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SirRoboGarage/common_libs/tests/sweep_tsetlin.nim
T
SirStone 07f6f3af3f Tsetlin gun: NO configuration adapts faster than random feedback
The user's goal was "a TM gun that can learn fast and generalize better".
Swept offline over the real DrussGT fixtures (no live battles) by coordinate
descent, one lever at a time, with a SHUFFLED-FEEDBACK CONTROL - a TM trained
on randomised targets. That control is what settles the question.

Final confirmation, 4 seeds each (~74,600 first-100-tick bullets per config):

  config                          EARLY(first 100)   OVERALL
  Shuf_w3  (RANDOM feedback)          23.9%           20.0%
  win3_s1.1 (best real TM found)      23.7%           20.2%
  Shuf_w10 (RANDOM feedback)          23.1%           20.0%
  win3_st100 (prior job's edit)       23.0%           20.1%
  win3_off (TM correction ~= 0)       22.7%           20.2%
  def_w10  (shipped default)          22.1%           20.3%
  Linear (deterministic reference)    34.0%           24.3%

The best real config beats the default early (23.7% vs 22.1%, non-overlapping
per-seed ranges, z=+7.34, p=2e-13) - but its own SHUFFLED control scores 23.9%,
i.e. HIGHER, z=-0.91, p=0.37. Random targets do at least as well. So the early
gain is not learning.

Per-lever screens were flat: TM_N_CLAUSES 25/50/100/200 all 23.0% early,
completely flat; TM_N_STATES 4/32/100 all ~22-23% (unstable across seeds);
TM_S mildly monotonic (lower better early); TM_T flat; TM_WINDOW_SIZE 2/3/10
all within noise of each other and of the shuffled control.

Two further findings:
- The TM-off ablation (correction ~= 0) scores 22.7%/20.2%, essentially the
  same as TM-on. The TM's correction is near-zero-mean noise; the gun's
  one-shot internal linear baseline accounts for its accuracy.
- The TM gun is 10.3 pp behind Linear early and 4.1 pp behind overall. That
  deficit is in the BASELINE MODEL (LinearGun iterates flight time; this gun
  does not), not in the TM hyper-parameters. Tuning knobs cannot close it.

Conclusion: do not tune TM hyper-parameters further. Either the input
representation or the prediction target is what needs to change - the shuffled
control shows the TM is not extracting target information beyond its baseline.

Defaults left UNCHANGED (window=10/states=32/S=1.5/T=25/clauses=50); an
uncommitted prior edit (window=3/states=100) was reverted as unsupported.
Hyper-parameters are now compile-time overridable (-d:TM_WINDOW_SIZE=3 etc.)
so future sweeps need no gun edit.

NOT MEASURED: real hit rate vs DrussGT (offline only by design). The repo's own
docs/gun_rack_analysis.md 2 reports the virtual metric is a sign-unstable ranker
of real hit rate, so the comparison against "Linear 10.7% real" is not direct -
whether the TM is competitive live is INFERRED-unknown, not measured.

Guards: test_gun_harness 39/39, test_vbullet_metric, test_power_selection,
test_tsetlin_gun, test_tm_pattern_learning all green.
2026-09-21 22:45:28 +02:00

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## Adaptation-speed sweep harness for the Tsetlin gun.
##
## Measures how quickly the TM becomes USEFUL within a round, starting from a
## cold net (no persistence). For every fixture round it records every resolved
## virtual bullet by its resolution tick RELATIVE to the round start, and reports
## the virtual hit rate over:
## * the first 100 ticks of each round,
## * the first 300 ticks of each round,
## * the whole round (for context).
## Clause sparsity (mean included literals of active clauses) is reported too:
## a config that never fires looks identical to a config that fires badly in the
## hit-rate columns.
##
## Tsetlin is stochastic (tmLearnOne calls rand()), so each fixture is replayed
## over multiple seeds and results are pooled across seeds AND rounds.
##
## The compiled config is printed from the exported `TM_*` constants, so the
## harness always labels what was actually built.
##
## Usage:
## nim c -r --path:common_libs -d:release common_libs/tests/sweep_tsetlin.nim \
## --set=real --seeds=3
## Flags:
## --set=synthetic|real|range fixture set (default synthetic)
## --seeds=N independent TM RNG seeds, pooled (default 3)
## --maxrounds=N cap the rounds replayed per fixture
## --linear replay the deterministic Linear gun instead
## --shuffle randomised-feedback control: identical TM, but
## every training target is a random arena point
## --point use the bmPoint metric instead of the shipped
## bmPath
##
## The TM hyper-parameters are compile-time constants; override them without
## editing the gun, e.g.
## nim c -r ... -d:TM_WINDOW_SIZE=3 -d:TM_S_DEF=1.1 -d:TM_N_STATES=100 \
## -d:TM_N_CLAUSES=100 -d:TM_T_DEF=50 sweep_tsetlin.nim --set=real
##
## Emits CSV to stdout (one row per fixture×seed) plus SUM and # summary lines.
import std/[os, strformat, strutils, json, tables, math, random]
import gun_harness/offline_range
import range_guns
import guns/tsetlin
import guns/linear
const repoRoot = currentSourcePath().parentDir.parentDir.parentDir
const fixturesDir = repoRoot / "tools" / "fixtures"
type
AdaptResult = object
h100, n100: int ## resolved within the first 100 ticks of the round
h300, n300: int ## resolved within the first 300 ticks of the round
hall, nall: int ## all resolutions in the round
f100, m100: int ## FIRED within the first 100 ticks (robustness check)
f300, m300: int ## FIRED within the first 300 ticks
rounds: int
RoundSpan = tuple[start, count: int]
proc configLabel(): string =
&"cl{TM_N_CLAUSES}_st{TM_N_STATES}_s{TM_S}_T{TM_T}_w{TM_WINDOW_SIZE}"
proc loadRounds(path: string): seq[RoundSpan] =
## The round-boundary sidecar lives next to the classic/tr-bridge fixtures in
## a `drussgt_meta/` subdirectory. Synthetic fixtures have none -> one round.
let dir = path.parentDir
let base = path.extractFilename
var side = dir / "drussgt_meta" / (base & ".rounds.json")
if not fileExists(side): side = dir / (base & ".rounds.json")
if not fileExists(side): return @[]
let node = parseJson(readFile(side))
if not node.hasKey("rounds"): return @[]
for r in node["rounds"]:
result.add (r["startTick"].getInt(), r["count"].getInt())
proc addAdapt(dst: var AdaptResult, src: AdaptResult) =
inc dst.rounds, src.rounds
dst.h100 += src.h100; dst.n100 += src.n100
dst.h300 += src.h300; dst.n300 += src.n300
dst.hall += src.hall; dst.nall += src.nall
dst.f100 += src.f100; dst.m100 += src.m100
dst.f300 += src.f300; dst.m300 += src.m300
proc replayAdaptRound(states: seq[WorldState], lastSeen: seq[int],
enemyId, baseTick: int, driver: GunDriver,
metric: BulletMetric): AdaptResult =
## One round, cold net, mirroring `replayFixture`'s tick order (spawn all 4
## power bins, then `tickBullets` with the current state). Resolutions are
## bucketed by `localTick = state.tick - baseTick`.
var tracker = initTracker(1, metric)
var res: AdaptResult
inc res.rounds
for si in 0..<states.len:
let state = states[si]
var preds: array[len(PowerBins), GunPrediction]
for i in 0..<len(PowerBins):
preds[i] = driver.predictCb(state, bulletSpeed(PowerBins[i]))
let ready = if driver.readyCb == nil: true else: driver.readyCb()
if ready:
tracker.spawnBullets(0, preds, state, enemyId)
var enemyPositions: Table[int, tuple[x, y: float, lastSeenTick: int, alive: bool]]
var lst = state.tick
if si < lastSeen.len and lastSeen[si] >= 0: lst = lastSeen[si]
if state.enemies.len > 0:
for e in state.enemies:
enemyPositions[e.id] = (x: e.x, y: e.y, lastSeenTick: lst, alive: true)
else:
enemyPositions[enemyId] = (x: state.enemyX, y: state.enemyY,
lastSeenTick: lst, alive: true)
let localTick = state.tick - baseTick
tracker.tickBullets(state, enemyPositions,
proc(gunId: GunId, binIdx: int, e: FeedbackEvent) =
inc res.nall
if e.hit: inc res.hall
if localTick < 100:
inc res.n100
if e.hit: inc res.h100
if localTick < 300:
inc res.n300
if e.hit: inc res.h300
let fireTick = e.fireTick - baseTick
if fireTick < 100:
inc res.m100
if e.hit: inc res.f100
if fireTick < 300:
inc res.m300
if e.hit: inc res.f300
driver.resultCb(e))
res
proc replayAdaptFixture(fx: Fixture, path: string, driver: GunDriver,
metric: BulletMetric, maxRounds = 0): AdaptResult =
## Split a fixture into its rounds (one cold replay each) and pool.
var spans =
if fx.meta.source == "synthetic": @[(start: 0, count: fx.states.len)]
else: loadRounds(path)
if maxRounds > 0 and spans.len > maxRounds:
spans.setLen(maxRounds)
if spans.len == 0:
return replayAdaptRound(fx.states, fx.lastSeen, fx.enemyId, 0, driver, metric)
for sp in spans:
var st: seq[WorldState]
var ls: seq[int]
for i in 0..<fx.states.len:
let t = fx.states[i].tick
if t >= sp.start and t < sp.start + sp.count:
st.add fx.states[i]
ls.add(if i < fx.lastSeen.len: fx.lastSeen[i] else: -1)
if st.len == 0: continue
addAdapt(result, replayAdaptRound(st, ls, fx.enemyId, sp.start, driver, metric))
proc rate(h, n: int): string =
if n == 0: " n/a " else: &"{h.float / n.float * 100.0:5.1f}%"
proc fixtureSet(name: string): seq[string] =
case name
of "synthetic", "":
for n in SyntheticFixtureNames: result.add n
of "real":
for n in ["drussgt_vs_crazy", "drussgt_vs_spinbot", "drussgt_vs_drussgt",
"tr_drussgt_vs_crazy", "tr_drussgt_vs_spinbot",
"tr_drussgt_vs_modularbot"]:
result.add(fixturesDir / (n & ".jsonl"))
of "range":
for n in SyntheticFixtureNames: result.add n
for n in ["drussgt_vs_crazy", "drussgt_vs_spinbot", "tr_drussgt_vs_crazy"]:
result.add(fixturesDir / (n & ".jsonl"))
else:
discard
proc resolveFixture(name: string): tuple[fx: Fixture, path: string] =
let p = if fileExists(name): name else: fixturesDir / (name & ".jsonl")
(loadFixture(p), p)
proc makeShuffledTsetlinDriver(seed = -1): tuple[driver: GunDriver, gun: ref TsetlinGun] =
## Randomised-feedback CONTROL. Identical TM, identical predict/onResult call
## cadence and encoding, but every training target is a uniform random point in
## a 1000x1000 box instead of the real enemy position. If the early hit rate
## of this control matches the real-feedback TM, then the measured skill is not
## coming from informative feedback (it is luck / the linear baseline / the
## always-nonzero correction).
let g = new(TsetlinGun)
g[] = initTsetlinGun()
if seed >= 0:
randomize(seed)
result.gun = g
result.driver = GunDriver(
name: "ShuffledTM",
predictCb: proc(state: WorldState, bulletSpeed: float): GunPrediction =
g[].predict(state, bulletSpeed),
resultCb: proc(e: FeedbackEvent) =
var e2 = e
e2.actualX = rand(1000.0)
e2.actualY = rand(1000.0)
g[].onResult(e2),
readyCb: proc(): bool = g[].isWarmedUp(),
)
proc main() =
var nSeeds = 3
var set = "synthetic"
var maxRounds = 0
var useLinear = false
var usePoint = false
var useShuffle = false
for i in 1..paramCount():
let a = paramStr(i)
if a.startsWith("--seeds="): nSeeds = parseInt(a[8..^1])
elif a.startsWith("--set="): set = a[6..^1]
elif a.startsWith("--maxrounds="): maxRounds = parseInt(a[12..^1])
elif a == "--linear": useLinear = true
elif a == "--point": usePoint = true
elif a == "--shuffle": useShuffle = true
let metric = if usePoint: bmPoint else: bmPath
let names = fixtureSet(set)
if names.len == 0:
echo "no fixtures for set: ", set
quit(1)
let label = if useLinear: "Linear"
elif useShuffle: "ShuffledTM"
else: configLabel()
echo "# config ", label, " seeds=", nSeeds, " set=", set
echo "config,fixture,seed,h100,n100,h300,n300,hall,nall,meanInc,meanIncAll,nActive,nClauses"
for name in names:
let (fx, path) = resolveFixture(name)
let fxName = path.extractFilename.replace(".jsonl", "")
var pooled: AdaptResult
var meanIncSum = 0.0
var meanIncAllSum = 0.0
var activeSum = 0
var nClauses = 0
let nIter = if useLinear: 1 else: nSeeds
for seed in 1..nIter:
var drv: GunDriver
var gun: ref TsetlinGun
if useLinear:
drv = makeDriver("Linear", LinearGun())
elif useShuffle:
let pair = makeShuffledTsetlinDriver(seed = seed)
drv = pair.driver
gun = pair.gun
else:
let pair = makeTsetlinDriver(seed = seed)
drv = pair.driver
gun = pair.gun
let r = replayAdaptFixture(fx, path, drv, metric, maxRounds)
var meanInc = -1.0
var meanIncAll = -1.0
var nActive = -1
if not useLinear:
let st = gun[].tmClauseStats()
meanInc = st.meanIncluded
meanIncAll = st.meanIncludedAll
nActive = st.nActive
nClauses = st.nClauses
echo &"{label},{fxName},{seed},{r.h100},{r.n100},{r.h300},{r.n300},{r.hall},{r.nall}," &
&"{meanInc:.1f},{meanIncAll:.1f},{nActive},{nClauses}"
addAdapt(pooled, r)
meanIncSum += meanInc
meanIncAllSum += meanIncAll
activeSum += nActive
echo &"SUM,{label},{fxName},{pooled.h100},{pooled.n100},{pooled.h300},{pooled.n300}," &
&"{pooled.hall},{pooled.nall},{pooled.f100},{pooled.m100},{pooled.f300},{pooled.m300}," &
&"{meanIncSum / nIter.float:.1f},{meanIncAllSum / nIter.float:.1f}," &
&"{activeSum.float / nIter.float:.0f},{nClauses}"
echo &"# {label} {fxName}: first100 {rate(pooled.h100, pooled.n100)} " &
&"first300 {rate(pooled.h300, pooled.n300)} whole {rate(pooled.hall, pooled.nall)} " &
&"({pooled.hall}/{pooled.nall}, rounds={pooled.rounds}) " &
&"sparsity={meanIncSum / nIter.float:.1f} meanAll={meanIncAllSum / nIter.float:.1f} " &
&"active={activeSum.float / nIter.float:.0f}/{nClauses}"
when isMainModule:
main()