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 is ShipAction verbatim: 6 continuous axes (thrust xyz, # rotation xyz, each -1..1) + binary turbo. 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 (-0.12/s) when inverted. A penalty rather than an upright bonus so a # flat, idle ship farms nothing. @export var tilt_penalty := 0.002 # 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 # Locomotion curriculum: when false, the corresponding action axes are # discarded in set_action before reaching the ship, so the ship stays # grounded and only yaws — basic scoring/defending doesn't need 3D flight. # This masks the *effect* of thrust.y/rotation.x/rotation.z, not the action # space's shape: the policy still outputs values for these axes (still # contributing to PPO's entropy/log-prob), they're just discarded here, so # checkpoints stay resumable once a later curriculum stage re-enables them. @export var allow_vertical := true @export var allow_pitch_roll := true # Contact normals with y above this are floor contact (exempt from the wall # penalty); below it they read as wall (sideways) or ceiling (downward). 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 opponent: Ship var attack_goal_position: Vector3 var _ticks_since_ball_touch := 1 << 30 # large so the first touch always pays # Wire up references after the ship is spawned. `attack_goal` is the goal # this ship scores into (goal.team == opponent's team). func setup(p_ship: Ship, p_rl_controller: RLShipController, p_ball: RigidBody3D, p_opponent: Ship, p_attack_goal_position: Vector3) -> void: ship = p_ship rl_controller = p_rl_controller ball = p_ball opponent = p_opponent attack_goal_position = p_attack_goal_position init(ship) # Contact monitoring for the ball-touch reward (training-only cost; # the shipped game leaves contact_monitor off). ship.contact_monitor = true ship.max_contacts_reported = 8 ship.body_entered.connect(_on_ship_body_entered) func get_obs() -> Dictionary: return {"obs": ShipObservations.build(ship, opponent, ball, attack_goal_position)} func get_reward() -> float: return reward func get_action_space() -> Dictionary: return { "thrust": {"size": 3, "action_type": "continuous"}, "rotation": {"size": 3, "action_type": "continuous"}, "turbo": {"size": 2, "action_type": "discrete"}, } func set_action(action) -> void: var thrust: Array = action["thrust"] var rot: Array = action["rotation"] var thrust_y: float = thrust[1] if allow_vertical else 0.0 var pitch: float = rot[0] if allow_pitch_roll else 0.0 var roll: float = rot[2] if allow_pitch_roll else 0.0 rl_controller.action.thrust = Vector3(thrust[0], thrust_y, thrust[2]) rl_controller.action.rotation = Vector3(pitch, rot[1], roll) rl_controller.action.turbo = int(action["turbo"]) == 1 func reset(): super() _ticks_since_ball_touch = 1 << 30 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 func _wall_or_ceiling_contact() -> bool: var state := PhysicsServer3D.body_get_direct_state(ship.get_rid()) if state == null: return false for i in state.get_contact_count(): if not state.get_contact_collider_object(i) is ArenaBoundary: continue # Normal points from the surface into the ship: floor ≈ +Y (exempt), # anything flatter or downward is a wall or the ceiling. if state.get_contact_local_normal(i).y < FLOOR_NORMAL_MIN_Y: return true return false 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