Follows the diagnosis that proactive straight-line ramming CANNOT work: both bots have MAX_SPEED=8, so a pursuit cannot catch an evading equal-speed opponent. Measured over 49 rounds per arm, opportunity -> contact was **0/6** (base), 0/40 (ring), 0/12 (ringhot). The only proactive conversion in the whole corpus came from a FINISHER, and only because a <20-energy DrussGT stops fleeing (that episode closed at 6-8 px/tick). Opportunity episodes never got below ~80px; one ran the full 60-tick duration cap and closed only 198->171px; a perfectly aligned full-speed one closed 195->114px then plateaued. CHANGES - **Finisher-only default.** `finisher` (<20 energy, dist<300, we are healthier) and the rare `desperation` (both <5, dist<150) are kept; `opportunity` and the speculative `plan` are OFF. Both are env-reenableable with no rebuild: `TR_RAM_OPPORTUNITY=1` (tune via TR_RAM_OPP_DIST/MARGIN) and `TR_RAM_PLAN=1`. Justification: it removes 100+ non-converting episodes per fixture at zero measured loss (oldram vs base was p=0.69, damage 279 vs 284, survival 17/49 vs 16/49) - and each of those episodes spent up to 60 ticks driving STRAIGHT at the enemy, abandoning the mover's dodging and disrupting aim. - **`desperation` KEPT** deliberately: it is cheap and rare, fires only when both bots are nearly dead at short range (a coin-flip where 0.6 contact can decide it), and it is not the refuted straight-line pursuit. - **THE BULLET-RAIN ABORT WAS DEAD CODE AND IS NOW FIXED.** `onHitByBullet` accumulated raw bullet FIREPOWER while `TR_RAM_ABORT_DMG = 0.5` was documented as a DAMAGE rate - so the bar was implicitly "sum of power > 7.5 over 15 turns" and the maximum rate ever observed was 0.27. It now accumulates REAL ENERGY via a `bulletDamage(power)` helper matching the server's `4p` / `6p-2` formula, and `TR_RAM_ABORT_DMG` defaults to **2.0 energy/turn** (~30 HP over 15 turns): "abort an in-progress ram if we take > 2.0 energy per turn". Same effective bar for normal firepower, and it can now actually fire - the live run reports `dmgRate=1.07/turn` where the old units said 0.27. - **`ramStuckTicks` REMOVED.** It required `dist < 5px`; contact occurs at ~36px (two 18px radii) and position rewind prevents getting closer, so it could never increment. Only the 60-tick duration cap can now self-end a ram. LIVENESS (measured, default config, vs a charging Java RamFire, 3 rounds): default -> `[ram] ON reason=finisher` x3, `reason=opportunity` x0 TR_RAM_OPPORTUNITY=1 -> `reason=opportunity` x4, `reason=finisher` x2 So the opportunity states DID occur and are suppressed by the new default - the removal is real, not an arm that never fires. A line also read `[ram] OFF reason=duration dmgRate=1.07/turn`, confirming the new energy units. Adds docs/ramming_negative_result.md (70 lines) recording the question, the five diagnostic answers, the geometric reason, the finisher exception, the two dead code paths, and an explicit "do not re-attempt a proactive straight-line ram; if point-blank forcing is ever wanted it is an INTERCEPTION/cornering movement problem" note - the same pattern that stopped the corpse bug recurring. Guards: test_ram_decision 40 (was 28), test_gun_harness 39, test_vbullet_metric 11, test_power_selection 3, test_adaptive_radar 41, test_tfil_ring_weights 24, test_power_policy 26, test_rack_membership 48, test_selector_tiebreak 19, test_tm_pattern_registration 20, test_vbullet_admit_gate 12, acceptance_offline_vs_online 12/12. ModularBot compiles. Honest note: the abort-threshold fix is a real (tiny) behaviour change, NOT measured-neutral - it only bites while a finisher ram is under sustained fire, which is exactly the user's stated wish. The finisher-only removal itself is measured-neutral per the given A/B.
4.2 KiB
Proactive ramming: a negative result (do not re-attempt straight-line pursuit)
Question. The bot declined visible ram opportunities ("it could jump over the
enemy and shred it"). The proactive opportunity gate was relaxed to fire from a
closable range (dist < 200, energy lead > 15, was dist < 50). Did it convert?
No — a log-replay diagnosis (no new battles), 49 rounds/arm: it fires, never
reaches contact.
The five measurements
| # | Diagnostic | Result |
|---|---|---|
| 1 | opportunity -> contact | 0/6 (base), 0/40 (ring), 0/12 (ringhot), 0/1 (nopower) |
| 2 | abort reasons | triggerGone 94/108 (87%), duration 14, stuck 0, bulletRain 0 |
| 3 | closest approach in an opportunity episode | never below ~80 px; base closest median 126 px |
| 4 | ticks spent during ram | <40: 10, 40-80: 16, 80-120: 60, 120-200: 165, >=200: 85 |
| 5 | A/B, oldram vs base |
p=0.69, damage 279 vs 284, survival 17/49 vs 16/49 (p=1.0) |
The only proactive conversion in the corpus came from a finisher (enemy at
16 -> 1 energy), not an opportunity. Two smoking guns: a base episode ran the FULL
60-tick duration cap and closed only 198 -> 171 px; a perfectly aligned
(delta ~= 0 deg), full-speed-8 episode closed 195 -> 114 px then PLATEAUED.
Why it cannot work (the geometric reason)
Both bots have MAX_SPEED = 8. A straight-line pursuit can never catch an
evading equal-speed opponent: every turn spent turning is a turn the evader pulls
away, and any juke re-opens the gap. Closing requires interception (cutting
off the escape path) or cornering, not chasing. That is a movement problem,
and it is disproportionate to 0.6 damage per contact (one-shot; NOT 0.6/turn).
Corroboration: cornering was independently refuted (wall-adjacent enemies are
less predictable; closest approach to DrussGT in 15 rounds was 118.7 px). Both
routes to point-blank have now failed for the same underlying reason.
The one exception: the finisher
The finisher (enemy < 20 energy, dist < 300, we are healthier) DOES convert,
because a <20-energy DrussGT stops fleeing: that episode closed at 6-8 px/tick
and reached contact. It is kept and is now the default gate. The rare
desperation case (both < 5 energy, dist < 150) is kept as a cheap last-ditch
play. opportunity and plan are OFF by default.
Re-enable for re-testing: TR_RAM_OPPORTUNITY=1 (with TR_RAM_OPP_DIST,
TR_RAM_OPP_MARGIN) restores the proactive gate; TR_RAM_PLAN=1 restores the
change-of-plan trigger. Verified live: the same ModularBot-vs-RamFire battle logs
0 opportunity ON by default and 4 opportunity ON with TR_RAM_OPPORTUNITY=1.
The two dead code paths, dealt with
bulletRainabort — units fixed.onHitByBulletaccumulated bullet firepower, whileTR_RAM_ABORT_DMG = 0.5/turn implied a damage rate. The server's damage iscalcBulletDamage(p) = 4p(plus2*(p-1)above 1), so the abort was ~4x too insensitive and never fired (max observeddmgRate0.27 in all 108 OFF lines). It now accumulates real energy viabulletDamage()and the threshold isTR_RAM_ABORT_DMG = 2.0energy/turn over 15 turns (~30 HP) — the same effective bar for normal firepower, now in correct units. The live run reportsdmgRate=1.07/turn(was 0.27) and does not abort the finisher.ramStuckTicks— removed. It requireddist < 5 pxon consecutive ticks, but two 18 px radii make contact occur at ~36 px and collision resolution rewinds positions — so the closest approach is ~36 px and the counter could never increment (diagnostic:stuck 0). Removed rather than documented as protection it cannot provide; the 60-tickdurationcap is the only self-abort.
Do not re-attempt a proactive straight-line ram
Do not re-relax the opportunity gate, add "get closer" logic to satisfy it, or
add a new chase trigger. Any future attempt at forcing point-blank must be an
interception/cornering movement problem (predict the escape path and occupy
it), and must clear the same opportunity -> contact bar above. Proactive ramming
is worth at most 0.6 damage per contact and measured zero outcome change.