# Training the AI bot Cosmic Clash bots are trained with reinforcement learning (self-play PPO): two ships in a headless arena share one policy that learns by playing against itself. Training runs in Python ([Godot RL Agents](https://github.com/edbeeching/godot_rl_agents) bridge + Stable-Baselines3); the trained policy is exported to a small JSON file and runs **inside the game** in pure GDScript — shipped bots need no Python, no .NET, no network. ## How it fits together - `Game/scenes/training.tscn` + `scripts/training_mode.gd` — headless self-play environment: two RL ships, randomized episode starts, goal rewards. Contains the vendored godot_rl_agents `Sync` node that talks TCP to the trainer. - `scripts/ship_ai_controller.gd` — training-side bridge (observations, rewards, action mapping). `scripts/ship_observations.gd` is the *shared* observation builder — training and in-game inference must stay identical, so never fork it. - `training/train.py` — PPO trainer; launches N parallel headless Godot instances (2 agents each). - `training/export_policy.py` — SB3 checkpoint → JSON policy for the game. - `scripts/ai_ship_controller.gd` + `scripts/policy_network.gd` — in-game inference (GDScript MLP forward pass). - `training/evaluate.py` — pits two exported policies against each other and appends to `training/eval_history.json`. ## Hardware The environment is our own headless Godot sim — fully cross-platform: - **Any machine (e.g. the M4 Mac mini)**: fine for pipeline development, smoke runs, and short experiments. Env stepping is CPU-bound; the policy is a small MLP, so even CPU-only PPO updates are cheap. - **Linux + NVIDIA GPU (e.g. the RTX 3090 box)**: recommended for real multi-hour/overnight runs. PyTorch CUDA works out of the box; more CPU cores also mean more parallel Godot instances (`--n-parallel`). There is no hard GPU requirement (unlike Rocket League tooling) — a GPU mainly speeds up learning updates on long runs. For the Linux/3090 remote-training workflow (setup, throughput tuning, auto-copying results back to the Mac, dashboard over the network), see [TRAINING_LINUX.md](TRAINING_LINUX.md). ## Setup Needs Python 3.10+ and a Godot 4.7 binary. ```bash cd training python3.12 -m venv .venv # macOS: brew install python@3.12 .venv/bin/pip install -r requirements.txt ``` On Linux, download the Godot 4.7 Linux binary and point at it: ```bash export GODOT_BIN=~/godot/Godot_v4.7.1-stable_linux.x86_64 ``` (macOS default is `/Applications/Godot.app/Contents/MacOS/Godot`; override with `GODOT_BIN` or `--godot_bin` if yours lives elsewhere.) ## Run a training session ```bash cd training .venv/bin/python train.py --experiment run01 --timesteps 20000000 --n-parallel 6 --speedup 16 ``` - Checkpoints land in `training/checkpoints/run01/` every `--checkpoint-every` steps (default 100k), plus `final.zip` on exit (also written on Ctrl-C). - Resume with `--resume checkpoints/run01/final.zip`. - `--n-parallel` = Godot instances (2 agents each). Scale with CPU cores. - `--speedup` = in-engine physics speedup. Raise until CPU saturates. - `--wandb` mirrors logs to Weights & Biases (`pip install wandb` first). Expect the smoke-run scale (~100k steps) to only learn crude ball-chasing; real behaviour needs tens of millions of steps (hours on the 3090 box). ### Watch progress ```bash .venv/bin/tensorboard --logdir training/logs ``` Key curves: `rollout/ep_rew_mean` (should trend up), `rollout/ep_len_mean` (should trend *down* from 225 as goals end episodes early — 225 action steps = the 30s episode timeout). ### Reward/observation tuning Reward weights are exported vars on `ShipAIController` (goal reward on `TrainingMode`) — tune in `training.tscn`/scripts without touching the trainer. If you change the *observation* layout (`ship_observations.gd`), old checkpoints/exports become incompatible: retrain, and bump a note in your experiment name. ## Export a checkpoint into the game ```bash cd training .venv/bin/python export_policy.py checkpoints/run01/final.zip ../Game/bots/hard.json ``` The exporter runs a parity check (JSON forward pass vs SB3 prediction) before writing. Models live in `Game/bots/`. ## Evaluate progress between checkpoints TensorBoard shows learning, but "is the new checkpoint actually *better*?" needs head-to-head play: ```bash .venv/bin/python export_policy.py checkpoints/run01/ppo_5000000_steps.zip /tmp/candidate.json .venv/bin/python evaluate.py ../Game/bots/hard.json /tmp/candidate.json --episodes 40 ``` Golden-goal episodes (first goal wins, timeout = draw), sides swapped halfway for fairness, using the exact inference path that ships in-game. Every run appends to `training/eval_history.json` — the long-term progress record. Evaluate each new candidate against the previous promoted bot and a fixed early reference to see absolute progress over time. ## Difficulty tiers A bot is `(model, reaction_ticks, action_noise)` — configured on the Match mode (`bot_model_path`, `bot_reaction_ticks`, `bot_action_noise` in `match.tscn`) or any `AIShipController`: - **Model**: the main lever. An early checkpoint *is* an easy bot — promote e.g. `easy.json` / `medium.json` / `hard.json` from different stages of one training run (verify the gaps with `evaluate.py`). - **reaction_ticks** (default 8 = training cadence): higher = slower reactions, easier. - **action_noise**: adds execution error, easier. ## Self-play notes Both ships share the live policy (mirrored, team-relative observations — see `ship_observations.gd`), so training is always against the current self. Fixed-opponent training against frozen checkpoints (league play, to avoid strategy collapse on long runs) is deferred — see TODO.md; the pieces (exported JSON bots + `AIShipController`) already exist.