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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.
22 lines
850 B
Plaintext
22 lines
850 B
Plaintext
.DS_Store
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# RL training: checkpoints and logs ARE committed (training results must
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# survive any single machine); only the env and scratch files are not.
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training/.venv/
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training/smoke_run.log
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training/__pycache__/
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# Intermediate PPO checkpoints: only final.zip is ever committed (see
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# run_training.sh) — --resume only ever points at final.zip, and a single
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# experiment's intermediate checkpoints were 2401 files / ~500MB, of which
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# final.zip was ~0.2MB. This is the training-results-survive-any-machine
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# property from ~2500x less data, not a relaxation of it.
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training/checkpoints/*/ppo_*_steps.zip
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# Exported training binary: a regenerable build artifact (rebuilt by
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# export_linux.sh / run_training.sh), not a training result.
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training/build/
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# Texture generator scripts: throwaway env, not the scripts themselves.
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tools/textures/.venv/
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