Generation 2's single "unmask" stage (flip vertical/pitch-roll locomotion from grounded-only to full 3D in one step) failed 3 independent 240M-step attempts, landing at a stable 32% / 28% / 31% win rate vs curric-s5-aggression each time -- not noise, and not fixable by more training time (attempts 2-3 each continued the same checkpoint lineage for another full 240M steps with zero improvement). Every attempt shows train/std collapsing from ~0.30 to ~0.13-0.15 within the first ~10% of steps and never recovering: the policy locks the newly-opened axes back down before ever meaningfully exploring them. Replaces the boolean allow_vertical/allow_pitch_roll mask on ShipAIController with float vertical_ramp/pitch_roll_ramp multipliers (0.0-1.0), scaling axis effect in set_action() instead of gating it outright -- the action space never changes shape, so checkpoints stay resumable across ramp values. The single unmask stage in curriculum.py becomes 4: three ungated warmup stages (25%/50%/75% authority, airborne_penalty ramping in step) that train, checkpoint, and always advance with no eval gate, then the measured stage at full authority -- same reference, opponent mode, and 240M budget as the 3 failed attempts, for a direct comparison. Adds a "gated" flag/branch to main()'s loop for the ungated stages. This is generation 3 of the curriculum; generation 2's state is archived to curriculum_state_gen2.json (mirroring the earlier gen1 -> gen2 archival) and curriculum_state.json resets fresh, since its stage 0 no longer means what it used to. See TRAINING.md's "Generation 3" section for the full postmortem, stage table, and the open question about whether scaling action effect in Godot (which PPO's own entropy/exploration math never sees) actually addresses the collapse.
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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 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_agentsSyncnode that talks TCP to the trainer.scripts/ship_ai_controller.gd— training-side bridge (observations, rewards, action mapping).scripts/ship_observations.gdis 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) — from source by default, or from a pre-built binary via--exported-binary(see TRAINING_LINUX.md's "Exported-binary training" section;training/export_linux.shbuilds it fromGame/export_presets.cfg's "Linux Training" preset).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 totraining/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.
Setup
Needs Python 3.10+ and a Godot 4.7 binary.
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:
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
cd training
.venv/bin/python train.py --experiment run01 --timesteps 20000000 --n-parallel 6 --speedup 16
- Checkpoints land in
training/checkpoints/run01/every--checkpoint-everysteps (default 100k), plusfinal.zipon 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.--wandbmirrors logs to Weights & Biases (pip install wandbfirst).
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
.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), rollout/goal_rate (fraction of recent episodes
that ended in an actual goal rather than timing out as a draw — the live
signal for "is the policy actually finishing more episodes by scoring",
since ep_rew_mean mixes that with dense reward-shaping (ball chasing/
touching) and doesn't isolate it).
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
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:
.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.
If a model was trained with the locomotion mask on (curriculum stages 1, 2,
and 5 — see below), pass --grounded-a/--grounded-b for whichever side it's on.
The eval otherwise runs AIShipController fully unmasked regardless of how a
model was trained, so a grounded model's untrained vertical/pitch-roll output
reaches the ship as noise it never had to contend with during training —
this understates it, not a neutral comparison.
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.jsonfrom different stages of one training run (verify the gaps withevaluate.py). - reaction_ticks (default 8 = training cadence): higher = slower reactions, easier.
- action_noise: adds execution error, easier.
Promoted bots (Game/bots/promoted/)
Game/bots/*.json is a flat, ever-growing dump of every experiment/curriculum
export — useful for evaluate.py and for A/B-ing arbitrary past checkpoints
against each other in the in-game Spectate dropdown (main_menu.gd lists
Game/bots/ non-recursively, so anything one directory deeper is invisible
to it), but none of those filenames (run07.json, curric-s3-no_draws.json,
...) are meant to be the shipped bot — they get superseded constantly and
the automated curriculum pipeline (run_training.sh) only ever writes new
flat files there, never touching subdirectories.
Game/bots/promoted/<tier>.json is the small, curated, hand-maintained set
actually referenced by the shipped game — currently just easy.json
(promoted 2026-07-24 from curric-s6-unmask, the strongest checkpoint at the
time). match.tscn/spectate.tscn point their bot_model_path exports here
directly, so a promoted file is never touched by training scripts, never
overwritten by a same-named future export, and never disturbed by pruning old
experiment files from the flat dump.
To promote a new bot into a tier: copy the chosen Game/bots/<experiment>.json
to Game/bots/promoted/<tier>.json (overwriting the old one), and note the
source experiment + date in this section. Do this for medium.json/
hard.json as later curriculum stages clear the bar against easy.json in
evaluate.py.
Curriculum training
Training from scratch with self-play alone hands the network every skill
at once — finishing, defending, positioning, not stalling to a draw — off a
sparse ±40 goal reward. train.py has a curriculum flag group that stages
this the way you'd coach a human: score first, then also defend, then learn
that a draw is still a failure, and only then spend compute polishing general
movement. Each stage is a normal chained run — a new --experiment resumed
via --resume checkpoints/<previous>/final.zip, same as any other run —
just with different curriculum flags.
curriculum.py has run through three generations so far. Generation 1
(below) ran stages 1-6 to completion/block and is archived; generation 2
started a fresh stage 1 seeded from generation 1's last clean pass instead
of continuing to retry a stage that kept getting worse, but also failed 3
attempts; generation 3 (the one curriculum.py actually runs today)
replaces generation 2's single all-or-nothing unmask stage with a gradual
ramp — see "Generation 3" below.
Generation 1 (archived — see curriculum_state_gen1.json)
| Stage | Flags | What it teaches |
|---|---|---|
| 1 — score | --opponent-mode inert --attack-goal-bias 1.0 --no-allow-vertical --no-allow-pitch-roll |
Team 1 is a do-nothing placeholder ship parked at its spawn (an effectively empty net); near-goal resets always target the goal the trainee attacks; the ship can't fly or pitch/roll, only drive and yaw. Isolated finishing practice. |
| 2 — defend too | --opponent-mode self_play --no-allow-vertical --no-allow-pitch-roll |
Reintroduces a live opponent (self-play) and the default episode-start mix — the same near-goal state is now simultaneously a finishing chance for one side and a defensive save for the other. Locomotion stays grounded. |
| 3 — no draws | --draw-penalty 5 --reset-std 0.3 |
Training episodes are golden-goal (end at the first goal), so there's no in-episode goal-margin to penalize — draw_penalty is the closest available signal: a one-time penalty when an episode times out with no goal at all, on top of the existing per-tick time_penalty. Also lifts the locomotion mask (full 3D controls) by omitting --allow-vertical/--allow-pitch-roll; pair that with --reset-std since the policy never got a reward gradient on those axes before now, so expect a brief re-exploration wobble. |
| 4 — mechanics/refinement | (no curriculum flags — plain next_run.sh) |
Stock self-play, full controls, default reward/start-state mix. This is what all runs before this feature already did. |
| 5 — aggression | --opponent-mode self_play --no-allow-vertical --no-allow-pitch-roll --velocity-to-ball-weight 0.05 --ball-distance-penalty 0.006 --ball-touch-reward 0.5 |
Resumes from stage 2 (curric-s2-defend), not stage 4 — see the regression note below. Retunes ball-pursuit reward weights (up from 0.02/0.002/0.4) for much more aggressive, constantly-chasing floor play, deliberately keeping the locomotion mask on so it can't reopen the stage-3 regression. Passed 2026-07-22 (41-47 vs grounded stage 2 — close, not yet a clear win). |
| 6 — unmask | --opponent-mode self_play --velocity-to-ball-weight 0.05 --ball-distance-penalty 0.006 --ball-touch-reward 0.5 --airborne-penalty 0.003 |
Re-opens full 3D controls on top of the aggression retune — this is the same grounded-checkpoint-to-full-3D transition that regressed stage 3, but this time paired with airborne_penalty (dense, scaled by height above the floor — see ship_ai_controller.gd) so the policy learns to prefer staying grounded through incentives instead of a hard mask, and can still pick up genuinely useful aerial/wall plays instead of never touching those axes. Failed 3 attempts in a row (25% → 20% → 15% win rate vs curric-s5-aggression) and blocked — see "Generation 2" below for what replaced it. |
Stages 3-4 regressed; stage 6 deliberately reopens the same transition with a mitigation. The locomotion-mask inference bugfix (
8c15c46) revealed that stage 3's evals up to that point had been running with an unfairly unmasked grounded reference. Re-evaluated fairly,curric-s2-defend(grounded) beats bothcurric-s3-no_draws(26-60) andcurric-s4-mechanics(24-57) — lifting the locomotion mask to full 3D in stage 3 was a clear regression in floor play that self-play never earned back in 20M steps. Stage 5 sidesteps this by resuming and evaluating against stage 2 directly (curriculum.py'sresume_from_experiment/reference_experimentstage-dict overrides) instead of chaining through stages 3-4. Stage 6 is where full 3D flight comes back — not masked away this time, but discouraged viaairborne_penaltyand given ~12x the training time to settle. Seecurriculum_state_gen1.json's log for the full eval numbers.
Stage 6 (unmask, retry1, retry2) all used identical flags —
curriculum.py always reuses STAGES[stage_index]["flags"] on retry, only
the resume checkpoint changes — so continued training just drifted the same
policy further rather than converging differently (25% → 20% → 15% win rate
vs curric-s5-aggression). After 3 failed attempts the script blocked for
human review; rather than pile up retry4, retry5, ... on a lineage that
kept getting worse, generation 2 (below) replaces it with a fresh stage 1.
Generation 2 (archived — see curriculum_state_gen2.json)
curriculum.py's STAGES list contained a single stage, unmask
(displays as stage 1 — curric-s1-unmask), which picks up exactly where
generation 1's regression analysis left off. It resumes directly from
FOUNDATION_EXPERIMENT (curric-s5-aggression's own checkpoint — the last
stage that passed cleanly) via resume_from_experiment/reference_experiment
overrides, rather than re-running stages 1-5 or continuing generation 1's
drifted retry2:
--opponent-mode self_play --velocity-to-ball-weight 0.08 --ball-distance-penalty 0.01 --ball-touch-reward 0.7 --airborne-penalty 0.003 --ball-velocity-to-goal-weight 0.06 --goal-reward 80 --draw-penalty 5
Compared to generation 1's stage 6:
velocity_to_ball_weight(0.05→0.08) andball_distance_penalty(0.006→0.01) — the actual ball-chasing terms, unchanged since stage 5 despite three failed attempts — plusball_touch_reward(0.5→0.7).- Two scoring-specific terms newly exposed via
train.py(they already existed asship_ai_controller.gd/training_mode.gd@exports, just not as CLI flags):ball_velocity_to_goal_weight(0.004 default → 0.06) rewards the ball actually moving toward the goal, not just being chased/touched;goal_reward(40 default → 80) is the terminal reward for scoring itself. draw_penalty 5(proven effective in stage 3 against passivity), which generation 1's stage 6 had never set — previously all carrot for scoring, no stick for never scoring.reset_retry_checkpoint: Trueon the stage dict, so if this stage itself fails and retries,resume_checkpoint()resets toFOUNDATION_EXPERIMENTagain instead of drifting a failed attempt further — the specific bug that made generation 1's 3 retries monotonically worse instead of converging.
Deliberately not added: a cooldown/cap on ball_velocity_to_goal_weight to
guard against a bot farming near-misses (bouncing the ball toward goal
repeatedly without finishing) instead of actually scoring. Unlike the
touch-farming bug (see ship_ai_controller.gd's ball_touch_reward
comments) this term is already direction-scaled by construction (it's a
velocity-toward-goal quantity, not an undirected contact count), so the risk
is theoretical rather than demonstrated. If this stage's eval shows high
ball_velocity_to_goal_weight accrual without a matching rise in actual
goals scored, that's the signal to add one.
Every experiment name curriculum.py generates is now timestamped
(YYYYMMDD-HHMM-<name>, e.g. 20260727-0930-curric-s1-unmask), applied once
in run_stage_attempt — this keeps generation 2's names from colliding with
generation 1's plain ones (both checkpoint directories and TensorBoard run
names come straight from --experiment) and makes run order obvious in
TensorBoard without cross-referencing curriculum_state.json.
Generation 2 also failed 3 attempts in a row, landing at a stable
32% / 28% / 31% win rate vs curric-s5-aggression each time — the second
and third attempts each continued the same checkpoint lineage for another
full 240M steps with zero improvement, ruling out both the reward retune
above and "just needs more time" as fixes. Every attempt showed train/std
collapsing from ~0.30 to ~0.13-0.15 within the first ~10% of steps and never
recovering. See "Generation 3" below for the redesign this prompted.
Generation 3 (current)
Generation 2's failures point at the mechanism of the transition, not the
reward weights: flipping allow_vertical/allow_pitch_roll from false to
true in one step let PPO's action-distribution std collapse on those axes
before the policy ever meaningfully explored them. Generation 3 replaces
that boolean mask with a float ramp (vertical_ramp/pitch_roll_ramp on
ShipAIController, 0.0-1.0, multiplying the axis's effect in set_action
instead of gating it) and spreads the transition across 4 stages instead of
1:
| Stage | vertical-ramp/pitch-roll-ramp |
airborne-penalty |
timesteps | gated |
|---|---|---|---|---|
1 — unmask-ramp25 |
0.25 | 0.0 | 40M (~4h) | No — trains, checkpoints, always advances |
2 — unmask-ramp50 |
0.5 | 0.001 | 40M (~4h) | No |
3 — unmask-ramp75 |
0.75 | 0.002 | 40M (~4h) | No |
4 — unmask |
1.0 | 0.003 | 240M (~24h) | Yes — evaluated against curric-s5-aggression, same 15-point regression gate as every prior attempt |
The 3 warmup stages are deliberately ungated: they're waypoints en route to
the real, measured transition, not decisions in their own right, so
curriculum.py's main() loop trains and checkpoints them and always
advances (no eval call, no retry logic — there's nothing to fail against).
Only the final unmask stage is evaluated, with the same reference bot,
opponent mode (self_play, not frozen — kept identical to every prior
attempt so a pass or fail cleanly isolates the ramp as the only variable),
and 240M-step budget as all 3 failed all-or-nothing attempts, for a direct
comparison. airborne_penalty ramps in step with the axes so it doesn't
fight a still-mostly-inert axis early on.
All the reward-shaping flags from generation 2's stage (velocity-to-ball-weight,
ball-distance-penalty, ball-touch-reward, ball-velocity-to-goal-weight,
goal-reward, draw-penalty) are unchanged and identical across all 4
stages, so the ramp is the sole studied variable.
curriculum_state.json was reset (generation 2's log archived to
curriculum_state_gen2.json) rather than continuing to log against a stage
list whose stage 0 no longer means what it used to.
Open question, not yet resolved by data: the ramp scales the action's
effect in Godot, which runs after PPO samples the action — PPO's own
std-collapse dynamics don't directly see the ramp, only the reward it
produces. It's possible this doesn't prevent the collapse, or even makes it
happen faster at low ramp values (weaker reward signal on those axes gives
less incentive to keep exploring them). Watch train/std per stage in
TensorBoard rather than assuming the ramp is working. If the final gated
stage still lands ~28-32%, that's evidence the plateau isn't an
exploration/collapse problem at all — worth revisiting reward shaping, or
trying --opponent-mode frozen --opponent-model <path> during the warmup
stages (implemented, never yet exercised in this project) to remove
self-play's moving-target instability while the policy first learns to use
the new axes.
All curriculum flags default to leaving Godot's own @export defaults
alone (train.py only forwards a flag when you pass it), so ordinary runs
are unaffected. Full flag list: --opponent-mode {self_play,inert,frozen},
--opponent-model <path> (for frozen), --draw-penalty,
--attack-goal-bias, --kickoff-chance, --near-goal-chance,
--vertical-ramp, --pitch-roll-ramp (0.0-1.0 locomotion-unmask ramp),
--velocity-to-ball-weight, --ball-distance-penalty, --ball-touch-reward,
--airborne-penalty, --ball-velocity-to-goal-weight, --goal-reward.
Running it automatically
training/curriculum.py (started via curriculum.sh, same detached-tmux
pattern as start_training.sh) drives all stages end to end: for each
stage it runs run_training.sh (pull, train, export, commit+push) with that
stage's flags, then evaluates the resulting checkpoint against a reference
bot over 100 episodes — the fixed rookie.json baseline for a from-scratch
stage 1 (no resume_from_experiment/reference_experiment override on
STAGES[0]), the previous stage's promoted checkpoint by default for
stages 2+, or an explicit override in that stage's dict when it deliberately
skips a since-regressed branch (generation 1's stage 5) or seeds from a
fixed foundation checkpoint (generation 2's stage 1 — see above).
cd training
./curriculum.sh # start/resume the curriculum
./curriculum.sh --seed-checkpoint checkpoints/run11/final.zip # override stage 1's resume source for this run
The gate is deliberately lenient: it blocks a stage only on a clear
regression (the reference beating the candidate by 15+ points of win
rate), not "must show improvement." A 40-episode eval already misled us once
in this project — run11 was the first model to deliberately score a goal,
but its head-to-head eval read as a loss on sample noise alone. A strict
gate would have retried that stage forever for the wrong reason; a loose one
still catches a genuinely broken stage. Progress and every attempt's eval
result are logged to curriculum_state.json (committed alongside
eval_history.json after each attempt).
A stage gets up to 2 retries (3 attempts total) before the script stops and
asks for a human look — it will not retry indefinitely or advance past a
stage that keeps failing on its own. By default a retry resumes from that
stage's own previous attempt with a fresh --reset-std; a stage can instead
set reset_retry_checkpoint: True (generation 2's stage 1 does) to always
reset to its normal resume source instead — see the generation 1 → 2
postmortem above for why blind same-checkpoint retries can make things
monotonically worse. Once you've looked at why a block happened (more
timesteps? a flag needs adjusting? the eval itself was misleading?), re-run
with --force-retry to try again or --skip-to-next-stage if you judge the
result good enough despite the gate.
Running a stage by hand (e.g. to experiment with flags before trusting the
orchestrator) still works exactly as the table above describes — just call
next_run.sh/run_training.sh directly with that stage's flags.
Self-play notes
By default both ships share the live policy (mirrored, team-relative
observations — see ship_observations.gd), so training is against the
current self. --opponent-mode inert/frozen (see Curriculum training
above) replace that with a placeholder or a fixed exported policy for one
side of a run; frozen is a single-fixed-model slice of full league play.
Fixed-opponent training against a pool of past checkpoints sampled per
episode (to avoid strategy collapse on long self-play runs) is still
deferred — see TODO.md.