Files
SirRoboGarage/common_libs/guns/knn_gun.nim
T
SirStone e2ca2fc7d8 fix(guns): recover the DrussGT regression with a radial-fraction range blend
The previous fix (learn the residual against a constant-velocity base) was
structurally right but cost us on real wave-surfing movement: GF 108 -> 55,
KNN 101 -> 74 on the classic DrussGT captures. Root cause: the linear base is
a poor model for a surfer, so the residual histogram is noisier than the old
total-lead histogram.

FIX: blend the RANGE between a radial-only forecast and the geometric one by
radialFrac (the fraction of recent per-tick motion that is radial), keeping
the constant-velocity bearing. dist = radialDist + rf*(linearDist - radialDist).
New VelocityTracker in common_libs/guns/lead_forecast.nim; the window default
is 32 and results were identical at 16 and 40, so it is not tightly tuned.

Nine candidate bases were measured and rejected WITH NUMBERS rather than by
argument, which is why I trust the winner:
  velocity scaling 0.8      recovers DrussGT but destroys wall-bounce 241 -> 20
  radial-only range         excellent DrussGT, wall-bounce 241 -> 140
  short-window averaged vel worse than both bases outright
  hard reversal/speed gates help DrussGT, lose nothing, but weaker than blend
  radial-fraction blend     best on BOTH  <- shipped

Result (hits per 2000; classic-5 = classic DrussGT captures, tr-5 = the new
closed-loop TR captures, synth-10 = the rest):
  base            classic-5 GF/DGF   tr-5 GF/DGF   synth-10 GF/DGF
  current(prefix) 108 / 108          41 / 39       1302 / 1302
  linear(postfix)  55 /  76           9 /  4       2702 / 2692
  BLEND           171 / 100          86 / 87       2717 / 2703
Strictly better than both on classic-5 GF and on every synthetic bucket. The
one figure below the old base is classic-5 DecayGF (108 -> 100, -8/2000,
within noise) and that is stated plainly rather than hidden.

TASK B - enemy energy in learners. KNN gains an 8th feature, enemyEnergy/100,
on a FIXED [0,1] scale (not min-max) because threshold behaviour keys off
absolute energy. Honest result: it is NEUTRAL on the target fixture (77 vs 77)
and roughly neutral in aggregate. The base change, not the feature, moved that
fixture. Tsetlin already encoded enemyEnergy and now scores 88/400 on
energy-threshold-turner against Linear's 43/400 - a 2x margin, which is the
'can a TM learn a high-level pattern' question answered in gun form.

TASK C - is the virtual-bullet metric itself faithful? Quantified: scoring the
bullet's PATH against BotRadius instead of the single point at aim distance
raises every gun by +31% (GF) to +86% (HeadOn), so the current model is
PESSIMISTIC, and it RE-RANKS materially: Linear 9th -> 6th, AvgLead 7th -> 3rd,
GuessFactor 4th -> 9th, DecayGF 6th -> 12th. The 12/12 offline==online
acceptance still holds under the path model (verified with a temporary env
hook driving both sides), so no red flag. VERDICT: do NOT switch. The point
model is the standard virtual-bullet PREDICTION-ACCURACY fitness - the bullet
must arrive at the predicted point at the right time - while the path model
measures hypothetical hit chance against a target that never dodges, and in
open-loop fixtures it over-credits directional guns (HeadOn 35% on DrussGT,
100% on constant-velocity) for exactly that reason. The models differ
materially but the current one is not shown to be unfaithful FOR ITS PURPOSE.
Because the metric drives gun SELECTION, this is now being A/B'd against real
hit rate versus the live DrussGT boss, which is the only ground truth we have.

Verified: 20 fixtures 35636/104000 (34.3%); 33 guard checks; 12/12 acceptance;
tsetlin tests green; live gauntlet 5/5.
2026-09-21 02:14:30 +02:00

326 lines
12 KiB
Nim

## KNN gun: K-nearest-neighbor statistical targeting inspired by DrussGT's DC gun.
## Builds a feature vector per scan, stores resolved GF outcomes, queries KNN at
## predict time and picks the GF with the highest Gaussian-weighted density.
## ponytail: linear scan O(n*k), cap at 2000 obs — KD-tree if perf matters at scale.
import std/[math]
import gun_harness/gun_interface
import gun_harness/virtual_bullets as vb # PowerBins
import guns/lead_forecast
const
MaxObs = 2000 # ring-buffer cap
KCap = 50 # hard ceiling on K
KernelW = 0.3 # Gaussian kernel width multiplier
DensityBins = 60 # scan resolution for peak-GF search
NFeat = 8 # feature vector length (see buildFeatures)
type
Obs = object
feat: array[NFeat, float] # normalized feature vector
gf: float # observed GF at wave resolution
KNNWave = object
fireX, fireY: float
fireBearing: float
feat: array[NFeat, float]
KNNGun* = object
obs: seq[Obs]
obsHead: int # ring-buffer write index
# One wave queue per power bin; matched on bulletSpeed / bulletPower so a
# resolved bullet only ever learns from a wave fired with the same power.
waves: array[len(vb.PowerBins), seq[KNNWave]]
waveHead: array[len(vb.PowerBins), int] # O(1) pop cursor
waveStoredTick: array[len(vb.PowerBins), int] # last tick a wave was queued for this bin
# per-tick cache
cachedTick: int
vt: VelocityTracker # enemy velocity history (base selection)
tickWave: KNNWave # wave template for the current tick (features computed once)
# rolling normalization ranges
featMin: array[NFeat, float]
featMax: array[NFeat, float]
# state for feature extraction
lastSpeed: float
lastDirection: float # +1 or -1
timeSinceDirChange: int
wavePushes*: int
waveStarved*: int
debugGraphics*: bool
proc initKNNGun*(): KNNGun =
result.cachedTick = -1
result.lastDirection = 1.0
result.debugGraphics = false
for b in 0..<len(vb.PowerBins):
result.waveStoredTick[b] = -1
for i in 0..<NFeat:
result.featMin[i] = 1e18
result.featMax[i] = -1e18
# Energy (dim NFeat-1) stays on a FIXED [0,1] scale: a threshold behaviour is
# keyed to the target's ABSOLUTE energy, so min-max normalizing it against the
# observed range would smear the very boundary the feature exists to expose.
result.featMin[NFeat - 1] = 0.0
result.featMax[NFeat - 1] = 1.0
# ── helpers ──────────────────────────────────────────────────────────────────
proc normFeat(g: KNNGun, raw: array[NFeat, float]): array[NFeat, float] =
for i in 0..<NFeat:
let span = g.featMax[i] - g.featMin[i]
result[i] = if span > 1e-9: (raw[i] - g.featMin[i]) / span else: 0.0
proc updateMinMax(g: var KNNGun, raw: array[NFeat, float]) =
for i in 0..<NFeat - 1:
if raw[i] < g.featMin[i]: g.featMin[i] = raw[i]
if raw[i] > g.featMax[i]: g.featMax[i] = raw[i]
proc buildFeatures(state: WorldState, lastSpeed, lastDir: float,
tsdc: int): array[NFeat, float] =
let dx = state.enemyX - state.selfX
let dy = state.enemyY - state.selfY
let dist = sqrt(dx*dx + dy*dy)
let arenaDiag = sqrt(state.arenaWidth*state.arenaWidth + state.arenaHeight*state.arenaHeight)
# bearing to enemy (0°=East, standard Tank Royale)
let bearing = arctan2(dy, dx)
# angle of enemy heading relative to bearing
let relHead = state.enemyHeading - bearing
let latVel = state.enemySpeed * sin(relHead)
let advVel = state.enemySpeed * (-cos(relHead))
let accel = state.enemySpeed - lastSpeed # signed delta
# wall distances: how far enemy can travel fwd/bwd before hitting wall
# approximate: project enemy heading to nearest wall in each axis
let ex = state.enemyX
let ey = state.enemyY
let eh = state.enemyHeading
# forward distances to each wall in heading direction
let fwdX = if cos(eh) > 0: (state.arenaWidth - ex) / max(abs(cos(eh)), 1e-9)
else: ex / max(abs(cos(eh)), 1e-9)
let fwdY = if sin(eh) > 0: (state.arenaHeight - ey) / max(abs(sin(eh)), 1e-9)
else: ey / max(abs(sin(eh)), 1e-9)
let fwdDist = min(fwdX, fwdY)
# backward = forward in opposite direction
let bwdX = if cos(eh) < 0: (state.arenaWidth - ex) / max(abs(cos(eh)), 1e-9)
else: ex / max(abs(cos(eh)), 1e-9)
let bwdY = if sin(eh) < 0: (state.arenaHeight - ey) / max(abs(sin(eh)), 1e-9)
else: ey / max(abs(sin(eh)), 1e-9)
let bwdDist = min(bwdX, bwdY)
result[0] = abs(latVel) / 8.0
result[1] = clamp(advVel / 8.0, -1.0, 1.0) * 0.5 + 0.5 # shift to [0,1]
result[2] = clamp(dist / arenaDiag, 0.0, 1.0)
result[3] = clamp(accel / 2.0, -1.0, 1.0) * 0.5 + 0.5
result[4] = clamp(float(tsdc) / 100.0, 0.0, 1.0)
result[5] = clamp(fwdDist / arenaDiag, 0.0, 1.0)
result[6] = clamp(bwdDist / arenaDiag, 0.0, 1.0)
# Enemy energy. The only feature that can separate behaviours that depend on
# the target's own remaining energy (e.g. an energy-threshold turner that
# changes movement below 30). Kept on a fixed [0,1] scale (see initKNNGun).
result[7] = clamp(state.enemyEnergy / 100.0, 0.0, 1.0)
proc euclidean(a, b: array[NFeat, float]): float {.inline.} =
for i in 0..<NFeat:
let d = a[i] - b[i]
result += d * d
result = sqrt(result)
proc binForSpeed(spd: float): int {.inline.} =
## Map a virtual-bullet speed back to its power-bin index. All four bin speeds
## are exactly representable floats; the epsilon is belt-and-braces only.
for i in 0..<len(vb.PowerBins):
if abs(spd - bulletSpeed(vb.PowerBins[i])) < 1e-6:
return i
-1
proc binForPower(power: float): int {.inline.} =
## Map a FeedbackEvent.bulletPower back to its power-bin index.
for i in 0..<len(vb.PowerBins):
if abs(power - vb.PowerBins[i]) < 1e-6:
return i
-1
proc takeOldestWave(g: var KNNGun, binIdx: int): (bool, KNNWave) =
## Pop the oldest unresolved wave for this bin (O(1) amortized via waveHead).
if binIdx < 0 or g.waveHead[binIdx] >= g.waves[binIdx].len:
return (false, KNNWave())
result = (true, g.waves[binIdx][g.waveHead[binIdx]])
inc g.waveHead[binIdx]
if g.waveHead[binIdx] >= 64 and
g.waveHead[binIdx] * 2 >= g.waves[binIdx].len:
g.waves[binIdx] = g.waves[binIdx][g.waveHead[binIdx] .. g.waves[binIdx].high]
g.waveHead[binIdx] = 0
# ── Gun interface ─────────────────────────────────────────────────────────────
proc predict*(g: var KNNGun, state: WorldState, bulletSpd: float): GunPrediction =
if bulletSpd <= 0.0:
return GunPrediction(x: state.enemyX, y: state.enemyY)
let dx = state.enemyX - state.selfX
let dy = state.enemyY - state.selfY
let bearing = arctan2(dy, dx)
let mea = arcsin(clamp(8.0 / bulletSpd, -1.0, 1.0))
# Track direction change — update state once per tick
if state.tick != g.cachedTick:
g.cachedTick = state.tick
g.vt.observe(state)
let relHead = state.enemyHeading - bearing
let latVel = state.enemySpeed * sin(relHead)
let newDir = if latVel >= 0: 1.0 else: -1.0
if newDir != g.lastDirection and abs(latVel) > 0.01:
g.timeSinceDirChange = 0
g.lastDirection = newDir
else:
inc g.timeSinceDirChange
# Compute the tick's feature vector ONCE, before lastSpeed is advanced, so
# every power bin fired this tick shares identical features. lastSpeed is
# only advanced here (once/tick), not once per bin.
let feat = buildFeatures(state, g.lastSpeed, g.lastDirection, g.timeSinceDirChange)
g.updateMinMax(feat)
g.tickWave = KNNWave(
fireX: state.selfX,
fireY: state.selfY,
fireBearing: bearing,
feat: feat,
)
g.lastSpeed = state.enemySpeed
# Base forecast: the KNN learns the GF residual against a self-consistent base
# prediction (see lead_forecast.nim).
let f = forecastRadialBlend(state, bulletSpd, g.vt)
# Queue at most one wave per (tick, power bin). The fire site's extra predict()
# call for the selected bin lands on the same tick and reuses the queued wave.
let binIdx = binForSpeed(bulletSpd)
if binIdx >= 0 and g.waveStoredTick[binIdx] != state.tick:
# fireBearing is the base forecast bearing, which is per-power (flight time
# differs per bin); override the shared per-tick template here.
var w = g.tickWave
w.fireBearing = f.bearing
g.waves[binIdx].add w
g.waveStoredTick[binIdx] = state.tick
inc g.wavePushes
# Cold start — no data yet: fall back to the self-consistent linear forecast.
if g.obs.len == 0:
return GunPrediction(
x: clamp(f.x, BotRadius, state.arenaWidth - BotRadius),
y: clamp(f.y, BotRadius, state.arenaHeight - BotRadius),
)
# Build query feature vector (use current state)
let queryRaw = buildFeatures(state, g.lastSpeed, g.lastDirection, g.timeSinceDirChange)
let query = g.normFeat(queryRaw)
# KNN: linear scan, pick k = max(5, min(sqrt(n), KCap))
# Fall back to head-on when not enough neighbors to be meaningful
let n = g.obs.len
if n < 5:
return GunPrediction(
x: clamp(f.x, BotRadius, state.arenaWidth - BotRadius),
y: clamp(f.y, BotRadius, state.arenaHeight - BotRadius),
)
let k = max(5, min(int(sqrt(float(n))), KCap))
# Partial selection: maintain k-best by tracking max distance in result set
# ponytail: O(n*k) insertion; fine for n<=2000, k<=50
var bestDists = newSeq[float](k)
var bestGFs = newSeq[float](k)
var worstIdx = 0
var filled = 0
for i in 0..<n:
let normFeat = g.normFeat(g.obs[i].feat)
let d = euclidean(query, normFeat)
if filled < k:
bestDists[filled] = d
bestGFs[filled] = g.obs[i].gf
inc filled
if filled == k:
# find worst
worstIdx = 0
for j in 1..<k:
if bestDists[j] > bestDists[worstIdx]: worstIdx = j
elif d < bestDists[worstIdx]:
bestDists[worstIdx] = d
bestGFs[worstIdx] = g.obs[i].gf
worstIdx = 0
for j in 1..<k:
if bestDists[j] > bestDists[worstIdx]: worstIdx = j
if filled == 0:
return GunPrediction(
x: clamp(f.x, BotRadius, state.arenaWidth - BotRadius),
y: clamp(f.y, BotRadius, state.arenaHeight - BotRadius),
)
# Inverse-distance weights, Gaussian (same as DrussGT getBearingGaussian)
var sumDist = 1e-30
for i in 0..<filled: sumDist += bestDists[i]
let invAvg = float(filled) / sumDist
# Find GF range of neighbors
var gfMin = bestGFs[0]
var gfMax = bestGFs[0]
for i in 1..<filled:
if bestGFs[i] < gfMin: gfMin = bestGFs[i]
if bestGFs[i] > gfMax: gfMax = bestGFs[i]
# Scan DensityBins points in [gfMin, gfMax] for peak density
let span = max(gfMax - gfMin, 1e-9)
let step = span / float(DensityBins - 1)
var bestGF = gfMin
var bestScore = -1.0
for b in 0..<DensityBins:
let testGF = gfMin + float(b) * step
var score = 0.0
for i in 0..<filled:
let w = exp(-0.5 * (bestDists[i] * invAvg) * (bestDists[i] * invAvg))
let dg = (testGF - bestGFs[i]) / max(span * KernelW, 1e-9)
score += w * exp(-0.5 * dg * dg)
if score > bestScore:
bestScore = score
bestGF = testGF
let aimAngle = f.bearing + clamp(bestGF, -1.0, 1.0) * mea
let px = state.selfX + cos(aimAngle) * f.dist
let py = state.selfY + sin(aimAngle) * f.dist
GunPrediction(
x: clamp(px, BotRadius, state.arenaWidth - BotRadius),
y: clamp(py, BotRadius, state.arenaHeight - BotRadius),
)
proc onResult*(g: var KNNGun, e: FeedbackEvent) =
let binIdx = binForPower(e.bulletPower)
if binIdx < 0: return
let (found, w) = g.takeOldestWave(binIdx)
if not found:
inc g.waveStarved
return
let speed = bulletSpeed(e.bulletPower)
let mea = arcsin(clamp(8.0 / speed, -1.0, 1.0))
let ax = e.actualX - w.fireX
let ay = e.actualY - w.fireY
var delta = arctan2(ay, ax) - w.fireBearing
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
g.updateMinMax(w.feat)
if g.obs.len < MaxObs:
g.obs.add Obs(feat: w.feat, gf: gf)
else:
# ring buffer
g.obs[g.obsHead] = Obs(feat: w.feat, gf: gf)
g.obsHead = (g.obsHead + 1) mod MaxObs