New NetSim autoload: seeded, CLI-driven (--net-sim-latency/-jitter/-loss/-dup)
latency/jitter/loss/duplicate decorator, a true no-op passthrough unless a
flag is set. Wraps MatchSim.send_input/send_snapshot per the design doc's
scope, plus NetworkManager's ping/pong so the already-tested RTT/clock
measurement becomes the acceptance signal for "raises observed RTT" without
waiting on Phase 3's per-peer snapshot echo.
Two real bugs found while building and verifying this against Phase 2's own
milestone gate (a real match under --net-sim-latency 80 --net-sim-jitter
20, not just LAN): a timestamp captured inside a delayed RPC closure
silently ate that side's own added delay out of the round-trip
measurement instead of adding to it; and a delayed send whose target
disconnected (or whose own process had already shut down) during the hold
threw RPC errors, since the existing get_peers() filtering only checked
validity at schedule time. Fixed by capturing timestamps before handing
off to NetSim, and by having NetSim re-validate the target at fire time.
Phase 2's milestone gate now passes for real: a full 1v1 under simulated
80ms latency / 20ms jitter still shows clean server-authoritative
movement and zero RPC errors. Full Phase 1 + Phase 2 regression suite
re-verified clean with NetSim present but inactive.
Implements tasks 2.1-2.7: NetworkedMatch spawns a deterministic slot
layout from the lobby roster, the server drives each connected peer's
ship via RLShipController fed by decoded client input and broadcasts
60Hz snapshots, and the client renders everything (including its own
ship) from a per-body NetInterpolator with no local prediction yet.
Dual-time remote entities split collider updates (present-time, for
correct contacts) from $Visual updates (interp-delayed, for smoothness).
Camera/HUD wiring and remote engine-flame VFX fell out of the existing
Ship API for free once snapshots were flowing.
Three real bugs found and fixed while getting a two-process test
green: an RPC method named _input collided with Node's built-in
_input virtual and broke the whole MatchSim autoload from loading;
networked_match.gd never called NetworkManager.poll(), so nothing
sent via RPC in this scene reached the wire despite Phase 1's manual
polling being wired up everywhere else; and a match_config
request/response fallback (added to close a startup race) could
double-deliver once polling was fixed, requiring an idempotency guard.
Verified with tests/networked_match_smoke: a real headless two-process
host+client run shows the client rendering 31m of server-authoritative
movement from a held forward-thrust input, with thrust_z=1.0 confirmed
on the interpolated snapshot mid-drive and camera/HUD both wired.
Full Phase 1 regression suite re-run clean alongside it.
Task 2.8 (net_sim.gd latency/jitter/loss decorator) is not yet done;
Phase 2's own gate needs it before it's fully met.
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.
match.tscn had picked up team_size=3 from an earlier diagnostic dry run,
which would have made every normal Match spawn 3v3 instead of 1v1 -
reverted to the scene's intended default.
multiplayer-todo.md: task 0.15b's real blocker turned out to be measuring
on a Mac (Apple Silicon's tile-based GPU architecture gave a misleading,
undifferentiated cost profile). Re-ran the same 6-ship-match profiling
harness on reference hardware (RTX 3090) via a real GPU-bound X session -
results in §5.5.2 show the game comfortably clears 500+fps with every
effect on, and SDFGI/SSIL dominate the (now tiny) effects budget as
originally expected. This closes 0.28 (physics threading) as unnecessary
- there's no frame-time variance problem on reference hardware to fix -
and reframes 0.26 (bake GI) as a real but smaller win than assumed, worth
revisiting on lower-end hardware. Also corrected two stale/inaccurate
task rows (0.13, 0.17) found while reconciling the doc against what
actually landed.
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.
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.
Stage 5 blocked all three attempts on productive_air_touch_fraction
stuck exactly at 0.0 across a continuous 180M-step lineage, while
goal_rate/upright_fraction/forward_motion_fraction kept improving on
the same budget. forward_velocity_to_ball_weight (the term that solved
Stage 4's ground pursuit) is hard-gated below GROUND_HANDLING_HEIGHT
and does nothing in the air, so Stage 5's air_intercept_chance had no
matching aerial incentive to learn from. air_approach_weight adds the
airborne mirror (nose-first 3D closing speed, no uprightness
multiplier) and folds into HANDLING_REWARD_FLAGS so Stage 6 inherits
it too. Deleted the three blocked attempts and reset state to resume
Stage 5 from the Stage-4 checkpoint with the new term.
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.
Six rounds of reward shaping (~700M steps) failed to produce upright ground
driving. A critical review of the simulation rather than the reward found
why:
1. The hull was a 1x1x4 box with inertia (1,1,1) and no restoring torque
anywhere, so belly-down and rolled-90 were geometrically identical
resting states. "Upright" was not a physically distinguished state at
all - the reward was paying for a property the simulation did not have.
2. ~65% of episodes spawned ships via _random_position, which samples Y
uniformly over the full 18m volume (mean ~8.7m). The measured
airborne_fraction ~0.44 was largely that spawn distribution, and every
ground-handling term fades out above 3m, so the shaping being tuned
barely ever applied.
3. air_drill_chance 0.20 spawned deliberately unreachable-without-climbing
states in the stage meant to teach ground driving, and its own
air_touch_fraction (0.0002) shows the drills were never solved.
Fixes land in the physics and the task distribution, not the reward:
- ship.tscn: hull 1x1x4 -> 1.6x0.6x4 so it has one stable resting face;
inertia (1,1,1) -> (7,1,7), physically correct for the hull, making
tumbling reluctant while keeping yaw snappy.
- ship.gd: new altitude-faded righting torque (spring-damper toward
belly-down, faded out by 3m so aerials keep full attitude freedom).
This is the grav-plating analogue of Rocket League's auto-righting and
helps human pilots land cleanly too.
- training_mode.gd: new ground_start_chance branch spawning ships level and
resting on the floor with a floor-level ball - the state the handling
stage's rewards are actually written for.
- generation5.py: ground-start-chance 0.50, air-drill-chance 0.20 -> 0.0.
Reward terms are left exactly as they were; they should finally pull in a
direction the ship can go.
Round 4 changed three things at once and two of them cut upright pressure:
grounded_upright_reward went to 0 and ground_tilt_penalty was cut 2.5x,
while the new uprightness multiplier only pays below GROUND_HANDLING_HEIGHT
*and* while moving forward *and* facing the ball - a far narrower slice of
ticks than the penalty it was meant to replace. Net pressure fell and
upright_fraction fell with it (0.268 -> 0.239 -> 0.238, the lowest of any
round). Restore ground_tilt_penalty to 0.05 and change nothing else, so
this is a genuine single-variable test of multiplier plus full tilt
pressure.
The conjunctive mechanism itself held up: forward_motion_fraction reached
its best sustained value (0.242) without goal_rate sagging, ep_rew_mean
turned positive for the first time (+0.28), and eval win rate hit 49% with
no reward hacking.
Also adds grounded_upright_fraction: a diagnostic, deliberately ungated
metric measuring uprightness over real floor-contact ticks instead of
sub-3m ticks. upright_fraction has never exceeded 0.331 across four rounds
and ~560M steps without cheating, and its denominator is dominated by
ballistic transit (airborne_fraction ~0.45, mean_altitude ~4.4m) where
attitude is not meaningfully controllable - so it likely cannot measure
what the 0.45 floor was meant to capture. Re-baseline that floor from what
this reports rather than from another round of reshaping.
Rounds 2 and 3 showed that tuning grounded_upright_reward's magnitude only
slides along a tradeoff instead of resolving it: at 0.015 upright_fraction
climbed to 0.331 while goal_rate sagged to 0.542 (then farmed outright at
0.696/0.366), and at 0.004 goal_rate climbed 0.569->0.604 while
upright_fraction went flat at ~0.26. An additive uprightness bonus is an
alternative to playing well, so the policy just picks whichever is cheaper
and no magnitude buys both behaviours.
Change the mechanism rather than the number: grounded_upright_reward drops
to 0, and uprightness becomes a multiplier inside the nose-led approach
term, which already requires moving forward at the ball. Parked-and-upright
and fast-but-sideways now both pay zero; only upright, forward, nose-on to
the ball pays full. forward-velocity-to-ball rises 0.06 -> 0.15 to offset
the ~2-3x expected-value cut from the new factor, and ground-tilt-penalty
drops 0.05 -> 0.02 now that uprightness is paid positively during play.
Delete the three blocked attempts and reset state to restart from the
Stage-3 foundation.
grounded_upright_reward at 0.015 overshot: four force-retries pushed
upright_fraction from 0.265 to a plateauing 0.331, then the fifth jumped it
to 0.696 (55% over the 0.45 floor) while goal_rate collapsed 0.542->0.366
and forward_motion_fraction fell 0.244->0.184 (vertical_thrust_mean went
negative) - the policy learned to sit pinned upright and farm the bonus
instead of chasing the ball. It was sized "comparable to
time_penalty/ball_distance_penalty" but at 0.015/tick it was actually above
ball_distance_penalty's 0.01/tick worst case, so idling near the ball beat
playing. Cut to 0.004/tick (episode ceiling ~7.2, below
ball_distance_penalty's ~18 worst case). Delete the five blocked attempts
and reset generation5_state.json so the next run starts fresh from the
Stage-3 foundation rather than continuing from the farming checkpoint.
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.
Stage 4's upright/forward-motion telemetry plateaued flat across all three
blocked attempts because ground_tilt_penalty (0.003) was too weak to matter
and nothing penalized sideways/reverse motion at all. Raise
ground_tilt_penalty to 0.05 and add a new non_forward_penalty term
(ship_ai_controller.gd) that directly costs non-forward planar velocity near
the floor, independent of the ball. Delete the three blocked attempts'
checkpoints/logs/exports and reset generation5_state.json so the next run
starts fresh from the Stage-3 foundation checkpoint instead of continuing
from the drifted retry2 weights.