2cc2a3bd87
- 30-tick cooldown after ghost-stuck/timeout ram exit prevents re-entry loop - enemy_tracker.update() skips dead bots to prevent same-tick scan resurrection - TFIL graphics cleared when ramming is active movement - [config] logs: white base with green-highlighted changes only - [ram:enter] logs trigger reason and key values on false→true transition - [death] and [target-invalid] logs retained for diagnostics
262 lines
9.3 KiB
Nim
262 lines
9.3 KiB
Nim
## KNN gun: K-nearest-neighbor statistical targeting inspired by DrussGT's DC gun.
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## Builds a feature vector per scan, stores resolved GF outcomes, queries KNN at
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## predict time and picks the GF with the highest Gaussian-weighted density.
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## ponytail: linear scan O(n*k), cap at 2000 obs — KD-tree if perf matters at scale.
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import std/[math]
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import gun_harness/gun_interface
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const
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MaxObs = 2000 # ring-buffer cap
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KCap = 50 # hard ceiling on K
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KernelW = 0.3 # Gaussian kernel width multiplier
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DensityBins = 60 # scan resolution for peak-GF search
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type
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Obs = object
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feat: array[7, float] # normalized feature vector
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gf: float # observed GF at wave resolution
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KNNWave = object
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fireX, fireY: float
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fireBearing: float
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feat: array[7, float]
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KNNGun* = object
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obs: seq[Obs]
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obsHead: int # ring-buffer write index
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waves: seq[KNNWave]
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# per-tick cache
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cachedTick: int
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cachedWaveStored: bool
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# rolling normalization ranges
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featMin: array[7, float]
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featMax: array[7, float]
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# state for feature extraction
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lastSpeed: float
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lastDirection: float # +1 or -1
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timeSinceDirChange: int
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debugGraphics*: bool
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proc initKNNGun*(): KNNGun =
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result.cachedTick = -1
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result.lastDirection = 1.0
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result.debugGraphics = false
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for i in 0..6:
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result.featMin[i] = 1e18
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result.featMax[i] = -1e18
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# ── helpers ──────────────────────────────────────────────────────────────────
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proc normFeat(g: KNNGun, raw: array[7, float]): array[7, float] =
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for i in 0..6:
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let span = g.featMax[i] - g.featMin[i]
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result[i] = if span > 1e-9: (raw[i] - g.featMin[i]) / span else: 0.0
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proc updateMinMax(g: var KNNGun, raw: array[7, float]) =
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for i in 0..6:
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if raw[i] < g.featMin[i]: g.featMin[i] = raw[i]
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if raw[i] > g.featMax[i]: g.featMax[i] = raw[i]
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proc buildFeatures(state: WorldState, lastSpeed, lastDir: float,
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tsdc: int): array[7, float] =
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let dx = state.enemyX - state.selfX
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let dy = state.enemyY - state.selfY
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let dist = sqrt(dx*dx + dy*dy)
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let arenaDiag = sqrt(state.arenaWidth*state.arenaWidth + state.arenaHeight*state.arenaHeight)
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# bearing to enemy (0°=East, standard Tank Royale)
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let bearing = arctan2(dy, dx)
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# angle of enemy heading relative to bearing
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let relHead = state.enemyHeading - bearing
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let latVel = state.enemySpeed * sin(relHead)
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let advVel = state.enemySpeed * (-cos(relHead))
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let accel = state.enemySpeed - lastSpeed # signed delta
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# wall distances: how far enemy can travel fwd/bwd before hitting wall
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# approximate: project enemy heading to nearest wall in each axis
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let ex = state.enemyX
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let ey = state.enemyY
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let eh = state.enemyHeading
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# forward distances to each wall in heading direction
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let fwdX = if cos(eh) > 0: (state.arenaWidth - ex) / max(abs(cos(eh)), 1e-9)
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else: ex / max(abs(cos(eh)), 1e-9)
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let fwdY = if sin(eh) > 0: (state.arenaHeight - ey) / max(abs(sin(eh)), 1e-9)
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else: ey / max(abs(sin(eh)), 1e-9)
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let fwdDist = min(fwdX, fwdY)
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# backward = forward in opposite direction
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let bwdX = if cos(eh) < 0: (state.arenaWidth - ex) / max(abs(cos(eh)), 1e-9)
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else: ex / max(abs(cos(eh)), 1e-9)
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let bwdY = if sin(eh) < 0: (state.arenaHeight - ey) / max(abs(sin(eh)), 1e-9)
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else: ey / max(abs(sin(eh)), 1e-9)
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let bwdDist = min(bwdX, bwdY)
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result[0] = abs(latVel) / 8.0
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result[1] = clamp(advVel / 8.0, -1.0, 1.0) * 0.5 + 0.5 # shift to [0,1]
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result[2] = clamp(dist / arenaDiag, 0.0, 1.0)
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result[3] = clamp(accel / 2.0, -1.0, 1.0) * 0.5 + 0.5
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result[4] = clamp(float(tsdc) / 100.0, 0.0, 1.0)
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result[5] = clamp(fwdDist / arenaDiag, 0.0, 1.0)
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result[6] = clamp(bwdDist / arenaDiag, 0.0, 1.0)
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proc euclidean(a, b: array[7, float]): float {.inline.} =
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for i in 0..6:
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let d = a[i] - b[i]
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result += d * d
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result = sqrt(result)
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# ── Gun interface ─────────────────────────────────────────────────────────────
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proc predict*(g: var KNNGun, state: WorldState, bulletSpd: float): GunPrediction =
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if bulletSpd <= 0.0:
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return GunPrediction(x: state.enemyX, y: state.enemyY)
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let dx = state.enemyX - state.selfX
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let dy = state.enemyY - state.selfY
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let dist = sqrt(dx*dx + dy*dy)
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let bearing = arctan2(dy, dx)
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let mea = arcsin(clamp(8.0 / bulletSpd, -1.0, 1.0))
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# Track direction change — update state once per tick
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if state.tick != g.cachedTick:
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g.cachedTick = state.tick
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g.cachedWaveStored = false
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let relHead = state.enemyHeading - bearing
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let latVel = state.enemySpeed * sin(relHead)
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let newDir = if latVel >= 0: 1.0 else: -1.0
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if newDir != g.lastDirection and abs(latVel) > 0.01:
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g.timeSinceDirChange = 0
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g.lastDirection = newDir
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else:
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inc g.timeSinceDirChange
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# Store wave once per tick
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if not g.cachedWaveStored:
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let feat = buildFeatures(state, g.lastSpeed, g.lastDirection, g.timeSinceDirChange)
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g.updateMinMax(feat)
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g.waves.add KNNWave(
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fireX: state.selfX,
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fireY: state.selfY,
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fireBearing: bearing,
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feat: feat,
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)
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g.lastSpeed = state.enemySpeed
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g.cachedWaveStored = true
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# Cold start — no data yet
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if g.obs.len == 0:
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return GunPrediction(
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x: clamp(state.selfX + cos(bearing) * dist, BotRadius, state.arenaWidth - BotRadius),
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y: clamp(state.selfY + sin(bearing) * dist, BotRadius, state.arenaHeight - BotRadius),
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)
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# Build query feature vector (use current state)
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let queryRaw = buildFeatures(state, g.lastSpeed, g.lastDirection, g.timeSinceDirChange)
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let query = g.normFeat(queryRaw)
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# KNN: linear scan, pick k = max(5, min(sqrt(n), KCap))
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# Fall back to head-on when not enough neighbors to be meaningful
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let n = g.obs.len
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if n < 5:
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return GunPrediction(
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x: clamp(state.selfX + cos(bearing) * dist, BotRadius, state.arenaWidth - BotRadius),
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y: clamp(state.selfY + sin(bearing) * dist, BotRadius, state.arenaHeight - BotRadius),
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)
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let k = max(5, min(int(sqrt(float(n))), KCap))
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# Partial selection: maintain k-best by tracking max distance in result set
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# ponytail: O(n*k) insertion; fine for n<=2000, k<=50
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var bestDists = newSeq[float](k)
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var bestGFs = newSeq[float](k)
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var worstIdx = 0
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var filled = 0
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for i in 0..<n:
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let normFeat = g.normFeat(g.obs[i].feat)
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let d = euclidean(query, normFeat)
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if filled < k:
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bestDists[filled] = d
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bestGFs[filled] = g.obs[i].gf
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inc filled
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if filled == k:
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# find worst
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worstIdx = 0
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for j in 1..<k:
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if bestDists[j] > bestDists[worstIdx]: worstIdx = j
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elif d < bestDists[worstIdx]:
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bestDists[worstIdx] = d
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bestGFs[worstIdx] = g.obs[i].gf
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worstIdx = 0
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for j in 1..<k:
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if bestDists[j] > bestDists[worstIdx]: worstIdx = j
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if filled == 0:
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return GunPrediction(
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x: clamp(state.selfX + cos(bearing) * dist, BotRadius, state.arenaWidth - BotRadius),
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y: clamp(state.selfY + sin(bearing) * dist, BotRadius, state.arenaHeight - BotRadius),
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)
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# Inverse-distance weights, Gaussian (same as DrussGT getBearingGaussian)
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var sumDist = 1e-30
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for i in 0..<filled: sumDist += bestDists[i]
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let invAvg = float(filled) / sumDist
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# Find GF range of neighbors
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var gfMin = bestGFs[0]
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var gfMax = bestGFs[0]
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for i in 1..<filled:
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if bestGFs[i] < gfMin: gfMin = bestGFs[i]
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if bestGFs[i] > gfMax: gfMax = bestGFs[i]
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# Scan DensityBins points in [gfMin, gfMax] for peak density
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let span = max(gfMax - gfMin, 1e-9)
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let step = span / float(DensityBins - 1)
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var bestGF = gfMin
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var bestScore = -1.0
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for b in 0..<DensityBins:
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let testGF = gfMin + float(b) * step
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var score = 0.0
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for i in 0..<filled:
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let w = exp(-0.5 * (bestDists[i] * invAvg) * (bestDists[i] * invAvg))
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let dg = (testGF - bestGFs[i]) / max(span * KernelW, 1e-9)
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score += w * exp(-0.5 * dg * dg)
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if score > bestScore:
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bestScore = score
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bestGF = testGF
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let aimAngle = bearing + clamp(bestGF, -1.0, 1.0) * mea
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let px = state.selfX + cos(aimAngle) * dist
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let py = state.selfY + sin(aimAngle) * dist
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GunPrediction(
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x: clamp(px, BotRadius, state.arenaWidth - BotRadius),
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y: clamp(py, BotRadius, state.arenaHeight - BotRadius),
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)
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proc onResult*(g: var KNNGun, e: FeedbackEvent) =
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if g.waves.len == 0: return
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let w = g.waves[0]
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g.waves.delete(0)
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let speed = bulletSpeed(e.bulletPower)
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let mea = arcsin(clamp(8.0 / speed, -1.0, 1.0))
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let ax = e.actualX - w.fireX
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let ay = e.actualY - w.fireY
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var delta = arctan2(ay, ax) - w.fireBearing
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while delta > PI: delta -= 2.0 * PI
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while delta < -PI: delta += 2.0 * PI
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let gf = if mea > 1e-10: clamp(delta / mea, -1.0, 1.0) else: 0.0
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g.updateMinMax(w.feat)
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if g.obs.len < MaxObs:
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g.obs.add Obs(feat: w.feat, gf: gf)
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else:
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# ring buffer
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g.obs[g.obsHead] = Obs(feat: w.feat, gf: gf)
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g.obsHead = (g.obsHead + 1) mod MaxObs
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