Hard has been a label-only duplicate of medium.json since medium was promoted
on 2026-08-17. Promote 20260823-1734-gen5-s5-intercepts-retry2 into
hard.json so the tier is a genuinely distinct policy, and so the strongest bot
the curriculum has produced survives the next round's checkpoint pruning —
promoted files are never touched by training scripts.
Stage 5 blocked after three attempts, so like medium.json this comes from a run
recorded as decision: "fail". Both failing floors are covered in TRAINING.md:
goal_rate 0.7369 vs 0.75 is marginal, and productive_air_touch_fraction 0.0001
vs 0.005 is a bar no policy in the lineage has approached, against a metric
quantised at 0.01 per ~100-episode window. On every other axis it is the best
yet: upright_fraction 0.757 against a 0.40 floor that the pre-Round-6 lineage
never pushed past 0.331, and forward_motion_fraction 0.479 against 0.20.
Chosen over attempt 2 (retry1) on a tiebreak, not a margin. retry1 posts a much
wider indirect result against medium.json (63-23-14 vs 47-32-21), but a direct
100-episode head-to-head between the two finished 36-39 with 25 draws, so that
gap does not reflect a real strength difference. Attempt 3 is the later
checkpoint (it resumed from attempt 2) and edges every telemetry metric.
Verified: hard.json is byte-identical to its source export, matches easy/medium
on input_size 83, 3 layers and action space, and beats medium.json 19-7-4 in a
fresh 30-episode paired run. Tiers stay monotonic: hard > medium > easy.
That head-to-head also showed a 17% physical side imbalance (physical teams
0-1 = 29-46), reproduced at 13% in the 30-episode check. Inside the 20% bar
used elsewhere and equal across both models, but noted in TRAINING.md as worth
investigating rather than assuming variance.
Lands tasks 1.0-1.8 of multiplayer-todo.md: the pure-function test runner,
net_codec (wire format quantizers/pack-unpack), NetworkManager (ENet
transport, manual polling, min-RTT clock sync), MatchNet (handshake,
protocol/tick-rate gating, roster with team+ready state), lobby.tscn (team
columns, switch team, ready toggle), server_boot.tscn (headless dedicated
server with structured logging and an overrun watchdog), and main_menu.gd's
Host/Join-by-IP UI (connecting overlay, cancel, bounded failure path).
Followed by an adversarial review (Opus subagent) that found and fixed two
real bugs - an unvalidated player_name broadcast that let one client's
oversized name head-of-line-block the reliable channel for everyone, and a
server-side roster leak across a host/re-host cycle - plus three gaps in
the test suite itself where a claim of "verified" wasn't actually backed
by what the test checked. All five two-process smoke tests plus the
pure-function suite are green with the strengthened assertions in place.
Lands the non-networked Phase 0 tasks from multiplayer-todo.md (ship/camera/
arena refactors, sim constants, background FPS handling) plus a first pass
at exposing graphics/performance settings (presets, resolution scaling,
vsync, FPS cap, perf overlay) and a GPU profiling harness for the
real-hardware follow-up in task 0.15b.
20260816-2126-gen5-s4-handling-retry2 exhausted its three attempts and
missed only the 0.80 training goal-rate floor, at 0.7731. Every
evaluation gate passed: 65-22-13 versus promoted/easy.json, 87% non-draw
against an 80% floor, 12.6% physical-side imbalance against a 20%
ceiling, and both handling telemetry floors clear. The round improved the
goal rate monotonically across attempts (0.537 -> 0.683 -> 0.773) and the
checkpoint plays well by hand, so close Stage 4 by human override.
Promote it to Game/bots/promoted/medium.json. Medium and Hard both point
at the new policy: Hard stays a label-only duplicate until a stronger one
earns hard.json, which keeps the tiers monotonic rather than leaving Hard
weaker than Medium.
generation5_state.json flips that log entry to "pass" with a
decision_override block preserving the original verdict and reasoning,
and advances to Stage 5 attempt 1. This is what passing_entry() needs to
resolve Stage 5's resume checkpoint and evaluation reference, and what
league_pool() will need at Stage 6; --skip-to-next-stage would advance
the stage without marking anything as passing and die immediately.
generation5.sh now pulls before launching. Each stage ends in
commit_progress()'s push, which fails and kills the run hours in if the
box is behind origin.
Arenas inherit from a new arena_base.tscn instead of restating ~40 shared
lines each; only sky/ambient/glow/tint/decoration vary, exposed via new
Arena exports since nested Environment properties aren't overridable
through scene inheritance. Bot construction and score-keeping move onto
GameMode, shared by match and spectate modes while preserving their
differing GameSettings-override behavior and the HUD's score-row
duck-typing. HUD instruments share a HudInstrument base for the
smoothing-weight calc and angle-lerp helper. Also dedupes
MAIN_MENU_SCENE_PATH into ScenePaths and documents why DIFFICULTIES
tiers share one checkpoint.
Enable glow/bloom, color adjustments, and MSAA+FXAA across all three
arenas so emissive ship/station accents actually bleed light and edges
read cleanly. Expose the player-facing knobs (anti-aliasing mode, glow
intensity, brightness) through a new Settings screen off the main menu,
persisted via a VideoSettings autoload that scales each arena's own
tuned Environment values on load rather than overwriting them.
Introduce arena_02 (Nebula) and arena_03 (Asteroid Field) alongside
arena_01, listed in a new ArenaRegistry (scripts/arena_registry.gd) as
the single source of truth for available arenas. Free Play lets the
player pick an arena from the main menu; Match/Spectate each pick one
at random per session; Training keeps its own fixed arena_01.
Nebula gets an RL-style visual treatment: a near-invisible glass
boundary material shared by all arenas, a baked equirect nebula sky
texture, a drifting-dust particle system, and a Blender-modeled
station/debris/planet decoration set. GameMode gains a
_get_arena_scene_path() hook so modes can instantiate their arena in
code instead of hardcoding it in the scene.
Replace the raw checkpoint dropdown with curated Easy/Medium/Hard presets
that drive GameSettings' bot model/reaction_ticks/action_noise overrides.
Move raw-checkpoint testing and Spectate mode into a dev-only section
hidden via OS.is_debug_build() so they disappear from release exports.