mirror of
https://github.com/jcreek/CosmicClash.git
synced 2026-09-10 16:04:04 +00:00
feat(training): add wall and rebound curriculum states
This commit is contained in:
@@ -70,6 +70,11 @@ const SimConstants = preload("res://scripts/sim_constants.gd")
|
||||
# a real goal and ships start low behind/lateral to it, so a useful touch is
|
||||
# naturally reinforced by the existing goal-directed ball rewards.
|
||||
@export_range(0.0, 1.0) var air_intercept_chance := 0.0
|
||||
# Wall-play and rebound starts are separate: wall-play begins beside a wall
|
||||
# with the ball travelling inward, while rebound begins just before an
|
||||
# outward wall impact. Both default off to preserve existing distributions.
|
||||
@export_range(0.0, 1.0) var wall_play_chance := 0.0
|
||||
@export_range(0.0, 1.0) var rebound_chance := 0.0
|
||||
# Ground-start branch for the generation-5 handling stage: ships spawn level
|
||||
# and resting on the floor with a low, floor-level ball. Every other branch
|
||||
# samples ship Y uniformly across the full 18m volume (see _random_position),
|
||||
@@ -82,8 +87,8 @@ const SimConstants = preload("res://scripts/sim_constants.gd")
|
||||
|
||||
# Ships per team. Default 1 preserves every existing curriculum script's 1v1
|
||||
# behaviour unchanged; up to 5 matches ShipObservations.MAX_TEAMMATES/
|
||||
# MAX_OPPONENTS. Plumbing only for this pass — no 2v2+ curriculum/reward
|
||||
# design has been done, so a run above 1 is untested territory.
|
||||
# MAX_OPPONENTS. Team-credit reward and paired 2v2 evaluation are opt-in;
|
||||
# no teamplay training stage is enabled by default.
|
||||
@export_range(1, 5) var team_size: int = 1
|
||||
|
||||
# Placement bounds for randomized episode starts, derived from the standard
|
||||
@@ -100,6 +105,9 @@ const FIELD_MIN_Y := 1.5
|
||||
# spawning interpenetrated with it.
|
||||
const GROUND_START_Y := 0.35
|
||||
const GROUND_START_BALL_Y := 0.55
|
||||
const WALL_PLAY_BALL_CLEARANCE := 1.0
|
||||
const REBOUND_BALL_CLEARANCE := 0.75
|
||||
const WALL_PLAY_SPEED := Vector2(4.0, 9.0)
|
||||
const FIELD_MAX_Y := ArenaBoundary.INNER_HEIGHT - SPAWN_INSET
|
||||
# The corner curves reach at most their chord plane |x| + |z| = INNER_HALF_X
|
||||
# + INNER_HALF_Z - CORNER_RADIUS; spawns keep the same SPAWN_INSET clearance
|
||||
@@ -264,6 +272,7 @@ const TRAINING_MODE_OVERRIDES := [
|
||||
"goal_reward", "draw_penalty", "kickoff_state_chance",
|
||||
"ball_near_goal_chance", "attack_goal_bias", "air_drill_chance",
|
||||
"air_intercept_chance", "ground_start_chance", "team_size",
|
||||
"wall_play_chance", "rebound_chance",
|
||||
]
|
||||
# ShipAIController @export names a curriculum run may override, read as
|
||||
# --ai_<name>=<value> to avoid colliding with the names above.
|
||||
@@ -292,8 +301,8 @@ func _parse_curriculum_args() -> void:
|
||||
if args.has(name):
|
||||
set(name, _typed_like(args[name], get(name)))
|
||||
var start_probability := kickoff_state_chance + ball_near_goal_chance \
|
||||
+ air_drill_chance + air_intercept_chance
|
||||
start_probability += ground_start_chance
|
||||
+ air_drill_chance + air_intercept_chance + ground_start_chance \
|
||||
+ wall_play_chance + rebound_chance
|
||||
if start_probability > 1.0:
|
||||
push_error("TrainingMode: episode-start probabilities sum to %.3f (> 1.0)" % start_probability)
|
||||
|
||||
@@ -455,6 +464,12 @@ func _reset_episode() -> void:
|
||||
elif roll < kickoff_state_chance + ball_near_goal_chance + air_drill_chance \
|
||||
+ air_intercept_chance + ground_start_chance:
|
||||
_place_ground_start()
|
||||
elif roll < kickoff_state_chance + ball_near_goal_chance + air_drill_chance \
|
||||
+ air_intercept_chance + ground_start_chance + wall_play_chance:
|
||||
_place_wall_state(false)
|
||||
elif roll < kickoff_state_chance + ball_near_goal_chance + air_drill_chance \
|
||||
+ air_intercept_chance + ground_start_chance + wall_play_chance + rebound_chance:
|
||||
_place_wall_state(true)
|
||||
else:
|
||||
_place_ships_random()
|
||||
_place_ball_random()
|
||||
@@ -564,6 +579,28 @@ func _place_ground_start() -> void:
|
||||
)
|
||||
|
||||
|
||||
# Wall-play/rebound states (see wall_play_chance/rebound_chance). The ball is
|
||||
# placed against a side wall, never in a corner or goal sensor. A wall-play
|
||||
# state starts after the bounce and sends the ball inward; a rebound state
|
||||
# starts before contact and sends it outward so the physics engine supplies
|
||||
# the reflected trajectory. Ships use the ordinary randomized placement, so
|
||||
# the policy has to read the wall/rebound context instead of memorising a
|
||||
# fixed attacker spawn.
|
||||
func _place_wall_state(rebound: bool) -> void:
|
||||
_place_ships_random()
|
||||
var side := -1.0 if randf() < 0.5 else 1.0
|
||||
var clearance := REBOUND_BALL_CLEARANCE if rebound else WALL_PLAY_BALL_CLEARANCE
|
||||
var ball_position := Vector3(
|
||||
side * (ArenaBoundary.INNER_HALF_X - clearance),
|
||||
randf_range(1.0, minf(FIELD_MAX_Y, 7.0)),
|
||||
randf_range(-FIELD_HALF_Z, FIELD_HALF_Z)
|
||||
)
|
||||
var toward_field := Vector3(-side, randf_range(-0.15, 0.15), randf_range(-0.15, 0.15)).normalized()
|
||||
var direction := -toward_field if rebound else toward_field
|
||||
var velocity := direction * randf_range(WALL_PLAY_SPEED.x, WALL_PLAY_SPEED.y)
|
||||
_place_body(ball, Transform3D(Basis.IDENTITY, ball_position), velocity, Vector3.ZERO)
|
||||
|
||||
|
||||
# Air-intercept drill geometry. These six ranges are not free tuning knobs —
|
||||
# together they decide whether the drill is solvable at all, and the original
|
||||
# values made it arithmetically impossible (see the Round 9 note in
|
||||
|
||||
@@ -7,7 +7,7 @@ Deferred work, in rough priority order. The current architecture (ShipAction/Shi
|
||||
The training pipeline is built — see `TRAINING.md` (self-play PPO via the vendored godot_rl_agents bridge, JSON policy export, in-game GDScript inference, eval ladder). Remaining:
|
||||
|
||||
- [ ] Run the generation-5 handling/intercepts/league/teamplay curriculum described in `TRAINING.md`; promote later checkpoints as `medium`/`hard` only after they clear the match and behaviour gates. The orchestrator now requires three independent paired evaluation seeds for each promotion decision; the current Stage 6 league run remains blocked on its recorded regression/telemetry results.
|
||||
- [ ] Extend generation 5's moving aerial-intercept states with wall plays and rebound scenarios after Stage 5 establishes a productive-air-touch baseline.
|
||||
- [ ] Extend generation 5's moving aerial-intercept states with wall plays and rebound scenarios after Stage 5 establishes a productive-air-touch baseline. The opt-in wall-play/rebound state generator is now implemented and enabled for the next Stage 6 league command; training evidence is still required.
|
||||
- [x] Design team-credit rewards and paired 2v2 evaluation before enabling the deferred teamplay stage. `team_touch_credit_weight` is zero by default and `evaluate.py --team-size=2` provides the opt-in paired evaluator; Stage 7 remains disabled pending recorded 2v2 behaviour gates.
|
||||
|
||||
## Presentation / AAA polish
|
||||
|
||||
+6
-5
@@ -665,10 +665,9 @@ can be based on evidence instead of a single watched match.
|
||||
| 6 — `league` | Live policy against a frozen opponent sampled per episode from Stage 3, Stage 4, and Stage 5 | 100M (~10h) | Prevent a narrow self-play equilibrium and consolidate ground handling, aerial interception, attack, and defence against distinct styles. | No clear head-to-head regression against any pool member plus conservative handling/aerial telemetry floors. Promote the passing result to `medium.json` after these recorded evaluations support it. |
|
||||
|
||||
Stage 7 teamplay remains deliberately unconfigured. The fixed roster
|
||||
observation and `team_size` plumbing can run 2v2, but there is no paired 2v2
|
||||
evaluation or team-credit reward yet; spending 120M steps without those gates
|
||||
would make a pass meaningless. The prerequisites are now implemented but
|
||||
remain opt-in: `ShipAIController.team_touch_credit_weight` shares a bounded
|
||||
observation and `team_size` plumbing can run 2v2. The team-credit reward and
|
||||
paired 2v2 evaluation prerequisites are implemented but remain opt-in:
|
||||
`ShipAIController.team_touch_credit_weight` shares a bounded
|
||||
fraction of a touch payout across same-team agents (default `0.0` preserves
|
||||
all existing curricula), and `evaluate.py --team-size=2` runs the same policy
|
||||
as a two-ship team with the existing paired side swap. Stage 7 stays
|
||||
@@ -860,7 +859,9 @@ real tail, the same way this one now has been.
|
||||
|
||||
Stage 6's `league` opponent mode samples a historical exported policy at each
|
||||
episode reset. Each later stage preserves the preceding shaping and adds one
|
||||
new difficulty. The generation-5 orchestrator evaluates every candidate
|
||||
new difficulty. Stage 6 now also reserves 10% each for wall-play and
|
||||
pre-rebound states; these starts are generated by `TrainingMode` and are not
|
||||
present in Stages 4–5. The generation-5 orchestrator evaluates every candidate
|
||||
against every reference on three independent paired seeds (`1, 19, 43`) before
|
||||
advancing; pass `--evaluation-seeds` only when deliberately running a
|
||||
different, recorded experiment. This avoids promoting a policy from a single
|
||||
|
||||
@@ -1463,6 +1463,12 @@ matches with `--team-size=2`. No Stage 7 training run or promotion is claimed;
|
||||
teamplay still needs recorded behaviour thresholds and a working Godot runtime
|
||||
for its end-to-end evaluation.
|
||||
|
||||
The generation-5 environment now also has opt-in wall-play and pre-rebound
|
||||
episode starts. Stage 6's next command enables each at 10% after the Stage 5
|
||||
aerial baseline; Stages 4–5 retain their prior distributions. The state
|
||||
generator and configuration are covered statically, but no training pass or
|
||||
promotion is claimed until the Godot runtime and telemetry gates are available.
|
||||
|
||||
The three declared domain fuzz targets have now each completed a bounded 4-second run (`FuzzQueueCreateDoesNotPanic`, `FuzzResultDigestIsDeterministic`, and `FuzzSyncEventApplicationDoesNotPanic`) with no failures; this closes the locally runnable fuzz portion of 8.46. Live Redis failover, further transaction races, and cloud/runtime gates remain explicitly unverified.
|
||||
|
||||
The real ENet integration gate now passes with `GODOT_BIN=/Applications/Godot.app/Contents/MacOS/Godot bash scripts/verify_enet_integration.sh`, covering the `net`, `match-net`, `clock`, `lobby`, and `networked match` process scenarios. The default `GODOT_BIN` remains the portable `godot` PATH lookup for CI; this machine requires the explicit app-bundle path.
|
||||
|
||||
@@ -442,6 +442,11 @@ STAGES = [
|
||||
"--near-goal-chance", "0.25",
|
||||
"--air-drill-chance", "0.15",
|
||||
"--air-intercept-chance", "0.25",
|
||||
# Stage 5 established the aerial baseline; Stage 6 adds a
|
||||
# measured opportunity for wall/rebound decisions without
|
||||
# changing the preceding stages' distributions.
|
||||
"--wall-play-chance", "0.10",
|
||||
"--rebound-chance", "0.10",
|
||||
*HANDLING_REWARD_FLAGS,
|
||||
],
|
||||
"telemetry_floors": {
|
||||
|
||||
@@ -27,12 +27,14 @@ class Generation5ConfigTests(unittest.TestCase):
|
||||
for stage in generation5.STAGES:
|
||||
flags = stage["flags"]
|
||||
total = sum(
|
||||
float(flag_value(flags, name))
|
||||
float(flag_value(flags, name)) if name in flags else 0.0
|
||||
for name in (
|
||||
"--kickoff-chance",
|
||||
"--near-goal-chance",
|
||||
"--air-drill-chance",
|
||||
"--air-intercept-chance",
|
||||
"--wall-play-chance",
|
||||
"--rebound-chance",
|
||||
)
|
||||
)
|
||||
with self.subTest(stage=stage["name"]):
|
||||
@@ -45,6 +47,12 @@ class Generation5ConfigTests(unittest.TestCase):
|
||||
)
|
||||
self.assertEqual(flag_value(generation5.STAGES[2]["flags"], "--opponent-mode"), "league")
|
||||
|
||||
def test_league_stage_enables_wall_and_rebound_states_after_intercepts(self) -> None:
|
||||
self.assertEqual(flag_value(generation5.STAGES[2]["flags"], "--wall-play-chance"), "0.10")
|
||||
self.assertEqual(flag_value(generation5.STAGES[2]["flags"], "--rebound-chance"), "0.10")
|
||||
self.assertNotIn("--wall-play-chance", generation5.STAGES[0]["flags"])
|
||||
self.assertNotIn("--rebound-chance", generation5.STAGES[1]["flags"])
|
||||
|
||||
def test_telemetry_floors_fail_closed_on_missing_metric(self) -> None:
|
||||
ok, failures = generation5.telemetry_passes(
|
||||
generation5.STAGES[0], {"rollout/upright_fraction": 1.0}
|
||||
|
||||
Reference in New Issue
Block a user