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chore(training): add air_touch_bonus_weight and restart stage-5 intercepts
air_approach_weight alone didn't move productive_air_touch_fraction after a further 180M steps (360M cumulative across all six Stage-5 attempts): an unredirected air-intercept ball falls short of the goal from gravity and just lands on the floor, so the already-solved ground game collects the same episode reward whether or not anything touched the ball in the air. air_touch_bonus_weight adds a conjunctive event bonus on top of ball_touch_reward for a touch that's both genuinely aerial and goal-directed, targeting the actual measured behaviour instead of only the approach to it.
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@@ -265,7 +265,7 @@ const TRAINING_MODE_OVERRIDES := [
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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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"forward_velocity_to_ball_weight", "air_approach_weight", "wall_contact_penalty", "tilt_penalty",
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"forward_velocity_to_ball_weight", "air_approach_weight", "air_touch_bonus_weight", "wall_contact_penalty", "tilt_penalty",
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"ground_tilt_penalty", "non_forward_penalty", "grounded_upright_reward",
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"speed_reward_weight", "time_penalty", "airborne_penalty",
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]
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@@ -324,6 +324,7 @@ func _ai_default(name: String) -> Variant:
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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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"air_approach_weight": return 0.0
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"air_touch_bonus_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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