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
+60 -28
View File
@@ -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)