ca82053a11
The user's goal: a TM gun that is the best 1v1 gun, starting from scratch every
battle but quickly overfitting the current enemy. The previous attempt (knob
tuning) failed: NO configuration beat its own shuffled-feedback control, and the
TM-off ablation scored the same as TM-on, i.e. the TM's correction was
near-zero-mean noise. Diagnosis then: a Tsetlin Machine is a CLASSIFIER, and we
were asking it for an absolute aim point - a regression target. So this attempt
gave it a DISCRETE target (multi-class over guess-factor buckets) with 40
binary/bucketed motion features, and measured it against Linear, the default
Tsetlin gun, and a MANDATORY shuffled control.
THE DIAGNOSIS IS CONFIRMED - THE TM LEARNS, DECISIVELY:
online class accuracy 46.0% vs shuffled control 20.0% (2.3x chance)
raw ungated argmax 21.2%/18.6% vs shuffled 15.2%/8.3% (18/18, p<0.0001)
TMPattern > its shuffled control, overall 17/1 runs, p=0.0001
Compare the previous attempt, which could not beat shuffled feedback at all.
TMPattern also beats the default Tsetlin gun early (17/1, p=0.0001), so it is a
strictly better TM gun than the one in the rack.
BUT IT IS NOT COMPETITIVE WITH LINEAR ON REAL SURFERS:
real DrussGT, bmPath (the shipped metric), 3 seeds, pooled early/overall
Linear 34.0% (6358/18715) 24.3% (58297/239943)
TMPattern (gated) 27.9% (15514/55535) 22.0% (158658/719681)
TMPatternShuf 28.7% 19.4%
Linear > TMPattern: 15/18 early p=0.0075, 15/18 overall p=0.0075
bmPoint: neutral (7.2%/4.6% vs Linear 7.2%/4.7%)
synthetic controlled motion: matches/edges Linear (66.8%/60.6% vs 66.4%/59.6%,
shuffled 55.7%/50.1%) - the mechanism works when motion is predictable.
So: the representation fix moved this from "learns nothing" to "learns strongly
but applies its knowledge badly". INFERRED reason for the residual loss: the
linear lead is already the modal GF bucket (the label histogram is centred), so
corrective excursions away from it are net-negative. The measured deficit lives
in the BASELINE and in RANGE, not in the TM knobs - which is why further knob
tuning was never going to work.
Best config: gated hard K=5, TM_CONF_MARGIN=0.25, TM_SHRINK=0.5.
NOT TRIED (time-boxed): the binary-reversal target, and a RADIAL (range-holding)
target - the latter is the top next step.
Adds `common_libs/guns/tm_pattern.nim` (NOT registered in the rack),
`common_libs/tests/sweep_tm_pattern.nim`, and a durable writeup at
`common_libs/tests/tm_pattern_sweep_results.md`.
494 lines
19 KiB
Nim
494 lines
19 KiB
Nim
## TM pattern gun — a DISCRETE-target Tsetlin Machine on top of a self-consistent
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## linear forecast.
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##
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## Why this exists (and why it is not `guns/tsetlin.nim`): a previous sweep
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## (common_libs/tests/sweep_tsetlin.nim, documented in the tsetlin.nim header)
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## found that the old gun's TM used as a pixel-correction REGRESSOR learns
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## nothing — every config was indistinguishable from its own shuffled-feedback
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## control, and the whole deficit vs Linear lived in the old gun's one-shot
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## internal baseline. The conclusion was that the REPRESENTATION and the TARGET
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## were the problem, not the knobs.
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##
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## This gun attacks both:
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##
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## * BASE — `forecastLinear` from lead_forecast.nim, the exact self-consistent
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## constant-velocity forecast LinearGun uses, so GF class 0 (center)
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## reproduces the Linear gun byte-for-byte. Any measured difference
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## is attributable to the TM, not to a weaker baseline.
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## * TARGET — the discrete class is a GUESS-FACTOR BUCKET: which lateral
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## escape sector (in max-escape-angle units) the enemy occupied at
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## the tick our bullet would have arrived. A small multi-class
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## classification, which is what a Tsetlin Machine is for.
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## * LABEL — computed from the enemy position at the BASE forecast's arrival
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## tick, looked up in a per-tick position ring. This is deliberate:
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## under the shipped `bmPath` metric `FeedbackEvent.actualXY` is the
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## closest-approach point on the gun's OWN aim ray, which biases the
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## label toward the gun's own last output (a self-referential
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## feedback loop). Reading our own recorded history at the base
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## arrival tick gives a clean, metric-independent label.
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## * FEATURES — binary/bucketed motion context (lateral-velocity sign over 3
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## ticks, turn-rate sign, time since reversal, radial fraction,
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## speed/distance/flight-time/wall/energy bands). 40 bits.
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##
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## The TM core is a compact, self-contained Granmo Table 2/3 implementation with
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## the corrected feedback rules and Eq. 6 empty-clause bootstrap (the same
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## corrected core as tsetlin.nim / tm_selector.nim, re-derived here at a small
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## feature width so a 5-class team is cheap).
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##
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## Per-enemy specialisation: the net is FRESH per gun instance (battle) and the
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## gun resets it if the target id changes mid-battle. Offline the range replays
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## one round per fresh instance, which is exactly "cold every battle, overfit
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## within the battle".
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import std/[math, random, strutils]
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import gun_harness/gun_interface
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import gun_harness/virtual_bullets as vb
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import guns/lead_forecast
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const
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## ── classifier shape ────────────────────────────────────────────────────
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TM_CLASSES* {.intdefine.} = 5 ## GF buckets, centers -1, -0.5, 0, +0.5, +1
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TM_NBITS* = 40
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TM_NLITS* = TM_NBITS * 2
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TM_NCLAUSES* {.intdefine.} = 40 ## per class
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TM_HALF* = TM_NCLAUSES div 2
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TM_NSTATES* {.intdefine.} = 64 ## automaton range [-NSTATES, NSTATES]
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TM_T* = float(TM_HALF)
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TM_S_DEF {.strdefine.} = "3.0"
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TM_S* = parseFloat(TM_S_DEF)
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TM_MIN_OBS* {.intdefine.} = 24 ## freshly-cold -> look straight ahead
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## Confidence gate: only leave the centre (GF=0) bucket when the winning class
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## beats the centre class by this fraction of TM_T. 0.0 = raw argmax.
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TM_CONF_MARGIN_DEF {.strdefine.} = "0.0"
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TM_CONF_MARGIN* = parseFloat(TM_CONF_MARGIN_DEF)
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## Scale applied to the predicted GF when a correction is taken.
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TM_SHRINK_DEF {.strdefine.} = "1.0"
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TM_SHRINK* = parseFloat(TM_SHRINK_DEF)
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## Readout: "hard" argmax (with the confidence gate) or "soft" vote-weighted.
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TM_GF_MODE {.strdefine.} = "hard"
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TM_SOFT_BETA_DEF {.strdefine.} = "4.0"
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TM_SOFT_BETA* = parseFloat(TM_SOFT_BETA_DEF)
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TM_TRACE_SLOTS = 1024
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POS_RING = 512
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DebugTMPattern* = false
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type
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TmBits* = array[TM_NLITS, uint8]
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TmPatternTrace = object
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fireTick: int
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powerBin: int
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arrivalTick: int
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baseBearing: float
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fireX, fireY: float
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lits: TmBits
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votes: array[TM_CLASSES, float]
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cache: array[TM_CLASSES, array[TM_NCLAUSES, uint8]]
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chosen: int
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warm: bool
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alive: bool
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PosSample = object
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tick: int
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x, y: float
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valid: bool
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TmPatternGun* = object
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teams: array[TM_CLASSES, seq[int16]]
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traces: array[TM_TRACE_SLOTS, TmPatternTrace]
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# ── history ──
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posRing: array[POS_RING, PosSample]
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lastTick: int
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prevTick: int
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prevX, prevY, prevHeading: float
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hasPrev: bool
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latSignHist: array[3, int]
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turnSignHist: array[3, int]
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lastNonzeroLat: int
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sinceReversal: int
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radialFracSm: float
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latPersist: int
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currentTarget: int
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# ── instrumentation ──
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totalObs*: int
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predictCalls*: int
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trainCalls*: int
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traceMisses*: int
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labelMisses*: int
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chosenHist*: array[TM_CLASSES, int]
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labelHist*: array[TM_CLASSES, int]
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classCorrect*: int ## warm predictions whose class matched the eventual label
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classTotal*: int ## warm predictions with a resolvable label
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lastChosen*: int
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shuffleLabels*: bool ## control: replace the computed GF label with a random class
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debugGraphics*: bool
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# ── TM core (Granmo Table 2/3, corrected resource allocation) ────────────────
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proc tmPolarity(cl: int): float {.inline.} =
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if cl < TM_HALF: 1.0 else: -1.0
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proc tmNewTeam(): seq[int16] =
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result = newSeq[int16](TM_NCLAUSES * TM_NLITS) # 0 = Exclude boundary
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proc tmEval(team: seq[int16], lits: TmBits, cl: int, learning: bool): uint8 =
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let base = cl * TM_NLITS
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var hasInc = false
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for lit in 0..<TM_NLITS:
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if team[base + lit] > 0:
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hasInc = true
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if lits[lit] == 0'u8: return 0'u8
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if hasInc: return 1'u8
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# Eq. 6: the empty conjunction is vacuously true during learning, false in
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# classification. Without this the all-Exclude init deadlocks.
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return if learning: 1'u8 else: 0'u8
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proc tmForward(team: seq[int16], lits: TmBits,
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cache: var array[TM_NCLAUSES, uint8]): float =
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var v = 0.0
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for cl in 0..<TM_NCLAUSES:
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let o = tmEval(team, lits, cl, learning = false)
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cache[cl] = tmEval(team, lits, cl, learning = true)
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v += tmPolarity(cl) * float(o)
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clamp(v, -TM_T, TM_T)
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proc tmLearnDir(team: var seq[int16], lits: TmBits,
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cache: array[TM_NCLAUSES, uint8], vote, d: float) =
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## One Granmo update of one class team with desired vote direction `d`.
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let pFeedback = (TM_T - d * vote) / (2.0 * TM_T)
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if pFeedback <= 0.0: return
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for cl in 0..<TM_NCLAUSES:
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if rand(1.0) >= pFeedback: continue
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let pol = tmPolarity(cl)
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let cOut = cache[cl]
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let base = cl * TM_NLITS
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if pol * d > 0.0:
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# Type I (Table 2) collapsed to the resulting state move.
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for lit in 0..<TM_NLITS:
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var st = int(team[base + lit])
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if lits[lit] == 1'u8:
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if cOut == 1'u8:
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if rand(1.0) < (TM_S - 1.0) / TM_S: st = min(st + 1, TM_NSTATES)
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else:
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if rand(1.0) < 1.0 / TM_S: st = max(st - 1, -TM_NSTATES)
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else:
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if rand(1.0) < 1.0 / TM_S: st = max(st - 1, -TM_NSTATES)
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team[base + lit] = int16(st)
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else:
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# Type II (Table 3): penalise exclusion of a zero literal when firing.
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if cOut == 1'u8:
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for lit in 0..<TM_NLITS:
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if lits[lit] == 0'u8:
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if team[base + lit] <= 0:
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team[base + lit] = int16(min(int(team[base + lit]) + 1, TM_NSTATES))
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# ── geometry helpers ─────────────────────────────────────────────────────────
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proc tmBinForSpeed(spd: float): int {.inline.} =
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for i in 0..<len(vb.PowerBins):
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if abs(spd - bulletSpeed(vb.PowerBins[i])) < 1e-6: return i
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-1
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proc tmTraceSlot(fireTick, binIdx: int): int {.inline.} =
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((fireTick * len(vb.PowerBins)) + binIdx) mod TM_TRACE_SLOTS
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proc gfToBucket(gf: float): int {.inline.} =
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clamp(int(round((gf + 1.0) * 0.5 * float(TM_CLASSES - 1))), 0, TM_CLASSES - 1)
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proc bucketToGF(c: int): float {.inline.} =
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if TM_CLASSES <= 1: 0.0
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else: float(c) / float(TM_CLASSES - 1) * 2.0 - 1.0
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proc normDeg(d: float): float {.inline.} =
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result = d
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while result > 180.0: result -= 360.0
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while result < -180.0: result += 360.0
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# ── public API ───────────────────────────────────────────────────────────────
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proc initTmPatternGun*(): TmPatternGun =
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for c in 0..<TM_CLASSES: result.teams[c] = tmNewTeam()
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result.lastTick = -1
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result.prevTick = -1
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result.currentTarget = -1
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result.lastChosen = (TM_CLASSES - 1) div 2
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randomize()
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result.debugGraphics = false
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proc isWarmedUp*(g: TmPatternGun): bool {.inline.} = true
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proc resetLearning*(g: var TmPatternGun) =
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## Fresh concept: wipe every clause team and the motion history. Called when
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## the target id changes so a new opponent starts from a cold net.
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for c in 0..<TM_CLASSES: g.teams[c] = tmNewTeam()
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g.totalObs = 0
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g.hasPrev = false
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for i in 0..<3:
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g.latSignHist[i] = 0
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g.turnSignHist[i] = 0
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g.sinceReversal = 0
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g.radialFracSm = 0.0
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g.latPersist = 0
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proc tmUpdateHistory(g: var TmPatternGun, state: WorldState) =
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if state.tick == g.lastTick: return
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g.lastTick = state.tick
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let slot = ((state.tick mod POS_RING) + POS_RING) mod POS_RING
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g.posRing[slot] = PosSample(tick: state.tick, x: state.enemyX, y: state.enemyY,
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valid: true)
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if g.hasPrev and state.tick > g.prevTick:
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let dx = state.enemyX - g.prevX
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let dy = state.enemyY - g.prevY
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let spd = hypot(dx, dy)
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let lx = state.enemyX - state.selfX
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let ly = state.enemyY - state.selfY
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let ld = hypot(lx, ly)
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var latSign = 0
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var crossFrac = 0.0
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var radialFrac = 0.0
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if ld > 1e-6 and spd > 1e-6:
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let cross = (lx * dy - ly * dx) / ld
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crossFrac = abs(cross) / spd
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radialFrac = abs((lx * dx + ly * dy) / ld) / spd
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if cross > 0.5: latSign = 1
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elif cross < -0.5: latSign = -1
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for i in countdown(2, 1): g.latSignHist[i] = g.latSignHist[i - 1]
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g.latSignHist[0] = latSign
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if latSign != 0 and g.lastNonzeroLat != 0 and latSign != g.lastNonzeroLat:
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g.sinceReversal = 0
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else:
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inc g.sinceReversal
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if latSign != 0: g.lastNonzeroLat = latSign
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g.latPersist = if latSign != 0 and latSign == g.latSignHist[1]: 1 else: 0
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var dh = normDeg(state.enemyHeading - g.prevHeading)
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let ts = if dh > 0.5: 1 elif dh < -0.5: -1 else: 0
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for i in countdown(2, 1): g.turnSignHist[i] = g.turnSignHist[i - 1]
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g.turnSignHist[0] = ts
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g.radialFracSm = 0.8 * g.radialFracSm + 0.2 * radialFrac
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g.prevX = state.enemyX
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g.prevY = state.enemyY
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g.prevHeading = state.enemyHeading
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g.prevTick = state.tick
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g.hasPrev = true
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proc tmBuildBits(g: var TmPatternGun, state: WorldState, flightTicks: float):
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TmBits =
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## 40 binary/bucketed context features. Written as literals directly: bit i
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## and its negation at i + TM_NBITS.
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var bits: array[TM_NBITS, uint8]
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var o = 0
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template put(v: uint8) = (bits[o] = v; inc o)
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template putSign(s: int) =
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# ternary -> 2 bits: (+, -); 0 -> (0,0)
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put(if s > 0: 1'u8 else: 0'u8)
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put(if s < 0: 1'u8 else: 0'u8)
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for i in 0..2: putSign(g.latSignHist[i]) # 6
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for i in 0..2: putSign(g.turnSignHist[i]) # 6
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# time since last lateral reversal: 3 one-hot
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if g.sinceReversal <= 3: put 1'u8 else: put 0'u8
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if g.sinceReversal > 3 and g.sinceReversal <= 10: put 1'u8 else: put 0'u8
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if g.sinceReversal > 10: put 1'u8 else: put 0'u8
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# lateral persistence / magnitude: 3 bits
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put(if g.latPersist == 1: 1'u8 else: 0'u8)
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let spd = state.enemySpeed
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# speed band (uses signed velocity magnitude; classic fixtures may be negative)
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let aspd = abs(spd)
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if aspd < 1.0: put 1'u8 else: put 0'u8
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if aspd >= 1.0 and aspd < 4.0: put 1'u8 else: put 0'u8
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if aspd >= 4.0: put 1'u8 else: put 0'u8
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# distance band
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let d = hypot(state.enemyX - state.selfX, state.enemyY - state.selfY)
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if d < 150.0: put 1'u8 else: put 0'u8
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if d >= 150.0 and d < 350.0: put 1'u8 else: put 0'u8
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if d >= 350.0: put 1'u8 else: put 0'u8
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# flight-time band
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if flightTicks < 10.0: put 1'u8 else: put 0'u8
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if flightTicks >= 10.0 and flightTicks < 25.0: put 1'u8 else: put 0'u8
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if flightTicks >= 25.0: put 1'u8 else: put 0'u8
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# walls close (4 bits)
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put(if state.enemyY < 60.0: 1'u8 else: 0'u8)
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put(if state.arenaHeight - state.enemyY < 60.0: 1'u8 else: 0'u8)
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put(if state.arenaWidth - state.enemyX < 60.0: 1'u8 else: 0'u8)
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put(if state.enemyX < 60.0: 1'u8 else: 0'u8)
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# radial fraction band (3 one-hot)
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if g.radialFracSm < 0.35: put 1'u8 else: put 0'u8
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if g.radialFracSm >= 0.35 and g.radialFracSm < 0.7: put 1'u8 else: put 0'u8
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if g.radialFracSm >= 0.7: put 1'u8 else: put 0'u8
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# enemy energy band (2 one-hot)
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if state.enemyEnergy < 20.0: put 1'u8 else: put 0'u8
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if state.enemyEnergy >= 20.0: put 1'u8 else: put 0'u8
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# heading relative to LOS (toward / away)
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let lx = state.enemyX - state.selfX
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let ly = state.enemyY - state.selfY
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let ld = hypot(lx, ly)
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var dot = 0.0
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if ld > 1e-6:
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let hr = degToRad(state.enemyHeading)
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dot = (cos(hr) * lx + sin(hr) * ly) / ld
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put(if dot > 0.3: 1'u8 else: 0'u8)
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put(if dot < -0.3: 1'u8 else: 0'u8)
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# approach (closing / opening) relative to displacement direction
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var closing = 0.0
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if ld > 1e-6 and g.hasPrev:
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let vx = state.enemyX - g.prevX
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let vy = state.enemyY - g.prevY
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closing = (vx * lx + vy * ly) / ld
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put(if closing < -0.3: 1'u8 else: 0'u8)
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put(if closing > 0.3: 1'u8 else: 0'u8)
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# pack into literal vector
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for i in 0..<TM_NBITS:
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result[i] = bits[i]
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result[i + TM_NBITS] = 1'u8 - bits[i]
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proc tmSoftGF(votes: array[TM_CLASSES, float]): float =
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## Vote-weighted expectation of the GF bucket centres. The multiclass votes are
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## not calibrated probabilities, but a softmax over them gives a smooth,
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## self-shrinking readout (flat votes -> GF 0; a confident tail -> near that
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## tail), which avoids the up-to-half-bucket aim error of a hard argmax.
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var mx = -Inf
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for c in 0..<TM_CLASSES:
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if votes[c] > mx: mx = votes[c]
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var sum = 0.0
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var w: array[TM_CLASSES, float]
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|
for c in 0..<TM_CLASSES:
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w[c] = exp((votes[c] - mx) * TM_SOFT_BETA / TM_T)
|
|
sum += w[c]
|
|
if sum <= 0.0: return 0.0
|
|
for c in 0..<TM_CLASSES:
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|
result += (w[c] / sum) * bucketToGF(c)
|
|
|
|
proc tmChooseClass(g: var TmPatternGun, votes: array[TM_CLASSES, float]): int =
|
|
## Cold gun or a flat vote vector -> straight ahead (GF = 0). Otherwise the
|
|
## argmax class, but ONLY when it beats the centre class by TM_CONF_MARGIN
|
|
## (fraction of TM_T); otherwise stay at the centre. This is what keeps the
|
|
## gun from degrading to arbitrary buckets when the TM has no real evidence.
|
|
let centre = (TM_CLASSES - 1) div 2
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|
if g.totalObs < TM_MIN_OBS:
|
|
return centre
|
|
var best = 0
|
|
var bestV = -Inf
|
|
for c in 0..<TM_CLASSES:
|
|
if votes[c] > bestV: bestV = votes[c]; best = c
|
|
if best == centre:
|
|
return centre
|
|
let margin = (votes[best] - votes[centre]) / TM_T
|
|
if margin < TM_CONF_MARGIN:
|
|
return centre
|
|
result = best
|
|
|
|
proc predict*(g: var TmPatternGun, state: WorldState, bulletSpeed: float):
|
|
GunPrediction =
|
|
inc g.predictCalls
|
|
|
|
# target-change reset (per-enemy specialisation)
|
|
if state.enemies.len > 0:
|
|
let tid = state.enemies[0].id
|
|
if g.currentTarget != tid:
|
|
if g.currentTarget >= 0: g.resetLearning()
|
|
g.currentTarget = tid
|
|
|
|
g.tmUpdateHistory(state)
|
|
|
|
if bulletSpeed <= 0.0:
|
|
return GunPrediction(x: state.enemyX, y: state.enemyY)
|
|
|
|
let mea = arcsin(clamp(8.0 / bulletSpeed, -1.0, 1.0))
|
|
let f = forecastLinear(state, bulletSpeed)
|
|
let flightTicks = f.dist / bulletSpeed
|
|
|
|
let lits = g.tmBuildBits(state, flightTicks)
|
|
|
|
var votes: array[TM_CLASSES, float]
|
|
var caches: array[TM_CLASSES, array[TM_NCLAUSES, uint8]]
|
|
for c in 0..<TM_CLASSES:
|
|
votes[c] = tmForward(g.teams[c], lits, caches[c])
|
|
|
|
let chosen = g.tmChooseClass(votes)
|
|
g.lastChosen = chosen
|
|
inc g.chosenHist[chosen]
|
|
|
|
var gf: float
|
|
if g.totalObs < TM_MIN_OBS:
|
|
gf = 0.0
|
|
elif TM_GF_MODE == "soft":
|
|
gf = TM_SHRINK * tmSoftGF(votes)
|
|
else:
|
|
gf = TM_SHRINK * bucketToGF(chosen)
|
|
let aimAngle = f.bearing + gf * mea
|
|
let px = state.selfX + cos(aimAngle) * f.dist
|
|
let py = state.selfY + sin(aimAngle) * f.dist
|
|
|
|
let binIdx = tmBinForSpeed(bulletSpeed)
|
|
if binIdx >= 0:
|
|
let slot = tmTraceSlot(state.tick, binIdx)
|
|
# The virtual bullet advances one step on its own spawn tick, so it reaches
|
|
# the base fire distance after max(0, ceil(flightTicks)-1) further ticks.
|
|
let arrOff = max(0, int(ceil(flightTicks)) - 1)
|
|
g.traces[slot] = TmPatternTrace(
|
|
fireTick: state.tick, powerBin: binIdx,
|
|
arrivalTick: state.tick + arrOff,
|
|
baseBearing: f.bearing,
|
|
fireX: state.selfX, fireY: state.selfY,
|
|
lits: lits, votes: votes, cache: caches,
|
|
chosen: chosen, warm: (g.totalObs >= TM_MIN_OBS), alive: true)
|
|
|
|
when DebugTMPattern:
|
|
echo "tmp tick=", state.tick, " bin=", binIdx, " chosen=", chosen,
|
|
" gf=", gf, " obs=", g.totalObs, " votes=", votes
|
|
|
|
GunPrediction(
|
|
x: clamp(px, BotRadius, state.arenaWidth - BotRadius),
|
|
y: clamp(py, BotRadius, state.arenaHeight - BotRadius),
|
|
)
|
|
|
|
proc onResult*(g: var TmPatternGun, e: FeedbackEvent) =
|
|
let binIdx =
|
|
if e.powerBin >= 0 and e.powerBin < len(vb.PowerBins): e.powerBin
|
|
else: tmBinForSpeed(bulletSpeed(e.bulletPower))
|
|
if binIdx < 0:
|
|
inc g.traceMisses
|
|
return
|
|
let slot = tmTraceSlot(e.fireTick, binIdx)
|
|
var t = addr g.traces[slot]
|
|
if not t.alive or t.fireTick != e.fireTick or t.powerBin != binIdx:
|
|
inc g.traceMisses
|
|
return
|
|
|
|
# Clean label: enemy position at the BASE arrival tick from our own history.
|
|
let s = ((t.arrivalTick mod POS_RING) + POS_RING) mod POS_RING
|
|
if not g.posRing[s].valid or g.posRing[s].tick != t.arrivalTick:
|
|
inc g.labelMisses
|
|
t.alive = false
|
|
return
|
|
|
|
let speed = bulletSpeed(e.bulletPower)
|
|
let mea = arcsin(clamp(8.0 / speed, -1.0, 1.0))
|
|
let actualBearing = arctan2(g.posRing[s].y - t.fireY, g.posRing[s].x - t.fireX)
|
|
var delta = actualBearing - t.baseBearing
|
|
while delta > PI: delta -= 2.0 * PI
|
|
while delta < -PI: delta += 2.0 * PI
|
|
let gf = if mea > 1e-10: clamp(delta / mea, -1.0, 1.0) else: 0.0
|
|
let winner = if g.shuffleLabels: rand(TM_CLASSES - 1) else: gfToBucket(gf)
|
|
inc g.labelHist[winner]
|
|
if t.warm:
|
|
inc g.classTotal
|
|
if winner == t.chosen: inc g.classCorrect
|
|
|
|
for c in 0..<TM_CLASSES:
|
|
let d = if c == winner: 1.0 else: -1.0
|
|
g.teams[c].tmLearnDir(t.lits, t.cache[c], t.votes[c], d)
|
|
inc g.totalObs
|
|
inc g.trainCalls
|
|
t.alive = false
|