feat(training): support N-vs-M matches with persistent per-ship spawn IDs

Extends ShipObservations beyond the old self+1-opponent layout to padded
teammate/opponent arrays (MAX_TEAMMATES=4, MAX_OPPONENTS=5, SIZE=83),
zero-filling slots past the real roster size the same way the old single-
opponent slot was zero-filled when absent.

Slot stability across ticks requires a persistent identity: Ship gains
spawn_index (set once by GameMode.spawn_ship, never reassigned — there's no
despawn path anywhere in this codebase, so a roster is fixed for the whole
episode/match). ai_ship_controller.gd's opponent discovery is rewritten from
"first non-self ship" to classify every other ship by team and sort by
spawn_index; training_mode.gd/ship_ai_controller.gd carry the equivalent
sorted lists through the training path so both agree on slot assignment for
the same roster.

training_mode.gd and match_mode.gd both gain a team_size export (default 1,
so every existing curriculum script and match keeps today's 1v1 behaviour
unchanged). This is plumbing only: no 2v2+ curriculum or reward design, and
no match-mode UI to pick team size, has been done yet. The two checkpoints
in Game/bots/promoted/ are fitted to the old 35-float layout and are not
migrated — expected to go stale until the next training run.
This commit is contained in:
Josh Creek
2026-08-05 09:17:56 +01:00
parent 18fdb0f232
commit 3049c42867
7 changed files with 164 additions and 60 deletions
+29 -9
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@@ -35,7 +35,8 @@ var _action := ShipAction.new()
var _ticks_until_decision := 0
var _ship: Ship
var _opponent: Ship
var _teammates: Array[Ship] = []
var _opponents: Array[Ship] = []
var _ball: RigidBody3D
var _attack_goal_position: Vector3
var _scene_refs_ready := false
@@ -60,7 +61,7 @@ func get_action() -> ShipAction:
func _decide() -> void:
var obs := ShipObservations.build(_ship, _opponent, _ball, _attack_goal_position)
var obs := ShipObservations.build(_ship, _teammates, _opponents, _ball, _attack_goal_position)
var out := _policy.forward(obs)
# See ShipActionCodec for the decode — the single source of truth shared
# with the training side, so this must never reimplement layout/ordering
@@ -76,21 +77,40 @@ func _decide() -> void:
_action = ShipActionCodec.from_logits(out, action_noise)
# Find ship/ball/opponent/goal once everything is spawned. ShipAction axes
# are body-frame so only observations need team context (ShipObservations).
# Find ship/ball/teammates/opponents/goal once everything is spawned.
# ShipAction axes are body-frame so only observations need team context
# (ShipObservations). Rosters never change mid-match (no despawn path exists
# anywhere in this codebase), so this only needs to run once — sorted by
# spawn_index so a given ship keeps the same observation slot for the whole
# match, matching TrainingMode's identically-sorted lists.
func _discover_scene_refs() -> bool:
_ship = get_parent() as Ship
if _ship == null or not is_inside_tree():
return false
_ball = get_tree().get_first_node_in_group("ball")
if _ball == null:
return false
# Cleared, not just appended to: if an earlier call reached this point but
# a later check still failed, a retry must not re-append onto whatever it
# already collected — that would duplicate every ship in the roster.
_teammates.clear()
_opponents.clear()
for node in get_tree().get_nodes_in_group("ship"):
if node != _ship:
_opponent = node
break
var other := node as Ship
if other == _ship:
continue
if other.team == _ship.team:
_teammates.append(other)
else:
_opponents.append(other)
_teammates.sort_custom(_by_spawn_index)
_opponents.sort_custom(_by_spawn_index)
for goal in get_tree().get_nodes_in_group("goal"):
if goal.team == 1 - _ship.team:
_attack_goal_position = goal.global_position
if _ball == null:
return false
_scene_refs_ready = true
return true
static func _by_spawn_index(a: Ship, b: Ship) -> bool:
return a.spawn_index < b.spawn_index
+1
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@@ -90,6 +90,7 @@ func spawn_ship(team: int, spawn_index: int = 0, controller: ShipController = nu
var spawn_transform := spawns[spawn_index] if spawn_index < spawns.size() else Transform3D.IDENTITY
ship.global_transform = spawn_transform
ship.team = team
ship.spawn_index = spawn_index
if controller:
ship.set_controller(controller)
ships.append(ship)
+10 -1
View File
@@ -20,6 +20,12 @@ const KICKOFF_COUNTDOWN_SECONDS := 3
@export var match_length_seconds := 150.0
# Ships per team. The player always controls one ship on team 0; every other
# ship (teammates and the whole opposing team) is AI-controlled — no local
# multiplayer input. Plumbing only for this pass: there's no menu UI yet to
# pick a team size above 1.
@export_range(1, 5) var team_size: int = 1
@export_group("AI opponent")
# Trained policy for the opponent; empty = inert placeholder ship.
@export_file("*.json") var bot_model_path: String = ""
@@ -41,7 +47,10 @@ func _start() -> void:
spawn_ball()
var player_ship := spawn_ship(0, 0, PlayerShipController.new())
spawn_camera_rig(player_ship)
spawn_ship(1, 0, _make_opponent_controller())
for i in range(1, team_size):
spawn_ship(0, i, _make_opponent_controller())
for i in team_size:
spawn_ship(1, i, _make_opponent_controller())
await _run_kickoff_countdown()
+7
View File
@@ -58,6 +58,13 @@ var team: int = 0:
team = value
_apply_team_color()
# This ship's index within its team's roster (0, 1, 2, ...), set once by
# GameMode.spawn_ship and never changed afterward. The stable identity
# AIShipController/ShipAIController sort teammates/opponents by, so both
# training and in-game inference assign the same ship to the same
# observation-vector slot for the whole match (see ShipObservations).
var spawn_index: int = -1
# Shared per-team accent material, built once per team and reused by every
# ship — avoids allocating a fresh StandardMaterial3D from both _ready and
# the team setter (previously ran at least twice per ship).
+10 -5
View File
@@ -106,7 +106,8 @@ const MAX_BALL_DISTANCE := sqrt(
var ship: Ship
var rl_controller: RLShipController
var ball: RigidBody3D
var opponent: Ship
var teammates: Array[Ship] = []
var opponents: Array[Ship] = []
var attack_goal_position: Vector3
# Set directly by TrainingMode (_on_goal_scored / the timeout branch in
@@ -146,12 +147,16 @@ var _air_touches := 0
# Wire up references after the ship is spawned. `attack_goal` is the goal
# this ship scores into (goal.team == opponent's team).
func setup(p_ship: Ship, p_rl_controller: RLShipController, p_ball: RigidBody3D, p_opponent: Ship, p_attack_goal_position: Vector3) -> void:
# this ship scores into (goal.team == the opposing team's team).
func setup(
p_ship: Ship, p_rl_controller: RLShipController, p_ball: RigidBody3D,
p_teammates: Array[Ship], p_opponents: Array[Ship], p_attack_goal_position: Vector3
) -> void:
ship = p_ship
rl_controller = p_rl_controller
ball = p_ball
opponent = p_opponent
teammates = p_teammates
opponents = p_opponents
attack_goal_position = p_attack_goal_position
init(ship)
@@ -161,7 +166,7 @@ func setup(p_ship: Ship, p_rl_controller: RLShipController, p_ball: RigidBody3D,
func get_obs() -> Dictionary:
return {"obs": ShipObservations.build(ship, opponent, ball, attack_goal_position)}
return {"obs": ShipObservations.build(ship, teammates, opponents, ball, attack_goal_position)}
func get_reward() -> float:
+60 -28
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@@ -11,13 +11,13 @@ extends RefCounted
# The same rotation must be inverted when interpreting actions (see canon —
# it is its own inverse).
# Normalization scales. Standard arena volume (see ArenaBoundary): x ±12,
# z ±18, height 12, goals at z ±18 (flush with the end walls); positions are
# Normalization scales. Standard arena volume (see ArenaBoundary): x ±18,
# z ±27, height 18, goals at z ±27 (flush with the end walls); positions are
# soft-normalized to roughly [-1, 1]. Do not retune without retraining every
# model in Game/bots/.
const POSITION_SCALE := Vector3(20.0, 10.0, 20.0)
const POSITION_SCALE := Vector3(30.0, 15.0, 30.0)
const BALL_SPEED_SCALE := 30.0
const GOAL_DISTANCE_SCALE := 40.0
const GOAL_DISTANCE_SCALE := 60.0
# Contact normals with y above this are floor contact; below it they read as
# wall (sideways) or ceiling (downward) — mirrors
@@ -26,13 +26,23 @@ const GOAL_DISTANCE_SCALE := 40.0
# counts as "in contact" for the reward/observation to stay consistent).
const FLOOR_NORMAL_MIN_Y := 0.7
# Number of floats build() returns; the policy input size. APPEND-ONLY: new
# features go on the end and existing indices never move, so an old exported
# model (whose network was trained against a shorter SIZE) still decodes its
# first N inputs identically when SIZE grows — see PolicyNetwork.forward's
# input_size slice/guard. Do not retune an *existing* index without
# retraining every model in Game/bots/.
const SIZE := 35
# Fixed roster caps for the padded teammate/opponent slots below — the
# largest supported match size is 5v5. Slots beyond the real teammate/
# opponent count are zero-filled, mirroring the old single-opponent's
# null-zero-fill (see build()). Callers must pass teammates/opponents already
# sorted by Ship.spawn_index, so a given ship occupies the same slot in every
# tick's observation for the whole match, in both training and in-game
# inference (see AIShipController._discover_scene_refs /
# TrainingMode._start).
const MAX_TEAMMATES := 4
const MAX_OPPONENTS := 5
# Number of floats build() returns; the policy input size.
# 15 (own) + 6 (ball) + 6*MAX_TEAMMATES + 6*MAX_OPPONENTS + 4 (goal) + 4 (contact)
# Game/bots/promoted/*.json were exported against the old single-opponent,
# SIZE=35 layout and are not migrated — this is a from-scratch retrain, so
# those checkpoints are expected to go stale rather than keep decoding.
const SIZE := 15 + 6 + 6 * MAX_TEAMMATES + 6 * MAX_OPPONENTS + 4 + 4
# 180° rotation about Y for team 1; identity for team 0. A proper rotation
@@ -43,8 +53,14 @@ static func canon(v: Vector3, team: int) -> Vector3:
# attack_goal_position: centre of the goal this ship is trying to score in
# (the goal whose `team` == the opponent's team).
static func build(ship: Ship, opponent: Ship, ball: RigidBody3D, attack_goal_position: Vector3) -> Array:
# (the goal whose `team` == the opponent's team). teammates/opponents must
# already be sorted by Ship.spawn_index (ascending) by the caller — see
# MAX_TEAMMATES/MAX_OPPONENTS's comment for why slot stability matters; this
# function only pads/truncates to the fixed cap, it doesn't sort.
static func build(
ship: Ship, teammates: Array[Ship], opponents: Array[Ship],
ball: RigidBody3D, attack_goal_position: Vector3
) -> Array:
var team := ship.team
var obs := []
@@ -60,27 +76,23 @@ static func build(ship: Ship, opponent: Ship, ball: RigidBody3D, attack_goal_pos
_append(obs, canon(ball_rel, team) / POSITION_SCALE)
_append(obs, canon(ball.linear_velocity, team) / BALL_SPEED_SCALE)
# Opponent, relative to self (zeros if absent, e.g. a 1-ship drill)
if is_instance_valid(opponent):
var opp_rel := opponent.global_position - ship.global_position
_append(obs, canon(opp_rel, team) / POSITION_SCALE)
_append(obs, canon(opponent.linear_velocity, team) / ship.max_speed)
else:
_append(obs, Vector3.ZERO)
_append(obs, Vector3.ZERO)
# Teammates and opponents, relative to self, each padded/truncated to a
# fixed slot count (zeros past the real roster size, e.g. a 1v1 match or
# a solo drill) so the vector shape never depends on match size.
_append_ship_slots(obs, ship, team, teammates, MAX_TEAMMATES)
_append_ship_slots(obs, ship, team, opponents, MAX_OPPONENTS)
# Goal we are attacking, relative to self
var goal_rel := attack_goal_position - ship.global_position
_append(obs, canon(goal_rel, team) / POSITION_SCALE)
obs.append(goal_rel.length() / GOAL_DISTANCE_SCALE)
# Own contact state (appended — see SIZE's append-only invariant).
# Added for generation 4: ShipAIController's wall_contact_penalty used to
# fire on a condition the observation vector couldn't see coming,
# leaving the value function to predict a reward with no supporting
# signal. Also gives the policy a direct "am I resting on a surface"
# signal it can use to push off (a real aerial mechanic), distinct from
# inferring it indirectly from position/up-vector.
# Own contact state. Added for generation 4: ShipAIController's
# wall_contact_penalty used to fire on a condition the observation vector
# couldn't see coming, leaving the value function to predict a reward
# with no supporting signal. Also gives the policy a direct "am I resting
# on a surface" signal it can use to push off (a real aerial mechanic),
# distinct from inferring it indirectly from position/up-vector.
var normal := contact_normal(ship)
_append(obs, canon(normal, team))
obs.append(1.0 if normal != Vector3.ZERO else 0.0)
@@ -88,6 +100,26 @@ static func build(ship: Ship, opponent: Ship, ball: RigidBody3D, attack_goal_pos
return obs
# Appends up to `slot_count` other ships' (relative position, relative
# velocity) — 6 floats each — zero-filling any slots beyond the real roster
# size, or beyond slot_count if the roster somehow has more (sorted-by-
# spawn_index order means truncation drops the highest spawn_index ships,
# not the nearest ones — acceptable since slot_count already covers the
# largest supported match size, 5v5).
static func _append_ship_slots(
obs: Array, ship: Ship, team: int, others: Array[Ship], slot_count: int
) -> void:
for i in slot_count:
if i < others.size() and is_instance_valid(others[i]):
var other := others[i]
var rel := other.global_position - ship.global_position
_append(obs, canon(rel, team) / POSITION_SCALE)
_append(obs, canon(other.linear_velocity, team) / ship.max_speed)
else:
_append(obs, Vector3.ZERO)
_append(obs, Vector3.ZERO)
static func _append(obs: Array, v: Vector3) -> void:
obs.append(v.x)
obs.append(v.y)
+47 -17
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@@ -65,6 +65,12 @@ extends GameMode
# _place_air_drill.
@export_range(0.0, 1.0) var air_drill_chance := 0.0
# Ships per team. Default 1 preserves every existing curriculum script's 1v1
# behaviour unchanged; up to 5 matches ShipObservations.MAX_TEAMMATES/
# MAX_OPPONENTS. Plumbing only for this pass — no 2v2+ curriculum/reward
# design has been done, so a run above 1 is untested territory.
@export_range(1, 5) var team_size: int = 1
# Placement bounds for randomized episode starts, derived from the standard
# enclosure (ArenaBoundary). The inset keeps a randomly oriented ship (1x1x4
# box, worst-case half-extent ~2.05) from spawning intersecting the walls,
@@ -153,22 +159,46 @@ func _start() -> void:
spawn_ship(team, 0, bot)
return
var ship_team0 := spawn_ship(0, 0, RLShipController.new())
var ship_team1: Ship
match _opponent_mode:
"inert":
ship_team1 = spawn_ship(1, 0, ShipController.new())
_inert_ships.append(ship_team1)
"frozen":
var bot := AIShipController.new()
bot.model_path = _opponent_model_path
ship_team1 = spawn_ship(1, 0, bot)
_:
ship_team1 = spawn_ship(1, 0, RLShipController.new())
var team0_ships: Array[Ship] = []
for i in team_size:
team0_ships.append(spawn_ship(0, i, RLShipController.new()))
_attach_agent(ship_team0, ship_team1)
# The opponent_mode branch applies uniformly to every ship on team 1: an
# "inert"/"frozen" run means the whole opposing team gets that treatment,
# not just one ship.
var team1_ships: Array[Ship] = []
for i in team_size:
var ship1: Ship
match _opponent_mode:
"inert":
ship1 = spawn_ship(1, i, ShipController.new())
_inert_ships.append(ship1)
"frozen":
var bot := AIShipController.new()
bot.model_path = _opponent_model_path
ship1 = spawn_ship(1, i, bot)
_:
ship1 = spawn_ship(1, i, RLShipController.new())
team1_ships.append(ship1)
# All ships spawn before any agent attaches, so every agent's
# teammates/opponents lists see the other side's full roster.
for ship in team0_ships:
_attach_agent(ship, _other_ships(team0_ships, ship), team1_ships)
if _opponent_mode == "self_play":
_attach_agent(ship_team1, ship_team0)
for ship in team1_ships:
_attach_agent(ship, _other_ships(team1_ships, ship), team0_ships)
# `roster` minus `ship`, preserving order — rosters are built by spawn_index
# already, so this stays spawn_index-sorted (see ShipObservations' slot-
# stability requirement).
func _other_ships(roster: Array[Ship], ship: Ship) -> Array[Ship]:
var others: Array[Ship] = []
for s in roster:
if s != ship:
others.append(s)
return others
# Shared "--key=value" cmdline scan used by both eval and curriculum parsing.
@@ -261,14 +291,14 @@ func _ai_default(name: String) -> Variant:
_: return null
func _attach_agent(ship: Ship, opponent: Ship) -> void:
func _attach_agent(ship: Ship, teammates: Array[Ship], opponents: Array[Ship]) -> void:
var agent := ShipAIController.new()
agent.name = "ShipAIController"
agent.reset_after = int(episode_length_seconds * TICKS_PER_SIM_SECOND)
for key in _ai_overrides:
agent.set(key, _ai_overrides[key])
ship.add_child(agent)
agent.setup(ship, ship.controller as RLShipController, ball, opponent, _attack_goal_position(ship.team))
agent.setup(ship, ship.controller as RLShipController, ball, teammates, opponents, _attack_goal_position(ship.team))
_agents.append(agent)
@@ -316,7 +346,7 @@ func _physics_process(_delta):
# A goal (_on_goal_scored) does NOT do this — a goal is a
# genuine terminal, V(s)=0 is correct there.
agent.truncated_this_episode = true
agent.terminal_obs = ShipObservations.build(agent.ship, agent.opponent, agent.ball, agent.attack_goal_position)
agent.terminal_obs = ShipObservations.build(agent.ship, agent.teammates, agent.opponents, agent.ball, agent.attack_goal_position)
_reset_episode()
return