class_name ShipAIController extends AIController3D # Training-side bridge between godot_rl_agents and a ship. This is the only # class that touches plugin types (AIController3D / the Sync node protocol) — # everything else stays behind the ShipController seam: actions received from # the trainer are written into an RLShipController, which the ship pulls like # any other controller. # # Action space/layout is owned by ShipActionCodec (get_action_space/ # set_action just delegate to it) — see that file for the per-axis # MultiDiscrete design and why. ShipAction axes are ship-local (body frame), # so they need no team mirroring — only observations do (see # ShipObservations.canon). # Reward shaping weights. Dense terms accrue per physics tick (60 sim-ticks # per sim-second); event terms fire once. Exported so tuning needs no code # edits. Goal rewards are added by TrainingMode, which owns goal events. @export var ball_touch_reward := 0.4 # Ball touches pay out at most once per this many physics ticks (1 sim- # second at 60). Run07 lesson: body_entered re-fires on every micro- # separation, so pinning the ball against a surface farmed ~2 touches/s — # outearning every other term while the goal rate fell. The cooldown keeps # touches a stepping-stone signal instead of the objective. Halved again # after run01-vs-run02 eval (training/eval_history.json) came back 87.5% # draws: even at 1 touch/s, a full episode's worth of touches could still # outweigh TrainingMode's goal_reward, so scoring and ending the episode # early was never worth it. See goal_reward's comment for the other half of # this fix. @export var ball_touch_cooldown_ticks := 60 # A touch pays out scaled by how goal-directed it was — full ball_touch_reward # when the post-touch ball velocity points straight at the attack goal, down # to this floor when it doesn't (0 = only goal-directed touches pay at all). # Without this, any contact paid the same regardless of direction, so batting # the ball anywhere counted the same as an actual shot on goal — reinforcing # possession, not scoring. The floor keeps a purely defensive touch (e.g. # clearing a shot away from your own goal) worth something as a stepping # stone, matching ball_touch_cooldown_ticks's existing "stepping-stone, not # the objective" framing. @export_range(0.0, 1.0) var ball_touch_direction_floor := 0.3 @export var velocity_to_ball_weight := 0.02 @export var ball_velocity_to_goal_weight := 0.004 # Per-tick penalty scaled by distance to the ball (full value at the arena's # far diagonal, 0 on top of the ball). Run04 lesson: with idling worth a flat # 0, camping in a corner strictly dominated risking the wall/tilt penalties # to chase the ball — this makes "do nothing far from the ball" the worst # option instead of the safest. A penalty, not a proximity bonus, so orbiting # the ball farms nothing. @export var ball_distance_penalty := 0.002 # Per-tick penalty while pressed against a side wall, end wall, or the # ceiling — NOT the floor (run03 lesson: taxing floor contact punishes the # ship's natural low flight and drowns every other signal). At 60 ticks per # sim-second this is -0.15/s. Halved for run05: the ball lives near walls, # and the old -0.3/s made the productive region of the pitch aversive # relative to the (then far weaker) ball-seeking shaping. @export var wall_contact_penalty := 0.0025 # Per-tick penalty for not being upright, scaled by tilt: 0 when flat, full # value when inverted. A penalty rather than an upright bonus so a flat, idle # ship farms nothing. Lowered 4x for curriculum generation 4 (was 0.002, # -0.12/s): a genuine aerial approach to a high ball requires pitching, and # the old value quietly opposed the exact behaviour generation 4 is trying # to teach. Not removed outright — an always-inverted bot still looks bad in # a shipped game. @export var tilt_penalty := 0.0005 # Per-tick bonus for own speed: 0 stationary, full value (+0.24/s) at # max_speed. Run07 lesson: after the kickoff flurry both ships parked next to # a cornered ball — with every other dense term near zero there, standing # still was a rest state. Sized well below velocity_to_ball_weight so flying # fast toward the ball still beats flying fast anywhere else. @export var speed_reward_weight := 0.004 # Flat per-tick cost (-0.06/s, -1.8 over a full 30s episode) applied # regardless of position or behaviour. Every other dense term can be farmed # indefinitely by an episode that never ends in a goal; this one can't — it # only stops accruing once the episode does, via a goal or the timeout. That # makes running the clock out strictly worse than scoring as soon as a # chance appears, instead of a free way to keep collecting dense reward. @export var time_penalty := 0.001 # Per-tick penalty scaled by height above the floor (0 on the floor, full # value at the arena's ceiling) — distinct from the locomotion mask, which # only discards *thrust*-driven vertical/pitch-roll input; a masked ship can # still be launched airborne by collisions (ball impacts, ship-vs-ship # knockback, the wall/ceiling surface-pull field), and nothing previously # penalized time spent up there. Default 0 (off) so ordinary runs are # 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 # Contact normals with y above this are floor contact (exempt from the wall # penalty); below it they read as wall (sideways) or ceiling (downward). # Mirrors ShipObservations.FLOOR_NORMAL_MIN_Y (see that file's comment). const FLOOR_NORMAL_MIN_Y := 0.7 # Longest possible ship-to-ball separation: the enclosure's interior diagonal. # Normalizes ball_distance_penalty so its export is the worst-case per-tick cost. const MAX_BALL_DISTANCE := sqrt( (2.0 * ArenaBoundary.INNER_HALF_X) ** 2 + (2.0 * ArenaBoundary.INNER_HALF_Z) ** 2 + ArenaBoundary.INNER_HEIGHT ** 2 ) var ship: Ship var rl_controller: RLShipController var ball: RigidBody3D var teammates: Array[Ship] = [] var opponents: Array[Ship] = [] var attack_goal_position: Vector3 # Set directly by TrainingMode (_on_goal_scored / the timeout branch in # _physics_process) at the same time as `done = true`. Deliberately NOT # cleared in reset(): TrainingMode's _reset_episode() (which calls reset()) # runs synchronously, immediately after done is set, before the Sync node # ever reads get_info()/get_done() for that terminal tick — clearing it here # would wipe the value that read needs. Both call sites always overwrite # (true on goal, false on timeout) rather than toggle, so no reset is needed. var goal_scored_this_episode := false # Set only in the timeout branch (TrainingMode._physics_process), never on a # goal — a goal is a genuine terminal (V(s)=0 is correct there); a timeout # is an artificial episode boundary the value function should be bootstrapped # through instead (see get_info). Same "always overwritten by both call # sites, never cleared in reset()" pattern as goal_scored_this_episode above, # for the same reason. var truncated_this_episode := false var terminal_obs: Array = [] var _ticks_since_ball_touch := 1 << 30 # large so the first touch always pays # Flight telemetry (see get_info) — leading indicators for whether the # policy is actually using its vertical/pitch-roll authority, visible from # the first rollout instead of only in a win-rate number measured a full # training run later. Accumulated per-tick, reset() zeroes them each episode; # get_info() reports the running fraction/mean so the *final* tick of an # episode (the one VecMonitor's info_keywords captures) holds the whole # episode's aggregate. const AIRBORNE_ALTITUDE_THRESHOLD := 3.0 var _telemetry_ticks := 0 var _airborne_ticks := 0 var _altitude_sum := 0.0 var _thrust_y_sum := 0.0 var _touches := 0 var _air_touches := 0 # Wire up references after the ship is spawned. `attack_goal` is the goal # this ship scores into (goal.team == the opposing team's team). func setup( p_ship: Ship, p_rl_controller: RLShipController, p_ball: RigidBody3D, p_teammates: Array[Ship], p_opponents: Array[Ship], p_attack_goal_position: Vector3 ) -> void: ship = p_ship rl_controller = p_rl_controller ball = p_ball teammates = p_teammates opponents = p_opponents attack_goal_position = p_attack_goal_position init(ship) # ship.contact_monitor is on unconditionally (see ship.gd) since # ShipObservations now reads it for every ship, not just training agents. ship.body_entered.connect(_on_ship_body_entered) func get_obs() -> Dictionary: return {"obs": ShipObservations.build(ship, teammates, opponents, ball, attack_goal_position)} func get_reward() -> float: return reward # Symmetric across both self-play agents. "goal_scored": whether this # episode ended in a goal at all (not which team) — a clean "goal rate" # signal distinct from rollout/ep_rew_mean, which mixes this with dense # shaping (ball chasing/touching); see train.py's GoalRateCallback. # "truncated"/"terminal_obs": only present on a timeout tick — remapped by # cosmic_env.py into SB3's expected "TimeLimit.truncated"/ # "terminal_observation" keys so PPO bootstraps V(s) through episode # timeouts instead of treating every 30s draw as a true terminal state (a # real, previously-unnoticed bug independent of the action-space work — see # TRAINING.md). Flight telemetry fields are leading indicators for # generation 4's core hypothesis (see train.py's FlightTelemetryCallback). func get_info() -> Dictionary: # The four telemetry keys must ALWAYS be present (not just when their # denominator is nonzero) — VecMonitor's info_keywords does a bare # info[key] lookup on whatever info dict is attached to a completed # episode's terminal step (see train.py's VecMonitor(..., # info_keywords=(...))) and raises KeyError, crashing the whole training # run, if a key is ever missing. 0.0 is a reasonable default for "no # touches/no ticks yet" (in practice _telemetry_ticks is >0 by the time # any episode ends; _touches often legitimately is 0). var info := {"goal_scored": goal_scored_this_episode} if truncated_this_episode: info["truncated"] = true info["terminal_obs"] = terminal_obs info["airborne_fraction"] = float(_airborne_ticks) / _telemetry_ticks if _telemetry_ticks > 0 else 0.0 info["mean_altitude"] = _altitude_sum / _telemetry_ticks if _telemetry_ticks > 0 else 0.0 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 return info func get_action_space() -> Dictionary: return ShipActionCodec.action_space_dict() func set_action(action) -> void: rl_controller.action = ShipActionCodec.apply_team_frame( ShipActionCodec.from_indices(action), ship.team ) func reset(): super() _ticks_since_ball_touch = 1 << 30 _telemetry_ticks = 0 _airborne_ticks = 0 _altitude_sum = 0.0 _thrust_y_sum = 0.0 _touches = 0 _air_touches = 0 func _physics_process(delta): super(delta) if not is_instance_valid(ship) or not is_instance_valid(ball): return _ticks_since_ball_touch += 1 # Flat time cost — see time_penalty. reward -= time_penalty # Dense shaping: own velocity toward the ball var to_ball := ball.global_position - ship.global_position if to_ball.length_squared() > 0.0001: var closing_speed := ship.linear_velocity.dot(to_ball.normalized()) reward += velocity_to_ball_weight * closing_speed / ship.max_speed # Dense penalty: distance to the ball, so idling far away bleeds reward # instead of scoring a safe zero (see ball_distance_penalty). if ball_distance_penalty > 0.0: reward -= ball_distance_penalty * to_ball.length() / MAX_BALL_DISTANCE # Dense bonus: own speed, so hovering in place is never a rest state # (see speed_reward_weight). if speed_reward_weight > 0.0: reward += speed_reward_weight * ship.linear_velocity.length() / ship.max_speed # Dense shaping: ball velocity toward the goal we attack var ball_to_goal := attack_goal_position - ball.global_position if ball_to_goal.length_squared() > 0.0001: var ball_progress := ball.linear_velocity.dot(ball_to_goal.normalized()) reward += ball_velocity_to_goal_weight * ball_progress / ShipObservations.BALL_SPEED_SCALE # Dense penalty: every tick spent pressed against a wall or the ceiling # (contact monitoring is already on for the ball-touch reward). Ships # bumping each other, the ball, or the floor is fine. The boundary is one # body, so the contact normal tells us which surface: floor contact # pushes the ship up (+Y), walls push sideways, the ceiling down. if wall_contact_penalty > 0.0 and _wall_or_ceiling_contact(): reward -= wall_contact_penalty # Dense penalty: tilt away from upright (0 flat, max when inverted) — # discourages ending up on a side or roof without rewarding idleness. if tilt_penalty > 0.0: var uprightness: float = ship.global_transform.basis.y.dot(Vector3.UP) reward -= tilt_penalty * (1.0 - uprightness) * 0.5 # Dense penalty: height above the floor (see airborne_penalty). The # floor sits at world y = 0 (see training_mode.gd's FIELD_MIN_Y/ # _escaped bounds); normalized so the worst case is pinned at the # ceiling. if airborne_penalty > 0.0: var height := maxf(ship.global_position.y, 0.0) reward -= airborne_penalty * height / ArenaBoundary.INNER_HEIGHT # Flight telemetry accumulation (see get_info) — not reward, just # observation of what the policy is actually doing this tick. _telemetry_ticks += 1 _altitude_sum += ship.global_position.y if ship.global_position.y > AIRBORNE_ALTITUDE_THRESHOLD: _airborne_ticks += 1 _thrust_y_sum += rl_controller.action.thrust.y func _wall_or_ceiling_contact() -> bool: return ShipObservations.contact_normal(ship) != Vector3.ZERO func _on_ship_body_entered(body: Node) -> void: if not body.is_in_group("ball") or _ticks_since_ball_touch < ball_touch_cooldown_ticks: return # Contact-signal ordering means ball.linear_velocity here already reflects # the collision impulse from this touch, not the pre-touch velocity. var alignment := 0.0 var to_goal := attack_goal_position - ball.global_position if to_goal.length_squared() > 0.0001 and ball.linear_velocity.length_squared() > 0.0001: alignment = clampf(ball.linear_velocity.normalized().dot(to_goal.normalized()), 0.0, 1.0) reward += ball_touch_reward * lerpf(ball_touch_direction_floor, 1.0, alignment) _ticks_since_ball_touch = 0 # Telemetry only (see get_info's air_touch_fraction) — not a reward term. # Generation 4 deliberately doesn't reward high touches directly (see # TRAINING.md's "why no air-touch reward" note); this just measures # whether the air-drill state setter is producing genuine aerial # contests, so a future decision to add one is data-driven. _touches += 1 if ball.global_position.y > AIR_TOUCH_HEIGHT: _air_touches += 1