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.
This commit is contained in:
Josh Creek
2026-08-04 23:27:57 +01:00
parent 8551d9e835
commit 1811e9333e
19 changed files with 1259 additions and 369 deletions
+22 -27
View File
@@ -17,13 +17,16 @@ extends ShipController
# Uniform noise magnitude added to each action axis (0 = play at full skill).
@export_range(0.0, 1.0) var action_noise: float = 0.0
# Must mirror whatever the model was actually trained with (see
# ShipAIController's identical exports on the training side, curriculum
# stages 1-2 in TRAINING.md). A model trained grounded (mask on) never got a
# reward gradient on these axes, so its raw output there is untrained noise —
# leaving this true for such a model doesn't make it fly well, it just lets
# that noise reach the ship instead of being discarded like it was in
# training. Set false to match a grounded-trained model's actual behaviour.
# Only meaningful for a "continuous"-action_space model (see
# ShipActionCodec) — i.e. one exported before curriculum generation 4, such
# as Game/bots/promoted/reference-grounded.json. Must mirror whatever the
# model was actually trained with: a model trained grounded (mask on) never
# got a reward gradient on these axes, so its raw output there is untrained
# noise — leaving this true for such a model doesn't make it fly well, it
# just lets that noise reach the ship instead of being discarded like it was
# in training. Set false to match a grounded-trained model's actual
# behaviour. Generation-4-onward (multi_discrete) models train the full
# action space from the start, so these flags are ignored for them.
@export var allow_vertical := true
@export var allow_pitch_roll := true
@@ -59,26 +62,18 @@ func get_action() -> ShipAction:
func _decide() -> void:
var obs := ShipObservations.build(_ship, _opponent, _ball, _attack_goal_position)
var out := _policy.forward(obs)
# Output layout is the trainer's flattened action space (Box(7)), which
# gymnasium orders by SORTED key name — rotation xyz, thrust xyz, turbo
# (> 0 means on) — NOT ShipAction's thrust-first declaration order.
_action.rotation = Vector3(
_axis(out[0]) if allow_pitch_roll else 0.0,
_axis(out[1]),
_axis(out[2]) if allow_pitch_roll else 0.0
)
_action.thrust = Vector3(
_axis(out[3]),
_axis(out[4]) if allow_vertical else 0.0,
_axis(out[5])
)
_action.turbo = out[6] > 0.0
func _axis(value: float) -> float:
if action_noise > 0.0:
value += randf_range(-action_noise, action_noise)
return clampf(value, -1.0, 1.0)
# See ShipActionCodec for the decode — the single source of truth shared
# with the training side, so this must never reimplement layout/ordering
# locally (see that file's header for why).
if _policy.action_space.get("type", "continuous") == "continuous":
_action = ShipActionCodec.from_continuous(out, action_noise)
if not allow_pitch_roll:
_action.rotation.x = 0.0
_action.rotation.z = 0.0
if not allow_vertical:
_action.thrust.y = 0.0
else:
_action = ShipActionCodec.from_logits(out, action_noise)
# Find ship/ball/opponent/goal once everything is spawned. ShipAction axes