# TODO Deferred work, in rough priority order. The current architecture (ShipAction/ShipController seam, Arena/GameMode split, code-driven spawning, group-tagged ball/goals) was chosen specifically so these bolt on without rework. ## AI opponent (reinforcement learning) The training pipeline is built — see `TRAINING.md` (self-play PPO via the vendored godot_rl_agents bridge, JSON policy export, in-game GDScript inference, eval ladder). Remaining: - [x] Promote a first tier: `curric-s6-unmask` copied into `Game/bots/promoted/easy.json` as the shipped "easy" bot (see TRAINING.md's "Promoted bots" section) — `match.tscn`/`spectate.tscn` now default there instead of `run05.json`. - [ ] Long training runs on the Linux/3090 box to produce actually-good bots; promote further checkpoints into `Game/bots/promoted/` as `medium`/`hard` tiers once they clear `easy.json` in `evaluate.py`. - [x] Staged curriculum (score → defend → avoid draws → full mechanics) via `train.py`'s `--opponent-mode`/`--draw-penalty`/`--attack-goal-bias`/`--vertical-ramp`/`--pitch-roll-ramp` flags — see TRAINING.md's "Curriculum training" section. `--opponent-mode=frozen` is a single-fixed-model slice of the league idea below, not the full sampled pool. - [ ] Frozen-opponent league: train the live policy against a *pool* of past exported checkpoints, sampled per-episode (today's `--opponent-mode=frozen` only supports one fixed model per run) to prevent self-play strategy collapse on long runs. - [ ] Richer state setter / curriculum: aerial states, wall plays, rebound scenarios as skill grows (beyond the score/defend/draw staging already in place). - [x] Main-menu difficulty picker: Easy/Medium/Hard presets in `main_menu.gd` set `bot_model_path`/`bot_reaction_ticks`/`bot_action_noise` via `GameSettings`. Raw-checkpoint testing and Spectate mode moved into a `DevSection` hidden outside debug builds. All three tiers currently reuse `promoted/easy.json` with different handicaps until `medium`/`hard` checkpoints are promoted. ## Multiplayer (long term) - [ ] `RemoteShipController extends ShipController` — feeds replicated `ShipAction`s from a network peer into the local ship simulation. - [ ] Networked `GameMode` subclass: per-peer ship spawning (MultiplayerSpawner or custom), authoritative server for ball/score. - [ ] C# backend / online servers per README roadmap (not started). - [ ] Possible v0.2 split-screen: spawn one `ship_camera_rig` + viewport per local player (camera is already outside the ship scene to allow this). ## General - [x] `GameSettings` autoload (`scripts/game_settings.gd`) added for exactly the cross-scene case this item anticipated — passing menu selections (bot/difficulty, spectate matchup) into match/spectate modes. Still the only autoload; keep it that way unless another cross-scene need shows up. - [ ] More arenas: `arena_01.tscn` is the template — an arena is a setting (sky, lighting, decoration) + two team-tagged goals on the standard goal lines + spawn markers + an instance of the shared `objects/arena_boundary.tscn`, with no rules or state. All arenas share the standard play volume defined by `ArenaBoundary`'s constants.