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SirRoboGarage/common_libs/guns/pattern_matcher.nim
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Nim

## Pattern-matching gun: searches movement history for a matching sequence,
## then plays it forward to predict future position.
## Reference: https://robowiki.net/wiki/Pattern_Matching
## Coordinate system: 0° = East, CCW positive (Tank Royale standard).
##
## RADIAL OFFSET KNOB (`TR_PATTERN_RAD_OFFSET` / `TR_PATTERN_RAD_SCALE`):
## the measured base-linear forecast systematically OVERSHOOTS range on these
## range-holding surfers (commit 9cd6e9b), so this gun exposes a constant radial
## correction on the predicted aim point: the BEARING is untouched, the aim
## DISTANCE becomes `dist * scale + offsetPx`. Both default to (1.0, 0.0), and
## the default path returns the raw prediction UNCHANGED — byte-for-byte, so an
## unset environment cannot perturb the shipped gun. See
## `common_libs/tests/test_pattern_radial_offset.nim` for the parity proof and
## `common_libs/tests/measure_pattern_radial.nim` for the measurement.
import std/[math, os, strutils]
import gun_harness/gun_interface
const
HistorySize* = 500
PatternLen* = 10 # ticks used as search key; shipped default of TR_PATTERN_LEN
## Shipped defaults of the two MATCH-SHAPE runtime knobs (Task A, gun j123).
## `TR_PATTERN_LEN` is the length of the movement segment compared (the
## search key); `TR_PATTERN_DEPTH` is how many recent history entries the
## matcher is allowed to scan. Both default to the exact pre-knob constants,
## so an unset environment reproduces today's gun byte-for-byte.
PatternDepth* = HistorySize # max history entries scanned; default = full buffer
PatternRadOffsetEnvVar* = "TR_PATTERN_RAD_OFFSET" ## px; negative = aim short
PatternRadScaleEnvVar* = "TR_PATTERN_RAD_SCALE" ## multiplier on aim distance
PatternLenEnvVar* = "TR_PATTERN_LEN" ## search-key length (ticks)
## History/replay depth: the search never looks further back than this many
## entries. The buffer itself is a fixed `array[HistorySize]`, so the useful
## range is 1..HistorySize; the ceiling cannot be raised at runtime.
PatternDepthEnvVar* = "TR_PATTERN_DEPTH"
proc patternEnvFloat(name: string, default: float): float =
## Read an env knob like every other runtime switch in the harness: unset or
## unparsable falls back to the shipped default, so a typo cannot move the gun.
let v = getEnv(name, "")
if v.len == 0: return default
try: parseFloat(v.strip())
except ValueError: default
proc patternEnvInt(name: string, default: int): int =
## Integer twin of `patternEnvFloat`: unset or unparsable -> shipped default.
let v = getEnv(name, "")
if v.len == 0: return default
try: parseInt(v.strip())
except ValueError: default
proc clampInt(v, lo, hi: int): int {.inline.} =
result = v
if result < lo: result = lo
if result > hi: result = hi
type
MoveTick = object
velocity: float ## signed speed (px/tick)
headingDelta: float ## heading change in radians this tick
PatternMatcherGun* = object
buf: array[HistorySize, MoveTick]
head: int ## next write index (circular)
count: int ## filled entries (capped at HistorySize)
prevHeading: float
prevSpeed: float
prevTick: int
hasPrev: bool
# Per-tick, speed-INDEPENDENT pattern state. Both the history search and the
# replayed enemy path depend only on observed movement, never on bulletSpeed,
# so they are built at most once per tick. The bullet lead (number of replay
# steps + coast) is derived from this path on every call.
cacheValid: bool
cacheTick: int
bestMatch: int ## -1 = no usable match (linear fallback)
lastMatchScore*: float ## best pattern-match cost (lower = better);
## set by findBestMatch, exposed as the gun's
## intrinsic per-sample confidence
## (TMComposites gate, docs/tmcomposites_gate.md)
playStart: int
playAvail: int
pathX: array[HistorySize + 1, float]
pathY: array[HistorySize + 1, float]
pathHeading: array[HistorySize + 1, float] ## radians after s steps
pathSpeed: array[HistorySize + 1, float] ## speed after s steps
# ── match-shape knobs (defaults leave the prediction byte-identical) ──
patternLen*: int ## search-key length actually used (default PatternLen)
histDepth*: int ## history entries actually scanned (default full)
paramConfigured*: bool ## true once the env/setter has populated the two above
# ── radial offset knob (defaults leave the prediction byte-identical) ──
radScale*: float ## multiplier on the predicted aim distance
radOffset*: float ## px added to the predicted aim distance
radConfigured*: bool ## true once the env/setter has populated the two above
debugGraphics*: bool
# --- circular buffer helpers ---
proc write(g: var PatternMatcherGun, m: MoveTick) {.inline.} =
g.buf[g.head] = m
g.head = (g.head + 1) mod HistorySize
if g.count < HistorySize: inc g.count
proc readAt(g: PatternMatcherGun, i: int): MoveTick {.inline.} =
## i = 0 is oldest, i = count-1 is newest
g.buf[(g.head - g.count + i + HistorySize * 2) mod HistorySize]
# --- linear fallback (same style as linear.nim) ---
proc linearPredict(state: WorldState, bulletSpeed: float): (float, float) =
let dist = hypot(state.enemyX - state.selfX, state.enemyY - state.selfY)
let t = dist / bulletSpeed
let hRad = degToRad(state.enemyHeading)
let ex = clamp(state.enemyX + cos(hRad) * state.enemySpeed * t,
BotRadius, state.arenaWidth - BotRadius)
let ey = clamp(state.enemyY + sin(hRad) * state.enemySpeed * t,
BotRadius, state.arenaHeight - BotRadius)
(ex, ey)
# --- pattern search + play-forward ---
proc findBestMatch(g: var PatternMatcherGun): int =
## Speed-independent history search. Returns the start index of the best
## matching pattern, or -1 when there is not enough history. Stores the best
## match cost in `g.lastMatchScore` for the confidence readout.
##
## `g.patternLen` (TR_PATTERN_LEN) is the key length; `g.histDepth`
## (TR_PATTERN_DEPTH) bounds how far back the scan may reach. With the shipped
## defaults (10, HistorySize) this is the exact pre-knob loop.
let plen = g.patternLen
g.lastMatchScore = Inf
if g.count < plen * 2:
return -1
# key = last plen entries
let keyStart = g.count - plen
# scan backwards for best match (exclude the key itself), but never further
# back than `histDepth` entries; when count <= histDepth this floor is 0 and
# the loop is identical to the original.
var bestScore = Inf
var bestMatch = -1
let scanEnd = g.count - plen - 1 # last valid match start
let scanFloor = max(0, g.count - g.histDepth)
if scanEnd < scanFloor:
return -1
for i in countdown(scanEnd, scanFloor):
var score = 0.0
for k in 0 ..< plen:
let a = g.readAt(keyStart + k)
let b = g.readAt(i + k)
let dv = a.velocity - b.velocity
let dh = a.headingDelta - b.headingDelta
score += dv * dv + dh * dh
if score < bestScore:
bestScore = score
bestMatch = i
g.lastMatchScore = bestScore
bestMatch
proc buildPath(g: var PatternMatcherGun, state: WorldState, bestMatch: int) =
## Precompute the matched pattern replayed forward from the current state.
## Only depends on observed movement, so it is valid for every power bin.
g.playStart = bestMatch + g.patternLen
g.playAvail = g.count - 1 - g.playStart # ticks we can replay
g.pathX[0] = state.enemyX
g.pathY[0] = state.enemyY
g.pathHeading[0] = degToRad(state.enemyHeading)
g.pathSpeed[0] = state.enemySpeed
for s in 1 .. g.playAvail:
let m = g.readAt(g.playStart + s - 1)
g.pathHeading[s] = g.pathHeading[s - 1] + m.headingDelta
g.pathSpeed[s] = m.velocity
g.pathX[s] = g.pathX[s - 1] + cos(g.pathHeading[s]) * g.pathSpeed[s]
g.pathY[s] = g.pathY[s - 1] + sin(g.pathHeading[s]) * g.pathSpeed[s]
proc projectFromPath(g: PatternMatcherGun, state: WorldState,
bulletSpeed: float): (float, float) =
## Speed-dependent lead: walk the cached path as far as this bulletSpeed's
## estimated flight time reaches, then coast linearly for the remainder.
# iterative time estimate
let dist0 = hypot(state.enemyX - state.selfX, state.enemyY - state.selfY)
var t = dist0 / bulletSpeed
var ex = state.enemyX
var ey = state.enemyY
for _ in 0..4:
let steps = min(int(t + 0.5), g.playAvail)
ex = g.pathX[steps]
ey = g.pathY[steps]
# if we ran out of replay data, coast linearly from last simulated pos
let remaining = t - steps.float
if remaining > 0.0:
ex += cos(g.pathHeading[steps]) * g.pathSpeed[steps] * remaining
ey += sin(g.pathHeading[steps]) * g.pathSpeed[steps] * remaining
let ndx = ex - state.selfX
let ndy = ey - state.selfY
t = sqrt(ndx * ndx + ndy * ndy) / bulletSpeed
ex = clamp(ex, BotRadius, state.arenaWidth - BotRadius)
ey = clamp(ey, BotRadius, state.arenaHeight - BotRadius)
(ex, ey)
# --- Gun interface ---
proc ensureRadialConfig(g: var PatternMatcherGun) {.inline.} =
## Lazily read the radial env knobs on first use, so the live binary can be
## re-tuned with `TR_PATTERN_RAD_*` and a unit test can poke the env in-process.
if g.radConfigured: return
g.radScale = patternEnvFloat(PatternRadScaleEnvVar, 1.0)
g.radOffset = patternEnvFloat(PatternRadOffsetEnvVar, 0.0)
g.radConfigured = true
proc ensureParamConfig(g: var PatternMatcherGun) {.inline.} =
## Lazily read the match-shape env knobs on first use, mirroring the radial
## knobs: the shipped binary reads the env once per gun instance.
if g.paramConfigured: return
g.patternLen = clampInt(patternEnvInt(PatternLenEnvVar, PatternLen), 1, HistorySize)
g.histDepth = clampInt(patternEnvInt(PatternDepthEnvVar, PatternDepth), 1, HistorySize)
g.paramConfigured = true
proc setMatchParams*(g: var PatternMatcherGun, patternLen, histDepth: int) =
## Explicit per-gun override used by offline sweeps/tests. Writes the same
## fields the env path writes, so the measured code path is identical.
g.patternLen = clampInt(patternLen, 1, HistorySize)
g.histDepth = clampInt(histDepth, 1, HistorySize)
g.paramConfigured = true
proc setRadialCorrection*(g: var PatternMatcherGun, scale, offsetPx: float) =
## Explicit per-gun override used by the offline sweep. Writes the same fields
## the env path writes, so the measured code path is identical.
g.radScale = scale
g.radOffset = offsetPx
g.radConfigured = true
proc applyRadial(g: var PatternMatcherGun, state: WorldState,
px, py: float): GunPrediction =
## Scale/shift the aim DISTANCE along the (unchanged) base bearing. The
## (1.0, 0.0) case returns the raw point, so the shipped default is
## byte-identical to the pre-knob gun. `radOffset` may not pull the aim point
## behind the shooter; the distance is floored at 0.
g.ensureRadialConfig()
if g.radScale == 1.0 and g.radOffset == 0.0:
return GunPrediction(x: px, y: py)
let dx = px - state.selfX
let dy = py - state.selfY
let d = hypot(dx, dy)
if d < 1e-9:
return GunPrediction(x: px, y: py)
let nd = max(0.0, d * g.radScale + g.radOffset)
GunPrediction(x: state.selfX + dx / d * nd, y: state.selfY + dy / d * nd)
proc predict*(g: var PatternMatcherGun, state: WorldState,
bulletSpeed: float): GunPrediction =
if bulletSpeed <= 0.0:
return GunPrediction(x: state.enemyX, y: state.enemyY)
# Roll history forward and (re)build the speed-independent pattern path at
# most once per tick. The old code returned a single cached (x, y) per tick,
# so all four power bins shared bin 0's lead.
if not g.cacheValid or state.tick != g.cacheTick:
if g.hasPrev:
var dh = degToRad(state.enemyHeading) - degToRad(g.prevHeading)
# wrap to [-π, π]
while dh > PI: dh -= 2.0 * PI
while dh < -PI: dh += 2.0 * PI
g.write(MoveTick(velocity: g.prevSpeed, headingDelta: dh))
g.prevHeading = state.enemyHeading
g.prevSpeed = state.enemySpeed
g.prevTick = state.tick
g.hasPrev = true
g.cacheValid = true
g.cacheTick = state.tick
g.ensureParamConfig()
g.bestMatch = g.findBestMatch()
if g.bestMatch >= 0:
g.buildPath(state, g.bestMatch)
if g.bestMatch < 0:
let (px, py) = linearPredict(state, bulletSpeed)
return g.applyRadial(state, px, py)
let (px, py) = g.projectFromPath(state, bulletSpeed)
result = g.applyRadial(state, px, py)
# Match quality as a confidence: a perfect historical match (cost 0) gives 1.0,
# a worse match decays toward 0. Deterministic and per-sample.
result.confidence = 1.0 / (1.0 + max(0.0, g.lastMatchScore))
proc onResult*(g: var PatternMatcherGun, e: FeedbackEvent) =
discard # pattern matcher learns from movement observation, not feedback