Commit Graph

101 Commits

Author SHA1 Message Date
Josh Creek e62d844c1d fix(render): drop SDFGI, add fill lights and enable debanding
SDFGI ran with default cascades in a volume that was almost entirely
transparent, so its low-resolution probes had little solid geometry to
capture and contributed blotching across large flat surfaces. With the
boundary now an opaque deck plus an unshaded additive field, it earns
nothing, and the existing ReflectionProbe and ambient carry the lighting.

Each arena also gains a shadowless fill light opposite its key light so the
deck is not lit from a single direction, and passes its own tint through to
the boundary's containment field so the three arenas read differently.

use_debanding was absent. Glow runs at hdr_scale 2.0 with adjustment_contrast
above 1.0, which amplifies 8-bit quantisation on exactly the kind of smooth
gradients the new shell is made of.

The remaining project.godot churn is Godot's own key reordering on save.
2026-08-04 13:36:30 +01:00
Josh Creek df3e168b31 feat(arena): add elevated-goal arena variants
Each of the three arenas gains an ELEVATED sibling scene that inherits the
base arena and overrides the boundary's goal_mode, the two goal transforms
and the ship spawns, so the goal sits at mid-wall height instead of flush
with the deck. Registered in ArenaRegistry alongside the floor-level arenas,
plus a training_elevated scene for self-play on them.

TrainingMode reads the arena's goal_mode once in _start() and widens the
ball-placement height range to match the goal's real position; on FLOOR
arenas the bound is a no-op, so floor-level training is unchanged. It is read
in _start() rather than _ready() because TrainingMode has no _ready()
override and GameMode._ready() is what discovers the arena first.

Policies trained against floor-level goals are not expected to score on an
elevated one, so the two are kept as separate arenas rather than a variant of
the same entry.
2026-08-04 13:36:19 +01:00
Josh Creek 66b6215fdd feat(goal): recess goals into the hull behind a netted pocket
The goal was a single flat translucent slab. Because the chase camera sits
behind the goal line at kickoff it rendered as a large blue rectangle across
the lower screen, and the hull beside the mouth was translucent field panel,
so the pocket behind it showed straight through the wall and the net appeared
a second time alongside the frame.

The boundary now carries an opaque bulkhead around each mouth, which occludes
properly. On top of that the goal becomes a pocket sunk into the wall: a dark
machined bezel lining the opening, a thin team-coloured emissive rim flush
with the wall face, and netting from a single box viewed inside-out, giving a
five-sided pocket instead of a flat panel across the back.

The net is cut with discard rather than alpha blending so it still writes
depth and sorts against the frame and the containment field like solid
geometry; a blended net would join the transparent queue and sort per object
against the boundary shell, which is the artefact this whole pass removed.

goal.tscn drops from 18 node/sub-resource blocks to 3 — it is now just the
Area3D, its CollisionShape3D and the script. All geometry is built in code
from two loops, and the mouth is measured off the collision shape rather than
restated, so the frame cannot drift from the volume that actually scores.

The sensor, its collision shape and the goal_scored signal are unchanged, and
visuals are skipped under --headless.
2026-08-04 13:36:07 +01:00
Josh Creek 02df09e40d feat(arena): draw the play volume as one non-overlapping surface shell
Every visible surface of the enclosure shared one alpha-blended material and
was drawn as several overlapping layers: floor, ceiling and four walls as
solid BoxMeshes, plus corner curves and fillets generated on top of the box
faces they eased into. Alpha-blended surfaces don't write depth and sort per
object, so the perimeter composited that tint twice and the corners three
times, giving hard-edged trapezoidal patches that re-sorted as the camera
moved. The floor box also overhung the walls by 1 m and showed through them.

Replace all of it with a single generated mesh covering the inner surface
exactly once, every piece cut to meet its neighbours edge-on and only
inward-facing triangles emitted. It carries two surfaces: an opaque hull
(deck, base fillets, goal bulkheads) and the translucent containment field
(walls, corners, ceiling fillets, ceiling).

The field shader is additive and unshaded rather than alpha-blended: additive
cannot double-darken and composites order-independently, so overlap is
structurally invisible, and being unshaded it no longer picks up per-arena
light and GI gradients across a 28x40 m panel. Fresnel replaces the old
StandardMaterial3D rim, which was a lit effect and the wrong tool. The deck
shader draws plating and field markings procedurally from the boundary's own
constants, so markings cannot drift from the collision geometry.

Per-face MeshInstance3D visibility toggling is gone; the field shader fades
facets the camera has crossed outside of per-pixel from one uniform, which is
what allows a single merged mesh.

Also adds ELEVATED goal mode and the ceiling fillets, and skips the mesh build
entirely under --headless, where training spawns instances that never render.

Collision is untouched: 166 collider shapes in FLOOR mode and 158 in ELEVATED,
verified byte-identical to before, so trained policies in Game/bots/ are
unaffected.
2026-08-04 13:35:55 +01:00
Josh Creek 6f5ce488a9 feat: lit particle shader for nebula dust weather effect
Replace NebulaDust's flat unshaded glow material with a custom
ShaderMaterial: a fake per-pixel puff normal on the billboarded quad
feeds a light() override so motes catch the directional light and a
nebula-core color bias, alpha gets a depth-texture soft-particle fade
so motes no longer hard-clip through boundary/decoration geometry,
and a per-particle hash adds subtle sparkle.
2026-08-04 07:42:34 +01:00
Josh Creek 73fb83a0da feat: richer nebula sky and planet surface textures
Extend gen_nebula_sky.py with two more dust-lane layers at different
scales and subtle hue variation within the bright core. Add
gen_planet_surface.py (no prior generator existed) producing latitude
bands, storm vortices, and a lit/unlit terminator baked from the
planet mesh's actual UV convention against arena_02's directional
light, verified in-engine via screenshots.
2026-08-04 07:18:51 +01:00
Josh Creek 3257f5cbcc feat: greeble/detail pass on nebula station and debris models
Add tools/blender/gen_nebula.py (previously nebula_decoration.blend had
no generator script, unlike ship/ball) to rebuild the station with
inset/extrude panel-line greeble and three separate emissive window
strips, and give debris its own rockier, damage-scarred materials
instead of cloning the station's hull material.
2026-08-03 23:09:50 +01:00
Josh Creek 11d81a910e chore: add missing .uid sidecars for settings_menu.gd and video_settings.gd 2026-08-03 22:41:55 +01:00
Josh Creek 1eb5a3188d feat: replace ship and ball placeholder meshes with Blender-modeled assets
Ship gets a greebled hull, tapered nose, swept canopy, twin engine nacelles,
and tail fin (built via the vendored Blender MCP, generator committed at
tools/blender/gen_ship.py) in place of the 5 flat primitives. The ball is
fully remodeled as a smooth round sphere with a crossed emissive accent
pattern (gen_ball.py), replacing the old flat-shaded gold_ball rather than
just tweaking its material.

Node names (Nose/TailFin) are preserved for Ship._apply_team_color(), and
the RigidBody3D/CollisionShape3D physics on both ship.tscn and ball.tscn are
untouched so RL-trained bots and flight feel stay valid. Each part's mesh is
extracted to a standalone .res (tools/blender/extract_meshes.gd) rather than
referenced via glb::ArrayMesh_xxx sub-paths, which don't reliably resolve
across scene files and were silently rendering both models invisible.
2026-08-03 22:39:46 +01:00
Josh Creek 50c2014361 feat: enable SDFGI/reflection probes and fresnel glass boundary
Adds sdfgi_enabled and a ReflectionProbe to all three arenas' Environment
setup so surfaces get real bounce lighting/reflections instead of flat
ambient. Converts arena_boundary.tscn's shared glass field material from
unshaded to a shaded, rim-lit material so it reads as glass (dim face-on,
highlighted at grazing angles) rather than a flat tinted overlay.
2026-08-03 21:29:59 +01:00
Josh Creek 1c08ab3566 fix: de-duplicate hero star diffraction-spike stamps in nebula sky
Every bright star in sky_nebula.png reused the exact same diffraction-
spike stamp, just relocated. Commit the generator (recovered from an
ephemeral scratchpad) to tools/textures/gen_nebula_sky.py, randomize
each hero star's rotation, arm count, spike length, and brightness,
and regenerate the texture.
2026-08-03 20:04:36 +01:00
Josh Creek 3fdf270aa9 feat: add post-processing pass and video settings menu
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.
2026-08-03 19:53:56 +01:00
Josh Creek 171cd4a840 feat: add Nebula and Asteroid Field arenas
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.
2026-08-03 19:11:13 +01:00
Josh Creek 4507b6dc1b feat: add main-menu difficulty picker for Match mode
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.
2026-08-03 19:11:13 +01:00
CosmicClash Training Bot 5fe53b2406 chore(training): Add 20260802-1458-curric-s4-unmask-retry1 checkpoints, logs, and exported policy 2026-08-03 18:27:21 +01:00
CosmicClash Training Bot f62ddde369 chore(training): Add 20260801-1131-curric-s4-unmask checkpoints, logs, and exported policy 2026-08-02 14:56:35 +01:00
CosmicClash Training Bot e5a0df63c5 chore(training): Add 20260801-0658-curric-s3-unmask-ramp75 checkpoints, logs, and exported policy 2026-08-01 11:31:48 +01:00
CosmicClash Training Bot 1615791ee0 chore(training): Add 20260801-0223-curric-s2-unmask-ramp50 checkpoints, logs, and exported policy 2026-08-01 06:58:11 +01:00
CosmicClash Training Bot 23b2cd19df chore(training): Add 20260731-2149-curric-s1-unmask-ramp25 checkpoints, logs, and exported policy 2026-08-01 02:23:27 +01:00
Josh Creek 3fd1c00895 feat(training): Replace all-or-nothing unmask with a gradual ramp
Generation 2's single "unmask" stage (flip vertical/pitch-roll locomotion
from grounded-only to full 3D in one step) failed 3 independent 240M-step
attempts, landing at a stable 32% / 28% / 31% win rate vs curric-s5-aggression
each time -- not noise, and not fixable by more training time (attempts 2-3
each continued the same checkpoint lineage for another full 240M steps with
zero improvement). Every attempt shows train/std collapsing from ~0.30 to
~0.13-0.15 within the first ~10% of steps and never recovering: the policy
locks the newly-opened axes back down before ever meaningfully exploring
them.

Replaces the boolean allow_vertical/allow_pitch_roll mask on ShipAIController
with float vertical_ramp/pitch_roll_ramp multipliers (0.0-1.0), scaling axis
effect in set_action() instead of gating it outright -- the action space
never changes shape, so checkpoints stay resumable across ramp values. The
single unmask stage in curriculum.py becomes 4: three ungated warmup stages
(25%/50%/75% authority, airborne_penalty ramping in step) that train,
checkpoint, and always advance with no eval gate, then the measured stage at
full authority -- same reference, opponent mode, and 240M budget as the 3
failed attempts, for a direct comparison. Adds a "gated" flag/branch to
main()'s loop for the ungated stages.

This is generation 3 of the curriculum; generation 2's state is archived to
curriculum_state_gen2.json (mirroring the earlier gen1 -> gen2 archival) and
curriculum_state.json resets fresh, since its stage 0 no longer means what it
used to. See TRAINING.md's "Generation 3" section for the full postmortem,
stage table, and the open question about whether scaling action effect in
Godot (which PPO's own entropy/exploration math never sees) actually
addresses the collapse.
2026-07-31 21:47:53 +01:00
CosmicClash Training Bot f03037a612 chore(training): Add 20260730-1224-curric-s1-unmask-retry2 checkpoints, logs, and exported policy 2026-07-31 16:04:58 +01:00
CosmicClash Training Bot f41702e7ea chore(training): Add 20260729-0837-curric-s1-unmask-retry1 checkpoints, logs, and exported policy 2026-07-30 12:22:54 +01:00
Josh Creek efda6c1a05 chore(training): Resume stage 1 unmask from its own checkpoint, not foundation
Generation 2's first two real stage-1 attempts both independently restarted
from curric-s5-aggression (reset_retry_checkpoint) with identical flags and
landed at 32% and 27% win rate vs the reference -- a real regression either
way, but too much spread between "identical" runs for repeat fresh restarts
to be a controlled test of anything. The first attempt's own trajectory
(ep_rew_mean climbing from -10.86 toward ~0 by the 240M-step cutoff,
briefly touching positive) looked closer to convergence than the second's,
so retries now continue that attempt's own checkpoint for another full
timesteps budget instead of resetting to foundation again.

Drops retry1 and retry2 (checkpoints, logs, exported bots, eval_history
entries) -- retry2 never trained meaningfully before crashing on the
GoalRateCallback bug just fixed, and retry1 was the inferior of the two
real samples. curriculum_state.json rewinds to attempt 1, in_progress, so
the next run resumes 20260726-1904-curric-s1-unmask/final.zip directly.
2026-07-29 08:35:34 +01:00
CosmicClash Training Bot a6c2ed6177 chore(training): Add 20260729-0607-curric-s1-unmask-retry2 checkpoints, logs, and exported policy 2026-07-29 06:08:10 +01:00
CosmicClash Training Bot cb3732fcb7 chore(training): Add 20260728-0031-curric-s1-unmask-retry1 checkpoints, logs, and exported policy 2026-07-29 06:05:33 +01:00
Josh Creek bca08d266e feat(*): Log live goal rate to TensorBoard during training 2026-07-28 21:33:41 +01:00
Josh Creek 01dbfc7ede feat(*): Add exported Linux binary training path for faster parallel instances 2026-07-28 20:56:14 +01:00
Josh Creek ac317cd2e1 feat(*): Add sudden-death overtime with golden goal on a draw 2026-07-28 19:44:35 +01:00
Josh Creek 09ea8d6fbc feat(*): Style the results screen and dock the heading tape under the scoreboard 2026-07-28 19:32:40 +01:00
Josh Creek a9b7b450d5 feat(*): Redesign HUD scoreboard as a single timer/score/team banner 2026-07-28 19:24:40 +01:00
Josh Creek 93f90ca6de feat(*): Add 3-2-1 kickoff countdown before play and after goals 2026-07-28 19:11:36 +01:00
CosmicClash Training Bot a0b527b8cb chore(training): Add 20260726-1904-curric-s1-unmask checkpoints, logs, and exported policy 2026-07-28 00:29:06 +01:00
Josh Creek 31aa5cae8c chore(*): Remove superseded pre-curriculum and dead-branch runs 2026-07-26 19:25:22 +01:00
Josh Creek f7d03b1e74 chore(*): Remove superseded curriculum branches 2026-07-26 19:19:01 +01:00
CosmicClash Training Bot 653afe4040 chore(training): Add curric-s6-unmask-retry2 checkpoints, logs, and exported policy 2026-07-26 13:06:31 +01:00
CosmicClash Training Bot 4e0efec612 chore(training): Add curric-s6-unmask-retry1 checkpoints, logs, and exported policy 2026-07-25 07:39:52 +01:00
Josh Creek 580222c139 feat(*): Promote curric-s6-unmask as the shipped "easy" bot 2026-07-24 09:18:53 +01:00
CosmicClash Training Bot f4dfc43d04 chore(training): Add curric-s6-unmask checkpoints, logs, and exported policy 2026-07-24 02:23:34 +01:00
Josh Creek 1afdc301ab feat(training): add airborne_penalty and a stage-6 "unmask" curriculum run
Stage 5 (aggression) passed (41-47 vs grounded curric-s2-defend, within
the lenient gate but not yet a clear win). Rather than keep the locomotion
mask on indefinitely, stage 6 reopens full 3D controls on top of the
aggression retune and pairs it with a new dense airborne_penalty (scaled
by height above the floor) so the policy learns to prefer staying grounded
through incentives instead of a hard mask — same regime shift that
regressed stage 3, but this time with a mitigation and ~12x the training
time (~240M timesteps / ~24h vs ~20M / ~2h) to actually re-converge
instead of stalling mid-shift.

airborne_penalty follows the existing SHIP_AI_OVERRIDES pattern: default
0 (off) on ship_ai_controller.gd, exposed via train.py's new
--airborne-penalty flag, added to training_mode.gd's allow-list. Also adds
a per-stage timesteps override in curriculum.py (STAGES[n]["timesteps"])
since this is the first stage to need a different budget than the rest.
2026-07-22 21:22:27 +01:00
CosmicClash Training Bot fda784d50d chore(training): Add curric-s5-aggression checkpoints, logs, and exported policy 2026-07-22 20:31:54 +01:00
Josh Creek 0e42182cce fix(*): jitter kickoff resets to break deterministic same-model mirror matches
GameMode.reset_ball()/reset_ships() teleported to exact, identical spawn
transforms every kickoff. Combined with deterministic bot inference
(action_noise = 0 by default), two ships running the same policy from a
mirror-symmetric state produced mirrored, non-diverging play instead of a
real contest — most visible when both sides use the same exported model.

Adds a small position/yaw jitter (well under anything a player would
notice as "not a real kickoff") so kickoff-style resets stop being
bit-for-bit identical.
2026-07-22 18:01:21 +01:00
CosmicClash Training Bot cf4859e61c chore(training): Add curric-s4-mechanics checkpoints, logs, and exported policy 2026-07-22 11:53:29 +01:00
Josh Creek 8c15c466ef fix(*): apply the locomotion mask during in-game/eval inference, not just training
AIShipController (eval + real gameplay) ran the raw policy output unmasked
regardless of allow_vertical/allow_pitch_roll, while ShipAIController
(training) correctly discarded those axes for grounded curriculum stages.
A grounded-trained model's untrained vertical/pitch-roll output reached the
ship as noise during eval, understating it against models that were never
handicapped this way.
2026-07-21 22:23:09 +01:00
CosmicClash Training Bot bc644e0305 chore(training): Add curric-s3-no_draws checkpoints, logs, and exported policy 2026-07-21 21:44:51 +01:00
CosmicClash Training Bot ffa9017cbd chore(training): Add curric-s2-defend checkpoints, logs, and exported policy 2026-07-21 19:17:32 +01:00
CosmicClash Training Bot 523a26aa60 chore(training): Add curric-s1-score checkpoints, logs, and exported policy 2026-07-21 16:50:08 +01:00
Josh Creek 8e3fafcc8b feat(*): add staged curriculum training with an automated stage-by-stage orchestrator 2026-07-21 12:38:51 +01:00
CosmicClash Training Bot 1d539cc8c7 chore(training): Add run11 checkpoints, logs, and exported policy 2026-07-21 09:40:13 +01:00
CosmicClash Training Bot fbf51eebe5 chore(training): Add run10 checkpoints, logs, and exported policy 2026-07-20 22:34:32 +01:00
Josh Creek 7d69ac4a01 feat(*): retune scoring incentives and add finishing reps 2026-07-20 20:06:11 +01:00