But there is a bias in the algorithm. Arbitrarly, the circle is broken into a linear queue, and the not present items which are accessed are arbitrarily inserted into the head of the queue (leftmost slot).
This does not compute: a circular roving pointer sweeping through a queue? What?
The problem is that items that are inserted at the head of the queue during a moment when the Hand is in a low position (close to the head, toward the left) are closer to being doomed than items added when the Hand is in the rightmost position. This is for no good reason other than just luck.
How it should work is that new items should be added at a fixed distance from the Hand pointer. In other words, an Insert point moves around the circular buffer in lock step with the Hand. When the Hand obliterates an evicted item, items between that item and the Insert point will shuffle over, and the new item goes to the Insert point. Next time the Hand moves, the Insert point will move with it in the same direction.
And now here is an elegant thing: we can make Insert and Hand be the same slot! When the Hand finds a victim we just replace the Hand slot with the new item, and mark it visited. Don't move any items around. On the next miss, the Hand will hop away from that item and mark it unvisited, and that's it. That item can then live until the next visit of the Hand, if it isn't touched again. This is just a FIFO with protection for the visited, essentially.
The distance between Insert and Hand is a parameter; the algorithm can be measured at various values of that parameter.