Files
SirRoboGarage/common_libs/guns/guess_factor.nim
T
SirStone 1ed7797cb6 feat(ModularBot): 6 guns, pattern matcher, melee modules, adversarial bots
- New guns: guess-factor (GF histogram), pattern-matcher (movement tape replay)
- New modules: minimum-risk melee movement, spinning melee radar
- New test bots: PatternMover, RandomMover, WaveSurfer
- Fixed: FeedbackEvent now carries actualX/actualY for proper GF learning
- Fixed: TM gun warmup gating + directional residuals
- Fixed: circular gun integrated formula + multi-bin omega cache
- Fixed: oscillator wall-bounce lockout
- Fixed: phantom meteor perpendicular body orientation
- 6/6 battle wins across all enemy types
2026-09-20 00:59:53 +02:00

106 lines
3.3 KiB
Nim

## Guess-factor gun: statistical targeting via GF histogram.
## Bins: 31, ranging GF -1 (max CW escape) to +1 (max CCW escape).
## Learns from virtual bullet outcomes; caches wave state per-tick.
import std/math
import gun_harness/gun_interface
const
GFBins = 31
GFPrior = 0.1
type
Wave = object
fireX, fireY: float
fireBearing: float # atan2(enemyY-selfY, enemyX-selfX) at fire tick (rad)
mea: float # max escape angle (rad)
GFGun* = object
bins: array[GFBins, float]
waves: seq[Wave] # pending unresolved waves
# per-tick cache: store wave only once across multiple power-bin calls
cachedTick: int
cachedWaveStored: bool
proc initGFGun*(): GFGun =
result.cachedTick = -1
for i in 0..<GFBins:
result.bins[i] = GFPrior
proc gfToIndex(gf: float): int {.inline.} =
clamp(int(round((gf + 1.0) * 0.5 * float(GFBins - 1))), 0, GFBins - 1)
proc indexToGF(idx: int): float {.inline.} =
float(idx) / float(GFBins - 1) * 2.0 - 1.0
proc peakBin(g: GFGun): int =
var best = 0
for i in 1..<GFBins:
if g.bins[i] > g.bins[best]:
best = i
best
proc predict*(g: var GFGun, state: WorldState, bulletSpeed: float): GunPrediction =
if bulletSpeed <= 0.0:
return GunPrediction(x: state.enemyX, y: state.enemyY)
let dx = state.enemyX - state.selfX
let dy = state.enemyY - state.selfY
let dist = sqrt(dx*dx + dy*dy)
let bearing = arctan2(dy, dx)
let mea = arcsin(clamp(8.0 / bulletSpeed, -1.0, 1.0))
# Store one wave per tick regardless of how many power bins call us
if state.tick != g.cachedTick:
g.cachedTick = state.tick
g.cachedWaveStored = false
if not g.cachedWaveStored:
g.waves.add Wave(
fireX: state.selfX,
fireY: state.selfY,
fireBearing: bearing,
mea: mea,
)
g.cachedWaveStored = true
let gfAngle = bearing + indexToGF(g.peakBin()) * mea
# Aim from self at gfAngle, at current dist (angular targeting)
let px = state.selfX + cos(gfAngle) * dist
let py = state.selfY + sin(gfAngle) * dist
GunPrediction(
x: clamp(px, BotRadius, state.arenaWidth - BotRadius),
y: clamp(py, BotRadius, state.arenaHeight - BotRadius),
)
proc onResult*(g: var GFGun, e: FeedbackEvent) =
## Called when a virtual bullet resolves. Match the wave by predicted point,
## compute actual GF, and increment the histogram with a smoothing kernel.
## We don't have the original wave tick here, so we use the prediction coords
## to identify and remove the matching wave.
## ponytail: O(n) scan over waves; waves list stays tiny (< a dozen at a time)
if g.waves.len == 0:
return
# Pop the oldest wave (FIFO matches bullet resolution order)
let w = g.waves[0]
g.waves.delete(0)
# Compute actual bearing from fire position to where the enemy actually was
let actualDx = e.actualX - w.fireX
let actualDy = e.actualY - w.fireY
let actualBearing = arctan2(actualDy, actualDx)
var bearingDelta = actualBearing - w.fireBearing
# Normalize to [-PI, PI]
while bearingDelta > PI: bearingDelta -= 2.0*PI
while bearingDelta < -PI: bearingDelta += 2.0*PI
let gf = if w.mea > 1e-10: clamp(bearingDelta / w.mea, -1.0, 1.0) else: 0.0
let centerIdx = gfToIndex(gf)
# Triangular smoothing kernel over adjacent bins
for i in 0..<GFBins:
let dist = abs(i - centerIdx)
g.bins[i] += 1.0 / float(1 + dist)