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fix(training): correct non-forward penalty math and add a grounding incentive
Adversarial review of the previous stage-4 retune found two problems: non_forward_speed used planar_speed - forward_component, which under-charges diagonal motion relative to true lateral speed (e.g. ~29% penalty at 45 degrees off the nose instead of the correct ~71%); fixed to the Pythagorean magnitude for forward-facing angles, full speed for backward-facing ones. Also, ground_tilt_penalty and non_forward_penalty only ever cost reward near the floor with nothing offsetting them above it, which could teach a policy that's still bad at ground handling to just avoid the floor rather than get better at it. Added grounded_upright_reward (ship_ai_controller.gd) plus a new ShipObservations.is_floor_contact helper for genuine belly-on-floor contact detection, so grounding well while upright is the locally profitable choice, not just the least-punished one.
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@@ -79,6 +79,20 @@ extends AIController3D
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# forward_velocity_to_ball_weight's ball-conditioned bonus. Same
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# GROUND_HANDLING_HEIGHT altitude fade as ground_tilt_penalty.
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@export var non_forward_penalty := 0.0
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# Per-tick bonus for genuinely resting on the floor (ShipObservations.
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# is_floor_contact, real contact — not just being below
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# GROUND_HANDLING_HEIGHT) while upright. The positive counterpart to
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# ground_tilt_penalty/non_forward_penalty: without it, staying above
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# GROUND_HANDLING_HEIGHT is reward-neutral relative to grounding, so a
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# policy that's still bad at ground handling could "solve" those penalties
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# by just avoiding the floor rather than by getting better at handling on
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# it — worsening Stage 3's already-airborne-heavy baseline instead of
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# fixing it. Kept an order of magnitude below ball_touch_reward/goal_reward
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# and comparable to time_penalty/ball_distance_penalty so grounding well is
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# attractive without making idling upright on the spot, away from the ball,
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# competitive with actually playing (see ball_distance_penalty's run04
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# lesson on why a flat positional bonus needs a countervailing cost).
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@export var grounded_upright_reward := 0.0
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# Per-tick bonus for own speed: 0 stationary, full value (+0.24/s) at
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# max_speed. Run07 lesson: after the kickoff flurry both ships parked next to
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# a cornered ball — with every other dense term near zero there, standing
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@@ -333,16 +347,36 @@ func _physics_process(delta):
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# (sideways or reverse), independent of the ball — the mirror image of
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# forward_velocity_to_ball_weight's ball-conditioned bonus. Fades out with
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# altitude via the same GROUND_HANDLING_HEIGHT ramp as ground_tilt_penalty.
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# non_forward_speed is the true lateral magnitude (Pythagorean, not the
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# cruder planar_speed - forward_component, which under-charges diagonal
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# motion — e.g. at 45 degrees off the nose that gave ~29% of full-speed
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# penalty instead of the correct ~71%) for any forward-facing component;
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# a backward-facing component (dot product below zero) is fully
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# penalized regardless of angle, same as pure sideways motion.
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if non_forward_penalty > 0.0 and ship.global_position.y < GROUND_HANDLING_HEIGHT:
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var non_forward_planar_velocity := Vector3(ship.linear_velocity.x, 0.0, ship.linear_velocity.z)
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var non_forward_planar_speed := non_forward_planar_velocity.length()
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var non_forward_planar_forward := Vector3(-ship.global_transform.basis.z.x, 0.0, -ship.global_transform.basis.z.z)
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if non_forward_planar_speed > 0.0001 and non_forward_planar_forward.length_squared() > 0.0001:
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var forward_component: float = maxf(non_forward_planar_velocity.dot(non_forward_planar_forward.normalized()), 0.0)
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var non_forward_speed: float = non_forward_planar_speed - forward_component
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var forward_component: float = non_forward_planar_velocity.dot(non_forward_planar_forward.normalized())
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var non_forward_speed: float
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if forward_component >= 0.0:
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non_forward_speed = sqrt(maxf(
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non_forward_planar_speed * non_forward_planar_speed - forward_component * forward_component, 0.0
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))
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else:
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non_forward_speed = non_forward_planar_speed
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var non_forward_ground_factor: float = 1.0 - clampf(ship.global_position.y / GROUND_HANDLING_HEIGHT, 0.0, 1.0)
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reward -= non_forward_penalty * (non_forward_speed / ship.max_speed) * non_forward_ground_factor
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# Dense bonus: genuinely resting on the floor while upright (see
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# grounded_upright_reward) — the positive counterpart to
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# ground_tilt_penalty/non_forward_penalty, so grounding is worth
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# pursuing, not just less punished than staying airborne.
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if grounded_upright_reward > 0.0 and ShipObservations.is_floor_contact(ship):
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var grounded_uprightness: float = ship.global_transform.basis.y.dot(Vector3.UP)
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reward += grounded_upright_reward * maxf(grounded_uprightness, 0.0)
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# Dense penalty: height above the floor (see airborne_penalty). The
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# floor sits at world y = 0 (see training_mode.gd's FIELD_MIN_Y/
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# _escaped bounds); normalized so the worst case is pinned at the
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