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https://github.com/jcreek/CosmicClash.git
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feat(training): add generation 5 curriculum
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@@ -64,6 +64,11 @@ extends GameMode
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# stayed floor-pinned even though the initial one wasn't. See
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# _place_air_drill.
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@export_range(0.0, 1.0) var air_drill_chance := 0.0
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# Moving-ball aerial interception branch used by generation 5. Unlike the
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# stationary/random air drill, the ball follows a reachable trajectory toward
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# a real goal and ships start low behind/lateral to it, so a useful touch is
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# naturally reinforced by the existing goal-directed ball rewards.
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@export_range(0.0, 1.0) var air_intercept_chance := 0.0
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# Ships per team. Default 1 preserves every existing curriculum script's 1v1
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# behaviour unchanged; up to 5 matches ShipObservations.MAX_TEAMMATES/
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@@ -129,6 +134,8 @@ var _episode_ticks := 0
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# already uses, just for one side of a live training episode.
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var _opponent_mode := "self_play"
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var _opponent_model_path := ""
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var _opponent_model_pool: Array[String] = []
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var _frozen_opponent_bots: Array[AIShipController] = []
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# ShipAIController @export overrides collected from --ai_<name>=<value> args,
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# applied to every ShipAIController this run creates (see _attach_agent).
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var _ai_overrides := {}
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@@ -164,7 +171,7 @@ func _start() -> void:
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team0_ships.append(spawn_ship(0, i, RLShipController.new()))
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# The opponent_mode branch applies uniformly to every ship on team 1: an
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# "inert"/"frozen" run means the whole opposing team gets that treatment,
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# "inert"/"frozen"/"league" run means the whole opposing team gets that treatment,
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# not just one ship.
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var team1_ships: Array[Ship] = []
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for i in team_size:
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@@ -177,6 +184,12 @@ func _start() -> void:
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var bot := AIShipController.new()
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bot.model_path = _opponent_model_path
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ship1 = spawn_ship(1, i, bot)
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_frozen_opponent_bots.append(bot)
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"league":
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var bot := AIShipController.new()
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bot.model_path = _opponent_model_pool[0] if not _opponent_model_pool.is_empty() else ""
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ship1 = spawn_ship(1, i, bot)
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_frozen_opponent_bots.append(bot)
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_:
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ship1 = spawn_ship(1, i, RLShipController.new())
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team1_ships.append(ship1)
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@@ -230,13 +243,15 @@ func _parse_eval_args() -> void:
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const TRAINING_MODE_OVERRIDES := [
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"goal_reward", "draw_penalty", "kickoff_state_chance",
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"ball_near_goal_chance", "attack_goal_bias", "air_drill_chance",
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"air_intercept_chance", "team_size",
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]
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# ShipAIController @export names a curriculum run may override, read as
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# --ai_<name>=<value> to avoid colliding with the names above.
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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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"forward_velocity_to_ball_weight", "wall_contact_penalty", "tilt_penalty",
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"ground_tilt_penalty", "speed_reward_weight", "time_penalty",
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"airborne_penalty",
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]
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@@ -246,10 +261,20 @@ func _parse_curriculum_args() -> void:
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if args.has("opponent_mode"):
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_opponent_mode = args["opponent_mode"]
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_opponent_model_path = args.get("opponent_model", _opponent_model_path)
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if args.has("opponent_model_pool"):
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for path in String(args["opponent_model_pool"]).split(",", false):
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if not path.is_empty():
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_opponent_model_pool.append(path)
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if _opponent_mode == "league" and _opponent_model_pool.is_empty():
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push_error("TrainingMode: opponent_mode=league requires --opponent_model_pool=path,path")
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for name in TRAINING_MODE_OVERRIDES:
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if args.has(name):
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set(name, _typed_like(args[name], get(name)))
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var start_probability := kickoff_state_chance + ball_near_goal_chance \
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+ air_drill_chance + air_intercept_chance
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if start_probability > 1.0:
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push_error("TrainingMode: episode-start probabilities sum to %.3f (> 1.0)" % start_probability)
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for name in SHIP_AI_OVERRIDES:
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var key := "ai_%s" % name
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@@ -281,10 +306,12 @@ func _ai_default(name: String) -> Variant:
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"ball_touch_cooldown_ticks": return 60
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"ball_touch_direction_floor": return 0.3
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"velocity_to_ball_weight": return 0.02
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"forward_velocity_to_ball_weight": return 0.0
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"ball_velocity_to_goal_weight": return 0.004
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"ball_distance_penalty": return 0.002
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"wall_contact_penalty": return 0.0025
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"tilt_penalty": return 0.0005
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"ground_tilt_penalty": return 0.0
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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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@@ -386,6 +413,7 @@ func _end_eval_episode() -> void:
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func _reset_episode() -> void:
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for agent in _agents:
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agent.reset()
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_select_league_opponent()
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var roll := randf()
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if roll < kickoff_state_chance:
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@@ -396,6 +424,8 @@ func _reset_episode() -> void:
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_place_ball_near_goal()
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elif roll < kickoff_state_chance + ball_near_goal_chance + air_drill_chance:
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_place_air_drill()
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elif roll < kickoff_state_chance + ball_near_goal_chance + air_drill_chance + air_intercept_chance:
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_place_air_intercept()
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else:
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_place_ships_random()
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_place_ball_random()
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@@ -416,6 +446,15 @@ func _place_ball_random() -> void:
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# out via reward shaping.
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const AIR_DRILL_BALL_WALL_CLEARANCE := 5.0
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func _select_league_opponent() -> void:
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if _opponent_mode != "league" or _opponent_model_pool.is_empty():
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return
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var path := _opponent_model_pool[randi() % _opponent_model_pool.size()]
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for bot in _frozen_opponent_bots:
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bot.load_policy(path)
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# Air drill state (see air_drill_chance): ball spawned high, both ships
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# spawned low and lateral, so the state is unsolvable without climbing.
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func _place_air_drill() -> void:
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@@ -456,6 +495,42 @@ func _place_air_drill() -> void:
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_place_body(ship, Transform3D(orientation, ship_position), Vector3.ZERO, Vector3.ZERO)
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# Goal-relevant aerial intercept: a high ball is already travelling toward a
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# randomly selected goal, while ships begin low and behind/lateral to its
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# path. The generous wall clearance prevents rebound farming and an upright
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# yaw-only spawn avoids wasting the short drill window on random recovery.
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func _place_air_intercept() -> void:
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var goal := _goal_for_team(randi() % 2)
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var ball_position := Vector3(
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randf_range(-8.0, 8.0),
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randf_range(6.0, minf(12.0, FIELD_MAX_Y)),
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randf_range(-10.0, 10.0)
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)
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var to_goal := (goal.global_position - ball_position).normalized()
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var ball_velocity := (to_goal + Vector3(randf_range(-0.15, 0.15), randf_range(0.0, 0.15), 0.0)).normalized() \
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* randf_range(6.0, 11.0)
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_place_body(ball, Transform3D(Basis.IDENTITY, ball_position), ball_velocity, Vector3.ZERO)
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var placed: Array[Vector3] = []
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var behind := -Vector3(ball_velocity.x, 0.0, ball_velocity.z).normalized()
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for ship in ships:
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if ship in _inert_ships:
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continue
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var ship_position := Vector3.ZERO
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for _attempt in 20:
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var lateral := Vector3(-behind.z, 0.0, behind.x) * randf_range(-7.0, 7.0)
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ship_position = ball_position + behind * randf_range(7.0, 13.0) + lateral
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ship_position.x = clampf(ship_position.x, -FIELD_HALF_X, FIELD_HALF_X)
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ship_position.y = randf_range(FIELD_MIN_Y, 3.0)
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ship_position.z = clampf(ship_position.z, -FIELD_HALF_Z, FIELD_HALF_Z)
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if _spawn_position_clear(ship_position) and _far_enough_from(ship_position, placed):
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break
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placed.append(ship_position)
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var face_ball := ball_position - ship_position
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var yaw := atan2(-face_ball.x, -face_ball.z)
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_place_body(ship, Transform3D(Basis.from_euler(Vector3(0.0, yaw, 0.0)), ship_position), Vector3.ZERO, Vector3.ZERO)
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# Attacking/defending drill states: ball close to a goal, moving toward it.
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# Which goal is picked is biased by attack_goal_bias (0.5 = uniform between
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# both, matching historical behaviour; 1.0 = always the goal team 0 attacks).
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