# 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: - [ ] Long training runs on the Linux/3090 box to produce actually-good bots; promote checkpoints into `Game/bots/` as `easy`/`medium`/`hard` tiers. - [ ] Frozen-opponent league: train the live policy against a pool of past exported checkpoints (via `AIShipController` on the opponent ship in TrainingMode) to prevent self-play strategy collapse on long runs. - [ ] Richer state setter / curriculum: aerial states, wall plays, rebound scenarios as skill grows. - [ ] Main-menu difficulty picker (Match already takes `bot_model_path`/`bot_reaction_ticks`/`bot_action_noise` exports). - [ ] Optional: exported headless Linux build for faster parallel training instances (train.py currently runs the project from source, which is fine but re-parses scripts per instance). ## Match mode polish - [ ] Kickoff countdown (3-2-1) before play starts and after each goal, instead of instant reset. - [ ] HUD scoreboard widget consuming the existing `score_changed` signal. - [ ] Results screen on timer expiry (winner, final score) instead of dumping straight back to the main menu. - [ ] Overtime / golden-goal rule on a draw. ## 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 - [ ] No autoloads yet by design — add a singleton only when cross-scene state is actually needed (e.g. passing match settings/results between menu, match, and results screens). - [ ] 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.