0cc682152d
Wave queues (guess_factor, decay_gf, knn_gun): predict() stored ONE wave per tick while onResult() popped one per resolved bullet (~4/tick), so the queue drained to empty within a few dozen ticks, ~3 of every 4 resolutions returned without learning, and the survivor paired with a same-tick wave (bearingDelta ~= 0) pinning the histogram at centre. PROOF: GF.vHits == HeadOn.vHits and DecayGF.vHits == HeadOn.vHits byte-for-byte in every one of 50 rounds — the guns had degenerated to HeadOn. Now each gun keeps a per-bin FIFO with an O(1) head cursor. At most one push per (tick, bin) so the fire site's 5th predict() call is a no-op, and onResult pops the oldest wave of its OWN bin via e.bulletPower. Aiming math untouched (it was already correct: 0 deg = East, CCW+). maxBullets 2048 -> 8192: the rack spawns 52 bullets/tick so the ring wrapped every ~39 ticks while a long power-3 shot needs ~90, silently discarding unresolved bullets and biasing every measured hit rate by range. Added a droppedBullets counter so a future overflow is measurable, and wavePushes/ waveStarved counters on the three guns. After the fix: vDropped = 0 and vStarved = 0 across all 48 recorded rounds. fitnessFor is now exported, deterministic (enemies iterated in ascending id order) and shared by the selector and the stats dump, replacing a hand-rolled merge in ModularBot that never advanced its window head. Round lines gain additive keys: vDropped, vStarved.
156 lines
6.1 KiB
Nim
156 lines
6.1 KiB
Nim
## Guess-factor gun: statistical targeting via GF histogram.
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## Bins: 31, ranging GF -1 (max CW escape) to +1 (max CCW escape).
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## Learns from virtual bullet outcomes; queues one wave per (tick, power bin).
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import std/[math, strformat]
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import gun_harness/gun_interface
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import gun_harness/virtual_bullets as vb # PowerBins: the four power bins the harness spawns
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const
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GFBins = 31
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GFPrior = 0.1
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DebugGF* = false
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WaveCompactAt = 64 ## compact a bin's wave seq once this many entries are consumed
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type
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Wave = object
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fireX, fireY: float
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fireBearing: float # atan2(enemyY-selfY, enemyX-selfX) at fire tick (rad)
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# mea not stored — recomputed from FeedbackEvent.bulletPower at resolution time
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GFGun* = object
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bins: array[GFBins, float]
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# One wave queue per power bin. The owning bin is fixed at push time (from the
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# bulletSpeed argument) and at pop time (from FeedbackEvent.bulletPower), so a
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# resolved bullet is always paired with a wave from its own bin.
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waves: array[len(vb.PowerBins), seq[Wave]]
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waveHead: array[len(vb.PowerBins), int] # O(1) pop cursor into waves[bin]
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waveStoredTick: array[len(vb.PowerBins), int] # last tick a wave was queued for this bin
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wavePushes*: int # total waves enqueued (== one per (tick, bin))
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waveStarved*: int # onResult found an empty queue for its own bin
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debugGraphics*: bool
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proc initGFGun*(): GFGun =
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result.debugGraphics = false
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for b in 0..<len(vb.PowerBins):
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result.waveStoredTick[b] = -1
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# Seed with a head-on prior: triangular bump at bin 15 (GF=0).
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# Prevents the cold-start tie-break to GF=-1 (bin 0) that poisons early fitness.
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let center = (GFBins - 1) div 2 # = 15
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for i in 0..<GFBins:
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let d = abs(i - center)
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result.bins[i] = GFPrior + 0.5 / float(1 + d)
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proc gfToIndex(gf: float): int {.inline.} =
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clamp(int(round((gf + 1.0) * 0.5 * float(GFBins - 1))), 0, GFBins - 1)
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proc indexToGF(idx: int): float {.inline.} =
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float(idx) / float(GFBins - 1) * 2.0 - 1.0
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proc peakBin(g: GFGun): int =
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var best = 0
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for i in 1..<GFBins:
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if g.bins[i] > g.bins[best]:
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best = i
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best
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proc binForSpeed(spd: float): int {.inline.} =
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## Map a virtual-bullet speed back to its power-bin index. All four bin speeds
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## are exactly representable floats; the epsilon is belt-and-braces only.
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for i in 0..<len(vb.PowerBins):
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if abs(spd - bulletSpeed(vb.PowerBins[i])) < 1e-6:
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return i
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-1
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proc binForPower(power: float): int {.inline.} =
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## Map a FeedbackEvent.bulletPower back to its power-bin index.
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for i in 0..<len(vb.PowerBins):
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if abs(power - vb.PowerBins[i]) < 1e-6:
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return i
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-1
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proc takeOldestWave(g: var GFGun, binIdx: int): (bool, Wave) =
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## Pop the oldest unresolved wave for this bin (O(1) amortized via waveHead).
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## Returns (false, default) when the bin's queue is empty.
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if binIdx < 0 or g.waveHead[binIdx] >= g.waves[binIdx].len:
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return (false, Wave())
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result = (true, g.waves[binIdx][g.waveHead[binIdx]])
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inc g.waveHead[binIdx]
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# Amortized O(1): drop the consumed prefix once it dominates the queue.
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if g.waveHead[binIdx] >= WaveCompactAt and
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g.waveHead[binIdx] * 2 >= g.waves[binIdx].len:
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g.waves[binIdx] = g.waves[binIdx][g.waveHead[binIdx] .. g.waves[binIdx].high]
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g.waveHead[binIdx] = 0
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proc predict*(g: var GFGun, state: WorldState, bulletSpeed: float): GunPrediction =
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if bulletSpeed <= 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 / bulletSpeed, -1.0, 1.0))
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# Queue at most one wave per (tick, power bin). The fire site's extra predict()
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# call for the selected bin lands on the same tick and reuses the queued wave.
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let binIdx = binForSpeed(bulletSpeed)
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if binIdx >= 0 and g.waveStoredTick[binIdx] != state.tick:
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g.waves[binIdx].add Wave(
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fireX: state.selfX,
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fireY: state.selfY,
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fireBearing: bearing,
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)
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g.waveStoredTick[binIdx] = state.tick
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inc g.wavePushes
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let peak = g.peakBin()
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let peakGF = indexToGF(peak)
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let gfAngle = bearing + peakGF * mea
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# Aim from self at gfAngle, at current dist (angular targeting)
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let px = state.selfX + cos(gfAngle) * dist
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let py = state.selfY + sin(gfAngle) * dist
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when DebugGF:
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echo fmt"[gf-dbg] predict: peakGF={peakGF:.2f} peakBin={peak} mea={radToDeg(mea):.1f}° aimAngle={radToDeg(gfAngle):.1f}° waves={g.waves[binIdx].len}"
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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 GFGun, e: FeedbackEvent) =
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## Called when a virtual bullet resolves. Pop the OLDEST unresolved wave from
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## this bullet's own power-bin queue, compute the actual GF, and smooth-add it.
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let binIdx = binForPower(e.bulletPower)
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if binIdx < 0: return
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let (found, w) = g.takeOldestWave(binIdx)
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if not found:
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inc g.waveStarved
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return
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# Recompute mea from the actual bullet power (correct per-bin, not the cached first-bin mea)
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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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# Compute actual bearing from fire position to where the enemy actually was
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let actualDx = e.actualX - w.fireX
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let actualDy = e.actualY - w.fireY
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let actualBearing = arctan2(actualDy, actualDx)
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var bearingDelta = actualBearing - w.fireBearing
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# Normalize to [-PI, PI]
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while bearingDelta > PI: bearingDelta -= 2.0*PI
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while bearingDelta < -PI: bearingDelta += 2.0*PI
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let gf = if mea > 1e-10: clamp(bearingDelta / mea, -1.0, 1.0) else: 0.0
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let centerIdx = gfToIndex(gf)
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when DebugGF:
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echo fmt"[gf-dbg] onResult: fireBearing={radToDeg(w.fireBearing):.1f}° actualBearing={radToDeg(actualBearing):.1f}° delta={radToDeg(bearingDelta):.1f}° MEA={radToDeg(mea):.1f}° GF={gf:.2f} peakBin={centerIdx}"
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# Triangular smoothing kernel over adjacent bins
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for i in 0..<GFBins:
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let dist = abs(i - centerIdx)
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g.bins[i] += 1.0 / float(1 + dist)
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