536 lines
22 KiB
Nim
536 lines
22 KiB
Nim
## learned_surfer.nim — LEARNED movement: state-conditional wave danger.
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##
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## The novelty over every other mover in this repo (`strafe`, `tfil`,
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## `wave_surfer`): the danger of a guess-factor bin is **learned per movement
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## state** instead of being a single hand-tuned/global quantity. The learner is
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## the counted SBC with global fractional decay from `common_libs/bitbrain`
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## (jobs j102/j103: measured to forget a changed mapping and to produce true
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## probabilities), so it can track an opponent that adapts to us.
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##
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## ── The design (and its measured basis) ─────────────────────────────────────
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## 1. Waves: enemy fire is detected from the one-tick energy drop (the drop IS
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## the firepower), exactly as `wave_surfer.nim`/`strafe.nim` do. `WorldState`
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## carries no bullet bodies, so the wave frame is "origin = enemy position at
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## the fire tick, centre line = bearing from the origin to us at that tick".
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##
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## 2. Label. A wave RESOLVES at the nominal arrival tick
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## `ceil(startDist/speed)` — the time the bullet needs for the range at fire
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## time, known at fire time — and the label is the 31-bin guess factor of our
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## angular offset from the centre line at that tick (`gfToBin`, the same
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## 31-bin quantisation `wave_surfer.nim` uses).
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##
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## 3. State = ONE coarse wave-relative state at the fire tick, 4 fields x 4
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## symbols = 256 states, NEVER a temporal window (measured dead:
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## `docs/state_window_gate.md`):
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## vlat lateral velocity in the wave frame, px/tick (signed)
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## dist range to the enemy at the fire tick, px
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## room directional wall room along the direction we are running, px
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## turn our own signed heading change, deg/tick
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## `lat` (the perpendicular offset from the centre line) is deliberately NOT
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## a field: at the fire tick the centre line passes through us, so it is
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## identically 0. 256 states over ~55k recorded shots is ~150 observations
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## per state — no recurrence problem.
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##
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## 4. Learner = counted SBC (`initCountedSbc`), read with `inferProb` (the
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## per-cell posterior), interpolated with the global 31-bin histogram that
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## `wave_surfer.nim` used: `p = (posterior + alpha*global)/(1 + alpha)`. With
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## no data at a cell this is exactly the old global surfer.
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##
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## 5. Danger of a candidate escape direction = the predicted probability of the
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## GF bin we would arrive in, SUMMED over every live wave, plus a wall
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## penalty, a travel penalty and a reversal penalty. The safest reachable
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## bin wins, then the same perpendicular steering / wall escape / radial
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## blend the other movers use.
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##
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## MEASURED (offline gate, `common_libs/tests/learned_surfer_gate.py`, 70
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## recorded battles, held out BY BATTLE, 3 seeds): the state-conditional model
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## beats the global histogram and chance on held-out log-loss (4.927 vs 4.974
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## vs 4.954 bits) in 63/63 held-out battles (sign-flip p = 5e-5), but the effect
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## is TINY: top-1 3.93% (global 3.96%, chance 3.23%). Read the ledger section
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## "Learned movement (SBC)" in `docs/movement_campaign.md` before trusting it.
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##
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## env knobs (all read by `loadLearnedEnv`):
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## TR_MOVEMENT = learned (selects this engine)
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## TR_LEARNED_DECAY_EVERY learns between decay passes (default 128)
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## TR_LEARNED_DECAY_SHIFT `c -= c shr shift`; 0 disables forgetting
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## TR_LEARNED_ALPHA prior mix weight (default 5.0)
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## TR_LEARNED_TRAVEL danger cost of travelling across the wave (0.01)
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## TR_LEARNED_REVERSAL danger cost of flipping the strafe side (0.02)
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## TR_LEARNED_PREF_DIST preferred engagement distance (400 px)
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## TR_LEARNED_DIST_BAND deadband around it (50 px)
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## TR_LEARNED_RADIAL_FRAC radial blend outside the band (0.35)
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## TR_LEARNED_WALL_MARGIN wall margin (48 px)
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## TR_LEARNED_GLOBAL =1: ignore the state (ABLATION, the same mover
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## with a pure global histogram)
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## TR_LEARNED_LOG per-decision log line
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import std/[math, os]
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from std/strutils import parseFloat, parseInt, strip
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import gun_harness/gun_interface
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import movement_harness/movement_interface
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import bitbrain/sbc
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const
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LS_BINS = 31 ## GF bins, identical to `wave_surfer.WS_BINS`
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LS_Q = 4 ## symbols per field
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LS_NADE = LS_Q * LS_Q ## 16: (vlat, dist) on one axis, (room, turn) on the other
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DodgeTicks = 15.0
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MaxBotSpeed = 8.0
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## State-bin edges (4 symbols/field): the quantiles of the recorded corpus,
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## derived by `common_libs/tests/learned_surfer_gate.py` (section E) and frozen
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## here. Quantisation is the 25/50/75 % quantiles; a value is placed in the
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## number of edges strictly below it.
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const
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VlatEdges = [-6.736, 0.000, 6.753]
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DistEdges = [431.321, 487.612, 552.670]
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RoomEdges = [137.965, 206.589, 296.753]
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TurnEdges = [-0.142, 0.000, 0.105]
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const
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LearnedDecayEveryEnv* = "TR_LEARNED_DECAY_EVERY"
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LearnedDecayShiftEnv* = "TR_LEARNED_DECAY_SHIFT"
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LearnedAlphaEnv* = "TR_LEARNED_ALPHA"
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LearnedTravelEnv* = "TR_LEARNED_TRAVEL"
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LearnedReversalEnv* = "TR_LEARNED_REVERSAL"
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LearnedPrefDistEnv* = "TR_LEARNED_PREF_DIST"
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LearnedDistBandEnv* = "TR_LEARNED_DIST_BAND"
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LearnedRadialFracEnv* = "TR_LEARNED_RADIAL_FRAC"
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LearnedWallMarginEnv* = "TR_LEARNED_WALL_MARGIN"
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LearnedGlobalEnv* = "TR_LEARNED_GLOBAL"
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LearnedLogEnv* = "TR_LEARNED_LOG"
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var
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LearnedDecayEvery* = 128
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LearnedDecayShift* = 1
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LearnedAlpha* = 5.0
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LearnedTravel* = 0.01
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LearnedReversal* = 0.02
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LearnedPrefDist* = 400.0
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LearnedDistBand* = 50.0
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LearnedRadialFrac* = 0.35
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LearnedWallMargin* = 48.0
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LearnedGlobal* = false
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LearnedLog* = false
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proc getEnvFloat(name: string, default: float): float =
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let s = getEnv(name, "")
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if s.len == 0: return default
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try: result = parseFloat(s.strip())
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except ValueError: result = default
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proc getEnvInt(name: string, default: int): int =
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let s = getEnv(name, "")
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if s.len == 0: return default
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try: result = parseInt(s.strip())
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except ValueError: result = default
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proc envOn(name: string, default = false): bool =
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let s = getEnv(name, "").strip()
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if s.len == 0: return default
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s notin ["0", "false", "no", "off"]
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proc loadLearnedEnv*() =
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## Read the knobs; callable again after `putEnv` so a gate can sweep arms in
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## one process.
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LearnedDecayEvery = max(0, getEnvInt(LearnedDecayEveryEnv, 128))
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LearnedDecayShift = max(0, getEnvInt(LearnedDecayShiftEnv, 1))
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LearnedAlpha = max(0.0, getEnvFloat(LearnedAlphaEnv, 5.0))
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LearnedTravel = max(0.0, getEnvFloat(LearnedTravelEnv, 0.01))
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LearnedReversal = max(0.0, getEnvFloat(LearnedReversalEnv, 0.02))
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LearnedPrefDist = max(1.0, getEnvFloat(LearnedPrefDistEnv, 400.0))
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LearnedDistBand = max(0.0, getEnvFloat(LearnedDistBandEnv, 50.0))
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LearnedRadialFrac = clamp(getEnvFloat(LearnedRadialFracEnv, 0.35), 0.0, 1.0)
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LearnedWallMargin = max(0.0, getEnvFloat(LearnedWallMarginEnv, 48.0))
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LearnedGlobal = envOn(LearnedGlobalEnv)
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LearnedLog = envOn(LearnedLogEnv)
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loadLearnedEnv()
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# ── small helpers ───────────────────────────────────────────────────────────
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proc wrapPi(x: float64): float64 {.inline.} =
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result = x
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while result > PI: result -= 2.0*PI
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while result < -PI: result += 2.0*PI
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proc wrap180(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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proc mea(speed: float64): float64 {.inline.} =
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if speed <= 1e-9: return 0.0
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arcsin(min(MaxBotSpeed / speed, 1.0))
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proc gfToBin(gf: float64): int {.inline.} =
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clamp(int(round((gf.clamp(-1.0, 1.0) + 1.0) * 0.5 * float64(LS_BINS - 1))),
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0, LS_BINS - 1)
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proc binToGF(idx: int): float64 {.inline.} =
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float64(idx) / float64(LS_BINS - 1) * 2.0 - 1.0
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proc code(value: float64, edges: array[3, float64]): int {.inline.} =
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result = 0
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for e in edges:
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if value > e: inc result
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proc roomToWall(px, py, dx, dy, arenaW, arenaH: float64): float64 =
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## Distance from (px,py) along unit (dx,dy) until leaving the arena, keeping
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## the 18 px bot radius. Mirrors the offline gate.
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var t = Inf
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for i in 0..1:
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let p = if i == 0: px else: py
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let d = if i == 0: dx else: dy
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let lo = BotRadius
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let hi = (if i == 0: arenaW else: arenaH) - BotRadius
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if abs(d) > 1e-9:
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let cand = if d > 0.0: (hi - p) / d else: (lo - p) / d
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if cand < t: t = cand
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if t == Inf: return 0.0
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max(0.0, t)
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# ── module types ────────────────────────────────────────────────────────────
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type
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LSWave = object
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originX, originY: float64
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bearing: float64 ## enemy -> us at the fire tick (centre line)
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speed: float64
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startDist: float64
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power: float64
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ticksLeft: int ## ticks until the nominal arrival
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fresh: bool ## created this tick: do not age it yet
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stateRow: int ## (vlat, dist) code
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stateCol: int ## (room, turn) code
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LearnedSurferModule* = object
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sbc*: Sbc
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glob*: array[LS_BINS, int]
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glc: int ## learns since the last global-histogram decay
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scores: seq[float]
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waves: seq[LSWave]
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prevEnergy: seq[tuple[id: int, energy: float]]
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strafeDir: float64
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dir: float64 ## direction commanded last tick (+-1)
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prevX, prevY: float64 ## our position one tick ago
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prevHeading: float64
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debugGraphics*: bool
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decisions*: int ## decisions taken (diagnostic)
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proc resetRound*(m: var LearnedSurferModule) =
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## Per-ROUND reset: the waves and the smoothed global prior are per round, but
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## the counted SBC memory is deliberately NOT wiped — the whole point of the
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## counted+decay mode is that the memory is bounded and decays on its own, so
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## it survives a round boundary without becoming a battle-long static average
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## (the j115 defect). Use `resetBattle` for a hard wipe.
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m.waves = @[]
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m.prevEnergy = @[]
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m.strafeDir = 1.0
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m.dir = 1.0
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m.prevX = 0.0
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m.prevY = 0.0
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m.prevHeading = 0.0
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m.decisions = 0
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for i in 0..<LS_BINS: m.glob[i] = 0
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m.glc = 0
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proc initLearnedSurfer*(): LearnedSurferModule =
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result.debugGraphics = false
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result.sbc = initCountedSbc(LS_NADE, LS_BINS,
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max(0, LearnedDecayEvery),
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max(0, LearnedDecayShift))
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result.sbc.decayEvery = max(0, LearnedDecayEvery)
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result.sbc.decayShift = max(0, LearnedDecayShift)
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result.scores = newSeq[float](LS_BINS)
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result.resetRound()
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proc resetBattle*(m: var LearnedSurferModule) =
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## Hard wipe of the learned memory (round the SBC's counters and `clear`).
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m.sbc.clear()
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m.resetRound()
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proc clearGraphics*(m: var LearnedSurferModule) {.inline.} = discard
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proc removeBulletNear*(m: var LearnedSurferModule, x, y: float) {.inline.} = discard
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# ── the learner ─────────────────────────────────────────────────────────────
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proc prior(m: LearnedSurferModule, k: int): float =
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var tot = 0
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for g in m.glob: tot += g
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(float(m.glob[k]) + 1.0) / (float(tot) + float(LS_BINS))
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proc learnWave(m: var LearnedSurferModule, row, col, bin: int) =
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## One supervised sample: (state) -> (GF bin at arrival), in the counted SBC.
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## The SBC applies its own global decay every `decayEvery` learns; the global
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## histogram below is aged on the same schedule so the two stay comparable.
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discard m.sbc.learn([row.int32], [col.int32], bin)
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if m.glob[bin] < 255: inc m.glob[bin]
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inc m.glc
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if LearnedDecayEvery > 0 and LearnedDecayShift > 0 and
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m.glc >= LearnedDecayEvery:
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for k in 0..<LS_BINS:
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m.glob[k] = m.glob[k] - (m.glob[k] shr LearnedDecayShift)
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m.glc = 0
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proc predictState*(m: var LearnedSurferModule, row, col: int,
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p: var array[LS_BINS, float]) =
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## p(bin | state) — the counted SBC's per-cell posterior interpolated with the
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## global histogram. With no data at the cell this is exactly the old surfer.
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## `p` is filled with the prior FIRST, so the fallback costs nothing.
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var tot = 0
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for g in m.glob: tot += g
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let den = float(tot) + float(LS_BINS)
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for k in 0..<LS_BINS: p[k] = (float(m.glob[k]) + 1.0) / den
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if LearnedGlobal: return
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for k in 0..<LS_BINS: m.scores[k] = 0.0
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m.sbc.inferProb([row.int32], [col.int32], m.scores)
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var st = 0.0
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for k in 0..<LS_BINS: st += m.scores[k]
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if st <= 0.0: return
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for k in 0..<LS_BINS:
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p[k] = (m.scores[k] + LearnedAlpha * p[k]) / (1.0 + LearnedAlpha)
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# ── fire detection + state ──────────────────────────────────────────────────
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proc prevEnergyGet(m: LearnedSurferModule, id: int): float =
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for e in m.prevEnergy:
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if e.id == id: return e.energy
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100.0
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proc prevEnergySet(m: var LearnedSurferModule, id: int, energy: float) =
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for i in 0..<m.prevEnergy.len:
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if m.prevEnergy[i].id == id:
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m.prevEnergy[i].energy = energy
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return
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m.prevEnergy.add((id: id, energy: energy))
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proc detectFire(m: var LearnedSurferModule, id: int, ex, ey, eenergy: float,
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ws: WorldState) =
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## One enemy's energy sample. A plausible one-tick firepower drop IS a wave;
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## the state is the wave-relative state at THIS tick (the fire tick).
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let prev = m.prevEnergyGet(id)
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let drop = prev - eenergy
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m.prevEnergySet(id, eenergy)
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if drop < 0.09 or drop > 3.01: return
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let botX = ws.selfX
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let botY = ws.selfY
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let bspeed = 20.0 - 3.0 * drop
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let d = hypot(botX - ex, botY - ey)
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let bearing = arctan2(botY - ey, botX - ex) # centre line
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let ux = cos(bearing)
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let uy = sin(bearing)
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# vlat: lateral velocity in the wave frame. The centre line passes through us
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# at this tick, so lat(now) == 0 and vlat == -lat(prev).
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let dxp = m.prevX - ex
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let dyp = m.prevY - ey
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var vlat = -(dxp * (-uy) + dyp * ux)
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if m.prevX == 0.0 and m.prevY == 0.0 and m.prevHeading == 0.0: vlat = 0.0
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let roomDx = if vlat >= 0.0: -uy else: uy
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let roomDy = if vlat >= 0.0: ux else: -ux
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let room = roomToWall(botX, botY, roomDx, roomDy, ws.arenaWidth, ws.arenaHeight)
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let turn = wrap180(float(ws.selfHeading) - float(m.prevHeading))
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let row = code(vlat, VlatEdges) * LS_Q + code(d, DistEdges)
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let col = code(room, RoomEdges) * LS_Q + code(turn, TurnEdges)
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m.waves.add LSWave(
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originX: ex, originY: ey, bearing: bearing, speed: bspeed,
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startDist: d, power: drop,
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ticksLeft: max(1, int(ceil(d / max(bspeed, 1e-9)))),
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fresh: true,
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stateRow: row, stateCol: col,
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)
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# ── the mover ───────────────────────────────────────────────────────────────
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proc computeMove*(m: var LearnedSurferModule, ws: WorldState): MoveCommand =
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let botX = ws.selfX
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let botY = ws.selfY
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# ── 1. fire detection (every alive enemy, per-enemy energy) ───────────────
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var seen = 0
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for ei in ws.enemies:
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inc seen
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m.detectFire(ei.id, ei.x, ei.y, ei.energy, ws)
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if seen == 0 and (ws.enemyX != 0.0 or ws.enemyY != 0.0):
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m.detectFire(-1, ws.enemyX, ws.enemyY, ws.enemyEnergy, ws)
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# ── 2. advance + resolve waves; every resolution is a training sample ────
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var i = 0
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while i < m.waves.len:
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if m.waves[i].fresh:
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m.waves[i].fresh = false # created this tick: not one tick old yet
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else:
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dec m.waves[i].ticksLeft
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if m.waves[i].ticksLeft <= 0:
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let w = m.waves[i]
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let maxA = mea(w.speed)
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if maxA >= 1e-9:
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let off = wrapPi(arctan2(botY - w.originY, botX - w.originX) - w.bearing)
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let bin = gfToBin(clamp(off / maxA, -1.0, 1.0))
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m.learnWave(w.stateRow, w.stateCol, bin)
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if LearnedLog:
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echo "[learned] resolve bin=", bin, " state=", w.stateRow, "/",
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w.stateCol, " d=", w.startDist.int, " e=", w.originX.int, ",",
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w.originY.int
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m.waves.del(i)
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else:
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inc i
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# ── 3. danger of every candidate bin, summed over every live wave ────────
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var ps: seq[array[LS_BINS, float]]
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ps.setLen(m.waves.len)
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for j in 0..<m.waves.len:
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m.predictState(m.waves[j].stateRow, m.waves[j].stateCol, ps[j])
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# nearest wave = largest radius/distance ratio (the one about to arrive)
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var nearest = -1
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var bestRatio = -1.0
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for j in 0..<m.waves.len:
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let dd = max(1e-6, hypot(botX - m.waves[j].originX, botY - m.waves[j].originY))
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let done = 1.0 - float(m.waves[j].ticksLeft) /
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float(max(1, int(ceil(m.waves[j].startDist /
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max(m.waves[j].speed, 1e-9)))))
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let ratio = done / dd
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if ratio > bestRatio:
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bestRatio = ratio
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nearest = j
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|
|
var perpAngle = 0.0
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|
|
|
if nearest >= 0:
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|
let w = m.waves[nearest]
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let dx = botX - w.originX
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|
let dy = botY - w.originY
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let d = max(1.0, hypot(dx, dy))
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|
let toBot = arctan2(dy, dx)
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|
let maxA = mea(w.speed)
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|
let curGF = if maxA >= 1e-9:
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clamp(wrapPi(toBot - w.bearing) / maxA, -1.0, 1.0)
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else: 0.0
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|
let dodgeDist = max(MaxBotSpeed, ws.selfSpeed) * DodgeTicks
|
|
|
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var bestBin = gfToBin(curGF)
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|
var bestDanger = Inf
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|
var bestDirs: array[LS_BINS, float]
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|
|
|
for j in 0..<LS_BINS:
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|
let gfJ = binToGF(j)
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|
let angleJ = w.bearing + gfJ * maxA
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|
let px = w.originX + cos(angleJ) * d
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|
let py = w.originY + sin(angleJ) * d
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|
var ux = px - botX
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|
var uy = py - botY
|
|
let ul = hypot(ux, uy)
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|
if ul < 1e-6:
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|
ux = cos(perpAngle); uy = sin(perpAngle)
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|
else:
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|
ux /= ul; uy /= ul
|
|
let futureX = botX + ux * dodgeDist
|
|
let futureY = botY + uy * dodgeDist
|
|
bestDirs[j] = if gfJ >= curGF: 1.0 else: -1.0
|
|
|
|
var danger = ps[nearest][j]
|
|
# every OTHER live wave contributes its own predicted mass at the bin the
|
|
# candidate direction would land in for THAT wave.
|
|
for k in 0..<m.waves.len:
|
|
if k == nearest: continue
|
|
let w2 = m.waves[k]
|
|
let d2 = max(1.0, hypot(futureX - w2.originX, futureY - w2.originY))
|
|
let mA2 = mea(w2.speed)
|
|
if mA2 < 1e-9: continue
|
|
let off2 = wrapPi(arctan2(futureY - w2.originY, futureX - w2.originX) -
|
|
w2.bearing)
|
|
let b2 = gfToBin(clamp(off2 / mA2, -1.0, 1.0))
|
|
danger += ps[k][b2]
|
|
|
|
let wallHit = futureX < LearnedWallMargin or
|
|
futureX > ws.arenaWidth - LearnedWallMargin or
|
|
futureY < LearnedWallMargin or
|
|
futureY > ws.arenaHeight - LearnedWallMargin
|
|
if wallHit: danger *= 5.0
|
|
danger += LearnedTravel * abs(gfJ - curGF)
|
|
if bestDirs[j] != m.dir: danger += LearnedReversal
|
|
|
|
if danger < bestDanger:
|
|
bestDanger = danger
|
|
bestBin = j
|
|
|
|
let bestGF = binToGF(bestBin)
|
|
m.strafeDir = bestDirs[bestBin]
|
|
m.dir = m.strafeDir
|
|
inc m.decisions
|
|
if LearnedLog:
|
|
var pAvg = 0.0
|
|
for k in 0..<LS_BINS: pAvg += ps[nearest][k] / float(LS_BINS)
|
|
echo "[learned] wave d=", d.int, " curGF=", (curGF * 100.0).int,
|
|
" bestGF=", (bestGF * 100.0).int, " dir=", m.strafeDir.int,
|
|
" pSafe=", (ps[nearest][bestBin] * 1000.0).int,
|
|
" pCur=", (ps[nearest][gfToBin(curGF)] * 1000.0).int,
|
|
" pAvg=", (pAvg * 1000.0).int,
|
|
" state=", m.waves[nearest].stateRow, "/", m.waves[nearest].stateCol
|
|
# perpendicular in the wave's own frame: +90 deg from origin->bot increases
|
|
# the GF (CCW), -90 decreases it.
|
|
perpAngle = if m.strafeDir >= 0.0: toBot + PI * 0.5
|
|
else: toBot - PI * 0.5
|
|
elif ws.enemyX != 0.0 or ws.enemyY != 0.0:
|
|
let toBot = arctan2(botY - ws.enemyY, botX - ws.enemyX)
|
|
perpAngle = if m.strafeDir >= 0.0: toBot + PI * 0.5
|
|
else: toBot - PI * 0.5
|
|
else:
|
|
perpAngle = degToRad(ws.selfHeading)
|
|
|
|
# ── 4. never drive into a wall ───────────────────────────────────────────
|
|
let nearLeft = botX < LearnedWallMargin
|
|
let nearRight = botX > ws.arenaWidth - LearnedWallMargin
|
|
let nearBottom = botY < LearnedWallMargin
|
|
let nearTop = botY > ws.arenaHeight - LearnedWallMargin
|
|
if nearLeft or nearRight or nearBottom or nearTop:
|
|
let px = cos(perpAngle)
|
|
let py = sin(perpAngle)
|
|
if (nearLeft and px < 0.0) or (nearRight and px > 0.0) or
|
|
(nearBottom and py < 0.0) or (nearTop and py > 0.0):
|
|
m.strafeDir = -m.strafeDir
|
|
m.dir = m.strafeDir
|
|
perpAngle = perpAngle + PI
|
|
let escapeAngle = arctan2(ws.arenaHeight * 0.5 - botY,
|
|
ws.arenaWidth * 0.5 - botX)
|
|
let ex = cos(escapeAngle) + cos(perpAngle)
|
|
let ey = sin(escapeAngle) + sin(perpAngle)
|
|
perpAngle = arctan2(ey, ex)
|
|
|
|
# ── 5. distance control outside the deadband ────────────────────────────
|
|
let enemyDist = hypot(ws.enemyX - botX, ws.enemyY - botY)
|
|
let distErr = enemyDist - LearnedPrefDist
|
|
let radialFrac =
|
|
if distErr > LearnedDistBand: LearnedRadialFrac # too far -> approach
|
|
elif distErr < -LearnedDistBand: -LearnedRadialFrac # too close -> retreat
|
|
else: 0.0
|
|
if abs(radialFrac) > 1e-9:
|
|
let radialAngle = arctan2(ws.enemyY - botY, ws.enemyX - botX) +
|
|
(if radialFrac < 0.0: PI else: 0.0)
|
|
let rx = cos(perpAngle) * (1.0 - abs(radialFrac)) +
|
|
cos(radialAngle) * abs(radialFrac)
|
|
let ry = sin(perpAngle) * (1.0 - abs(radialFrac)) +
|
|
sin(radialAngle) * abs(radialFrac)
|
|
perpAngle = arctan2(ry, rx)
|
|
|
|
# ── 6. steer the body, full speed ───────────────────────────────────────
|
|
let desiredDeg = radToDeg(perpAngle)
|
|
var delta = desiredDeg - ws.selfHeading
|
|
while delta > 180.0: delta -= 360.0
|
|
while delta < -180.0: delta += 360.0
|
|
let goForward = abs(delta) <= 90.0
|
|
if not goForward:
|
|
delta = if delta >= 0.0: delta - 180.0 else: delta + 180.0
|
|
|
|
m.prevX = botX
|
|
m.prevY = botY
|
|
m.prevHeading = float(ws.selfHeading)
|
|
|
|
(speed: (if goForward: 8.0 else: -8.0),
|
|
turnRate: delta.clamp(-10.0, 10.0))
|