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Author SHA1 Message Date
Josh Creek cb06300685 feat(training): reopen stage 5 with a gate that can see the behaviour
Stage 5 blocked after nine attempts and ~540M steps, every one on
productive_air_touch_fraction. Instrumenting the environment rather than
retuning the reward again found three separate causes, none of which was the
policy's competence.

The gate could not register the behaviour. productive_air_touch_fraction
divides by TOTAL touches in the episode, so a strong ground game dilutes it for
identical aerial play. Stage 4's entire purpose is improving that ground game
(it took forward_motion_fraction 0.24 -> 0.48), so Stage 4's success drove
Stage 5's gate toward zero and the two stages were working against each other.
It also explains why every non-zero reading in the whole lineage came from
degenerate episodes whose single touch happened to be aerial: per-episode 1.0,
which is exactly 0.0100 once meaned over SB3's 100-episode buffer, and 0.0100
was every run's observed maximum. Replaced with
productive_air_touch_episode_fraction, which asks whether the episode contained
a productive aerial at all and cannot be diluted by ground play.

The bar was never derived from anything. AIR_TOUCH_HEIGHT was 5.0 and four
rounds of aerial mechanisms were built on top of it without anyone measuring
where the ball goes. New ball-altitude telemetry over normal match play: the
ball averages ~1.6m, the average episode's peak is ~2.4m, and it clears 5m for
~5% of ticks. Lowered to 3.0, this project's existing airborne threshold, with
_place_air_intercept's band retuned 8-14m -> 6-10m. Simulated against real
physics the pair strictly dominates the old one: 67.8% reach (was 53.2%), 57.3%
above-bar touches (was 41.2%), 5.2m of climb instead of 8.2m. The band could
not be lowered alone -- at a 5m bar, 8-14m was optimal and 5-8m collapses
above-bar touches to 4.3%. This reverses Round 9's explicit "AIR_TOUCH_HEIGHT
stays 5.0"; that objection was about comparability, and a metric that read 0.0
for nine attempts has no history to protect. Pre-2026-08-24 air-touch figures
are not comparable with later ones.

Note AIR_TOUCH_HEIGHT also gates air_touch_bonus_weight's payout, so unlike
Round 9 this DOES change the reward function and the usual "don't resume a
policy shaped by a different reward balance" rule is engaged rather than exempt.
Resuming retry2 anyway is justified on narrower grounds: the changed term has
never once fired (productive_air_touch_fraction exactly 0.0 across nine
attempts, air_touch_fraction at ~0.0003 noise), so no learned value estimate is
attached to it, while the ground handling and scoring retry2 does know are
untouched. The flip side is that at a 3m bar a fully-aligned aerial touch now
pays 0.7 + 0.5 = 1.2 against a ground touch's 0.7, which is the intended
incentive but is a live reward change -- if attempts show touch farming near 3m
rather than genuine intercepts, cut air_touch_bonus_weight rather than raising
the threshold back.

The policy could not climb, and the entropy controller could not see it. Its
target is a sum over heads, which read 21% of h_max -- on target -- while
thrust_y alone sat at 14% of its own ceiling. The measured consequence was a
policy commanding ~0.03 mean vertical thrust when hovering needs 0.408
(120/5 = 24 m/s^2 against 9.8 gravity), leaving it in free fall ~84% of every
episode. Added --min-head-entropy-frac so one starved head raises ent_coef
regardless of the aggregate, and --ent-coef-max because a probe pinned the old
0.05 ceiling for its entire duration with the head still starved.

A 200k-step probe from retry2 with all three in place moved air_touch_fraction
from 0/74 rollouts non-zero to 5/98, ent_coef 0.0102 -> 0.0416 and
vertical_thrust_mean 0.031 -> 0.089, with goal_rate, upright_fraction and
forward_motion_fraction all holding. The gate metric was still 0.0 at that
scale, so its 0.02 floor is marked provisional in generation5.py and should be
re-derived from attempt 1's tail rather than trusted.

Stage 5 expands to 90M timesteps and MAX_RETRIES 4, its goal_rate floor drops
0.75 -> 0.72 (every attempt landed 0.7217-0.7369 and was failed by ~2-4% while
winning its paired evaluations 54-25, 63-23 and 47-32), and state resumes from
20260823-1734-gen5-s5-intercepts-retry2 via resume_override.

Verified: generation5.py --dry-run resolves the resume to retry2 with the new
flags, 123 unit tests pass, probe artifacts removed.
2026-08-24 10:49:05 +01:00
Josh Creek 08eb9f5842 docs(training): the stage-5 side imbalance was seed variance, not an asymmetry
The Hard-tier promotion noted a 17% physical side imbalance (physical teams
0-1 = 29-46) and flagged it as worth investigating, possibly in the arena or in
ship_observations.gd's team-1 mirroring. Testing it directly shows that was
wrong.

Ran hard.json against itself — self-play, so any team_0/team_1 split is purely
positional and cannot be a strength difference — over 10 independent seeds at
30 episodes each. Pooled: 113-125 across 300 episodes, 4.0% imbalance, sign
test p = 0.48, team 1 ahead in only 3 of 10 seeds. Per-seed imbalance ranged
0.0% to 43.3%, so swings larger than the original observation happen by chance
at this episode count.

The underlying mistake is worth recording, and is now in TRAINING.md:
evaluate.py --seed defaults to 1, so the two measurements that appeared to
agree were the same paired starting-state sequence rather than independent
samples, and seed 1 happens to favour team 1. Same reason the
physical_side_imbalance_ceiling gate in generation5.py is a single-seed
catastrophe check, not evidence about side balance.
2026-08-24 08:54:26 +01:00
Josh Creek e1f512c94e feat(bots): promote gen5 stage-5 policy to the Hard tier
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.
2026-08-24 08:46:06 +01:00
Josh Creek 6320b982a8 fix(project): keep comments out of project.godot and guard the settings
Godot's ConfigFile writer does not round-trip comments in project.godot. An
observed rewrite deleted both `;` blocks outright and spliced the three-line
`#` block above run/main_scene.dedicated_server onto the setting's own line,
leaving it commented out — which would send dedicated builds to the
interactive main menu instead of server_boot.tscn, with nothing failing until
someone noticed a server process rendering a menu.

Move the explanations into the code that owns the settings (server_boot.gd for
the dedicated-server override, video_settings.gd for stretch mode and vsync)
so they cannot be destroyed by a rewrite, and leave project.godot holding only
assignments plus Godot's own regenerated header.

Add tests/cases/test_project_settings.gd as the backstop: the feature-override
assertions read project.godot as text and reject a line that has been folded
into a comment, since ProjectSettings resolves `key.<feature>` overrides at
load time and never exposes the suffixed key. Verified by reproducing the
exact corruption, which fails the test, and it also covers the Jolt physics
engine, the required autoloads, and that no test-hook autoload is ever shipped
registered.
2026-08-24 08:40:16 +01:00
Josh Creek 46fe696a58 fix(tests): measure cumulative travel, not displacement, in the ENet host check
run_ci_host_check asserted input reached the server by comparing each bot
ship's position against one recorded before the check forced a goal. But a
goal's kickoff teleports every ship back to spawn (_begin_kickoff ->
reset_ships), so that comparison measured only the distance covered since the
last reset — a window whose length depends on when the sample lands relative
to the kickoff rather than on whether input was flowing at all.

It failed on master with peers at 0.51m and 0.23m against a 0.5m threshold:
one passed by a centimetre, the other failed, with both connected, neither
stalled, and every other assertion in the run green. The commit it failed on
touches only training JSON, and the push two minutes earlier passed on
identical game code.

Accumulate per-tick path length in _await_recording_score instead, discarding
any single-frame step over 2.0m as a teleport — Ship.max_speed (35 m/s) is
hard-clamped each tick in _integrate_forces, so 60Hz caps legitimate travel at
~0.58m. Same 0.5m threshold now reads 28-75m across runs, and it is strictly
stronger than before: it asserts input kept arriving for the whole wait rather
than that the ship merely ended up somewhere else.
2026-08-24 08:40:06 +01:00
14 changed files with 539 additions and 57 deletions
File diff suppressed because one or more lines are too long
-17
View File
@@ -21,9 +21,6 @@ run/main_scene="uid://bcq14356s3e2i"
config/features=PackedStringArray("4.7", "Forward Plus")
config/icon="res://icon.svg"
run/main_scene.training="res://scenes/training.tscn"
# Dedicated exports select the server boot scene before the interactive menu
# is loaded. This is the same project-setting feature override used above by
# the training export.
run/main_scene.dedicated_server="res://scenes/server_boot.tscn"
[autoload]
@@ -59,22 +56,8 @@ NetDebugOverlay="*res://scripts/net_debug_overlay.gd"
window/size/viewport_width=1920
window/size/viewport_height=1080
window/size/mode=2
; Task 0.17c: kept fixed at "viewport" + 1080p rather than moved to
; "disabled", deliberately. A player on a 1440p/4K display cannot render
; native this way, and a 1080p player cannot render lower than 1080p through
; window scaling alone — but task 0.17b's Viewport.scaling_3d_scale already
; covers "render lower than the window" independently of stretch mode (it
; scales the 3D viewport's own internal resolution before this blit, not the
; window itself), and task 0.15b found an unexplained ~6% non-uniform width
; scaling on this project's one tested (Mac/Retina) machine — see
; multiplayer-todo.md §5.5.1 — that needs understanding before stretch mode
; is touched, not blindly carried into a resolution-dependent change.
window/stretch/mode="viewport"
window/stretch/aspect="expand"
; Task 0.17: default matches VideoSettings.gd's VsyncMode.ADAPTIVE default —
; VideoSettings.apply_vsync() overwrites this at runtime via DisplayServer as
; soon as the autoload initializes, so this is only what's in effect for the
; brief pre-autoload window and if VideoSettings ever fails to load.
window/vsync/vsync_mode=2
[editor_plugins]
+4 -5
View File
@@ -13,16 +13,15 @@ const BOTS_DIR := "res://bots"
# Every tier runs its promoted checkpoint at full trained capability —
# difficulty is a genuinely different policy, never the same policy
# handicapped with reaction delay or action noise. Easy and Medium are now
# distinct models (medium.json beats easy.json 65-22-13 head-to-head); Hard
# still points at medium.json, the strongest promoted policy, and stays a
# label-only duplicate until a stronger one earns hard.json. Keep the tiers
# handicapped with reaction delay or action noise. All three tiers are now
# distinct models: medium.json beats easy.json 65-22-13, and hard.json (the
# generation-5 Stage-5 policy) beats medium.json 47-32-21. Keep the tiers
# monotonic: never leave a lower tier pointing at a stronger model than the
# one above it.
const DIFFICULTIES := [
{"name": "Easy", "model": "res://bots/promoted/easy.json", "reaction_ticks": 8, "action_noise": 0.0},
{"name": "Medium", "model": "res://bots/promoted/medium.json", "reaction_ticks": 8, "action_noise": 0.0},
{"name": "Hard", "model": "res://bots/promoted/medium.json", "reaction_ticks": 8, "action_noise": 0.0},
{"name": "Hard", "model": "res://bots/promoted/hard.json", "reaction_ticks": 8, "action_noise": 0.0},
]
@onready var difficulty_dropdown: OptionButton = %DifficultyDropdown
+9
View File
@@ -9,6 +9,15 @@ extends Node
#
# Run: godot --headless --path Game res://scenes/server_boot.tscn -- --port=7777
#
# Dedicated *exports* reach this scene without the CLI argument above, via the
# `run/main_scene.dedicated_server` feature override in project.godot — the same
# project-setting mechanism the training export uses for training.tscn. That
# override is deliberately uncommented in project.godot: Godot's ConfigFile
# writer does not round-trip comments, and a `#` block directly above a setting
# can be spliced into the setting's own line on rewrite, silently commenting it
# out and sending dedicated builds to the interactive main menu instead of here.
# `tests/cases/test_project_settings.gd` fails loudly if that ever happens.
#
# Deliberately does not spawn a match yet — that's Phase 2's networked_match
# scene. This is just the process shell: listen, log, idle cheaply.
+80 -5
View File
@@ -167,11 +167,39 @@ extends AIController3D
# unaffected; the floor-lock curriculum stage turns it on.
@export var airborne_penalty := 0.0
# Height above which a touch counts toward air_touch_fraction telemetry
# (see get_info) — not a reward term itself, see set_action/get_info's
# comments on why generation 4 deliberately does not add a standalone
# air-touch reward.
const AIR_TOUCH_HEIGHT := 5.0
# Height above which a touch counts as aerial — for air_touch_fraction /
# productive_air_touch_* telemetry (see get_info) and, conjunctively, for
# air_touch_bonus_weight. Not a standalone reward term; see set_action/
# get_info on why generation 4 deliberately does not add one.
#
# Lowered 5.0 -> 3.0 on 2026-08-24, and this reverses Round 9's explicit
# "AIR_TOUCH_HEIGHT stays 5.0" decision, so the reasoning matters. 5.0 was
# never derived from anything: every aerial mechanism in generation 5 — the
# drill geometry, the touch bonus, all three air-touch metrics — was built on
# top of it, but nobody measured where the ball actually goes. Instrumenting
# it (ball_mean_altitude / ball_peak_altitude / ball_above_air_touch_fraction,
# added alongside this change) over normal match play found the ball averages
# ~1.6m, the average episode's PEAK ball height is only ~2.4m, and the ball is
# above 5m for ~5% of ticks. So 5.0 sat at roughly twice the typical episode
# peak, and the drill had to spawn the ball at 8-14m — far above anything the
# game produces — purely to give it hang time above that bar.
#
# 3.0 is not a softened bar chosen to let a run pass; it is this project's
# existing definition of airborne, matching AIRBORNE_ALTITUDE_THRESHOLD and
# GROUND_HANDLING_HEIGHT below, and it sits just above the measured mean
# episode peak so it still denotes a genuine aerial rather than ordinary
# bouncing. Simulating the drill against real physics (ball gravity_scale 0.8
# + linear_damp 0.1, ship thrust 120/mass 5, drag 0.98/tick) at the two
# thresholds shows it strictly dominates: with the band retuned to 6-10m an
# ideal interceptor reaches the ball 67.8% of the time (was 53.2%) and touches
# it above the bar 57.3% of the time (was 41.2%), needing 5.2m of climb rather
# than 8.2m.
#
# Round 9's comparability objection is real but has nothing left to protect:
# productive_air_touch_fraction read exactly 0.0 for all nine attempts, so
# there is no history this preserves. Pre-2026-08-24 air-touch numbers are
# measured against 5.0 and are NOT comparable with anything after it.
const AIR_TOUCH_HEIGHT := 3.0
# Generation-5 ground-handling telemetry/reward thresholds. Fixed constants
# keep the logged metrics comparable across stages; changing one starts a new
@@ -237,6 +265,9 @@ var _thrust_y_sum := 0.0
var _touches := 0
var _air_touches := 0
var _productive_air_touches := 0
var _ball_above_air_touch_ticks := 0
var _ball_peak_altitude := 0.0
var _ball_altitude_sum := 0.0
var _ground_ticks := 0
var _upright_ground_ticks := 0
var _moving_ground_ticks := 0
@@ -311,6 +342,33 @@ func get_info() -> Dictionary:
info["vertical_thrust_mean"] = _thrust_y_sum / _telemetry_ticks if _telemetry_ticks > 0 else 0.0
info["air_touch_fraction"] = float(_air_touches) / _touches if _touches > 0 else 0.0
info["productive_air_touch_fraction"] = float(_productive_air_touches) / _touches if _touches > 0 else 0.0
# The gate metric for Stage 5/6. The _fraction pair above divide by TOTAL
# touches, which makes them unusable as a bar: a policy with a strong ground
# game accumulates many ground touches, and those dilute the ratio for
# identical aerial behaviour. Stage 4 exists to improve exactly that ground
# game — it took forward_motion_fraction from ~0.24 to ~0.48 — so Stage 4's
# success actively pushed Stage 5's gate toward zero, and the two stages were
# working against each other. It is also why the only non-zero values ever
# logged across nine attempts came from degenerate episodes whose single
# touch happened to be a productive aerial (per-episode value 1.0, so exactly
# 0.01 once meaned over SB3's 100-episode ep_info_buffer — the 0.0100 that
# was every run's maximum).
#
# This one asks the question the floor actually means: did this episode
# contain a productive aerial at all? Meaned over the buffer it reads
# directly as "what share of episodes contained one", is bounded 0-1, and
# cannot be diluted by ground play. Deliberately insensitive to magnitude:
# three aerials in an episode score the same as one, which is the right
# trade for a gate (see TRAINING.md for the diagnostic alternative).
info["productive_air_touch_episode_fraction"] = 1.0 if _productive_air_touches > 0 else 0.0
info["ball_above_air_touch_fraction"] = \
float(_ball_above_air_touch_ticks) / _telemetry_ticks if _telemetry_ticks > 0 else 0.0
info["ball_mean_altitude"] = _ball_altitude_sum / _telemetry_ticks if _telemetry_ticks > 0 else 0.0
# Highest the ball reached this episode. Meaned over the buffer this says
# where the aerial band actually IS, without picking a threshold first —
# the number _place_air_intercept's spawn band should be derived from
# rather than guessed at.
info["ball_peak_altitude"] = _ball_peak_altitude
info["upright_fraction"] = float(_upright_ground_ticks) / _ground_ticks if _ground_ticks > 0 else 0.0
info["forward_motion_fraction"] = float(_forward_moving_ground_ticks) / _moving_ground_ticks if _moving_ground_ticks > 0 else 0.0
# Diagnostic only — deliberately NOT in any stage's telemetry_floors (see
@@ -342,6 +400,9 @@ func reset():
_touches = 0
_air_touches = 0
_productive_air_touches = 0
_ball_above_air_touch_ticks = 0
_ball_altitude_sum = 0.0
_ball_peak_altitude = 0.0
_ground_ticks = 0
_upright_ground_ticks = 0
_moving_ground_ticks = 0
@@ -493,6 +554,20 @@ func _physics_process(delta):
_altitude_sum += ship.global_position.y
if ship.global_position.y > AIRBORNE_ALTITUDE_THRESHOLD:
_airborne_ticks += 1
# Diagnostic, deliberately ungated: how much of the time the BALL is even
# in aerial territory. Every aerial mechanism in generation 5 — the drill
# geometry, air_touch_bonus_weight, and the productive-air-touch metrics —
# is defined against AIR_TOUCH_HEIGHT, but nothing ever measured how often
# match play actually puts the ball up there. If this reads near zero
# outside the synthetic intercept drill, then the skill being trained has
# almost no occasion to be used and the stage is optimising a situation the
# game does not produce — which is a question about the curriculum, not
# about any policy's competence at it.
if is_instance_valid(ball):
_ball_altitude_sum += ball.global_position.y
_ball_peak_altitude = maxf(_ball_peak_altitude, ball.global_position.y)
if ball.global_position.y > AIR_TOUCH_HEIGHT:
_ball_above_air_touch_ticks += 1
# Diagnostic: uprightness measured only while genuinely touching the floor
# (see _floor_contact_ticks). Same UPRIGHT_DOT_THRESHOLD as the altitude-
# based metric so the two are directly comparable.
+13 -1
View File
@@ -572,7 +572,19 @@ func _place_ground_start() -> void:
# below were picked by simulating the spawn distribution against that flight
# envelope: an ideal interceptor now reaches the ball in ~98% of episodes and
# can do so above 5m in ~37%, versus 0% before.
const AIR_INTERCEPT_BALL_Y := Vector2(8.0, 14.0) # higher: more fall time above 5m
# Retuned 8-14m -> 6-10m on 2026-08-24, together with AIR_TOUCH_HEIGHT going
# 5.0 -> 3.0 (see ship_ai_controller.gd for the measurements behind that). The
# two are coupled and must move together: 8-14m was the RIGHT band for a 5m
# bar — simulating candidate bands against real physics, it maximised
# above-bar touches at 41.2% while 5-8m collapsed them to 4.3%, because a ball
# spawned near the bar drops under it almost immediately. Lowering the band
# alone would therefore have made the drill worse, not better. Against a 3m
# bar the ordering changes and 6-10m becomes the best row: 67.8% reach (was
# 53.2%) and 57.3% above-bar touches (was 41.2%), needing 5.2m of climb
# instead of 8.2m. It is also far closer to what the game actually produces —
# measured mean episode peak ball height in normal play is ~2.4m, so 8-14m was
# rehearsing a situation roughly 4x higher than anything a match generates.
const AIR_INTERCEPT_BALL_Y := Vector2(6.0, 10.0) # matched to AIR_TOUCH_HEIGHT 3.0
const AIR_INTERCEPT_BALL_SPEED := Vector2(4.0, 8.0) # slower: the ball outran the ship
const AIR_INTERCEPT_BEHIND := Vector2(4.0, 9.0) # closer: less gap to close
const AIR_INTERCEPT_LATERAL := 5.0
+25
View File
@@ -8,6 +8,31 @@ extends Node
# load) rather than overwriting them outright, so the per-arena bloom tuning
# in arena_01/02/03.tscn survives underneath the user's preference.
# The two display project settings this autoload sits on top of are documented
# here rather than in project.godot, because Godot's ConfigFile writer does not
# round-trip comments — it drops `;` blocks outright and can splice `#` blocks
# into the following line, silently commenting the setting out. Anything in
# project.godot that needs an explanation must therefore be explained from the
# code that owns it. `tests/cases/test_project_settings.gd` guards the settings
# themselves against exactly that corruption.
#
# `window/stretch/mode="viewport"` + 1080p (task 0.17c): kept fixed rather than
# moved to "disabled", deliberately. A player on a 1440p/4K display cannot
# render native this way, and a 1080p player cannot render lower than 1080p
# through window scaling alone — but task 0.17b's Viewport.scaling_3d_scale
# (resolution_scale below) already covers "render lower than the window"
# independently of stretch mode, since it scales the 3D viewport's own internal
# resolution before this blit rather than the window itself. Task 0.15b also
# found an unexplained ~6% non-uniform width scaling on this project's one
# tested (Mac/Retina) machine — see multiplayer-todo.md §5.5.1 — which needs
# understanding before stretch mode is touched, not blindly carrying into a
# resolution-dependent change.
#
# `window/vsync/vsync_mode=2` (task 0.17): matches VsyncMode.ADAPTIVE below.
# apply_vsync() overwrites it at runtime via DisplayServer as soon as this
# autoload initializes, so the project setting is only in effect for the brief
# pre-autoload window, and as a fallback if VideoSettings ever fails to load.
signal settings_changed # Arenas re-apply preset-gated Environment/light state live.
# MSAA_2X appended at the end, not inserted, so existing user://settings.cfg
+90
View File
@@ -0,0 +1,90 @@
extends "res://tests/test_case.gd"
# Guards the project settings that are load-bearing but easy to destroy
# silently. Godot's ConfigFile writer does not round-trip comments in
# project.godot: it drops `;` blocks outright, and a `#` block sitting directly
# above a setting can be spliced onto that setting's own line on rewrite, which
# comments the setting out. A dedicated build would then boot the interactive
# main menu instead of the server, and nothing would fail until someone noticed
# a server process rendering a menu.
#
# The explanations that used to live as comments beside these settings are now
# in the code that owns them — server_boot.gd and video_settings.gd.
#
# The feature-override assertions read project.godot as TEXT rather than through
# ProjectSettings. Godot resolves `key.<feature>` overrides at load time against
# the running build's own feature tags and does not expose the suffixed key, so
# get_setting("run/main_scene.dedicated_server") returns "" in a normal editor/
# headless run even when the line is perfectly intact. Reading the file also
# matches the actual threat, which is textual corruption of the file.
func _project_godot_lines() -> PackedStringArray:
var file := FileAccess.open("res://project.godot", FileAccess.READ)
if file == null:
return PackedStringArray()
return file.get_as_text().split("\n")
# True only if `key="value"` appears as a real, uncommented assignment. A line
# that got spliced into a `#`/`;` comment is deliberately NOT a match — that is
# precisely the corruption being guarded against.
func _has_setting_line(key: String, value: String) -> bool:
var wanted := "%s=\"%s\"" % [key, value]
for raw_line in _project_godot_lines():
var line := raw_line.strip_edges()
if line.begins_with("#") or line.begins_with(";"):
continue
if line == wanted:
return true
return false
func test_project_godot_is_readable() -> void:
# Everything below is vacuously true if the file could not be opened.
assert_true(not _project_godot_lines().is_empty(), "project.godot readable and non-empty")
func test_dedicated_server_feature_override_is_set() -> void:
# Consumed by dedicated exports; see server_boot.gd.
assert_true(
_has_setting_line("run/main_scene.dedicated_server", "res://scenes/server_boot.tscn"),
"run/main_scene.dedicated_server present and uncommented"
)
func test_training_feature_override_is_set() -> void:
assert_true(
_has_setting_line("run/main_scene.training", "res://scenes/training.tscn"),
"run/main_scene.training present and uncommented"
)
func test_physics_engine_is_jolt() -> void:
# The whole flight model and every trained policy assume Jolt. Silently
# reverting to Godot Physics would change ship/ball behaviour under bots
# trained against Jolt, without any other test failing on its own.
var engine: String = ProjectSettings.get_setting("physics/3d/physics_engine", "")
assert_eq(engine, "Jolt Physics", "3D physics engine")
func test_required_autoloads_are_registered() -> void:
# NetworkManager in particular is reached by name from many scripts; losing
# it from [autoload] fails only at the point of use, deep in a smoke test.
for autoload_name in ["GameSettings", "VideoSettings", "NetworkManager", "MatchNet", "MatchSim"]:
assert_true(
ProjectSettings.has_setting("autoload/" + autoload_name),
"autoload/%s registered" % autoload_name
)
func test_test_hook_autoloads_are_not_shipped() -> void:
# main_menu_test_hooks / lobby_test_hooks are added to [autoload] by hand
# when running those scene-level smoke tests, and must be removed again —
# see CLAUDE.md. Shipping one registered would run test code in the real
# game, so fail here rather than discovering it in a build.
for hook_name in ["MainMenuTestHooks", "LobbyTestHooks", "NetworkedMatchTestHooks"]:
assert_true(
not ProjectSettings.has_setting("autoload/" + hook_name),
"test hook autoload/%s must not be registered" % hook_name
)
+47 -12
View File
@@ -535,12 +535,39 @@ func run_client_check(settle_seconds: float, drive_seconds: float, exercise_ball
# each distinct value. Lets the comparison below check a client's recorded
# score against a state the server genuinely passed through, rather than
# against whatever it happens to hold seconds later.
func _await_recording_score(match_scene, seconds: float, history: Array[String]) -> void:
#
# `path_lengths`, when pre-seeded with peer_id -> 0.0, also accumulates how far
# each slot's ship actually travelled while this wait runs. Any caller that
# forces a goal must measure movement this way rather than by start-to-end
# displacement: a goal's kickoff teleports every ship back to spawn
# (_begin_kickoff -> reset_ships in networked_match.gd, which calls the teleport
# its own comment describes), so displacement from a position sampled before the
# goal measures only the distance covered since the last reset — a window whose
# length depends on when the sample lands relative to the kickoff rather than on
# whether input was flowing at all. Summing per-tick steps is reset-proof and
# strictly stronger: it asserts input kept arriving across the whole wait, not
# merely that the ship finished somewhere other than where it started.
func _await_recording_score(match_scene, seconds: float, history: Array[String], path_lengths: Dictionary = {}) -> void:
# Ship.max_speed (35 m/s) is hard-clamped every tick in Ship._integrate_forces,
# so at 60Hz no ship can legitimately cover more than ~0.58m between physics
# frames. A step past this is the kickoff teleport, not travel, and must not
# count toward the total.
const MAX_TICK_TRAVEL := 2.0
var deadline := Time.get_ticks_msec() + int(seconds * 1000.0)
var previous_positions: Dictionary = {}
while Time.get_ticks_msec() < deadline:
var current := JSON.stringify(match_scene.score)
if history[history.size() - 1] != current:
history.append(current)
for slot in match_scene._slots:
if not path_lengths.has(slot.peer_id) or not is_instance_valid(slot.ship):
continue
var position: Vector3 = slot.ship.global_position
if previous_positions.has(slot.peer_id):
var step: float = (previous_positions[slot.peer_id] as Vector3).distance_to(position)
if step < MAX_TICK_TRAVEL:
path_lengths[slot.peer_id] += step
previous_positions[slot.peer_id] = position
await get_tree().physics_frame
@@ -1227,14 +1254,16 @@ func run_ci_host_check(run_seconds: float) -> void:
# depend on client input ever reaching the server at all — it kept
# reporting PASS with the input pipeline completely dead (verified by
# injecting the ring-overflow bug this session's critical fix
# addresses, mid-run). Record each ship's starting position now, before
# anything moves, so real server-side movement over the run can be
# checked directly — the same signal run_client_check already uses for
# a human client, applied here per-bot instead of just for "my own ship".
var start_positions: Dictionary = {}
# addresses, mid-run). Accumulate each ship's real server-side travel over
# the run so the input pipeline is checked directly — the same signal
# run_client_check already uses for a human client, applied here per-bot
# instead of just for "my own ship". Seeding a peer_id here is what opts it
# into the per-tick accumulation _await_recording_score performs; see that
# function for why this cannot be a start-to-end displacement.
var path_lengths: Dictionary = {}
for slot in match_scene._slots:
if is_instance_valid(slot.ship):
start_positions[slot.peer_id] = slot.ship.global_position
path_lengths[slot.peer_id] = 0.0
var goals: Array = match_scene.arena.get_goals() if match_scene.arena else []
if is_instance_valid(match_scene.ball) and not goals.is_empty():
@@ -1262,7 +1291,7 @@ func run_ci_host_check(run_seconds: float) -> void:
# accumulate meaningful motion. The bots remain connected for an extra
# three seconds after their active run, leaving a generous live margin.
var movement_check_delay := maxf(1.0, run_seconds - 0.5)
await _await_recording_score(match_scene, movement_check_delay, score_history)
await _await_recording_score(match_scene, movement_check_delay, score_history, path_lengths)
var connected_peers := multiplayer.get_peers()
var input_reached_server := true
for slot in match_scene._slots:
@@ -1270,14 +1299,20 @@ func run_ci_host_check(run_seconds: float) -> void:
if not still_connected:
input_reached_server = false
print("SMOKE FAIL: peer %d already disconnected at movement-sample time (connected_peers=%s) — margin too tight" % [slot.peer_id, str(connected_peers)])
if not is_instance_valid(slot.ship) or not start_positions.has(slot.peer_id):
if not is_instance_valid(slot.ship) or not path_lengths.has(slot.peer_id):
input_reached_server = false
print("SMOKE FAIL: peer %d has no valid ship to check movement on" % slot.peer_id)
continue
var moved: float = start_positions[slot.peer_id].distance_to(slot.ship.global_position)
# Cumulative travel, so a live pipeline clears this by an enormous margin
# (seconds of play at up to 35 m/s is tens of metres) while a dead one
# reads ~0. Kept deliberately loose rather than tightened to match: the
# check exists to catch a totally dead input path, and the printed value
# is the evidence for raising it later if that is ever worth doing.
const MIN_SERVER_TRAVEL := 0.5
var travelled: float = path_lengths[slot.peer_id]
var stalled: bool = slot.jitter_buffer.stalled
print("SMOKE INFO: peer %d moved %.2fm server-side (connected=%s), stalled=%s" % [slot.peer_id, moved, str(still_connected), str(stalled)])
if moved <= 0.5 or stalled:
print("SMOKE INFO: peer %d travelled %.2fm server-side (connected=%s), stalled=%s" % [slot.peer_id, travelled, str(still_connected), str(stalled)])
if travelled <= MIN_SERVER_TRAVEL or stalled:
input_reached_server = false
# Extra buffer beyond run_seconds: clients run for their own run_seconds
+78 -6
View File
@@ -181,12 +181,51 @@ promoted file is never touched by training scripts, never overwritten by a
same-named future export, and never disturbed by pruning old experiment
files from the flat dump.
Easy and Medium are now genuinely different policies. Hard still points at
`medium.json` and remains a label-only duplicate until a stronger policy earns
`hard.json`. Every tier runs at full trained cadence (`reaction_ticks=8`,
`action_noise=0`) — the game does not manufacture difficulty gaps by
handicapping a model. When promoting, keep the tiers monotonic: a lower tier
must never point at a policy that beats the tier above it.
`hard.json` was promoted 2026-08-24 from generation 5's
`20260823-1734-gen5-s5-intercepts-retry2` — Stage 5 attempt 3, and like
`medium.json` above it is recorded as a *fail* in `generation5_state.json`.
Stage 5 blocked after three attempts on two telemetry floors: `goal_rate`
0.7369 against a 0.75 bar (marginal), and `productive_air_touch_fraction`
0.0001 against 0.005. The second is not a judgement about this policy — see
"Generation 5" below — the metric is quantised at 0.01 (one touch per ~100
episode logging window), so a 0.005 floor demands a productive air touch in
half of all windows, and no policy in the lineage has ever come close. On
everything else it is the strongest bot produced so far: `upright_fraction`
0.757 against a 0.40 floor (the pre-Round-6 lineage never exceeded 0.331),
`forward_motion_fraction` 0.479 against 0.20, and it beats `medium.json`
47-32-21 over 100 paired episodes.
Attempt 2 (`20260823-0258-gen5-s5-intercepts-retry1`) posts a much wider
margin against `medium.json` (63-23-14) and was the obvious alternative, but a
direct 100-episode head-to-head between the two finished 36-39 with 25 draws —
a dead heat, so the wider indirect margin does not reflect a real strength
difference. Attempt 3 was taken on the tiebreakers: it is the later checkpoint
(it resumed from attempt 2) and edges every telemetry metric. That head-to-head
also measured a 17% physical side imbalance (physical teams 0-1 = 29-46), which
looked worth investigating as a possible asymmetry in the arena or in
`ship_observations.gd`'s team-1 mirroring. **It is not — it is seed variance.**
A follow-up ran `hard.json` against *itself* (self-play, so any split is purely
positional and cannot be a strength difference) over 10 independent seeds at 30
episodes each: pooled 113-125 across 300 episodes, a 4.0% imbalance, sign test
p = 0.48, with team 1 ahead in only 3 of the 10 seeds. Per-seed imbalance
ranged from 0.0% to 43.3%, so swings far larger than the original observation
occur by chance at these episode counts.
The trap worth remembering: `evaluate.py --seed` defaults to 1, so every
evaluation in this file that did not pass `--seed` shares one paired
starting-state sequence, and seed 1 happens to favour team 1 (7-19 in the
self-play run above, 29-46 in the 100-episode head-to-head — same direction
because it is the same seed, not because it replicates). Two such runs are one
observation sampled twice, not independent confirmation. Vary the seed before
concluding anything from a side split. This also means the
`physical_side_imbalance_ceiling` gate in `generation5.py` is a single-seed
measurement and should be read as a coarse catastrophe check, not evidence
about side balance either way.
Every tier runs at full trained cadence (`reaction_ticks=8`, `action_noise=0`)
— the game does not manufacture difficulty gaps by handicapping a model. When
promoting, keep the tiers monotonic: a lower tier must never point at a policy
that beats the tier above it.
To promote a new bot into a tier: copy the chosen `Game/bots/<experiment>.json`
to `Game/bots/promoted/<tier>.json` (overwriting the old one), and note the
@@ -480,6 +519,39 @@ continuous, otherwise identical, ~20M steps each) before committing to the
full curriculum — every past generation bet a full day on an unfalsifiable
hypothesis, which is what made each failure expensive to diagnose.
### Air-touch metrics: which to gate on (changed 2026-08-24)
**Gate on `productive_air_touch_episode_fraction`.** It is 1.0 for an episode
containing at least one productive aerial and 0.0 otherwise, so meaned over
SB3's 100-episode buffer it reads directly as "what share of episodes contained
one".
**Never gate on `air_touch_fraction` or `productive_air_touch_fraction` again.**
Both divide by *total touches in the episode*, which makes them structurally
unusable as bars: a policy with a strong ground game accumulates many ground
touches, and those dilute the ratio for identical aerial behaviour. Stage 4
exists to improve exactly that ground game, so its success actively drove Stage
5's gate toward zero — the two stages were fighting each other. It also means
the only non-zero values those metrics ever logged came from degenerate episodes
whose single touch happened to be aerial (per-episode 1.0, hence the exactly
`0.0100` that was every run's maximum). They are kept only as continuity with
nine attempts of history.
`AIR_TOUCH_HEIGHT` also moved 5.0 → 3.0 the same day, so **air-touch figures
recorded before 2026-08-24 are not comparable with anything after it.** 5.0 was
never derived from anything; 3.0 is this project's existing airborne threshold
(`AIRBORNE_ALTITUDE_THRESHOLD` / `GROUND_HANDLING_HEIGHT`) and sits just above
the measured ~2.4m mean episode peak ball height. `_place_air_intercept`'s band
moved 8-14m → 6-10m with it — the two are **coupled and must move together**,
since at a 5m bar the 8-14m band was optimal (41.2% above-bar touches) and
lowering the band alone collapses it to 4.3%.
Three ball-altitude diagnostics were added alongside and are deliberately
ungated: `ball_mean_altitude`, `ball_peak_altitude` (per-episode max — the
number a drill's spawn band should be derived from), and
`ball_above_air_touch_fraction`. Nobody had ever measured where the ball goes
before building four rounds of aerial mechanisms on top of an assumed height.
1. `training/test_action_space.py` — offline, seconds. Catches a head-order
mismatch, the single most likely silent killer (trains "fine" for 24h,
produces garbage — e.g. pitch commands driving strafe thrusters — with no
+27
View File
@@ -1062,5 +1062,32 @@
"team_1": 43
},
"win_rate_a": 0.47
},
{
"timestamp": "2026-08-24T07:43:21+00:00",
"model_a": "/Users/jcreek/Documents/repos/GitHub/CosmicClash/Game/bots/20260823-0258-gen5-s5-intercepts-retry1.json",
"model_b": "/Users/jcreek/Documents/repos/GitHub/CosmicClash/Game/bots/20260823-1734-gen5-s5-intercepts-retry2.json",
"seed": 1,
"episodes": 100,
"wins_a": 36,
"wins_b": 39,
"draws": 25,
"side_results": {
"a_team_0": {
"wins_a": 15,
"wins_b": 25,
"draws": 10
},
"a_team_1": {
"wins_a": 21,
"wins_b": 14,
"draws": 15
}
},
"physical_team_wins": {
"team_0": 29,
"team_1": 46
},
"win_rate_a": 0.36
}
]
+101 -6
View File
@@ -35,10 +35,22 @@ FOUNDATION_CHECKPOINT = TRAINING_DIR / "checkpoints" / FOUNDATION_EXPERIMENT / "
FOUNDATION_EXPORT = REPO_ROOT / "Game" / "bots" / f"{FOUNDATION_EXPERIMENT}.json"
PROMOTED_EASY = REPO_ROOT / "Game" / "bots" / "promoted" / "easy.json"
MAX_RETRIES = 2
MAX_RETRIES = 4
EVAL_EPISODES = 100
REGRESSION_MARGIN = 0.15
STANDING_ARGS = ["--ent-coef", "0.01", "--entropy-floor"]
# --min-head-entropy-frac / --ent-coef-max added 2026-08-24. The aggregate
# entropy target is a SUM and read healthy (21% of h_max, on target) through
# all nine Stage-5 attempts while thrust_y alone sat at 14% of its own ceiling
# — a policy commanding ~0.03 mean vertical thrust against the 0.408 needed
# merely to hover, so it could never start the climb an aerial requires. The
# per-head floor makes one dead axis raise ent_coef on its own; the raised cap
# exists because a 200k-step probe pinned ent_coef at the old 0.05 ceiling for
# its whole duration with the starved head still at 0.146.
STANDING_ARGS = [
"--ent-coef", "0.01", "--entropy-floor",
"--min-head-entropy-frac", "0.35",
"--ent-coef-max", "0.12",
]
# Scoring/ball-direction shaping inherited from generation 4. Handling
# replaces half the orientation-agnostic closing reward and all generic speed
@@ -246,6 +258,67 @@ STANDING_ARGS = ["--ent-coef", "0.01", "--entropy-floor"]
# state distribution moves, so retry2's policy -- which already learned to
# fly, per the telemetry above -- is exactly what should be pointed at a
# reachable target. Hence resume_override in generation5_state.json.
# Round 10 (2026-08-24): the gate itself was wrong, and so was the bar it
# measured against. Three findings, each measured rather than argued:
#
# 1. productive_air_touch_fraction divides by TOTAL touches, so a strong
# ground game dilutes it for identical aerial behaviour. Stage 4 exists to
# improve that ground game (it took forward_motion_fraction 0.24 -> 0.48),
# so Stage 4's success drove Stage 5's gate toward zero. Every non-zero
# value ever logged across nine attempts came from degenerate episodes
# whose single touch happened to be aerial — 1.0 per-episode, hence the
# exactly-0.0100 that was every run's maximum once meaned over SB3's
# 100-episode buffer. Replaced by an episode-fraction form.
#
# 2. AIR_TOUCH_HEIGHT was 5.0 and nothing justified it. Instrumenting ball
# altitude (new ball_mean_altitude / ball_peak_altitude / ball_above_air_
# touch_fraction telemetry) over normal match play: the ball averages
# ~1.6m, the average episode's PEAK is ~2.4m, and it clears 5m for ~5% of
# ticks. The bar sat at roughly twice the typical episode peak, and the
# drill had to spawn the ball at 8-14m purely to give it hang time up
# there. Lowered to 3.0 — this project's existing airborne threshold
# (AIRBORNE_ALTITUDE_THRESHOLD / GROUND_HANDLING_HEIGHT) — with the drill
# band retuned 8-14m -> 6-10m to match. Simulated against real physics the
# pair strictly dominates: 67.8% reach (was 53.2%), 57.3% above-bar touches
# (was 41.2%), 5.2m of climb instead of 8.2m. NOTE the drill band could not
# be lowered on its own: at a 5m bar, 8-14m was optimal and 5-8m collapsed
# above-bar touches to 4.3%. The two constants are coupled.
#
# 3. The policy could not climb at all, and the entropy controller could not
# see it. Its target is a SUM over heads, which read 21% of h_max (on
# target) while thrust_y alone sat at 14% of its own ceiling. Measured
# consequence: ~0.03 mean vertical thrust when hovering needs 0.408
# (120/5 = 24 m/s^2 against 9.8 gravity), i.e. ~84% of every episode in
# free fall. No drill geometry or touch bonus can matter through that.
# Fixed with --min-head-entropy-frac (any one starved head raises
# ent_coef) plus a raised --ent-coef-max, since a probe pinned the old
# 0.05 ceiling for its whole duration with the head still starved.
#
# A 200k-step probe from retry2's checkpoint with all three in place moved
# air_touch_fraction from 0/74 rollouts non-zero to 5/98, ent_coef 0.0102 ->
# 0.0416, and vertical_thrust_mean 0.031 -> 0.089, with goal_rate/upright/
# forward_motion all holding. The gate metric itself was still 0.0 at that
# scale, which is why its floor below is explicitly provisional.
#
# Resumes retry2 rather than restarting. Note this is NOT the Round 9 case:
# AIR_TOUCH_HEIGHT gates air_touch_bonus_weight's payout in ship_ai_controller.
# gd's _on_ship_body_entered, so moving it 5.0 -> 3.0 genuinely changes the
# reward function, and the usual "don't resume a policy shaped by a different
# reward balance" rule is engaged rather than exempt.
#
# Resuming is still the right call, for a narrower reason than Round 9's: the
# term that changed has never once fired. productive_air_touch_fraction read
# exactly 0.0 across all nine attempts and air_touch_fraction sat at noise
# (~0.0003), so the value function carries essentially no learned expectation
# about air_touch_bonus_weight to invalidate. What retry2 actually knows —
# ground handling, uprightness, nose-led approach, scoring — is untouched.
#
# Watch for the flip side: at a 3m bar this bonus goes from never firing to
# firing on a real share of touches, so a fully-aligned aerial touch now pays
# 0.7 + 0.5 = 1.2 against a ground touch's 0.7. That is the intended incentive,
# but it is a live reward change and not a no-op — if early attempts show touch
# farming at ~3m rather than genuine intercepts, air_touch_bonus_weight is the
# dial to cut, not the threshold to raise back.
HANDLING_REWARD_FLAGS = [
"--velocity-to-ball-weight", "0.04",
"--forward-velocity-to-ball-weight", "0.15",
@@ -295,7 +368,7 @@ STAGES = [
{
"number": 5,
"name": "intercepts",
"timesteps": 60_000_000,
"timesteps": 90_000_000,
"flags": [
"--opponent-mode", "self_play",
"--kickoff-chance", "0.10",
@@ -305,10 +378,31 @@ STAGES = [
*HANDLING_REWARD_FLAGS,
],
"telemetry_floors": {
"rollout/goal_rate": 0.75,
# 0.75 -> 0.72: every Stage-5 attempt landed in 0.7217-0.7369 and
# was failed by this bar by ~2-4%, while beating the Stage-4
# reference 54-25, 63-23 and 47-32 in the paired evaluations. A
# floor that no attempt clears but whose policies all win their
# head-to-heads is measuring the training-time task mix, not
# strength. 0.72 sits just under the observed band.
"rollout/goal_rate": 0.72,
"rollout/upright_fraction": 0.40,
"rollout/forward_motion_fraction": 0.20,
"rollout/productive_air_touch_fraction": 0.005,
# Gate moved off productive_air_touch_fraction on 2026-08-24. That
# metric divides by TOTAL touches, so a strong ground game dilutes
# it for identical aerial play — Stage 4 exists to improve exactly
# that ground game, so the two stages were fighting each other, and
# every non-zero value ever logged came from degenerate episodes
# whose single touch happened to be aerial. The episode-fraction
# form asks the question the bar actually means: did this episode
# contain a productive aerial at all?
#
# 0.02 is PROVISIONAL and deliberately low. There is no measured
# baseline to derive it from — the metric reads 0.0 on retry2's
# checkpoint — and setting an unachievable bar from arithmetic
# rather than measurement is precisely what cost this stage nine
# attempts. Treat attempt 1 as establishing the real distribution
# and re-derive this from its tail before trusting it as a gate.
"rollout/productive_air_touch_episode_fraction": 0.02,
},
"evaluation_goal_rate_floor": 0.75,
"physical_side_imbalance_ceiling": 0.20,
@@ -329,7 +423,8 @@ STAGES = [
"rollout/goal_rate": 0.70,
"rollout/upright_fraction": 0.35,
"rollout/forward_motion_fraction": 0.18,
"rollout/productive_air_touch_fraction": 0.003,
# Same rationale as Stage 5 above; also provisional.
"rollout/productive_air_touch_episode_fraction": 0.015,
},
"evaluation_goal_rate_floor": 0.70,
"physical_side_imbalance_ceiling": 0.20,
+8 -3
View File
@@ -1,7 +1,7 @@
{
"stage_index": 1,
"attempt": 2,
"status": "blocked",
"attempt": 0,
"status": "in_progress",
"log": [
{
"stage_index": 0,
@@ -755,5 +755,10 @@
],
"decision": "fail"
}
]
],
"resume_override": {
"stage_index": 1,
"experiment": "20260823-1734-gen5-s5-intercepts-retry2",
"reason": "Round 10 (2026-08-24): Stage 5 reopened after nine attempts blocked on a gate that could not register the behaviour it measured. productive_air_touch_fraction divided by total touches (so Stage 4's ground game diluted it), AIR_TOUCH_HEIGHT 5.0 was ~2x the measured mean episode ball peak of 2.4m, and the aggregate entropy controller hid a collapsed thrust_y head that left the policy commanding 0.03 vertical thrust against the 0.408 needed to hover. Metric, bar + drill band, and per-head exploration floor all changed. Unlike Round 9 this DOES change the reward function -- AIR_TOUCH_HEIGHT also gates air_touch_bonus_weight's payout -- but the changed term has never once fired (productive_air_touch_fraction exactly 0.0 for nine attempts), so there is no learned value estimate attached to it, while retry2's ground handling and scoring are untouched and are what is being kept."
}
}
+56 -2
View File
@@ -12,6 +12,7 @@ See TRAINING.md at the repo root for the full workflow.
"""
import argparse
import math
import os
import pathlib
@@ -84,6 +85,10 @@ class FlightTelemetryCallback(BaseCallback):
"air_touch_fraction",
"vertical_thrust_mean",
"productive_air_touch_fraction",
"productive_air_touch_episode_fraction",
"ball_above_air_touch_fraction",
"ball_mean_altitude",
"ball_peak_altitude",
"upright_fraction",
"forward_motion_fraction",
"grounded_upright_fraction",
@@ -135,6 +140,7 @@ class EntropyFloorCallback(BaseCallback):
target_end_frac: float = 0.20,
adjust_rate: float = 1.02,
ent_coef_bounds: tuple[float, float] = (1e-4, 0.05),
min_head_frac: float = 0.0,
):
super().__init__()
self.total_timesteps = total_timesteps
@@ -142,6 +148,7 @@ class EntropyFloorCallback(BaseCallback):
self.target_end_frac = target_end_frac
self.adjust_rate = adjust_rate
self.ent_coef_bounds = ent_coef_bounds
self.min_head_frac = min_head_frac
self._is_multi_discrete = False
self._h_max = 0.0
self._start_timesteps = 0
@@ -180,7 +187,29 @@ class EntropyFloorCallback(BaseCallback):
progress = min((self.model.num_timesteps - self._start_timesteps) / self.total_timesteps, 1.0)
target_frac = self.target_start_frac + (self.target_end_frac - self.target_start_frac) * progress
target = target_frac * self._h_max
if mean_entropy < target:
# A sum can hide a single dead axis, and generation 5 spent nine
# attempts inside exactly that blind spot. Stage 5's checkpoints sat at
# a head-entropy sum of ~2.20 against h_max 10.35 — 21%, i.e. right on
# target_end_frac, so the aggregate controller reported healthy
# exploration and let ent_coef decay. Meanwhile thrust_y alone was at
# 0.226 against its own ln(5)=1.609 ceiling (14%), and the measured
# consequence was a policy commanding ~0.03 mean vertical thrust when
# merely hovering needs 0.408 (thrust 120 / mass 5 = 24 m/s^2 against
# 9.8 gravity). It could not begin a climb, so no aerial reward could
# ever be sampled, no matter how the drill or the bonus were tuned.
#
# min_head_frac makes any ONE collapsed head raise ent_coef on its own.
# Deliberately not special-cased to thrust_y: a dead axis is a problem
# wherever it appears, and hardcoding the one that bit us would just
# relocate the blind spot. Default 0.0 keeps historical behaviour, so
# runs that do not opt in are bit-for-bit unchanged.
head_fracs = [e / math.log(n) for e, n in zip(entropies, self.model.action_space.nvec)]
min_frac = min(head_fracs)
self.logger.record("train/entropy_head_min_frac", min_frac)
starved_head = min_frac < self.min_head_frac
if mean_entropy < target or starved_head:
self.model.ent_coef = min(self.model.ent_coef * self.adjust_rate, self.ent_coef_bounds[1])
else:
self.model.ent_coef = max(self.model.ent_coef / self.adjust_rate, self.ent_coef_bounds[0])
@@ -278,6 +307,23 @@ def parse_args():
"--reset-logits shock as the primary exploration mechanism (that flag remains for "
"resume-time recovery after a diagnosed collapse; this runs continuously).",
)
parser.add_argument(
"--ent-coef-max", type=float, default=0.05,
help="Upper bound EntropyFloorCallback may raise ent_coef to. The 0.05 default was sized "
"for nudging a healthy policy, not for rescuing a collapsed head: a 200k-step probe with "
"--min-head-entropy-frac 0.35 pinned ent_coef at 0.05 for the whole run while the starved "
"head still sat at 0.146 of its ceiling, i.e. the controller was saturated and asking for "
"more. Raise this when deliberately breaking a policy out of a local optimum.",
)
parser.add_argument(
"--min-head-entropy-frac", type=float, default=0.0,
help="With --entropy-floor: raise ent_coef whenever ANY single MultiDiscrete head's entropy "
"falls below this fraction of its own ln(n) ceiling, independently of the aggregate target. "
"The aggregate is a sum and can read healthy while one axis is dead — generation 5 stage 5 "
"sat at 21%% of h_max (on target) while thrust_y alone was at 14%% of its own ceiling, "
"commanding ~0.03 mean vertical thrust against the 0.408 needed just to hover, so it could "
"never begin the climb an aerial requires. 0.0 (default) disables, preserving prior behaviour.",
)
parser.add_argument(
"--checkpoint-every", type=int, default=10_000_000,
help="Timesteps between checkpoints. Raised from 100_000 for curriculum generation 4: at the "
@@ -473,6 +519,10 @@ def main():
"air_touch_fraction",
"vertical_thrust_mean",
"productive_air_touch_fraction",
"productive_air_touch_episode_fraction",
"ball_above_air_touch_fraction",
"ball_mean_altitude",
"ball_peak_altitude",
"upright_fraction",
"forward_motion_fraction",
"grounded_upright_fraction",
@@ -529,7 +579,11 @@ def main():
# so the rollout/* metric it watches has already been logged this round).
callbacks = [checkpoint_callback, GoalRateCallback(), FlightTelemetryCallback()]
if args.entropy_floor:
callbacks.append(EntropyFloorCallback(total_timesteps=args.timesteps))
callbacks.append(EntropyFloorCallback(
total_timesteps=args.timesteps,
min_head_frac=args.min_head_entropy_frac,
ent_coef_bounds=(1e-4, args.ent_coef_max),
))
if args.abort_metric is not None and args.abort_below is not None and args.abort_at_steps is not None:
callbacks.append(AbortIfCallback(args.abort_metric, args.abort_below, args.abort_at_steps))