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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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@@ -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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