Commit Graph

7 Commits

Author SHA1 Message Date
Josh Creek 06881f05ca feat(server): task 6.1/6.3 — dedicated server export preset and a real CLI surface
6.1: "Linux Dedicated Server" preset (dedicated_server=true,
custom_features="dedicated_server") mirroring the existing training
preset, plus run/main_scene.dedicated_server so the server binary reaches
its own entry point with no flag. Builds: an 85MB Linux x86_64 binary,
gitignored like the training one.

6.3: scripts/server_config.gd declares every server flag once - name,
type, default, section, help - and one parser turns that into parsing,
type checking, range validation, config-file backing and --help. The
flags had grown to ~30 across server_boot.gd and networked_match.gd, each
parsed inline with begins_with, none documented, and an unrecognised flag
was SILENTLY IGNORED: --max-clientss=8 ran a server on the default cap
and said nothing. Unknown flags, missing values, wrong types, duplicates
and out-of-range values are now hard errors, reported all at once.

Precedence is command line > config file > default. server_boot.gd parses
strictly because it owns the whole command line; networked_match.gd reads
the same declaration leniently because it is one consumer of an argv the
smoke harnesses also fill with --role= and --drive-seconds=. Nothing is
lost - every server flag is declared, so the strict pass already caught
any typo before the match scene re-reads its own.

13 unit tests covering the precedence order, the typo rejection that
motivated this, --no-<bool> not double-listing in --help, and --help
documenting every flag asserted against the declaration rather than a
hand-kept list. Verified end to end: --help prints, a typo'd flag refuses
to start, and the plain/replay-log/late-joiner smoke scenarios still pass.
2026-08-21 17:03:08 +01:00
Josh Creek 1811e9333e feat(training): curriculum generation 4 — MultiDiscrete action space redesign
Three curriculum generations (2026-07-21 through 2026-08-04) all tried
gating *when* the policy could use vertical thrust/pitch-roll on top of a
continuous Gaussian action space, and all three failed the same way: PPO's
action-distribution std collapsed within ~10% of steps and never recovered,
landing at a 15-32% win rate vs the grounded reference regardless of
mechanism (hard mask, then a gradual ramp). Generation 3's final attempt
just landed at 24% — the worst of the three.

Root cause, verified against this project's own physics: hovering this ship
requires *holding* thrust.y ~= 0.408 continuously (mass 5.0, vertical_thrust
120, gravity 9.8). A collapsed near-zero-mean Gaussian can brush that value
but never sustain it long enough to earn the reward gradient that would
move the mean — no amount of gating *when* the axis acts fixes a problem in
*how* the policy represents a decision on it. This also independently found
and fixes a real bug: godot_rl never marks an episode timeout as a
truncation, so PPO was bootstrapping V(s)=0 on every 30s draw in every
generation to date.

- Game/scripts/ship_action_codec.gd (new): single source of truth for a
  per-axis MultiDiscrete action space (7 heads, nvec [5,5,5,5,5,5,2]) shared
  by training and in-game inference, replacing the continuous Gaussian.
  thrust_y's bins are deliberately asymmetric so a random policy drifts
  through the volume instead of floor-pinning. Legacy continuous decode
  (ai_ship_controller.gd's old logic) preserved verbatim so every
  pre-generation-4 export (e.g. Game/bots/promoted/easy.json) keeps working
  unchanged via an optional "action_space" JSON field.
- ship_observations.gd: append own contact state (SIZE 31 -> 35, append-only)
  so the value function can see what wall_contact_penalty fires on.
- ship_ai_controller.gd: action space/decode via the codec; drop the
  vertical_ramp/pitch_roll_ramp mechanism entirely; tilt_penalty default
  lowered 4x (aerial approaches require pitching); flight telemetry
  (airborne_fraction, mean_altitude, air_touch_fraction, vertical_thrust_mean)
  and truncation-snapshot fields on get_info().
- training_mode.gd: new air_drill_chance state-setter branch (ball spawned
  high, ships low, kept clear of walls) so aerial practice is forced by the
  environment instead of relying on reward-driven exploration alone; snapshot
  terminal observations before a timeout reset for the truncation fix.
- cosmic_env.py: remap ShipAIController's truncated/terminal_obs info into
  SB3's TimeLimit.truncated/terminal_observation keys.
- train.py: --reset-logits (+ --reset-logits-heads) replaces the
  now-meaningless --reset-std; new EntropyFloorCallback (a persistent
  per-rollout ent_coef controller replacing the one-shot std-reset shock)
  and per-head entropy logging; FlightTelemetryCallback; --air-drill-chance/
  --tilt-penalty flags; optional AbortIfCallback kill-criterion.
- export_policy.py: writes the action_space block for MultiDiscrete models;
  index-level parity check (argmax per head) instead of comparing floats.
- curriculum.py: full rewrite — 3 stages (bootstrap/selfplay/gauntlet), no
  grounded stage, full action space live from step 1; deletes generation
  1-3's checkpoint-lineage machinery (nothing to resume from); final report
  evaluates against both promoted/easy.json and the new
  promoted/reference-grounded.json (a copy of curric-s5-aggression, the
  strongest grounded-era artifact, kept as a fixed yardstick).
- run_training.sh/.gitignore: commit only final.zip, not the ~2400
  intermediate checkpoint files a single stage was writing (~500MB ->
  ~0.2MB per run); requirements.txt pinned (behaviour here now depends on
  specific library internals, not just public APIs).
- test_action_space.py (new): offline rung-0 check catching a head-order
  mismatch before it silently corrupts 24h of training.

Validated: GDScript compiles clean (Godot --headless --import + script
validation), free_play.tscn and training.tscn both boot headless without
errors, offline action-space assertions pass. Not yet run: the actual
smoke-training/A-B validation ladder steps in TRAINING.md's "Generation 4"
section, before committing to the full ~32h curriculum.

See TRAINING.md's "Generation 4" section for the full design writeup.
2026-08-04 23:27:57 +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 01dbfc7ede feat(*): Add exported Linux binary training path for faster parallel instances 2026-07-28 20:56:14 +01:00
Josh Creek 1b3c2e063d chore(training): Track training artifacts in git, add idempotent Linux setup/run scripts, and commit run01 results 2026-07-19 10:22:22 +01:00
Josh Creek 85f96eb15e feat(*): Add self-play RL training pipeline with PPO trainer, in-game GDScript policy inference, and bot opponent support in Match mode 2026-07-18 19:32:51 +01:00
Josh Creek 927bbd0be7 feat(*): Add new match scene, new player scene and main menu 2025-07-12 19:20:16 +01:00