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feat(training): add airborne_penalty and a stage-6 "unmask" curriculum run
Stage 5 (aggression) passed (41-47 vs grounded curric-s2-defend, within the lenient gate but not yet a clear win). Rather than keep the locomotion mask on indefinitely, stage 6 reopens full 3D controls on top of the aggression retune and pairs it with a new dense airborne_penalty (scaled by height above the floor) so the policy learns to prefer staying grounded through incentives instead of a hard mask — same regime shift that regressed stage 3, but this time with a mitigation and ~12x the training time (~240M timesteps / ~24h vs ~20M / ~2h) to actually re-converge instead of stalling mid-shift. airborne_penalty follows the existing SHIP_AI_OVERRIDES pattern: default 0 (off) on ship_ai_controller.gd, exposed via train.py's new --airborne-penalty flag, added to training_mode.gd's allow-list. Also adds a per-stage timesteps override in curriculum.py (STAGES[n]["timesteps"]) since this is the first stage to need a different budget than the rest.
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@@ -70,6 +70,14 @@ extends AIController3D
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# makes running the clock out strictly worse than scoring as soon as a
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# chance appears, instead of a free way to keep collecting dense reward.
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@export var time_penalty := 0.001
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# Per-tick penalty scaled by height above the floor (0 on the floor, full
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# value at the arena's ceiling) — distinct from the locomotion mask, which
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# only discards *thrust*-driven vertical/pitch-roll input; a masked ship can
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# still be launched airborne by collisions (ball impacts, ship-vs-ship
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# knockback, the wall/ceiling surface-pull field), and nothing previously
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# penalized time spent up there. Default 0 (off) so ordinary runs are
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# unaffected; the floor-lock curriculum stage turns it on.
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@export var airborne_penalty := 0.0
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# Locomotion curriculum: when false, the corresponding action axes are
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# discarded in set_action before reaching the ship, so the ship stays
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@@ -196,6 +204,14 @@ func _physics_process(delta):
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var uprightness: float = ship.global_transform.basis.y.dot(Vector3.UP)
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reward -= tilt_penalty * (1.0 - uprightness) * 0.5
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# Dense penalty: height above the floor (see airborne_penalty). The
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# floor sits at world y = 0 (see training_mode.gd's FIELD_MIN_Y/
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# _escaped bounds); normalized so the worst case is pinned at the
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# ceiling.
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if airborne_penalty > 0.0:
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var height := maxf(ship.global_position.y, 0.0)
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reward -= airborne_penalty * height / ArenaBoundary.INNER_HEIGHT
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func _wall_or_ceiling_contact() -> bool:
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var state := PhysicsServer3D.body_get_direct_state(ship.get_rid())
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@@ -188,7 +188,7 @@ const SHIP_AI_OVERRIDES := [
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"ball_touch_reward", "ball_touch_cooldown_ticks", "ball_touch_direction_floor",
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"velocity_to_ball_weight", "ball_velocity_to_goal_weight", "ball_distance_penalty",
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"wall_contact_penalty", "tilt_penalty", "speed_reward_weight", "time_penalty",
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"allow_vertical", "allow_pitch_roll",
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"airborne_penalty", "allow_vertical", "allow_pitch_roll",
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]
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@@ -238,6 +238,7 @@ func _ai_default(name: String) -> Variant:
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"tilt_penalty": return 0.002
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"speed_reward_weight": return 0.004
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"time_penalty": return 0.001
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"airborne_penalty": return 0.0
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"allow_vertical", "allow_pitch_roll": return true
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_: return null
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+17
-15
@@ -159,21 +159,22 @@ just with different curriculum flags.
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| 2 — defend too | `--opponent-mode self_play --no-allow-vertical --no-allow-pitch-roll` | Reintroduces a live opponent (self-play) and the default episode-start mix — the same near-goal state is now simultaneously a finishing chance for one side and a defensive save for the other. Locomotion stays grounded. |
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| 3 — no draws | `--draw-penalty 5 --reset-std 0.3` | Training episodes are golden-goal (end at the *first* goal), so there's no in-episode goal-margin to penalize — `draw_penalty` is the closest available signal: a one-time penalty when an episode times out with no goal at all, on top of the existing per-tick `time_penalty`. Also lifts the locomotion mask (full 3D controls) by omitting `--allow-vertical`/`--allow-pitch-roll`; pair that with `--reset-std` since the policy never got a reward gradient on those axes before now, so expect a brief re-exploration wobble. |
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| 4 — mechanics/refinement | *(no curriculum flags — plain `next_run.sh`)* | Stock self-play, full controls, default reward/start-state mix. This is what all runs before this feature already did. |
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| 5 — aggression | `--opponent-mode self_play --no-allow-vertical --no-allow-pitch-roll --velocity-to-ball-weight 0.05 --ball-distance-penalty 0.006 --ball-touch-reward 0.5` | **Resumes from stage 2 (`curric-s2-defend`), not stage 4** — see the regression note below. Retunes ball-pursuit reward weights (up from 0.02/0.002/0.4) for much more aggressive, constantly-chasing floor play, deliberately keeping the locomotion mask on so it can't reopen the stage-3 regression. |
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| 5 — aggression | `--opponent-mode self_play --no-allow-vertical --no-allow-pitch-roll --velocity-to-ball-weight 0.05 --ball-distance-penalty 0.006 --ball-touch-reward 0.5` | **Resumes from stage 2 (`curric-s2-defend`), not stage 4** — see the regression note below. Retunes ball-pursuit reward weights (up from 0.02/0.002/0.4) for much more aggressive, constantly-chasing floor play, deliberately keeping the locomotion mask on so it can't reopen the stage-3 regression. Passed 2026-07-22 (41-47 vs grounded stage 2 — close, not yet a clear win). |
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| 6 — unmask | `--opponent-mode self_play --velocity-to-ball-weight 0.05 --ball-distance-penalty 0.006 --ball-touch-reward 0.5 --airborne-penalty 0.003` | Re-opens full 3D controls on top of the aggression retune — this is the same grounded-checkpoint-to-full-3D transition that regressed stage 3, but this time paired with `airborne_penalty` (dense, scaled by height above the floor — see `ship_ai_controller.gd`) so the policy learns to *prefer* staying grounded through incentives instead of a hard mask, and can still pick up genuinely useful aerial/wall plays instead of never touching those axes. Runs much longer (~240M timesteps / ~24h vs every prior stage's ~20M/~2h) to actually re-converge through the regime shift instead of stalling mid-way like stage 3 did in a fifth of the time. |
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> **Stages 3-4 regressed and are parked.** The locomotion-mask inference bugfix
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> (`8c15c46`) revealed that stage 3's evals up to that point had been running
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> with an unfairly unmasked grounded reference. Re-evaluated fairly,
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> `curric-s2-defend` (grounded) beats both `curric-s3-no_draws` (26-60) and
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> `curric-s4-mechanics` (24-57) — lifting the locomotion mask to full 3D in
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> stage 3 was a clear regression in floor play that self-play never earned
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> back. Stage 5 sidesteps this by resuming and evaluating against stage 2
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> directly (`curriculum.py`'s `resume_from_experiment`/`reference_experiment`
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> stage-dict overrides) instead of chaining through stages 3-4. Full 3D
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> flight is parked as a separate initiative — see TODO.md — that will need a
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> redesigned unmasking approach (more timesteps and/or reward rebalancing) so
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> it doesn't cost floor fundamentals again. See `curriculum_state.json`'s
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> stage-2/stage-3 log entries for the full eval numbers.
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> **Stages 3-4 regressed; stage 6 deliberately reopens the same transition
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> with a mitigation.** The locomotion-mask inference bugfix (`8c15c46`)
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> revealed that stage 3's evals up to that point had been running with an
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> unfairly unmasked grounded reference. Re-evaluated fairly, `curric-s2-defend`
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> (grounded) beats both `curric-s3-no_draws` (26-60) and `curric-s4-mechanics`
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> (24-57) — lifting the locomotion mask to full 3D in stage 3 was a clear
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> regression in floor play that self-play never earned back in 20M steps.
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> Stage 5 sidesteps this by resuming and evaluating against stage 2 directly
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> (`curriculum.py`'s `resume_from_experiment`/`reference_experiment` stage-dict
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> overrides) instead of chaining through stages 3-4. Stage 6 is where full 3D
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> flight comes back — not masked away this time, but discouraged via
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> `airborne_penalty` and given ~12x the training time to settle. See
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> `curriculum_state.json`'s log for the full eval numbers.
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All curriculum flags default to leaving Godot's own `@export` defaults
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alone (`train.py` only forwards a flag when you pass it), so ordinary runs
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@@ -181,7 +182,8 @@ are unaffected. Full flag list: `--opponent-mode {self_play,inert,frozen}`,
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`--opponent-model <path>` (for `frozen`), `--draw-penalty`,
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`--attack-goal-bias`, `--kickoff-chance`, `--near-goal-chance`,
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`--allow-vertical`/`--no-allow-vertical`, `--allow-pitch-roll`/`--no-allow-pitch-roll`,
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`--velocity-to-ball-weight`, `--ball-distance-penalty`, `--ball-touch-reward`.
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`--velocity-to-ball-weight`, `--ball-distance-penalty`, `--ball-touch-reward`,
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`--airborne-penalty`.
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### Running it automatically
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+31
-1
@@ -104,6 +104,32 @@ STAGES = [
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"resume_from_experiment": "curric-s2-defend",
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"reference_experiment": "curric-s2-defend",
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},
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{
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"name": "unmask",
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# Re-opens full 3D controls (no more --no-allow-vertical/
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# --no-allow-pitch-roll) on top of the aggression retune, instead of
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# keeping locomotion masked indefinitely. The mask blocked *thrust*-
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# driven flight outright; the new airborne_penalty (dense, scaled by
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# height above the floor — see ship_ai_controller.gd) is meant to
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# teach the policy to prefer staying grounded through incentives
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# rather than a hard constraint, so it can start learning when the
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# other axes are actually useful (aerial saves, wall recoveries)
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# instead of never touching them. This resumes the exact regime
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# shift (grounded checkpoint -> full 3D) that regressed stage 3 —
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# the mitigation this time is airborne_penalty plus a much longer
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# run (24h / ~240M steps vs stage 3's 20M) to actually re-converge
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# instead of stalling mid-shift like stage 3 did in a fifth of the
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# time.
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"flags": [
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"--opponent-mode", "self_play",
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"--velocity-to-ball-weight", "0.05",
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"--ball-distance-penalty", "0.006",
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"--ball-touch-reward", "0.5",
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"--airborne-penalty", "0.003",
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],
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"grounded": False,
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"timesteps": 240_000_000, # ~24h at the standing n-parallel/speedup (20M took ~2h)
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},
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]
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@@ -178,9 +204,13 @@ def _grounded_for_experiment(experiment: str) -> bool:
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def run_stage_attempt(stage_index: int, attempt: int, args) -> str:
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exp = experiment_name(stage_index, attempt)
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resume = resume_checkpoint(stage_index, attempt, args.seed_checkpoint)
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# A stage can override the run's timesteps budget (see "floor-lock",
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# which deliberately runs much longer than the ~20M/~2h every stage so
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# far has used); otherwise it falls back to curriculum.py's own --timesteps.
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timesteps = STAGES[stage_index].get("timesteps", args.timesteps)
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cmd = [
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"./run_training.sh", exp,
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"--timesteps", str(args.timesteps),
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"--timesteps", str(timesteps),
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"--n-parallel", str(args.n_parallel),
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"--speedup", str(args.speedup),
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*STANDING_ARGS,
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@@ -96,6 +96,10 @@ def parse_args():
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"--ball-touch-reward", type=float, default=None,
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help="Overrides ShipAIController.ball_touch_reward (event reward on ball contact, cooldown-gated)",
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)
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curriculum.add_argument(
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"--airborne-penalty", type=float, default=None,
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help="Overrides ShipAIController.airborne_penalty (dense per-tick cost scaled by height above the floor)",
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)
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return parser.parse_args()
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@@ -116,6 +120,7 @@ def _curriculum_kwargs(args) -> dict:
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"ai_velocity_to_ball_weight": args.velocity_to_ball_weight,
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"ai_ball_distance_penalty": args.ball_distance_penalty,
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"ai_ball_touch_reward": args.ball_touch_reward,
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"ai_airborne_penalty": args.airborne_penalty,
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}
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return {key: value for key, value in mapping.items() if value is not None}
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