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Josh Creek 1811e9333e feat(training): curriculum generation 4 — MultiDiscrete action space redesign
Three curriculum generations (2026-07-21 through 2026-08-04) all tried
gating *when* the policy could use vertical thrust/pitch-roll on top of a
continuous Gaussian action space, and all three failed the same way: PPO's
action-distribution std collapsed within ~10% of steps and never recovered,
landing at a 15-32% win rate vs the grounded reference regardless of
mechanism (hard mask, then a gradual ramp). Generation 3's final attempt
just landed at 24% — the worst of the three.

Root cause, verified against this project's own physics: hovering this ship
requires *holding* thrust.y ~= 0.408 continuously (mass 5.0, vertical_thrust
120, gravity 9.8). A collapsed near-zero-mean Gaussian can brush that value
but never sustain it long enough to earn the reward gradient that would
move the mean — no amount of gating *when* the axis acts fixes a problem in
*how* the policy represents a decision on it. This also independently found
and fixes a real bug: godot_rl never marks an episode timeout as a
truncation, so PPO was bootstrapping V(s)=0 on every 30s draw in every
generation to date.

- Game/scripts/ship_action_codec.gd (new): single source of truth for a
  per-axis MultiDiscrete action space (7 heads, nvec [5,5,5,5,5,5,2]) shared
  by training and in-game inference, replacing the continuous Gaussian.
  thrust_y's bins are deliberately asymmetric so a random policy drifts
  through the volume instead of floor-pinning. Legacy continuous decode
  (ai_ship_controller.gd's old logic) preserved verbatim so every
  pre-generation-4 export (e.g. Game/bots/promoted/easy.json) keeps working
  unchanged via an optional "action_space" JSON field.
- ship_observations.gd: append own contact state (SIZE 31 -> 35, append-only)
  so the value function can see what wall_contact_penalty fires on.
- ship_ai_controller.gd: action space/decode via the codec; drop the
  vertical_ramp/pitch_roll_ramp mechanism entirely; tilt_penalty default
  lowered 4x (aerial approaches require pitching); flight telemetry
  (airborne_fraction, mean_altitude, air_touch_fraction, vertical_thrust_mean)
  and truncation-snapshot fields on get_info().
- training_mode.gd: new air_drill_chance state-setter branch (ball spawned
  high, ships low, kept clear of walls) so aerial practice is forced by the
  environment instead of relying on reward-driven exploration alone; snapshot
  terminal observations before a timeout reset for the truncation fix.
- cosmic_env.py: remap ShipAIController's truncated/terminal_obs info into
  SB3's TimeLimit.truncated/terminal_observation keys.
- train.py: --reset-logits (+ --reset-logits-heads) replaces the
  now-meaningless --reset-std; new EntropyFloorCallback (a persistent
  per-rollout ent_coef controller replacing the one-shot std-reset shock)
  and per-head entropy logging; FlightTelemetryCallback; --air-drill-chance/
  --tilt-penalty flags; optional AbortIfCallback kill-criterion.
- export_policy.py: writes the action_space block for MultiDiscrete models;
  index-level parity check (argmax per head) instead of comparing floats.
- curriculum.py: full rewrite — 3 stages (bootstrap/selfplay/gauntlet), no
  grounded stage, full action space live from step 1; deletes generation
  1-3's checkpoint-lineage machinery (nothing to resume from); final report
  evaluates against both promoted/easy.json and the new
  promoted/reference-grounded.json (a copy of curric-s5-aggression, the
  strongest grounded-era artifact, kept as a fixed yardstick).
- run_training.sh/.gitignore: commit only final.zip, not the ~2400
  intermediate checkpoint files a single stage was writing (~500MB ->
  ~0.2MB per run); requirements.txt pinned (behaviour here now depends on
  specific library internals, not just public APIs).
- test_action_space.py (new): offline rung-0 check catching a head-order
  mismatch before it silently corrupts 24h of training.

Validated: GDScript compiles clean (Godot --headless --import + script
validation), free_play.tscn and training.tscn both boot headless without
errors, offline action-space assertions pass. Not yet run: the actual
smoke-training/A-B validation ladder steps in TRAINING.md's "Generation 4"
section, before committing to the full ~32h curriculum.

See TRAINING.md's "Generation 4" section for the full design writeup.
2026-08-04 23:27:57 +01:00

91 lines
3.3 KiB
GDScript

class_name PolicyNetwork
extends RefCounted
# Minimal MLP forward pass for running trained policies in pure GDScript —
# no .NET build or ONNX runtime needed. Weights come from a JSON file written
# by training/export_policy.py (see TRAINING.md). The policy net is tiny
# (31 → 64 → 64 → 7 by default), and the bot only thinks every few physics
# ticks, so GDScript is plenty fast.
#
# JSON shape:
# {
# "input_size": 31,
# "layers": [
# {"weights": [[out x in floats]], "biases": [out floats], "activation": "tanh" | "linear"},
# ...
# ]
# "action_space": {"type": "multi_discrete", "heads": [{"name","bins"}, ...]} // optional
# }
#
# "action_space" is absent from every model exported before curriculum
# generation 4 (e.g. Game/bots/promoted/easy.json) — absence means
# {"type": "continuous"}, decoded via ShipActionCodec.from_continuous, the
# same flattened-Box(7)-mean-output path this class has always produced.
# This class itself never changes behaviour based on it; only the caller
# (AIShipController._decide) branches on action_space["type"].
var input_size: int = 0
var action_space: Dictionary = {"type": "continuous"}
var _layers: Array = []
static func load_from_file(path: String) -> PolicyNetwork:
if not FileAccess.file_exists(path):
push_error("PolicyNetwork: model file not found: %s" % path)
return null
var text := FileAccess.get_file_as_string(path)
var data: Variant = JSON.parse_string(text)
if data == null or not (data is Dictionary) or not data.has("layers"):
push_error("PolicyNetwork: invalid model file: %s" % path)
return null
var net := PolicyNetwork.new()
net.input_size = int(data.get("input_size", 0))
net.action_space = data.get("action_space", {"type": "continuous"})
for layer in data["layers"]:
# Flatten each layer's weights into a PackedFloat64Array for speed
var out_size: int = layer["biases"].size()
var in_size: int = layer["weights"][0].size()
var flat := PackedFloat64Array()
flat.resize(out_size * in_size)
var i := 0
for row in layer["weights"]:
for value in row:
flat[i] = value
i += 1
var biases := PackedFloat64Array(layer["biases"])
net._layers.append({
"weights": flat,
"biases": biases,
"in_size": in_size,
"out_size": out_size,
"tanh": layer.get("activation", "linear") == "tanh",
})
return net
func forward(observation: Array) -> Array:
if observation.size() < input_size:
push_error("PolicyNetwork: observation has %d values, model expects %d" % [observation.size(), input_size])
# Slice rather than trust the caller: ShipObservations.SIZE only ever
# grows (append-only), so an older/smaller model must still decode
# correctly against a newer, longer observation vector — the extra
# trailing values it never trained on are simply dropped here rather
# than corrupting the first layer's dot product by accident.
var x := PackedFloat64Array(observation.slice(0, input_size))
for layer in _layers:
var in_size: int = layer["in_size"]
var out_size: int = layer["out_size"]
var weights: PackedFloat64Array = layer["weights"]
var biases: PackedFloat64Array = layer["biases"]
var y := PackedFloat64Array()
y.resize(out_size)
for row in out_size:
var sum := biases[row]
var offset := row * in_size
for col in in_size:
sum += weights[offset + col] * x[col]
y[row] = tanh(sum) if layer["tanh"] else sum
x = y
return Array(x)