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SirRoboGarage/docs/gun_rack_analysis.md
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SirStone 19410164f1 docs: definitive gun-rack report on real measured numbers
Replaces the stale 2026-09-20 docs, which predated per-gun real attribution,
the offline gun range and the DrussGT boss, and whose verdicts were built on
virtual hit rates that turned out to be ANTI-correlated with reality.

docs/gun_rack_analysis.md (751 lines) covers: the test infrastructure
described honestly (offline range with its flaky-acceptance caveat, the 20
fixtures and what each set is good for, the live boss, and the A/B methodology
of per-run server-side real hit rate with an explicit overlap test); the
virtual-vs-real metric lesson with Spearman -0.374 and the point-vs-path A/B;
per-gun real performance and the 16-rule ranking A/B; the offline per-fixture
gun matrix; KEEP/MARGINAL/BELOW verdicts; and the five root-cause bugs with
before/after numbers.
docs/gun_rack_summary.md (58 lines) is the verdict table plus top actions.

The '~230 point' score-noise band that has been steering methodology all night
was re-derived from the artifacts rather than asserted: the 13 shipped-config
run scores span 175-526, s.d. ~105, i.e. a ~210-point 2-s.d. band.

Caveats recorded verbatim rather than softened: the offline==online acceptance
is flaky (typically 11/12 on unmodified HEAD), fixtures are perfect-information
and therefore optimistic vs live play, per-gun real N is small so single-gun
ordering is indicative, the headline numbers come from ONE wave-surfer
adversary, and HeadOn must stay despite being lowest because it is the floor
fallback (disabling it: 5.08% / 175 dmg vs 6.95% / 251 dmg).
2026-09-21 06:37:20 +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.
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).
- **Honest caveat — the acceptance test is currently FLAKY.** On the
*unmodified HEAD* source it normally reaches only **11/12**, e.g. KNN 81
online vs 71 offline, and the mismatching gun moves between runs (KNN, then
WallBounce). It is a live/offline boundary race, pre-existing, and not caused
by the selector work (the replay never calls the selector). Treat
"offline == online" as **strong but not exact until the race is fixed**.
**[MEASURED]** (commit `2c94dc2`). The 12/12 runs above are real; they were
lucky runs.
### 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 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)
```
It is not weak — it is **inverted**. The guns with the highest virtual rates
have among the lowest real rates, and vice versa:
| 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.** The ranking the
virtual metric produces is not merely uninformative, it points the wrong way.
**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 virtual metric appears anti-correlated no matter which config you pick.**
Measured Spearman per config (5-run 12-round A/B, `/tmp/ab_logs3/FINAL_AB.txt`):
`absolute+point` −0.371, `absolute+path` −0.073, `relative+point` −0.037,
`relative+path` +0.522. But on the large 13-run base set the shipped config
(`relative+path`) is **−0.374**. The sign **flips between run sets**, which is
itself the finding: the correlation is unstable, so no ranking rule built on
it can be trusted. **[MEASURED]** + **[INFERRED]** (the flip is measured; the
conclusion is 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. **[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 | Tsetlin | 6/103 | 5.8 | 12.9 | 3,284 |
| BELOW | 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 inverted.
- **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: Tsetlin, Displace.** Below 6% on 75–103 shots. Candidates to
drop or re-tune, but the N is small.
- **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 fixed the anti-correlation.** The best Spearman in the table
(win50, +0.588) is on 2 runs / 559 shots. The shipped config's −0.374 over 13
runs is the most reliable estimate. **[MEASURED]**.
### 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 | BELOW — learns, not yet competitive |
| Displace | displacement vector | 5.3 | 50 | BELOW |
| 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. 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]**.
---
## 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 anti-correlated with real hit rate and no tested
ranking rule fixed it.** Shipped config Spearman ≈ **−0.374** over 13 runs
(the sign flips to +0.52 on the smaller 5-run set, so it is unstable). 16
candidate ranking rules all overlapped the shipped config. 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]**.
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 flaky** (§1.1): typically 11/12 on
unmodified HEAD, with the mismatching gun varying run to run. The
equivalence claim is strong-but-not-exact until the boundary race is fixed.
8. **The selector's random tie-break is not randomised in the live bot.** The
shipped bot never calls `randomize()`, so the "random" sequence is fixed
across process restarts (a side finding of `2c94dc2`, not fixed).
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 (currently flaky):
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).