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feat(training): curriculum generation 4 — MultiDiscrete action space redesign
Three curriculum generations (2026-07-21 through 2026-08-04) all tried gating *when* the policy could use vertical thrust/pitch-roll on top of a continuous Gaussian action space, and all three failed the same way: PPO's action-distribution std collapsed within ~10% of steps and never recovered, landing at a 15-32% win rate vs the grounded reference regardless of mechanism (hard mask, then a gradual ramp). Generation 3's final attempt just landed at 24% — the worst of the three. Root cause, verified against this project's own physics: hovering this ship requires *holding* thrust.y ~= 0.408 continuously (mass 5.0, vertical_thrust 120, gravity 9.8). A collapsed near-zero-mean Gaussian can brush that value but never sustain it long enough to earn the reward gradient that would move the mean — no amount of gating *when* the axis acts fixes a problem in *how* the policy represents a decision on it. This also independently found and fixes a real bug: godot_rl never marks an episode timeout as a truncation, so PPO was bootstrapping V(s)=0 on every 30s draw in every generation to date. - Game/scripts/ship_action_codec.gd (new): single source of truth for a per-axis MultiDiscrete action space (7 heads, nvec [5,5,5,5,5,5,2]) shared by training and in-game inference, replacing the continuous Gaussian. thrust_y's bins are deliberately asymmetric so a random policy drifts through the volume instead of floor-pinning. Legacy continuous decode (ai_ship_controller.gd's old logic) preserved verbatim so every pre-generation-4 export (e.g. Game/bots/promoted/easy.json) keeps working unchanged via an optional "action_space" JSON field. - ship_observations.gd: append own contact state (SIZE 31 -> 35, append-only) so the value function can see what wall_contact_penalty fires on. - ship_ai_controller.gd: action space/decode via the codec; drop the vertical_ramp/pitch_roll_ramp mechanism entirely; tilt_penalty default lowered 4x (aerial approaches require pitching); flight telemetry (airborne_fraction, mean_altitude, air_touch_fraction, vertical_thrust_mean) and truncation-snapshot fields on get_info(). - training_mode.gd: new air_drill_chance state-setter branch (ball spawned high, ships low, kept clear of walls) so aerial practice is forced by the environment instead of relying on reward-driven exploration alone; snapshot terminal observations before a timeout reset for the truncation fix. - cosmic_env.py: remap ShipAIController's truncated/terminal_obs info into SB3's TimeLimit.truncated/terminal_observation keys. - train.py: --reset-logits (+ --reset-logits-heads) replaces the now-meaningless --reset-std; new EntropyFloorCallback (a persistent per-rollout ent_coef controller replacing the one-shot std-reset shock) and per-head entropy logging; FlightTelemetryCallback; --air-drill-chance/ --tilt-penalty flags; optional AbortIfCallback kill-criterion. - export_policy.py: writes the action_space block for MultiDiscrete models; index-level parity check (argmax per head) instead of comparing floats. - curriculum.py: full rewrite — 3 stages (bootstrap/selfplay/gauntlet), no grounded stage, full action space live from step 1; deletes generation 1-3's checkpoint-lineage machinery (nothing to resume from); final report evaluates against both promoted/easy.json and the new promoted/reference-grounded.json (a copy of curric-s5-aggression, the strongest grounded-era artifact, kept as a fixed yardstick). - run_training.sh/.gitignore: commit only final.zip, not the ~2400 intermediate checkpoint files a single stage was writing (~500MB -> ~0.2MB per run); requirements.txt pinned (behaviour here now depends on specific library internals, not just public APIs). - test_action_space.py (new): offline rung-0 check catching a head-order mismatch before it silently corrupts 24h of training. Validated: GDScript compiles clean (Godot --headless --import + script validation), free_play.tscn and training.tscn both boot headless without errors, offline action-space assertions pass. Not yet run: the actual smoke-training/A-B validation ladder steps in TRAINING.md's "Generation 4" section, before committing to the full ~32h curriculum. See TRAINING.md's "Generation 4" section for the full design writeup.
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@@ -17,13 +17,16 @@ extends ShipController
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# Uniform noise magnitude added to each action axis (0 = play at full skill).
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@export_range(0.0, 1.0) var action_noise: float = 0.0
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# Must mirror whatever the model was actually trained with (see
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# ShipAIController's identical exports on the training side, curriculum
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# stages 1-2 in TRAINING.md). A model trained grounded (mask on) never got a
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# reward gradient on these axes, so its raw output there is untrained noise —
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# leaving this true for such a model doesn't make it fly well, it just lets
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# that noise reach the ship instead of being discarded like it was in
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# training. Set false to match a grounded-trained model's actual behaviour.
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# Only meaningful for a "continuous"-action_space model (see
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# ShipActionCodec) — i.e. one exported before curriculum generation 4, such
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# as Game/bots/promoted/reference-grounded.json. Must mirror whatever the
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# model was actually trained with: a model trained grounded (mask on) never
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# got a reward gradient on these axes, so its raw output there is untrained
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# noise — leaving this true for such a model doesn't make it fly well, it
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# just lets that noise reach the ship instead of being discarded like it was
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# in training. Set false to match a grounded-trained model's actual
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# behaviour. Generation-4-onward (multi_discrete) models train the full
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# action space from the start, so these flags are ignored for them.
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@export var allow_vertical := true
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@export var allow_pitch_roll := true
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@@ -59,26 +62,18 @@ func get_action() -> ShipAction:
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func _decide() -> void:
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var obs := ShipObservations.build(_ship, _opponent, _ball, _attack_goal_position)
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var out := _policy.forward(obs)
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# Output layout is the trainer's flattened action space (Box(7)), which
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# gymnasium orders by SORTED key name — rotation xyz, thrust xyz, turbo
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# (> 0 means on) — NOT ShipAction's thrust-first declaration order.
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_action.rotation = Vector3(
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_axis(out[0]) if allow_pitch_roll else 0.0,
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_axis(out[1]),
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_axis(out[2]) if allow_pitch_roll else 0.0
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)
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_action.thrust = Vector3(
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_axis(out[3]),
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_axis(out[4]) if allow_vertical else 0.0,
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_axis(out[5])
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)
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_action.turbo = out[6] > 0.0
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func _axis(value: float) -> float:
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if action_noise > 0.0:
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value += randf_range(-action_noise, action_noise)
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return clampf(value, -1.0, 1.0)
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# See ShipActionCodec for the decode — the single source of truth shared
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# with the training side, so this must never reimplement layout/ordering
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# locally (see that file's header for why).
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if _policy.action_space.get("type", "continuous") == "continuous":
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_action = ShipActionCodec.from_continuous(out, action_noise)
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if not allow_pitch_roll:
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_action.rotation.x = 0.0
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_action.rotation.z = 0.0
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if not allow_vertical:
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_action.thrust.y = 0.0
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else:
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_action = ShipActionCodec.from_logits(out, action_noise)
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# Find ship/ball/opponent/goal once everything is spawned. ShipAction axes
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