyId,
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enemyDied: enemyDied)
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proc stateToJson(ws: WorldState, lst: int, eid: int): JsonNode =
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result = %*{
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"tick": ws.tick,
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"ex": ws.enemyX, "ey": ws.enemyY,
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"eh": ws.enemyHeading, "es": ws.enemySpeed, "ee": ws.enemyEnergy,
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"sx": ws.selfX, "sy": ws.selfY,
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"sh": ws.selfHeading, "ss": ws.selfSpeed, "se": ws.selfEnergy,
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}
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if lst >= 0: result["lst"] = %lst
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if eid >= 0: result["eid"] = %eid
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proc metaToJson(m: FixtureMeta): JsonNode =
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%*{"meta": {
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"adversary": m.adversary,
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"source": m.source,
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"perfect_info": m.perfectInfo,
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"arena": {"w": m.arenaW, "h": m.arenaH},
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"note": m.note,
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}}
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proc stateFromJson(node: JsonNode, arenaW, arenaH: float,
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enemyId: int): WorldState =
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let ex = node["ex"].getFloat()
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let ey = node["ey"].getFloat()
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result = WorldState(
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enemyX: ex, enemyY: ey,
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enemyHeading: node["eh"].getFloat(),
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enemySpeed: node["es"].getFloat(),
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enemyEnergy: node["ee"].getFloat(),
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selfX: node["sx"].getFloat(),
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selfY: node["sy"].getFloat(),
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selfHeading: node["sh"].getFloat(),
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selfRadarHeading: node["sh"].getFloat(),
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selfSpeed: node["ss"].getFloat(),
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selfEnergy: node["se"].getFloat(),
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arenaWidth: arenaW,
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arenaHeight: arenaH,
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tick: node["tick"].getInt(),
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enemies: @[EnemyInfo(id: enemyId, x: ex, y: ey,
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heading: node["eh"].getFloat(),
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speed: node["es"].getFloat(),
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energy: node["ee"].getFloat())],
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)
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proc parseMeta(node: JsonNode): FixtureMeta =
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result = initMeta()
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if node.hasKey("adversary"): result.adversary = node["adversary"].getStr()
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if node.hasKey("source"): result.source = node["source"].getStr()
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if node.hasKey("perfect_info"): result.perfectInfo = node["perfect_info"].getBool()
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if node.hasKey("note"): result.note = node["note"].getStr()
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if node.hasKey("arena"):
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let a = node["arena"]
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if a.hasKey("w"): result.arenaW = a["w"].getFloat()
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if a.hasKey("h"): result.arenaH = a["h"].getFloat()
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proc saveFixture*(path: string, fx: Fixture) =
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## Write a fixture as JSONL. Truncates the file. A trailing `end` marker
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## records whether the target died at round end (live-resolver semantics).
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let f = open(path, fmWrite)
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defer: f.close()
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f.writeLine($metaToJson(fx.meta))
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for i, ws in fx.states:
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let lst = if i < fx.lastSeen.len: fx.lastSeen[i] else: -1
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f.writeLine($stateToJson(ws, lst, fx.enemyId))
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f.writeLine($(%*{"end": {"enemy_died": fx.enemyDied, "ticks": fx.states.len}}))
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proc saveFixture*(path: string, states: seq[WorldState], meta: FixtureMeta,
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lastSeen: seq[int] = @[], enemyId = DefaultEnemyId,
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enemyDied = false) =
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saveFixture(path, initFixture(states, meta, lastSeen, enemyId, enemyDied))
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proc loadFixture*(path: string): Fixture =
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## Parse a JSONL fixture. The meta line and the optional lst/eid fields are
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## optional; arena defaults to 800x600, enemy id to 1.
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if not fileExists(path):
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raise newException(IOError, "fixture not found: " & path)
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result = initFixture(@[], initMeta())
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var arenaW = DefaultArenaW
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var arenaH = DefaultArenaH
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var enemyId = DefaultEnemyId
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for rawLine in lines(path):
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let line = rawLine.strip()
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if line.len == 0: continue
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let node = parseJson(line)
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if node.hasKey("meta"):
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result.meta = parseMeta(node["meta"])
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arenaW = result.meta.arenaW
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arenaH = result.meta.arenaH
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continue
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if node.hasKey("eid"): enemyId = node["eid"].getInt()
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if node.hasKey("end"):
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if node["end"].hasKey("enemy_died"):
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result.enemyDied = node["end"]["enemy_died"].getBool()
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continue
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result.states.add stateFromJson(node, arenaW, arenaH, enemyId)
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result.lastSeen.add (if node.hasKey("lst"): node["lst"].getInt() else: -1)
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result.enemyId = enemyId
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# ── replay engine ─────────────────────────────────────────────────────────────
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proc reportFor(tracker: VirtualTracker, drivers: seq[GunDriver],
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targetId: int): seq[GunReport] =
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## Exactly the accounting ModularBot.onRoundEnded does.
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let fit = tracker.fitnessFor(targetId)
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for gi in 0..<drivers.len:
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var r = GunReport(name: drivers[gi].name)
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for binIdx in 0..<len(PowerBins):
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let fw = fit[gi].bins[binIdx]
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let n = min(fw.count, WindowSize)
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var hits = 0
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for k in 0..<n:
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if fw.hits[k]: inc hits
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r.bins[binIdx] = BinStat(shots: n, hits: hits)
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r.shots += n
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r.hits += hits
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result.add r
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proc replayFixture*(fx: Fixture, drivers: seq[GunDriver],
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targetId = -1, liveActual = false): seq[GunReport] =
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## Drive a fresh `VirtualTracker` over the whole fixture, one tick at a time,
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## in the same order the live loop uses:
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## 1. predict(state, bulletSpeed(PowerBins[i])) for i = 0..3, per gun
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## 2. spawnBullets for every gun (skipped for a not-yet-warm gun)
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## 3. tickBullets -> onResult on the owning gun
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## The gun selector (and therefore the 5th predict on the selected gun) is not
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## replayed: every gun's per-tick caches are tick-guarded, so it is a no-op.
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##
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## `liveActual` reproduces two ModularBot ordering quirks discovered by the
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## Task 3 acceptance test:
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## 1. The live loop calls go() (which dispatches the NEXT tick's scan into
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## enemyTracker) BEFORE it builds the enemy table handed to tickBullets.
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## A fixture recorded at the WorldState construction site therefore
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## snapshots the position one tick before the one the live resolver used,
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## so the resolver reads the NEXT state's enemy pose/lastSeenTick.
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## 2. If the target died during that final go(), the live aim block (spawn AND
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## resolution) is skipped entirely; the end marker tells us so and we drop
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## the final tick's resolutions. Synthetic fixtures leave liveActual false
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## (the state at the resolution tick is the ground truth).
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let tid = if targetId >= 0: targetId else: fx.enemyId
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let skipFinal = liveActual and fx.enemyDied
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var tracker = initTracker(drivers.len)
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for si in 0..<fx.states.len:
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let state = fx.states[si]
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for gi in 0..<drivers.len:
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var preds: array[len(PowerBins), GunPrediction]
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for i in 0..<len(PowerBins):
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preds[i] = drivers[gi].predictCb(state, bulletSpeed(PowerBins[i]))
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let ready = if drivers[gi].readyCb == nil: true else: drivers[gi].readyCb()
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if ready:
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tracker.spawnBullets(gi, preds, state, tid)
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let actIdx = if liveActual and si + 1 < fx.states.len: si + 1 else: si
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let act = fx.states[actIdx]
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var enemyPositions: Table[int, tuple[x, y: float, lastSeenTick: int, alive: bool]]
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var lst = act.tick
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if actIdx < fx.lastSeen.len and fx.lastSeen[actIdx] >= 0: lst = fx.lastSeen[actIdx]
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if act.enemies.len > 0:
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for e in act.enemies:
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enemyPositions[e.id] = (x: e.x, y: e.y, lastSeenTick: lst, alive: true)
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else:
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enemyPositions[tid] = (x: act.enemyX, y: act.enemyY, lastSeenTick: lst, alive: true)
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let dref = drivers
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if not (skipFinal and si == fx.states.len - 1):
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tracker.tickBullets(state, enemyPositions,
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proc(gunId: GunId, binIdx: int, e: FeedbackEvent) =
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dref[gunId].resultCb(e))
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result = reportFor(tracker, drivers, tid)
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# ── formatting ────────────────────────────────────────────────────────────────
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proc hitRate*(r: GunReport): float =
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if r.shots == 0: 0.0 else: r.hits.float / r.shots.float
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proc formatReportRow*(r: GunReport): string =
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## One deterministic line: name, hits/shots, %, per-bin hits/shots.
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var bins = ""
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for i in 0..<len(PowerBins):
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bins.add fmt" p{PowerBins[i]:.1f}={r.bins[i].hits}/{r.bins[i].shots}"
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fmt"{r.name:<11} {r.hits:>5}/{r.shots:<5} {hitRate(r)*100.0:>6.1f}%{bins}"
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proc formatReports*(fx: Fixture, reports: seq[GunReport]): string =
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result = fmt"# {fx.meta.adversary} (source={fx.meta.source}, ticks={fx.states.len}, enemyId={fx.enemyId})"
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result.add "\n"
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for r in reports:
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result.add formatReportRow(r) & "\n"
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# ── synthetic trajectory generators (ground truth by construction) ────────────
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#
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# Coordinates: 0° = East, CCW positive. Self is stationary at (SelfX, SelfY) so
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# that the trajectory is attributable solely to the enemy. Arena 800x600.
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const
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SelfX = 200.0
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SelfY = 300.0
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SelfEnergy = 100.0
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proc mkState(tick: int, ex, ey, eh, es, ee: float,
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arenaW = DefaultArenaW, arenaH = DefaultArenaH,
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selfX = SelfX, selfY = SelfY, selfEnergy = SelfEnergy,
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enemyId = DefaultEnemyId): WorldState =
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WorldState(
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enemyX: ex, enemyY: ey, enemyHeading: eh, enemySpeed: es, enemyEnergy: ee,
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selfX: selfX, selfY: selfY, selfSpeed: 0.0, selfHeading: 0.0,
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selfRadarHeading: 0.0, selfEnergy: selfEnergy,
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arenaWidth: arenaW, arenaHeight: arenaH, tick: tick,
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enemies: @[EnemyInfo(id: enemyId, x: ex, y: ey, heading: eh, speed: es, energy: ee)],
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)
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proc finish(states: seq[WorldState], adversary, note: string): Fixture =
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var meta = initMeta(source = "synthetic")
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meta.adversary = adversary
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meta.note = note
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initFixture(states, meta)
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proc synthesizeStationary*(ticks = 200, ex = 600.0, ey = 300.0): Fixture =
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var states: seq[WorldState]
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for t in 0..<ticks:
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states.add mkState(t, ex, ey, 0.0, 0.0, 100.0)
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finish(states, "stationary", "enemy fixed; any good gun scores ~100%")
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proc synthesizeConstantVelocity*(ticks = 150, ex = 100.0, ey = 300.0,
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heading = 0.0, speed = 4.0): Fixture =
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var states: seq[WorldState]
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var x = ex
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var y = ey
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let hr = degToRad(heading)
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for t in 0..<ticks:
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states.add mkState(t, x, y, heading, speed, 100.0)
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x += cos(hr) * speed
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y += sin(hr) * speed
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finish(states, "constant-velocity",
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"straight line, no walls reached; Linear/HeadOn should lead the target")
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proc synthesizeCircular*(ticks = 220, ex = 400.0, ey = 300.0,
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heading = 0.0, speed = 6.0, turnDeg = 3.0): Fixture =
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var states: seq[WorldState]
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var x = ex
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var y = ey
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var h = heading
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for t in 0..<ticks:
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states.add mkState(t, x, y, h, speed, 100.0)
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let hr = degToRad(h)
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x += cos(hr) * speed
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y += sin(hr) * speed
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h += turnDeg
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finish(states, "circular",
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fmt"constant turn {turnDeg} deg/tick; Circular/Accel should fit")
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proc synthesizeWallBounce*(ticks = 240, ex = 100.0, ey = 100.0,
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heading = 45.0, speed = 6.0): Fixture =
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var states: seq[WorldState]
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var x = ex
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var y = ey
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var h = heading
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let m = BotRadius
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for t in 0..<ticks:
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states.add mkState(t, x, y, h, speed, 100.0)
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let hr = degToRad(h)
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var nx = x + cos(hr) * speed
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var ny = y + sin(hr) * speed
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if nx < m: nx = m; h = 180.0 - h
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elif nx > DefaultArenaW - m: nx = DefaultArenaW - m; h = 180.0 - h
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if ny < m: ny = m; h = -h
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elif ny > DefaultArenaH - m: ny = DefaultArenaH - m; h = -h
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x = nx
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y = ny
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finish(states, "wall-bounce", "specular reflection off all four walls")
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proc synthesizeOscillator*(ticks = 240, ex = 200.0, ey = 300.0,
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speed = 4.0, period = 30): Fixture =
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var states: seq[WorldState]
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var x = ex
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var y = ey
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for t in 0..<ticks:
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let phase = (t div period) mod 2
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let h = if phase == 0: 0.0 else: 180.0
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let hr = degToRad(h)
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states.add mkState(t, x, y, h, speed, 100.0)
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x += cos(hr) * speed
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y += sin(hr) * speed
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finish(states, "oscillator", fmt"east for {period}, then west for {period}, repeat")
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proc synthesizeRandomWalk*(ticks = 260, ex = 400.0, ey = 300.0,
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speed = 4.0, seed = 20250920,
|
|
maxTurn = 15.0): Fixture =
|
|
var rng = initRand(seed)
|
|
var states: seq[WorldState]
|
|
var x = ex
|
|
var y = ey
|
|
var h = 0.0
|
|
let m = BotRadius
|
|
for t in 0..<ticks:
|
|
states.add mkState(t, x, y, h, speed, 100.0)
|
|
h += rng.rand(-maxTurn .. maxTurn)
|
|
let hr = degToRad(h)
|
|
var nx = x + cos(hr) * speed
|
|
var ny = y + sin(hr) * speed
|
|
if nx < m or nx > DefaultArenaW - m: h = 180.0 - h
|
|
if ny < m or ny > DefaultArenaH - m: h = -h
|
|
nx = clamp(nx, m, DefaultArenaW - m)
|
|
ny = clamp(ny, m, DefaultArenaH - m)
|
|
x = nx
|
|
y = ny
|
|
finish(states, "random-walk",
|
|
fmt"seeded (seed={seed}), +-{maxTurn} deg/tick heading jitter")
|
|
|
|
proc synthesizeDecelBeforeTurn*(ticks = 260, ex = 100.0, ey = 300.0,
|
|
cruise = 6.0, cruiseTicks = 45,
|
|
turnDeg = 45.0): Fixture =
|
|
## Known rule: accelerate to cruise, hold, brake to a full stop, pivot
|
|
## `turnDeg` degrees while stopped, then accelerate again. The stop is the
|
|
## tell-tale StopShot is meant to catch.
|
|
var states: seq[WorldState]
|
|
var x = ex
|
|
var y = ey
|
|
var h = 0.0
|
|
var v = 0.0
|
|
var phase = "accel"
|
|
var phaseT = 0
|
|
for t in 0..<ticks:
|
|
states.add mkState(t, x, y, h, v, 100.0)
|
|
case phase
|
|
of "accel":
|
|
v = min(cruise, v + 1.0)
|
|
if v >= cruise:
|
|
phase = "cruise"; phaseT = 0
|
|
of "cruise":
|
|
inc phaseT
|
|
if phaseT >= cruiseTicks: phase = "brake"
|
|
of "brake":
|
|
v = max(0.0, v - 3.0)
|
|
if v <= 0.0:
|
|
v = 0.0
|
|
phase = "pivot"; phaseT = 0
|
|
of "pivot":
|
|
if phaseT < 3:
|
|
h += turnDeg
|
|
inc phaseT
|
|
if phaseT >= 4:
|
|
phase = "accel"
|
|
else: discard
|
|
let hr = degToRad(h)
|
|
x += cos(hr) * v
|
|
y += sin(hr) * v
|
|
x = clamp(x, BotRadius, DefaultArenaW - BotRadius)
|
|
y = clamp(y, BotRadius, DefaultArenaH - BotRadius)
|
|
finish(states, "decel-before-turn",
|
|
"cruise -> full stop -> pivot 3x45deg -> accelerate; tests StopShot")
|
|
|
|
proc synthesizeEnergyThresholdTurner*(ticks = 200, ex = 100.0, ey = 300.0,
|
|
e0 = 50.0, decay = 0.5, threshold = 30.0,
|
|
speed = 5.0, hardTurnDeg = 20.0): Fixture =
|
|
## The falsifiable one. RULE (known by construction, stated in `note`):
|
|
## energy(t) = max(5, e0 - decay*t)
|
|
## while energy >= threshold: heading constant (straight, predictable)
|
|
## while energy < threshold: heading += hardTurnDeg each tick (hard turn)
|
|
## A learner that finds the rule should switch from straight-line prediction
|
|
## to turn prediction exactly at the tick energy crosses the threshold.
|
|
var states: seq[WorldState]
|
|
var x = ex
|
|
var y = ey
|
|
var h = 0.0
|
|
let m = BotRadius
|
|
for t in 0..<ticks:
|
|
let e = max(5.0, e0 - decay * t.float)
|
|
states.add mkState(t, x, y, h, speed, e)
|
|
if e < threshold: h += hardTurnDeg
|
|
let hr = degToRad(h)
|
|
var nx = x + cos(hr) * speed
|
|
var ny = y + sin(hr) * speed
|
|
if nx < m or nx > DefaultArenaW - m: h = 180.0 - h
|
|
if ny < m or ny > DefaultArenaH - m: h = -h
|
|
nx = clamp(nx, m, DefaultArenaW - m)
|
|
ny = clamp(ny, m, DefaultArenaH - m)
|
|
x = nx
|
|
y = ny
|
|
var meta = initMeta(source = "synthetic")
|
|
meta.adversary = "energy-threshold-turner"
|
|
meta.note = fmt"RULE: straight while energy>={threshold}; hard {hardTurnDeg} deg/tick turn below {threshold}; energy={e0}-{decay}*t (floor 5)"
|
|
initFixture(states, meta)
|
|
|
|
# Named fixtures for the demo runner.
|
|
const SyntheticFixtureNames* = [
|
|
"stationary",
|
|
"constant-velocity",
|
|
"circular",
|
|
"wall-bounce",
|
|
"oscillator",
|
|
"random-walk",
|
|
"decel-before-turn",
|
|
"energy-threshold-turner",
|
|
]
|
|
|
|
proc synthesizeByName*(name: string): Fixture =
|
|
case name
|
|
of "stationary": synthesizeStationary()
|
|
of "constant-velocity": synthesizeConstantVelocity()
|
|
of "circular": synthesizeCircular()
|
|
of "wall-bounce": synthesizeWallBounce()
|
|
of "oscillator": synthesizeOscillator()
|
|
of "random-walk": synthesizeRandomWalk()
|
|
of "decel-before-turn": synthesizeDecelBeforeTurn()
|
|
of "energy-threshold-turner": synthesizeEnergyThresholdTurner()
|
|
else:
|
|
raise newException(ValueError, "unknown synthetic fixture: " & name)
|