class_name TrainingMode extends GameMode # Headless self-play training mode: two RL-driven ships, no HUD, no camera. # The scene also contains the godot_rl_agents Sync node, which speaks TCP to # the Python trainer; this mode owns the environment rules — episodes, goal # rewards, and randomized episode-start states (the RLGym "state setter" # lesson: varied starts massively speed up learning versus kickoff-only). # # Run: godot --headless --path Game res://scenes/training.tscn # (started automatically by training/train.py; boots into idle ships with a # warning if no trainer is listening). # # Eval mode (used by training/evaluate.py): pass --eval_model_a= and # --eval_model_b= (+ optional --eval_episodes=N) and both ships are # instead driven by those exported policies via AIShipController; each episode # ends at the first goal (or a draw on timeout), and a final machine-readable # "EVAL_RESULT {...}" line is printed before quitting. # # Curriculum mode (used by training/train.py's --opponent-mode/--draw-penalty/ # etc. flags, see TRAINING.md): --opponent_mode=inert|frozen swaps team 1's # live self-play agent for a do-nothing placeholder or a fixed exported # policy; --ai_= and the TrainingMode-level overrides below let # a run retune reward shaping / episode-start mix without touching script # defaults. See _parse_curriculum_args. @export var episode_length_seconds := 30.0 # Run01-vs-run02 eval (see training/eval_history.json) came back 87.5% draws: # with a 30s episode, the dense per-tick terms on ShipAIController can sum to # several times this value before it was raised, so scoring and forfeiting # the rest of the episode's farmable reward was worse than never finishing. # Raised well above that ceiling so a real scoring chance always beats # continuing to farm dense reward for however long is left in the episode. @export var goal_reward := 40.0 # One-time penalty applied to every agent when an episode times out with no # goal scored (see _physics_process's truncation branch) — distinct from # ShipAIController's per-tick time_penalty, which accrues regardless of # outcome and doesn't specifically mark "this episode ended undecided." # Default 0 (off) so ordinary runs are unaffected; curriculum stage 3 turns # this on via --draw_penalty to teach that a draw is still a failure. @export var draw_penalty := 0.0 # Episode-start state mix; remaining probability = fully random state. @export_range(0.0, 1.0) var kickoff_state_chance := 0.2 # Raised from 0.2: fixing the reward incentive to score (see goal_reward, # ball_touch_reward, time_penalty on ShipAIController) only helps if the # policy also gets enough reps at actually finishing. At 0.2 that scenario # was 1 in 5 episode starts; most training time was spent in generic # midfield play where a finish never comes up. @export_range(0.0, 1.0) var ball_near_goal_chance := 0.35 # Which goal _place_ball_near_goal() favors: 0.5 = uniform between both goals # (default, matches historical behaviour). 1.0 = always the goal team 0 # attacks — used by curriculum stage 1 (--attack_goal_bias=1.0) so a lone # trainee's near-goal resets are always finishing chances, not a coin flip # between attacking and defending an empty net. @export_range(0.0, 1.0) var attack_goal_bias := 0.5 # Placement bounds for randomized episode starts, derived from the standard # enclosure (ArenaBoundary). The inset keeps a randomly oriented ship (1x1x4 # box, worst-case half-extent ~2.05) from spawning intersecting the walls, # ceiling, or goal sensors. const SPAWN_INSET := 2.5 const FIELD_HALF_X := ArenaBoundary.INNER_HALF_X - SPAWN_INSET const FIELD_HALF_Z := ArenaBoundary.GOAL_LINE_Z - SPAWN_INSET const FIELD_MIN_Y := 1.5 const FIELD_MAX_Y := ArenaBoundary.INNER_HEIGHT - SPAWN_INSET # The corner curves reach at most their chord plane |x| + |z| = INNER_HALF_X # + INNER_HALF_Z - CORNER_RADIUS; spawns keep the same SPAWN_INSET clearance # from that plane as from the walls (perpendicular distance, hence the # sqrt(2) when expressed in |x| + |z| terms). The true curve bulges outward # from the chord, so this is conservative. const CORNER_LIMIT := ArenaBoundary.INNER_HALF_X + ArenaBoundary.INNER_HALF_Z \ - ArenaBoundary.CORNER_RADIUS - SPAWN_INSET * sqrt(2.0) # Below this height a tilted ship could reach down into the wall-base # fillets, so low spawns stay an extra BASE_RADIUS off the walls. const FILLET_CLEAR_Y := ArenaBoundary.BASE_RADIUS + FIELD_MIN_Y const MAX_RANDOM_BALL_SPEED := 12.0 const MAX_RANDOM_SHIP_SPEED := 8.0 # Sim runs at 60 physics ticks per sim-second regardless of speedup. const TICKS_PER_SIM_SECOND := 60.0 # The arena is physically enclosed, so nothing should ever get this far out. # If a body escapes anyway (physics regression, boundary edit), it is warned # about and respawned with no reward change and no episode end — a multi-hour # training run must survive it, and the escape must not shape rewards. const ESCAPE_MARGIN := 15.0 var _agents: Array[ShipAIController] = [] # Eval mode state (see header comment) var _eval := false var _eval_models: Array[String] = ["", ""] var _eval_episodes := 20 var _eval_goals := {0: 0, 1: 0} var _eval_draws := 0 var _eval_episodes_done := 0 var _episode_ticks := 0 # Curriculum mode state (see _parse_curriculum_args). "self_play" (default) # is today's only historical behaviour: both ships are live trainees sharing # the policy. "inert" gives team 1 a do-nothing placeholder ship (no bot # configured, same as MatchMode's fallback) so a lone trainee can drill # scoring against an empty net. "frozen" gives team 1 a fixed exported # policy via AIShipController — the same wiring the eval branch above # already uses, just for one side of a live training episode. var _opponent_mode := "self_play" var _opponent_model_path := "" # ShipAIController @export overrides collected from --ai_= args, # applied to every ShipAIController this run creates (see _attach_agent). var _ai_overrides := {} # Ships excluded from _attach_agent (the "inert" opponent) skip randomized # per-episode placement in _place_ships_random so they stay parked at their # arena spawn instead of drifting into the play area as a stray obstacle. var _inert_ships: Array[Ship] = [] func _start() -> void: _parse_eval_args() _parse_curriculum_args() spawn_ball() if _eval: for team in [0, 1]: var bot := AIShipController.new() bot.model_path = _eval_models[team] spawn_ship(team, 0, bot) return var ship_team0 := spawn_ship(0, 0, RLShipController.new()) var ship_team1: Ship match _opponent_mode: "inert": ship_team1 = spawn_ship(1, 0, ShipController.new()) _inert_ships.append(ship_team1) "frozen": var bot := AIShipController.new() bot.model_path = _opponent_model_path ship_team1 = spawn_ship(1, 0, bot) _: ship_team1 = spawn_ship(1, 0, RLShipController.new()) _attach_agent(ship_team0, ship_team1) if _opponent_mode == "self_play": _attach_agent(ship_team1, ship_team0) # Shared "--key=value" cmdline scan used by both eval and curriculum parsing. func _cmdline_kv_args() -> Dictionary: var args := {} for argument in OS.get_cmdline_args(): if argument.begins_with("--") and argument.find("=") > -1: var key_value := argument.lstrip("--").split("=", true, 1) args[key_value[0]] = key_value[1] return args func _parse_eval_args() -> void: var args := _cmdline_kv_args() if args.has("eval_model_a") and args.has("eval_model_b"): _eval = true _eval_models[0] = args["eval_model_a"] _eval_models[1] = args["eval_model_b"] _eval_episodes = int(args.get("eval_episodes", str(_eval_episodes))) # TrainingMode @export names a curriculum run may override from the cmdline. # Explicit allow-list (not reflection) so a typo'd flag fails loudly instead # of silently matching an unrelated inherited export. const TRAINING_MODE_OVERRIDES := [ "goal_reward", "draw_penalty", "kickoff_state_chance", "ball_near_goal_chance", "attack_goal_bias", ] # ShipAIController @export names a curriculum run may override, read as # --ai_= to avoid colliding with the names above. const SHIP_AI_OVERRIDES := [ "ball_touch_reward", "ball_touch_cooldown_ticks", "ball_touch_direction_floor", "velocity_to_ball_weight", "ball_velocity_to_goal_weight", "ball_distance_penalty", "wall_contact_penalty", "tilt_penalty", "speed_reward_weight", "time_penalty", "allow_vertical", "allow_pitch_roll", ] func _parse_curriculum_args() -> void: var args := _cmdline_kv_args() if args.has("opponent_mode"): _opponent_mode = args["opponent_mode"] _opponent_model_path = args.get("opponent_model", _opponent_model_path) for name in TRAINING_MODE_OVERRIDES: if args.has(name): set(name, _typed_like(args[name], get(name))) for name in SHIP_AI_OVERRIDES: var key := "ai_%s" % name if args.has(key): _ai_overrides[name] = _typed_like(args[key], _ai_default(name)) # Parses a cmdline string into the same Variant type as `sample` (bool/int/ # float pass through Godot's str()-based conversions; anything else stays a # String), so callers can `set()` it straight onto a typed @export var. func _typed_like(value: String, sample) -> Variant: match typeof(sample): TYPE_BOOL: return value.to_lower() in ["1", "true", "yes"] TYPE_INT: return value.to_int() TYPE_FLOAT: return value.to_float() _: return value # ShipAIController isn't in the scene tree until _attach_agent instantiates # one, so overrides need a default to type-match against up front; this # mirrors ship_ai_controller.gd's own @export defaults. func _ai_default(name: String) -> Variant: match name: "ball_touch_reward": return 0.4 "ball_touch_cooldown_ticks": return 60 "ball_touch_direction_floor": return 0.3 "velocity_to_ball_weight": return 0.02 "ball_velocity_to_goal_weight": return 0.004 "ball_distance_penalty": return 0.002 "wall_contact_penalty": return 0.0025 "tilt_penalty": return 0.002 "speed_reward_weight": return 0.004 "time_penalty": return 0.001 "allow_vertical", "allow_pitch_roll": return true _: return null func _attach_agent(ship: Ship, opponent: Ship) -> void: var agent := ShipAIController.new() agent.name = "ShipAIController" agent.reset_after = int(episode_length_seconds * TICKS_PER_SIM_SECOND) for key in _ai_overrides: agent.set(key, _ai_overrides[key]) ship.add_child(agent) agent.setup(ship, ship.controller as RLShipController, ball, opponent, _attack_goal_position(ship.team)) _agents.append(agent) # The goal a team scores into: the one the opponent defends/concedes. func _goal_for_team(team: int) -> Goal: for goal in arena.get_goals(): if goal.team == 1 - team: return goal push_error("TrainingMode: no goal found for team %d to attack" % team) return null func _attack_goal_position(team: int) -> Vector3: var goal := _goal_for_team(team) return goal.global_position if goal else Vector3.ZERO func _physics_process(_delta): _respawn_escaped_bodies() if _eval: _episode_ticks += 1 if _episode_ticks > int(episode_length_seconds * TICKS_PER_SIM_SECOND): _eval_draws += 1 _end_eval_episode() return # Both trainer-requested resets and truncation (reset_after ticks elapsed) # surface as needs_reset. Only truncation is an episode end the trainer # must be told about via done — a trainer-requested reset already knows. var needs_reset := false var truncated := false for agent in _agents: needs_reset = needs_reset or agent.needs_reset truncated = truncated or agent.n_steps > agent.reset_after if needs_reset: if truncated: for agent in _agents: agent.reward -= draw_penalty agent.done = true _reset_episode() return # Escape failsafe: see ESCAPE_MARGIN. func _respawn_escaped_bodies() -> void: for ship in ships: if is_instance_valid(ship) and _escaped(ship.global_position): push_warning("TrainingMode: ship escaped the enclosed arena — check boundary colliders") _place_body(ship, _ship_spawn_transforms[ship], Vector3.ZERO, Vector3.ZERO) if is_instance_valid(ball) and _escaped(ball.global_position): push_warning("TrainingMode: ball escaped the enclosed arena — check boundary colliders") _place_body(ball, arena.get_ball_spawn(), Vector3.ZERO, Vector3.ZERO) func _escaped(position: Vector3) -> bool: return absf(position.x) > ArenaBoundary.INNER_HALF_X + ESCAPE_MARGIN \ or absf(position.z) > ArenaBoundary.INNER_HALF_Z + ESCAPE_MARGIN \ or position.y < -ESCAPE_MARGIN \ or position.y > ArenaBoundary.INNER_HEIGHT + ESCAPE_MARGIN func _on_goal_scored(conceding_team: int) -> void: if _eval: _eval_goals[1 - conceding_team] += 1 _end_eval_episode() return for agent in _agents: agent.reward += goal_reward if agent.ship.team != conceding_team else -goal_reward agent.done = true _reset_episode() func _end_eval_episode() -> void: _eval_episodes_done += 1 _episode_ticks = 0 if _eval_episodes_done >= _eval_episodes: print("EVAL_RESULT " + JSON.stringify({ "model_a": _eval_models[0], "model_b": _eval_models[1], "episodes": _eval_episodes_done, "goals_a": _eval_goals[0], "goals_b": _eval_goals[1], "draws": _eval_draws, })) get_tree().quit() return # Randomized states (not kickoff): deterministic policies would otherwise # replay the identical episode every time. _reset_episode() func _reset_episode() -> void: for agent in _agents: agent.reset() var roll := randf() if roll < kickoff_state_chance: reset_ball() reset_ships() elif roll < kickoff_state_chance + ball_near_goal_chance: _place_ships_random() _place_ball_near_goal() else: _place_ships_random() _place_ball_random() func _place_ball_random() -> void: var velocity := _random_direction() * randf_range(0.0, MAX_RANDOM_BALL_SPEED) _place_body(ball, Transform3D(Basis.IDENTITY, _random_position()), velocity, Vector3.ZERO) # Attacking/defending drill states: ball close to a goal, moving toward it. # Which goal is picked is biased by attack_goal_bias (0.5 = uniform between # both, matching historical behaviour; 1.0 = always the goal team 0 attacks). func _place_ball_near_goal() -> void: var goal := _goal_for_team(0) if randf() < attack_goal_bias else _goal_for_team(1) var toward_centre := -signf(goal.global_position.z) var position := Vector3( randf_range(-4.0, 4.0), randf_range(FIELD_MIN_Y, 4.0), goal.global_position.z + toward_centre * randf_range(3.0, 6.0) ) var to_goal := (goal.global_position - position).normalized() var velocity := (to_goal + _random_direction() * 0.3).normalized() * randf_range(2.0, MAX_RANDOM_BALL_SPEED) _place_body(ball, Transform3D(Basis.IDENTITY, position), velocity, Vector3.ZERO) func _place_ships_random() -> void: for ship in ships: # Inert opponents (opponent_mode=inert) stay parked at their arena # spawn instead of drifting into the play area as a stray obstacle — # see _inert_ships. if ship in _inert_ships: continue var orientation := Basis.from_euler(Vector3( randf_range(-0.4, 0.4), randf_range(-PI, PI), randf_range(-0.4, 0.4) )) var velocity := _random_direction() * randf_range(0.0, MAX_RANDOM_SHIP_SPEED) _place_body(ship, Transform3D(orientation, _random_position()), velocity, Vector3.ZERO) func _random_position() -> Vector3: # Resample anything too close to a corner curve or wall-base fillet (see # CORNER_LIMIT / FILLET_CLEAR_Y); the violating region is a few percent # of the volume, so 20 attempts effectively never fall through. var position := Vector3.ZERO for _attempt in 20: position = Vector3( randf_range(-FIELD_HALF_X, FIELD_HALF_X), randf_range(FIELD_MIN_Y, FIELD_MAX_Y), randf_range(-FIELD_HALF_Z, FIELD_HALF_Z) ) if _spawn_position_clear(position): break return position func _spawn_position_clear(position: Vector3) -> bool: if absf(position.x) + absf(position.z) > CORNER_LIMIT: return false if position.y >= FILLET_CLEAR_Y: return true return absf(position.x) <= FIELD_HALF_X - ArenaBoundary.BASE_RADIUS \ and absf(position.z) <= FIELD_HALF_Z - ArenaBoundary.BASE_RADIUS func _random_direction() -> Vector3: var direction := Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1)) return direction.normalized() if direction.length_squared() > 0.001 else Vector3.FORWARD func _place_body(body: RigidBody3D, to: Transform3D, linear_velocity: Vector3, angular_velocity: Vector3) -> void: # Deferred: a RigidBody3D transform can't be set mid-physics-step body.set_deferred("global_transform", to) body.set_deferred("linear_velocity", linear_velocity) body.set_deferred("angular_velocity", angular_velocity)