feat(*): Exempt the floor from the wall-contact penalty, add a tilt penalty for non-upright flight, and double velocity-to-ball shaping

This commit is contained in:
Josh Creek
2026-07-19 15:34:34 +01:00
parent 5973d0893b
commit 7777280062
3 changed files with 42 additions and 15 deletions
+1 -1
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@@ -6,7 +6,7 @@
[node name="Match" type="Node3D"]
script = ExtResource("1_m")
bot_model_path = "res://bots/rookie.json"
bot_model_path = "res://bots/run03.json"
[node name="Arena" parent="." instance=ExtResource("2_m")]
+2 -2
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@@ -6,8 +6,8 @@
[node name="Spectate" type="Node3D"]
script = ExtResource("1_s")
bot_a_model_path = "res://bots/run02.json"
bot_b_model_path = "res://bots/run01.json"
bot_a_model_path = "res://bots/run03.json"
bot_b_model_path = "res://bots/run03.json"
[node name="Arena" parent="." instance=ExtResource("2_s")]
+39 -12
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@@ -16,13 +16,22 @@ extends AIController3D
# per sim-second); event terms fire once. Exported so tuning needs no code
# edits. Goal rewards are added by TrainingMode, which owns goal events.
@export var ball_touch_reward := 0.25
@export var velocity_to_ball_weight := 0.001
@export var velocity_to_ball_weight := 0.002
@export var ball_velocity_to_goal_weight := 0.004
# Per-tick penalty while touching the arena enclosure (walls/floor/ceiling).
# At 60 ticks/sim-second this is -0.3/s: a ship parked on a wall for a full
# 30 s episode loses ~9 — comparable to conceding — while a brief graze
# costs almost nothing.
# Per-tick penalty while pressed against a side wall, end wall, or the
# ceiling — NOT the floor (run03 lesson: taxing floor contact punishes the
# ship's natural low flight and drowns every other signal). At 60 ticks per
# sim-second this is -0.3/s: parked on a wall for a full 30 s episode loses
# ~9 — comparable to conceding — while a brief graze costs almost nothing.
@export var wall_contact_penalty := 0.005
# Per-tick penalty for not being upright, scaled by tilt: 0 when flat, full
# value (-0.12/s) when inverted. A penalty rather than an upright bonus so a
# flat, idle ship farms nothing.
@export var tilt_penalty := 0.002
# A ship (1x1x4 box) touching a wall has its centre within ~2.05 of it;
# 2.5 adds slack for contact jitter without misreading mid-field contact.
const WALL_PROXIMITY_MARGIN := 2.5
var ship: Ship
var rl_controller: RLShipController
@@ -89,14 +98,32 @@ func _physics_process(delta):
var ball_progress := ball.linear_velocity.dot(ball_to_goal.normalized())
reward += ball_velocity_to_goal_weight * ball_progress / ShipObservations.BALL_SPEED_SCALE
# Dense penalty: every tick spent in contact with the arena enclosure
# Dense penalty: every tick spent pressed against a wall or the ceiling
# (contact monitoring is already on for the ball-touch reward). Ships
# bumping each other or the ball is fine — only the boundary counts.
if wall_contact_penalty > 0.0:
for body in ship.get_colliding_bodies():
if body is ArenaBoundary:
reward -= wall_contact_penalty
break
# bumping each other, the ball, or the floor is fine. The boundary is one
# body, so position tells us which surface the contact is.
if wall_contact_penalty > 0.0 and _touching_boundary() and _near_wall_or_ceiling():
reward -= wall_contact_penalty
# Dense penalty: tilt away from upright (0 flat, max when inverted) —
# discourages ending up on a side or roof without rewarding idleness.
if tilt_penalty > 0.0:
var uprightness: float = ship.global_transform.basis.y.dot(Vector3.UP)
reward -= tilt_penalty * (1.0 - uprightness) * 0.5
func _touching_boundary() -> bool:
for body in ship.get_colliding_bodies():
if body is ArenaBoundary:
return true
return false
func _near_wall_or_ceiling() -> bool:
var p := ship.global_position
return absf(p.x) > ArenaBoundary.INNER_HALF_X - WALL_PROXIMITY_MARGIN \
or absf(p.z) > ArenaBoundary.INNER_HALF_Z - WALL_PROXIMITY_MARGIN \
or p.y > ArenaBoundary.INNER_HEIGHT - WALL_PROXIMITY_MARGIN
func _on_ship_body_entered(body: Node) -> void: